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The Absolutely Bizarre World of Slopes in Quake 

Quake Speedruns Explained
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25 авг 2024

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Комментарии : 334   
@quakespeedrunsexplained
@quakespeedrunsexplained 11 месяцев назад
I'm touched by the recent support and suggestions regarding crowdfunding/etc. I don't think I can post reliably enough for Patreon, but if you want to donate on a once-off basis, you can buy me a coffee here: www.buymeacoffee.com/quakespeedrunsexplained ❤
@arsebiscuitsandwine
@arsebiscuitsandwine 11 месяцев назад
Many creators do it on a per video basis - and even then you can choose not to charge supporters if you feel it's shorter/not what folks are expecting. I'd personally be happy to pay per video, and patreon means it just happens automatically.
@onefingerman9849
@onefingerman9849 11 месяцев назад
i buy you two if you dig into qw slide1.qwd . The one and only important map for racing in qw. The hardest of all. Pure slope , pure slide, pure speed.
@unfa00
@unfa00 11 месяцев назад
I agree - you don't need to publish every week or month. If people like your work - give them a way to easily support you on a regular basis! They will decide themselves how much they want to give, but they'll know they are helping you at least a tiny bit.
@emsouemsou
@emsouemsou 11 месяцев назад
I'm impressed how colorful Quake can be when it's not constrained to the browns and greys of the base game's maps.
@teh_supar_hackr
@teh_supar_hackr 11 месяцев назад
Yeah that snow themed map looks really good for OG Quake engine!
@CaveyMoth
@CaveyMoth 11 месяцев назад
Quake was very far ahead of its time with that color palette
@Konkretertyp
@Konkretertyp 11 месяцев назад
And without texture filtering it somehow looks better, than some other 3d games from that same era (with texure filtering, well, it looks sharper and better to me withoug filtering). It has its own charme and to be honest, it looks better that way, even better than even some newer indie titles (that want to look "retro").
@Timsturbs
@Timsturbs 11 месяцев назад
​@@Konkretertyp absolutely, there sould be an option to turn off texture filtering in every game. never liked it
@colbyboucher6391
@colbyboucher6391 10 месяцев назад
Absolutely, modern Quake maps are insanely beautiful. ...I mean personally I think the base game already was, but... yeah. What impresses me is that even when using all custom textures they manage to make it feel like Quake anyways.
@Zephyrbal
@Zephyrbal 11 месяцев назад
The direct lineage of these slopes through the various iterations of goldsource and source to the modern surf_ map is fascinating
@steverussell7005
@steverussell7005 11 месяцев назад
It’s awful that no good surf maps exist for Quake or quakeworld
@DuckPerc
@DuckPerc 11 месяцев назад
@@steverussell7005 Holy shit, is there some server config that would make utopia_v3 beatable in Q1? Cause that would be a good fucking meme. Almost reason enough to run out and learn trenchbroom.
@scrunkelmadunk7304
@scrunkelmadunk7304 11 месяцев назад
​@@DuckPercGo ahead! It's such an amazing but still easy mapping tool, you'll be away in no time. Miles ahead of Hammer.
@Kacpa2
@Kacpa2 11 месяцев назад
And on Source 2 aswell. Rocket jumps, bunny hoping and slope surfing still alive and well.
@DuckPerc
@DuckPerc 10 месяцев назад
@@Kacpa2 what source 2 game can you rocket jump in? I want it
@O5MO
@O5MO 11 месяцев назад
Having played some Source engine games (TF2), everything here seems completely normal. Its cool how some "bugs" transferred from Quake to Goldsrc to Source to possibly Source 2 and continue being used 20 years later.
@daaawnzoom
@daaawnzoom 10 месяцев назад
the biggest difference i notice is on modern source engine games you dont get extra height from jumping up slopes (unless you have a good amount of speed) & the extra height you can get from hitting a slope with speed is a lot lower than in quake but other than that, really everything works as i would expect and hope from slopes (though the grenade thing is silly)
@Bonelord69
@Bonelord69 11 месяцев назад
Slopes? Yeah, I'm inclined to believe they're pretty good.
@kg_canuck
@kg_canuck 10 месяцев назад
My opinion? I decline to comment.
@user-xu2pi6vx7o
@user-xu2pi6vx7o 10 месяцев назад
I was going to downvote this pun thread, but I think I'll let this one slide.
@Stonerman023
@Stonerman023 10 месяцев назад
I see your angle there.
@MakeStationWagonsGreatAgain
@MakeStationWagonsGreatAgain 10 месяцев назад
3:06 there was acute slope there!!!! Did ya see it?!?😮😮😮
@BigSwaggerMan
@BigSwaggerMan 2 месяца назад
These comments seem to be descending down into jokes
@Chuma95
@Chuma95 11 месяцев назад
These slopes mechanics are still in games like Half-Life and Apex Legends... Truly a master piece... We love you Quake! Quake is love, Quake is life!
@DogsRNice
@DogsRNice 11 месяцев назад
I'm pretty sure counter strike 2 still has surfing
@Helperbot-2000
@Helperbot-2000 11 месяцев назад
@@DogsRNice can confirm
@NovaAge
@NovaAge 11 месяцев назад
Because they used a modified version of the Quake engine. Goldsource is modified Quaqe, Source is modified Goldsource, Titanfall and by extension Apex Legends uses a modified version of Source.
@indestructible247
@indestructible247 10 месяцев назад
@@NovaAge source is actually a modified version of the Havok engine.
@NovaAge
@NovaAge 10 месяцев назад
@@indestructible247 Havok is used as middleware, Quaqe is still the vast majority. Source and Goldsource actually were developed in parallel for a few days; Source was essentially the experimental branch, whereas Goldsource was changed very little as HL1 was about to release. Although Havok is more important than most of the (and I have to stress this) _many_ components used in Source, Quaqe is so engrained in it that John D. Carmack II once said: "there are still bits of early Quake code in Half-Life 2"; which makes it more appropriate as a predecessor.
@r.g.thesecond
@r.g.thesecond 11 месяцев назад
Quake and Valve engines movement is something I regret not having gotten into at a younger age (due to lack of time and energy). Nowadays I do some bhop, rocket jump and surf casually but my movement is never as impressive as talented runs I see on this channel or elsewhere. Some people really seem gifted with this sense of virtual space and timing.
@zatozatoichi7920
@zatozatoichi7920 11 месяцев назад
Yeah, well Valve's stuff is based on id Tech, so it's really Carmack only. : >
@heberb
@heberb 11 месяцев назад
no shame in not starting early or not being as good as people who do this as their main hobby, as long as you're having fun that's all that matters :]
@h4724-q6j
@h4724-q6j 11 месяцев назад
The way I heard it explained was that slopes convert between horizontal and vertical velocity. Jumping down a slope converts your downwards velocity into forwards velocity, and jumping up the slope will convert forwards velocity into upwards velocity, so really upward and downward slopes have the same behaviour, just in different directions. We could use a video from Matt's Ramblings to explain what causes ramp jumping and surfing behaviour in the code.
@TarenGarond
@TarenGarond 11 месяцев назад
When touching a slope the players velocity perpendicular to the slope is clipped. Lets say you only have horizontal speed hitting "straight" into a 45 degree slope, for easier visualization of the phenomena lets rotate the frame of reference 45 degrees so the surface now is just a flat 0 degree "slope" and the player is moving downwards-forwards with an angle of 45 degrees, when hitting the surface the vertical velocity is removed and you only have the horizontal speed (parallel to the "slope") left, by changing back our reference frame you are now going up the 45 deg slope. This is happening against basically all surfaces by the way. Jumping is just adding 270 of Z-speed to the players velocity vector, so that is how ramp jumping works. Surfing is happening because of slopes that have a Z-part of the surface normal less than 0.7(A slope with close to 45 degrees and higher) is not considered as ground (No friction) in the movement code and you move with air movement (accompanied by previous mentioned velocity clipping against surfaces).
@storerestore
@storerestore 11 месяцев назад
What I like most about Quake speedruns is that they don't rely so heavily on obvious glitch exploits. Instead, people beat records by exploiting rules that seem to be enforced consistently according to some kind of internal logic that in itself may be weird and unintuitive, but not unpredictable or obviously broken. I guess grenades getting stuck on slopes might be right on the edge of what I'd consider a glitch, but it never really occurred to me as overtly broken behavior when playing the game casually. I just accept it as a quirk of the physics simulation. For comparison I watched a great speedrun of Blood where a lot of the skipping tricks involved opening doors on yourself to essentially noclip yourself past sections of the map as the game struggled to put the player back outside solid objects. Build engine jank allows for these kinds of skips across the board and seems so obviously inadvertent compared to what really amounts to physics quirks in Quake.
@quakespeedrunsexplained
@quakespeedrunsexplained 11 месяцев назад
Yes! This is exactly how Quake speedrunners feel. In its own weird way, Quake is almost unbelievably stable and glitch-free. It just feels like a perfectly designed first person racing game :)
@Helperbot-2000
@Helperbot-2000 11 месяцев назад
Yeah it seems like a game where the regular intended mechanics are so refined and versatile that speedruns really are more like e sports level play. In contrast you have half life 2 where you can give gordon noclip by turning him into a boat, deleting the boat, deleting gordon, and then turning gordon into a ghost thats immune to bullets and can jump through walls. You can also smash books into peoples heads to teach them how to teleport, break the sound barrier by going backwards but forwards, and sometimes backwards but forwards but backwards.
@Squant
@Squant 10 месяцев назад
A lot of the older runs on Speed Demos Archive used to be the same way, for all types of games. They were great to watch because playing fast meant playing by the rules, but also playing incredibly well. These days a lot of speedruns are just wars of attrition against RNG until you finally clip through the wall and spend five minutes running to the exit.
@Helperbot-2000
@Helperbot-2000 10 месяцев назад
@@Squant dont make that mistake man, new and different =/= bad. dont be a boomer who hates change. not only do precise glitches take just as much skill, but there are both glitch allowing and glitchless categories, everyone gets what they love.
@DonkoXI
@DonkoXI 10 месяцев назад
Then there's OOT speed running, where you do seemingly random nonsense for a couple minutes and suddenly win because you were secretly reprogramming the game itself to show the end credits.
@PhilipChute
@PhilipChute 11 месяцев назад
really cool to see all these examples. counterstrike has large and separate but overlapping communities for bhop, kz climbing, and surfing, with really advanced application of these techniques. quake speedrunning was the origination of them all and still the best combination of all the movement techniques
@lMrJackl
@lMrJackl 11 месяцев назад
I used to love the kz maps but I could never get the hang of bhops or surfing.
@trenth3492
@trenth3492 11 месяцев назад
Quake’s player physics is some of the best in the industry, and it just wouldn’t be the same without the slopes.
@asteroidrules
@asteroidrules 10 месяцев назад
There's a very good reason why many games are still using some of Quake as their base, it got so much right in terms of FPS control.
@jitspoe
@jitspoe 11 месяцев назад
Maybe it's because I've played Quake games for so long, but I find the slope jumping pretty intuitive. Jump velocity is added to your current velocity, so if you're moving up when you jump, you jump higher! I'm making a platformer (Fist of the Forgotten) that really emphasizes this type of movement, but it definitely doesn't click for everybody. As for why grenades stick to slopes, if I recall correctly, the code checks if the normal of the surface relative to the motion of the grenade is below some threshold, which makes sense on flat ground -- once the grenade is moving almost horizontally it should just stop bouncing. If it's on a slope, however, that normal check can be in line with the grenades movement (moving close to being in line with the slope), so it just stops in unrealistic places.
@Calinou
@Calinou 11 месяцев назад
I was today years old when I learned that grenades bouncing downwards on slopes are always stuck. I guess it's time to put that knowledge into good use :)
@-IE_it_yourself
@-IE_it_yourself 11 месяцев назад
i love how the ID games, didnt make a set of rules, but instead a set of variables when designing how the game can be played. it gives it a sandbox feel, and so many options considering the only way out is through.
@sven31415
@sven31415 Месяц назад
They didn't make a set of variables but they made it a game engine, similar how they did it in Doom (don't know about Wolfenstein). This means that there was a game engine driver that that was programmed in QuakeC, and therefore completely variable. This is how all the mods and conversions could be made. Valve bought the engine for Halflife.
@mcbain257
@mcbain257 11 месяцев назад
Interesting to see a different kind of video that goes more in-depth about a gameplay mechanic. I'm all for it if you have more of those! (I'm aware of Matt's Ramblings too btw, but those are more tech-heavy)
@thekilla1234
@thekilla1234 11 месяцев назад
I like that you describe slopes as "humble" as if they are the most powerful entities in the Quake universe but they don't make a big deal about it and just kinda chill out on maps occasionally lending their power to speedrunners that happen to pass by.
@colbyboucher6391
@colbyboucher6391 10 месяцев назад
What's hilarious is, that... fits the "incomprehensible Other Place" vibe of Quake perfectly actually? "Oh, the ramps here are sentient, by the way. Nbd."
@J4J0
@J4J0 11 месяцев назад
I don't agree, that slopes increasing your vertical speed while going up them, nor increasing your horizontal speed while jumping down them is a bug. It's a simple implementation of elastic collisions with respect to the Newton's law and conservation of inertia. If it were a bug, it probably wouldn't have persisted through Q2, Q3, ... But then again, I'm sure it was recognized as one of the main aspects, that separated quake games from all the other contemporary FPS and why I still rate these engines far, far above all other FPS engines (the other being quake's netcode).
@TheMrDemonized
@TheMrDemonized 11 месяцев назад
In vanilla q3 you can't gain extra height by jumping up from a slope, only in cpma
@J4J0
@J4J0 11 месяцев назад
@@TheMrDemonized oh, I didn't know that. But I did almost exclusively play Q2 and CPMA...
@erictheepic5019
@erictheepic5019 11 месяцев назад
I was going to say something similar. Most of the tech related to slopes is perfectly intuitive even if you know nothing about Quake or Source engine games, and the rest of the tech becomes somewhat intuitive once you understand Quake's air movement. The only exception here is grenades stopping on slopes.
@GroinMischief
@GroinMischief 3 месяца назад
In Quake 2 you get the height but also the speed is preserved, you just kinda slide them up. You can land on them while falling or moving up right after a jump, makes no difference.
@RandomGuy0987
@RandomGuy0987 11 месяцев назад
Oh man the sound design in Quake is seriously nostalgic. Nice video.
@Konkretertyp
@Konkretertyp 11 месяцев назад
Thanks for that explanation, i've never ectutally known, on how it is possible, that some people are moving that quickly in quake and quake engine based games. Now i know for sure. I've never got to much into that kind of games to be honest, even though i like to play some fps, but i appretiate it, if someone out there makes a good explanation video like yours, it is a blessing. Quake and Doom always had some fascination to me, i played different versions of those iconic titles (PC, Sega, SNES, N64, PSOne) and they have a special place in my heart. Always appreciate this kind of content.
@Postal0311
@Postal0311 11 месяцев назад
I always love these sorts of tricks from classic games. It certainly doesn't hurt that people have been playing these particular games for a long while now. I wonder what current games will have that sort of longevity.
@xzimnut
@xzimnut 11 месяцев назад
I love the idea of videos focused on specific mechanics, it’s refreshing after a few videos about particular levels!
@ihateevilbill
@ihateevilbill 11 месяцев назад
I remember me and my entire clan (at the time) playing surf maps in counterstrike. So much fun. Some of the madness I could pull off... good times. All thanks to the quake engine :)
@QuackerHead-j
@QuackerHead-j 11 месяцев назад
Slopes in Quake 1 are perfect and feel great to interact with. In Source games there's surfing but ramp jumping is absent most of the time.
@jdmjesus6103
@jdmjesus6103 10 месяцев назад
That green one at the end actually gave me motion sickness. For real. Now i need to settle my stomach. Impressive.
@kuss116
@kuss116 11 месяцев назад
Hello, you absolute legends... oh, wait... 🙃
@BSzili
@BSzili 11 месяцев назад
I love how this carried over to other id Tech derived games, for example I first noticed slope weirdness in Jedi Academy multiplayer.
@valcaron
@valcaron 11 месяцев назад
It seems a LOT of games have this quirk with slopes, not just Quake. I recall even doing this in Everquest Online Adventures, which barely even had much of a physics system at all (being an MMORPG), and could abuse slopes to slowly crawl to the top of the walls in Freeport.
@p0nt
@p0nt 11 месяцев назад
one of the best speedrunning channels out there right now. your presentation is always phenomenal
@doggo7078
@doggo7078 11 месяцев назад
Developers: The players will never reach this high! Crook with a grenade near a slope: Surely 😏
@OrianIglesias
@OrianIglesias 9 месяцев назад
Thank you so much. Please keep these coming!
@RdTrler
@RdTrler 11 месяцев назад
In an alternate universe, Daikatana was the spiritual successor to Quake 1. Imagine how much cooler that big sword would've been, if it wasn't just a MacGuffin on a stick.
@SleepyAdam
@SleepyAdam 11 месяцев назад
The collection of clips in this video is damn near pornographically satisfying. You can't be doing this to me man. 😩 But far one of my favorite elements of Quake's movement. I always visualized it like your character is a rubber ball that you're throwing at an angled wall.
@FlaighDoh
@FlaighDoh 10 месяцев назад
I used to play Quake when i was like 6 and hardly understood what i was doing. No idea why i would need this video now, but it is extremely entertaining. Thank you
@redstonewarrior0152
@redstonewarrior0152 10 месяцев назад
To think that this game's children had managed to keep so much of this game's DNA alive. Plenty a time have I used inclined surfaces as a launch pad for my speed shots and I have certainly made a good few uses out of ramp surfing and ramp climing. Man. It feels weird to see skills that I have learned in a game so much younger than Quake would carry over quite well.
@JamieBainbridge
@JamieBainbridge 11 месяцев назад
Great video! I'm very familiar with the Doom engine but don't know much about Quake, so this was good to demistify. It would be nice to have a video even about basic movement like bunny hops and that mid-air wiggle modern runners seem to do. I guess that wiggle was discovered later because early runners don't seem to do it.
@desertdude540
@desertdude540 11 месяцев назад
Karl Jobst has a good video covering the history of Quake speedrunning and the techniques used. m.ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-43d8fICz6gM.html
@fartman9223
@fartman9223 10 месяцев назад
"to an outsider this must be very confusing" me, charging into slope ,flying across the map,landing on a different slope and taking zero fall damage in tf2:"yeah, it seems about right"
@rustyjames6131
@rustyjames6131 11 месяцев назад
Have you ever played the original Slide mod those slide maps came from? It was really well done for it's time, though you can probably blow through the maps way faster without the hoverboard with modern movement techniques.
@quakespeedrunsexplained
@quakespeedrunsexplained 11 месяцев назад
Yes! Love that mod. A couple of the maps were converted into speedrunning maps, like you said: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-gm05zx0D3HM.html
@Kyle07
@Kyle07 10 месяцев назад
Thanks for this video. I was yesterday on a slide map and this helpful to get more used to how Quake behaves regarding the slopes. :) Over a year I played Quake on the couch with a controller, but now I back with keyboard and mouse and it makes more fun.
@drastically143
@drastically143 10 месяцев назад
Dear youtube, thank for recommending to me the real quake, q1 still my fav!
@TimDoherty
@TimDoherty 11 месяцев назад
Another master class of explanation and great examples!
@Polar_Onyx
@Polar_Onyx 11 месяцев назад
I was expecting you to pull out a formula or code snip it at almost every transition, this reminds me of the missile knows where it is meme because you describe the slop without ever telling us exactly how it works
@ihad2reload
@ihad2reload 10 месяцев назад
30s and I recognized the source for Source. Hell yeah!! Was just scrolling past. Thanks yt previews and thanks JC
@Demonanimator
@Demonanimator 2 месяца назад
Everything is so clear to me now.... thank you.
@azumanguy
@azumanguy 11 месяцев назад
Here‘s to slopes
@Winsane
@Winsane 10 месяцев назад
I grew up playing almost exclusively games using this engine or engines based on it. The physics and nuances make just as much sense in my head as real life does.
@gregoryirwin263
@gregoryirwin263 11 месяцев назад
Enjoyed the music you chose just as much as the content itself
@DuckPerc
@DuckPerc 11 месяцев назад
This video made me immediately better at Warfork, cheers!
@Zefar77
@Zefar77 11 месяцев назад
Engine: Hah these vertical and horizontal blocks are easy to handle. Developer: I've added diagonally ones to the 3D models. Engine: Oh shit. I mainly remember the surf maps on Counter Strike Source.
@Vatharian
@Vatharian 10 месяцев назад
It's also interesting how slope coordinates are handled by the engine itself. If I remember correctly from my Q1 mapping days, BSP holds center of a plane, along it's facing vector (it's oriented 0,0 for flat floor), plus list of unique intersecting vertices. The presence of vector may be indication of math behind it - quake just applies simple modifier based on angle difference, adds vectors and voila, next n.
@onikrux
@onikrux 11 месяцев назад
man- just seeing the air strafes- seeing the little surfs- I'm so glad so much of this tech seeps into later Source games. Even Apex has geoboosts relative to surfing.
@RetroGamesCouple
@RetroGamesCouple 10 месяцев назад
The slope tricks,... REALLY impressive!
@cikame
@cikame 10 месяцев назад
It's funny how the people who played these games have an alternate sense of physics programmed into us, i played a lot of half life and got into surf maps very easily, it just makes sense :p.
@GroinMischief
@GroinMischief 3 месяца назад
Exactly! I don't even consider bhop or strafe jump as trickjumping, it's just a normal way to travel at this point.
@richardvlasek2445
@richardvlasek2445 10 месяцев назад
if i can make one suggestion, please consider displaying the names of the maps and the players whose demos you've used in the video on the screen during appropriate segments because it would be a godsend for exposure
@khristov_quake
@khristov_quake 11 месяцев назад
amzing demos and insane tricks, hardest slopers :)
@genghisdingus
@genghisdingus 10 месяцев назад
Fyi the bhopping down slopes trick still exists without being patched in most source games even on games which patch most bhopping methods.
@RESGorilla
@RESGorilla 11 месяцев назад
The transitions during 2:00 threw me for a loop, great editing!
@yeahgoood
@yeahgoood 11 месяцев назад
I’m lovin these smooth moves.
@quasiotter
@quasiotter 11 месяцев назад
i spent too much time trying to make that first jump on that EJ3 map that i realised i'm just not in that league. saw a demo a later and understood it's not for mortals like me
@Nitedontdie
@Nitedontdie 11 месяцев назад
Amazing video and the voice was the perfect touch.
@dekoldrick
@dekoldrick 10 месяцев назад
Imagine the enemies on these map seeing the player just bounce off a few surfaces at high speed and exit the level before they can even get a shot off.
@EvilStreaks
@EvilStreaks 11 месяцев назад
Explains soooo much. THANK YOU for doing these.
@TheRedMenaceProductions
@TheRedMenaceProductions 10 месяцев назад
7:35 I believe its because you are jumping on an edge which causes the physics to go wacky. In halo 2, there is a thing called super bounce where you land on edges and it will launch you sky high. it was a thing on the xbox version, probably fixed in halo 2 vista and halo aniversary and I think it may be related to that.
@MateusAuri
@MateusAuri 11 месяцев назад
Quake: FPS gameplay Quake speedrunning: Tony Hawk's Pro Skater gameplay
@quakespeedrunsexplained
@quakespeedrunsexplained 11 месяцев назад
Pretty much, yep!
@GroinMischief
@GroinMischief 3 месяца назад
I do trickjumping in various Quakes & Quake-engine games. About 90% of my trickjumps got something to do with ramps or slopes.
@slavasilionov5531
@slavasilionov5531 11 месяцев назад
Absolutely love your work! I hope you have more to share!
@JayJohnaJackJJJ58
@JayJohnaJackJJJ58 10 месяцев назад
*Sits here enjoying shooting monsters and everything in quake like an idiot* *RU-vid* - Hi have this video *me dies* amazing stuff mang
@HardcoreMazu
@HardcoreMazu 11 месяцев назад
Ayyy thats my slope jumping prototype map. I love slope / ramp jumps in Quake.
@quakespeedrunsexplained
@quakespeedrunsexplained 11 месяцев назад
We love all your maps!! ❤
@Chamburs
@Chamburs 11 месяцев назад
pls make more trickjump maps
@bobdrooples
@bobdrooples 10 месяцев назад
Learning this when Quale and QW cqme out, playing on 28.8....it was stunning. The speed still or play is so much faster than anything today.
@SonySteals
@SonySteals 10 месяцев назад
Great video! Thanks!
@G1itcher
@G1itcher 10 месяцев назад
I used to love playing slope surfing maps on HL1. good times.
@sylvercritter
@sylvercritter 10 месяцев назад
Believe it or not the classic Sonic games have very similar slopes; jumping on an upward incline will make you jump extremely high, but you can also jump three quarters in a loop to get a lot more speed on the descent allowing you to build absurd speed instantly without a spindash. Because of these quirks, I'm inclined to believe the higher jump height and faster speed from slopes are intentional and aren't bugs.
@alibalous5510
@alibalous5510 11 месяцев назад
wake up babe new quake speedruns explained video just dropped
@lazula
@lazula 10 месяцев назад
I only ever played quake once, on easy since I was more focused on enjoying the basic movement, but I love watching it. I love TF2's movement as someone who mostly plays medic, and have spent a few hundred hours on rocket jump maps. It's remarkable how the jurf mechanics popularized by the map(s) of the same name are comparable to quake pretty much one to one, right down to the syncs.
@Anhjje
@Anhjje 11 месяцев назад
Really enjoying these videos. Unbelievable how such an old game can still surprise me to this day.
@Splarkszter
@Splarkszter 11 месяцев назад
Your videos are awesome. Thank you so much for your work!
@Denamic
@Denamic 10 месяцев назад
I'm surprised by how much of this I already kinda knew to some extent, even though I haven't played Quake for like 20 years
@Snrby
@Snrby 10 месяцев назад
I played Quake when it was first released. I was 15. I played the CRAP out of that game, but here I am, nearly 30yrs later, only to learn I was supposed to Mario a switch to a hidden door?! I always just hopped from the ramp!
@BierBart12
@BierBart12 10 месяцев назад
I had no idea that the Source engine got their weird slope physics that made Surf maps possible from Quake! Guess they never "fixed" it, as apparently Goldsrc was directly based off the Quake engine. Now I wonder if Source 2 also still has it. Imagine how insane a CSS surf map would feel in VR
@phil984
@phil984 11 месяцев назад
Every single time you upload a video, i know: internet-entertainment for today is save :-)
@ronindebeatrice
@ronindebeatrice 10 месяцев назад
I think it was quake 2, I believed myself to be decent at strafe jumping and movement in general, then I attempted surfing levels and it was literally playing a new game.
@JosephParker_Nottheboxer
@JosephParker_Nottheboxer 6 месяцев назад
Something that you missed here that I think is important to explain it all is vector physics.... when jumping on a surface in quake rather than a true jump (as we see is most modern games) the quake engine applies a vector of speed. This is the a relative angle based on current speed, current inputs and surface you are jumping off. While this is known by any quake players, those that don't know it won't understand what's happening.
@snp1200
@snp1200 10 месяцев назад
I really enjoyed speedrunning on slide maps in QuakeWorld.
@snarther1
@snarther1 11 месяцев назад
Again it was pure bliss to enjoy the video thx much from germany
@jamesflames6987
@jamesflames6987 11 месяцев назад
Have found that downwards slope speed boost glitch also works in real life.
@quakespeedrunsexplained
@quakespeedrunsexplained 11 месяцев назад
😅
@ErazerPT
@ErazerPT 11 месяцев назад
You know... being part of the OG Quake scene really was special, as the game was basically a wholesale collection of quirky 'oops' turned features. While we obviously must give a nod to Doom, it was Quake that pretty much brought up most every "quirk" that is now implemented as "standard". And kudos to the competitive scene, be it FFA, TDM, DM or speedrunners, because not a single soul ever thought "ahh... this needs to be fixed". Nope, everything was both embraced and incorporated into the play style. You know it's a special thing when just about every bug and quirk it had was not only "promoted" for general use and not seen as a detraction but was taken in as "added value" :D
@clouder1337
@clouder1337 11 месяцев назад
Pleasure to watch!
@silvarn8582
@silvarn8582 11 месяцев назад
Love this channel
@kazii_the_avali
@kazii_the_avali 11 месяцев назад
quake looks like itd be a fun surf game.
@pisca6496
@pisca6496 11 месяцев назад
woah man... surfing and rocketjumping,... thats crazy man....... woah.........
@Delo997
@Delo997 11 месяцев назад
amazing work as always!
@_Molecule
@_Molecule 11 месяцев назад
big fan of ur content, ty
@ridokilos-actual
@ridokilos-actual 10 месяцев назад
man i love quake
@Novous
@Novous 10 месяцев назад
9:40 I never realized Quake is a Super Monkey Ball game
@coachmcguirk6297
@coachmcguirk6297 10 месяцев назад
Anyone who's been hit by an ogre grenade knows what it's like to be utterly shrekt.
@guyclegg
@guyclegg 9 месяцев назад
Thank you
@ruperterskin2117
@ruperterskin2117 10 месяцев назад
Cool. Thanks for sharing.
@keiyakins
@keiyakins 3 месяца назад
... the part of me that has made puzzle game maps hates this because removing backroutes is a normal thing there and so this feels like "don't use slopes in your map".
@fortifyve
@fortifyve 11 месяцев назад
as a surfer. i love this
@seamuskills
@seamuskills 11 месяцев назад
This is very similar to how source treats slopes in many ways, perhaps due to its relationship with the quake engine.
@quakespeedrunsexplained
@quakespeedrunsexplained 11 месяцев назад
Yeah, Source is a modified Quake engine, so it's not surprising that they are similar
@panwu6602
@panwu6602 6 месяцев назад
Damn, it's time to play classic quake
@quakespeedrunsexplained
@quakespeedrunsexplained 6 месяцев назад
Always!
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