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 Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
Yeah that snow themed map looks really good for OG Quake engine!
@CaveyMoth Жыл бұрын
Quake was very far ahead of its time with that color palette
@Konkretertyp Жыл бұрын
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 Жыл бұрын
@@Konkretertyp absolutely, there sould be an option to turn off texture filtering in every game. never liked it
@colbyboucher6391 Жыл бұрын
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 Жыл бұрын
The direct lineage of these slopes through the various iterations of goldsource and source to the modern surf_ map is fascinating
@steverussell7005 Жыл бұрын
It’s awful that no good surf maps exist for Quake or quakeworld
@DuckPerc Жыл бұрын
@@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 Жыл бұрын
@@DuckPercGo ahead! It's such an amazing but still easy mapping tool, you'll be away in no time. Miles ahead of Hammer.
@Kacpa2 Жыл бұрын
And on Source 2 aswell. Rocket jumps, bunny hoping and slope surfing still alive and well.
@DuckPerc Жыл бұрын
@@Kacpa2 what source 2 game can you rocket jump in? I want it
@O5MO Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
Slopes? Yeah, I'm inclined to believe they're pretty good.
@kg_canuck Жыл бұрын
My opinion? I decline to comment.
@user-xu2pi6vx7o Жыл бұрын
I was going to downvote this pun thread, but I think I'll let this one slide.
@Stonerman023 Жыл бұрын
I see your angle there.
@MakeStationWagonsGreatAgain Жыл бұрын
3:06 there was acute slope there!!!! Did ya see it?!?😮😮😮
@QuakeDude735 ай бұрын
These comments seem to be descending down into jokes
@Chuma95 Жыл бұрын
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 Жыл бұрын
I'm pretty sure counter strike 2 still has surfing
@Helperbot-2000 Жыл бұрын
@@DogsRNice can confirm
@NovaAge Жыл бұрын
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 Жыл бұрын
@@NovaAge source is actually a modified version of the Havok engine.
@NovaAge Жыл бұрын
@@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 Жыл бұрын
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 Жыл бұрын
Yeah, well Valve's stuff is based on id Tech, so it's really Carmack only. : >
@heberb Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
@@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 Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
I used to love the kz maps but I could never get the hang of bhops or surfing.
@trenth3492 Жыл бұрын
Quake’s player physics is some of the best in the industry, and it just wouldn’t be the same without the slopes.
@asteroidrules Жыл бұрын
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 Жыл бұрын
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.
@redstonewarrior0152 Жыл бұрын
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.
@mcbain257 Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
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."
@Calinou Жыл бұрын
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 :)
@GroinMischief6 ай бұрын
I do trickjumping in various Quakes & Quake-engine games. About 90% of my trickjumps got something to do with ramps or slopes.
@RandomGuy0987 Жыл бұрын
Oh man the sound design in Quake is seriously nostalgic. Nice video.
@J4J0 Жыл бұрын
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 Жыл бұрын
In vanilla q3 you can't gain extra height by jumping up from a slope, only in cpma
@J4J0 Жыл бұрын
@@TheMrDemonized oh, I didn't know that. But I did almost exclusively play Q2 and CPMA...
@erictheepic5019 Жыл бұрын
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.
@GroinMischief6 ай бұрын
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.
@Konkretertyp Жыл бұрын
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.
@xzimnut Жыл бұрын
I love the idea of videos focused on specific mechanics, it’s refreshing after a few videos about particular levels!
@Postal0311 Жыл бұрын
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.
@QuackerHead-j Жыл бұрын
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.
@richardvlasek2445 Жыл бұрын
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
@-IE_it_yourself Жыл бұрын
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.
@sven314154 ай бұрын
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.
@genghisdingus Жыл бұрын
Fyi the bhopping down slopes trick still exists without being patched in most source games even on games which patch most bhopping methods.
@rustyjames6131 Жыл бұрын
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 Жыл бұрын
Yes! Love that mod. A couple of the maps were converted into speedrunning maps, like you said: kzbin.info/www/bejne/nZ6TZq2uZalmfq8
@Novous Жыл бұрын
9:40 I never realized Quake is a Super Monkey Ball game
@p0nt Жыл бұрын
one of the best speedrunning channels out there right now. your presentation is always phenomenal
@BSzili Жыл бұрын
I love how this carried over to other id Tech derived games, for example I first noticed slope weirdness in Jedi Academy multiplayer.
@Kyle07 Жыл бұрын
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.
@FlaighDoh Жыл бұрын
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
@SleepyAdam Жыл бұрын
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.
@DuckPerc Жыл бұрын
This video made me immediately better at Warfork, cheers!
@onikrux Жыл бұрын
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.
@JamieBainbridge Жыл бұрын
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 Жыл бұрын
Karl Jobst has a good video covering the history of Quake speedrunning and the techniques used. m.kzbin.info/www/bejne/amTHaZl_eN9pna8
@fartman9223 Жыл бұрын
"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"
@doggo7078 Жыл бұрын
Developers: The players will never reach this high! Crook with a grenade near a slope: Surely 😏
@OrianIglesias Жыл бұрын
Thank you so much. Please keep these coming!
@azumanguy Жыл бұрын
Here‘s to slopes
@RESGorilla Жыл бұрын
The transitions during 2:00 threw me for a loop, great editing!
@ihad2reload Жыл бұрын
30s and I recognized the source for Source. Hell yeah!! Was just scrolling past. Thanks yt previews and thanks JC
@TimDoherty Жыл бұрын
Another master class of explanation and great examples!
@lazula Жыл бұрын
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.
@cikame Жыл бұрын
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.
@GroinMischief6 ай бұрын
Exactly! I don't even consider bhop or strafe jump as trickjumping, it's just a normal way to travel at this point.
@TheRedMenaceProductions Жыл бұрын
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.
@khristov_quake Жыл бұрын
amzing demos and insane tricks, hardest slopers :)
@alibalous5510 Жыл бұрын
wake up babe new quake speedruns explained video just dropped
@RdTrler Жыл бұрын
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.
@jdmjesus6103 Жыл бұрын
That green one at the end actually gave me motion sickness. For real. Now i need to settle my stomach. Impressive.
@quasiotter Жыл бұрын
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
@Vatharian Жыл бұрын
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.
@bobdrooples Жыл бұрын
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.
@gregoryirwin263 Жыл бұрын
Enjoyed the music you chose just as much as the content itself
@EvilStreaks Жыл бұрын
Explains soooo much. THANK YOU for doing these.
@Polar_Onyx Жыл бұрын
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
@sylvercritter Жыл бұрын
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.
@slavasilionov5531 Жыл бұрын
Absolutely love your work! I hope you have more to share!
@Demonanimator5 ай бұрын
Everything is so clear to me now.... thank you.
@ErazerPT Жыл бұрын
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
@hoseamatthews1844Ай бұрын
this is the video that introduced me to quake speedrunning
@Nitedontdie Жыл бұрын
Amazing video and the voice was the perfect touch.
@HardcoreMazu Жыл бұрын
Ayyy thats my slope jumping prototype map. I love slope / ramp jumps in Quake.
@quakespeedrunsexplained Жыл бұрын
We love all your maps!! ❤
@Chamburs Жыл бұрын
pls make more trickjump maps
@Winsane Жыл бұрын
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.
@drastically143 Жыл бұрын
Dear youtube, thank for recommending to me the real quake, q1 still my fav!
@BierBart12 Жыл бұрын
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
@kuss116 Жыл бұрын
Hello, you absolute legends... oh, wait... 🙃
@Zefar77 Жыл бұрын
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.
@Anhjje Жыл бұрын
Really enjoying these videos. Unbelievable how such an old game can still surprise me to this day.
@Snrby Жыл бұрын
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!
@Splarkszter Жыл бұрын
Your videos are awesome. Thank you so much for your work!
@ZdrytchXАй бұрын
I knew just about everything except the grenade bug (because I dont play quake 1). Why does the grenade get stuck going down but not up? The bounce physics work fine for avatars, so why not grenades? Also not sure if this is in quake 1, but it is in quake 2 where there is weird logic behind ramps if you go fast enough into a ramp that's shallow enough to walk up but you're faster than you can jump up it, your velocity fails to clip so you end up sliding up it instead. This behaviour is mirrored even into the most modern version of the Source engine AFAIK.
@snarther1 Жыл бұрын
Again it was pure bliss to enjoy the video thx much from germany
@minirop Жыл бұрын
So that explains the importance of the "double" jump at the end of E1M1.
@Delo997 Жыл бұрын
amazing work as always!
@RetroGamesCouple Жыл бұрын
The slope tricks,... REALLY impressive!
@dekoldrick Жыл бұрын
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.
@Denamic Жыл бұрын
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
@ronindebeatrice Жыл бұрын
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.
@venomousbook Жыл бұрын
Well since source is heavily based on the quake engine, is this why we can do the same thing in tf2 and csgo. I was even on a death run map the other day and one of the traps was a pair of slops you have to surf over or fall into toxic water
@lopwidth7343 Жыл бұрын
This was heavily exploited in late game Quake Fortress CTF maps by flag runners and mappers. Dno if those old demos and fragmovies are still out there
For ppl who are used to slopes in quake style, there is no-way to play other games, where there are no such mechanics. At least this is painful, when player can't speed up or so...
@JayJohnaJackJJJ58 Жыл бұрын
*Sits here enjoying shooting monsters and everything in quake like an idiot* *KZbin* - Hi have this video *me dies* amazing stuff mang
@G1itcher Жыл бұрын
I used to love playing slope surfing maps on HL1. good times.
@JosephParker_Nottheboxer10 ай бұрын
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.
@yeahgoood Жыл бұрын
I’m lovin these smooth moves.
@waddlesp7102 Жыл бұрын
Hey, Great Video!!! I was curious on your opinion on whether or not Night Dive's version of Quake is the definitive version to play. Are the other sourceports like quakespasm still viable to play nowadays?
@quakespeedrunsexplained Жыл бұрын
The remaster is nice but actually not very popular in the speedrunning and custom mapping scene. The main problem is that it completely changes the original movement/physics, so demos made in the remaster have to be in their own separate category (which almost nobody plays). Joequake is our engine of choice - true original physics with all the modern graphical features, compatibly with almost all mods (including the new machine games episodes), and a whole lot of useful speed running features like ghosts.
@colbyboucher6391 Жыл бұрын
@@quakespeedrunsexplained Huh, I've been sticking with VkQuake and Ironwail so much that I've never actually heard of Joequake before
@silvarn8582 Жыл бұрын
Love this channel
@zzasdfwas Жыл бұрын
Those aren't bugs! That's how slopes work in real life.
@keiyakins6 ай бұрын
... 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".
@MateusAuri Жыл бұрын
Quake: FPS gameplay Quake speedrunning: Tony Hawk's Pro Skater gameplay
@quakespeedrunsexplained Жыл бұрын
Pretty much, yep!
@daaawnzoom Жыл бұрын
i guess it makes sense but i've never thought about there being kz maps in quake. also, that checkered map you showed off a few times looks like fun to try out but probably wont cuz im not a fan of explosive boosts (and ive never played quake)
@SonySteals Жыл бұрын
Great video! Thanks!
@snp1200 Жыл бұрын
I really enjoyed speedrunning on slide maps in QuakeWorld.
@phil984 Жыл бұрын
Every single time you upload a video, i know: internet-entertainment for today is save :-)
@EdmondDantes224 Жыл бұрын
What maps are you showcasing in this video? The Quake I remember was this depressing brown and green thing, but a lot of THESE levels are... .beautiful.
@quakespeedrunsexplained Жыл бұрын
There are SO many amazing custom maps and episodes. Check out Arcane Dimensions, Alkaline, Dwell, etc on Slipseer: www.slipseer.com/index.php
@_Molecule Жыл бұрын
big fan of ur content, ty
@Adam_Lyskawa Жыл бұрын
I'm just imagining the new Quake game that is designed to be normally played like this, as a part of official and necessary game mechanics. They did it with weapon switching glitch that became not a glitch but a core feature in Doom. Don't get me wrong, I get it the OG already have those features, but they are kind of unintended and can be considered as glitches. Exploiting those glitches are not how you suppose to just play the game, as opposed to how you suppose to play Doom Eternal with weapon switching combos - the game expects you to do so and even teaches you to do so.
@colbyboucher6391 Жыл бұрын
That's been part of my "dream Quake reboot" for a bit now, although what I want is weird, niche and would literally never happen. Retain Quake's crazy movement, you can even explain it as magical thinking turning into real physics in the Other Place / slipgate realms / boomer backrooms / whatever you want to call it. Lean hard into Quake's unique take on lovecraftian weirdness, rather than a pure power fantasy have the player fleeing from screeching, worlds-ending horror at 100kph in nightmare realms where the walls want you dead. Shoot whatever's in front of you, don't dare to witness what's behind.
@jamesflames6987 Жыл бұрын
Have found that downwards slope speed boost glitch also works in real life.
@quakespeedrunsexplained Жыл бұрын
😅
@seamuskills Жыл бұрын
This is very similar to how source treats slopes in many ways, perhaps due to its relationship with the quake engine.
@quakespeedrunsexplained Жыл бұрын
Yeah, Source is a modified Quake engine, so it's not surprising that they are similar