Every fraction of every second of this is a work of art . Countless hours of practice, grinding and skill involved in EVERY single little move , every jump , every landing every shot fired , every bit of damage taken . Its all planned , calculated and executed to perfection. So , so insane.
Just take one simple example : at 4:35 he needs to shoot 3 buttons to lower the gate to the end he shoots the left one, with 1 nail, middle with 1 nail, then switches to shotgun and shoots the last one. This is because switching and shooting is fractionally faster than waiting for the 3rd nail 😳
To this day it keeps surprising me that waiting for the zombie in E1M3 is faster than using the lift. It could be interesting to see a split screen comparison between this run and the previous one, because untrained eyes struggle to see the improvement in some levels.
QDQ has always been amazing to me for how it always managed to surpass my wildest expectations for levels. Jukebox did an insane job improving levels I didn't think could be improved. The level of optimization in these runs is mindboggling now. Awesome work!
Bloody hell this is amazing! So many bits I had to think, wait, what the hell and go back .. I think I'll need the recam to check out a few bits. Then finishing with that poetry flying around in the End map instead of just waiting for the ball .. This is just beautiful!
Words are lacking, too bad quake is like that and those 9 seconds are nearly impossible to find nowdays, but you deserve all respect. Thanks for the best christmas present I will receive.
I could never be a quake speedrunner because I couldn't take the constant "HHURRH! HHURRH! HHURRH!" As some who spent most of the late 90s playing this game, that jump sound is seared into my brain and haunts my dreams
Damn, well spotted. That's unfortunate, seems to be a bug in the tool demrel that is used to make the player stats consistent across the levels. Luckily the stats themselves are correct (if you count rockets used and collected from 4:57 to 5:27 it matches), so it's only a visual issue of the wrong ammo type being shown.
It's a technique for gaining speed. If you do this infinitely long you just keep going faster and faster. Or if you mean big jumps where they do many rapid wiggles while flying through the air, that just slightly extends the jump length.
@@marscaleb The bunny hop is directly related to air strafing. Air strafing is THE source of speed, it's what increases Ranger's overall speed. But the moment he lands, his speed gets capped. Bunny hopping just happens to be the best technique at minimizing the time you're on the ground. That's the explanation for the basic bunnies. Apparently, the power bunny hops the runners do in the video involves tapping forward in the small, small time you're on the ground so you keep more of your speed. The "wiggles" are a variant of air strafing that goes in the most straight trajectory, minimizing distance travelled.