New WR by@Muty: • Quake - Easy Run of e2... I don't think this one is going anywhere! Special thanks to the Patreon supporters: / quakespeedrunsexplained Music :@lordsoflounge Demo rendering :@khristov_quake
Quake 1's running animation manages to work surprisingly well as a jumping and swimming animation. Quake 2 just uses the same static airborne animation for both actions and it ends up feeling less dynamic as a result.
So you switch offically from „player“ to „guide“: New boarders to explore! Now you can focus on this great youtube channel and lead us through the mysterious paths of speed-running. There is a lot of work in this exciting times and we need someone who holds the torch for us!
It is still impressive that it took someone with the skill of Muty to beat your record. The duo speedrun video put into perspective of how good players like Muty/Chambers actually are. I hope you will continue making more of these videos in the future. (:
RIP your last run, but at least it's being replaced by a really great new one! Also shoutout to the subtle editing starting at 4:49. It showcases how your slope jump compares to Muty's grenade boost jump, but then Muty's "ghost" disappears at 05:00 so you can put more focus on/have more time explaining the difference in route that comes after that. Thanks as always for a new entertaining and informative video!
Really appreciative of the work you've put into the Quake community - you've reignited my love for a game I experienced as a kid! Your videos popping into my notifications are the reason I get onto the platform! :)
Great commentary, I enjoy your videos! I understand that there is a lot to cover, but I hope there will still be some longer and more detailed videos from time to time - it really pulls me in as someone with no knowledge of Quake speedruns. Keep up the good work!
I think there is also a time save Muty got that wasn't noticed, when everyone else hits the 3 buttons following the knight boost, they get hung up on the second button, but Muty does not because of the direction he hits it at which looks like he maintains a bit more sped to me. Kinda cool. I also wonder if you can launch yourself up and over those things on the stairs instead of waiting for them?
you actually hit something that might be the key to breaking it. Using an enemy by the stairs to do a grenade boost towards the exit. We're going to get a lot of attempts to see if that'll work, lol.
I was giving it some more thought and this video confirms it, but you actually couldn't always find the optimal time by having no enemies because some strategies rely on enemies being there for a speed boost, such as where he jumps on one's head. This makes it a lot more difficult to determine the optimal path and time.
I love this freaking channel. I haven't played q1 since I was probably 10 years old. I'm 37 now.... I think I'm ready to come back. Where do you find such great music for your videos? Thanks for the entertainment!
A good thought, but the time between exiting the opening bars on the roof and reaching the exit door is only a fraction of a second. I think a perfect boost (if it could be set up without losing time) could only save about 0.1 seconds.
5:51 monsters infighting after that run be like: "Dang! He escaped. 😠 And it was your fault!" "Mine!? It was _your_ fault! 😠" *Angry infighting noises* 😂
Would putting a grenade up on the final staircase (at exactly the right time, before climbing it, so it explodes when you get there) help boost you once the ceiling parts? So you run past it and it explodes you up through the gap a little faster to the exit door? PS I absolutely love your channel and congrats to Muty.
A good thought, but the time between exiting the opening bars on the roof and reaching the exit door is only a fraction of a second. I think a perfect boost (if it could be set up without losing time) could only save about 0.1 seconds.
Thanks! I use a strange combination of old and modern tools - an ancient perl script called 'remaic' and some modern features of the Joequake engine. It's fairly tedious/technical but after making a bunch of these video days I have gotten quite fast with it :D
If you mean a demo file, then yes. You can get them at the quake section of speeddemosarchive. First link in this video's description goes to their RU-vid video which links to the demo. Unlike Doom, Quake's demos are technically more than "a set of inputs", because the way Quake's random function works means that you can't just let the game go and get the same results every time.
No particular reason. The only time hitting a (non-interactable) wall with the axe could possibly help a run if it wakes up some enemies, which is not what happens in this case.