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.
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.
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
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.
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 😳
The ending level camera sway is such a lovely and subtle effect
Got my popcorn ready!
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.
Gggrr
22222
1111
@@АнтонТемнов-р3э000
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!
❤❤❤
You have your work cut out for you here!
What a joy to watch. :)
There were several moments where I went "Oh, sweet Jesus...!" out loud to myself in my little apartment. Great job fellas, truly.
Nice work boys
"Ah, bunnyhopping, rocket jumping, intermission screen kills - there are powerful agents to the uninitiated, but we are initiated"
That is very impressive, congratulation to all the participants.
Not really, it's not the actual movement from quake it's a mod.
@@kulkutha6148 What do you mean? is there any specific place of the run? or maybe the bunny hopping is confusing?
@@kulkutha6148what are you talkin about? These runs are done by real people.
los creadores de esto son una verdadera inspiración a la praxis y persistencia m, gracias
:)
You look like jukebox
Best rocket jumper I've ever seen. This video is insanity in a good way.
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.
At 5:17 why does the rocket launcher show shells as the ammo type? Is that a glitch?
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.
"huh" "huh" "huh" "huh" The soundtrack to when all joy for a game is lost
4:35 shit that was good
That's crazy movement
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
Crazy stuff, well done.
Perfect!
Show de rapidez muito alem do normal, parabens.
Awwwwww. Finally e2m2 key bridge-demon-face-skip. First discussed for QdQr back in the 1990s. :-)
so beautiful! e3m3, i dont know what to say,
Oops I accidentally watched this at double speed. It's *really* quick...
Oh hell yea
Think there may be an error in the description - the time for e2m6 is listed as 1:33, when it should in fact be 1:11.
Yes thanks, fixed.
so good guys
2 nails and a shotgun shot at the end of e2m4. :-)
EPIC
gg
E1M5 finish with 1 health... crazy!
7:30 Hello
Hu, hu, hu, hu, hu
👏
Let's goooooo!
I'm confused about what the "lite" refers to...
Lite means Easy skill.
@@QuakeSpeedrunning Oh, okay. Thanks!
What does waggling the view back and forth while in the air accomplish?
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.
@@dada78641 Yeah, I meant the wiggles. I've heard of the bunny hopping, but the wiggling while in air is new to me.
@@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.
gg insane stuff
Hooh!
E3m1 looks like 1c
HUH!
gg ez
This isn't the original Quake, it's modified with pro-mode movement. You need to fix the title.