Doom 2 mapper here (with a few speedruns as well). Thank you very much for your videos. Great editing, nice script and very clear to understand! Hope you keep making many more of these!
I almost got into trouble at university watching a quake speedrun. The kills ticking over during intermission made me laugh out loud and a guy thought I was laughing at him.
Your pronounciation of my name (Peter Horvath) was fine, don't change it :). Hungarian pronouncation would sound strange in an English text, so I prefer the English-style pronounciation in English environment. Furthermore my name is "Péter Horváth" to be precise, but that would just make you more headache to say it, that's why I don't use special characters "á" and "é" in English. :)
How does it feel to do something esoteric like speed running a game that was old back than already, and than see 1000s of people watching a guy who makes semi documentaries about this thing 20 years later?
This clearly is a case of the timer not showing the actual play time. But given how much complexity it adds to a run, I agree that it should totally be counted anyway. The record being for "causing the shortest timer count" seems even more interesting than the record for "finishing the level fastest".
I caught that happening a couple of times when I played Quake originally after its release. I didn't know what I was seeing, thought it was a glitch (which it is) and just didn't think any further than taking my hand off the mouse. So freaking weird to see it finally explained sooooooo many years later. Thank you!
Thanks a bunch for the video, Connor! I do really like intermission kills, it always adds a lot of "style" to any demo. But I must confess that I don't like the nailgun glitch much, even if I can get behind it on a few maps like E4M1... :-)
I find the nailgun glitch rather iffy, as well, but personally, I found the technique of waiting for the map traps to finish off enemies to be a lot worse offender. I mean, come on, waiting for like 20 minutes for some grunts to get themselves squished to death during the intermission screen doesn't scream speedrun to me. I don't have a problem with using the technique, as long as the extra time spent at the intermission screen is added to the "official" run time of the level.
Awesome video. I remember being in shock when I first saw this being used, and then used it myself in a few runs. Love the bit at the end about two enemies fighting each other landing the final blow at the same time!! Would love to see a record that involves that one, but how many tries would it take to make THAT happen!?!? Haha.
In theory I believe you can "predict" next rng call in Quake just as in doom. It is dependent on "random" call of c library. I wonder if the "random" code is statically linked in all id software quake binaries (dosquake, winquake, etc.) or is it dependent on OS.
Strange, I could've sworn you could also pull this off with Thunderbolt, I have very vague memories of it happening back in the day. It behaves similarly enough to the nailguns - fast firing speed that continues firing as you keep the fire button down. Possibly with mission pack 1 laser rifle as well?
There's one very rare trick where you can discharge the thunderbolt upon exiting if the exit trigger is also inside a water brush. See e.g. here: ruclips.net/video/ko4nrl5AfBc/видео.html. AIFIK though no other weapon can fire bullets/projectiles except for the nailguns
@@quakespeedrunsexplained Right, because at least in level editor data, the static (as in signal static, not unanimated) black-and-white teleporter texture is treated as a liquid, so makes sense that you could dip your toes falling into an exit like that and get a discharge effect.
Honestly I'm surprised that the intermission screen still keep track of the stat at all times, instead of making copy of the stats and/or freeze it at that when the intermission screen shows up. I haven't had knowledge into Quake source code, but maybe it's just reading the reference to the stats and a bit cheaper that way.
I thought for sure this was going to be about monster infighting, shooting nailguns in the intermission screen is insane. I take it the time displayed in the screen is the one that counts and you can linger on the screen for as long as you want to pick enemies off?
@@quakespeedrunsexplained Personally, I don't have a huge issue with that "cheat", but if a speedrun involves waiting for like 20 minutes in the intermission screen to kill all the enemies, that's where I draw the line. Sure, Terra's first map is an extreme case, but in my opinion, the time spent waiting for the last kill during the intermission screen should be included in the total time.
Doom 2 mapper here (with a few speedruns as well). Thank you very much for your videos. Great editing, nice script and very clear to understand! Hope you keep making many more of these!
I almost got into trouble at university watching a quake speedrun. The kills ticking over during intermission made me laugh out loud and a guy thought I was laughing at him.
Your pronounciation of my name (Peter Horvath) was fine, don't change it :).
Hungarian pronouncation would sound strange in an English text, so I prefer the English-style pronounciation in English environment. Furthermore my name is "Péter Horváth" to be precise, but that would just make you more headache to say it, that's why I don't use special characters "á" and "é" in English. :)
Anyway, he just needs to ignore the H, like us, and he can nail your last name's pronunciation
How does it feel to do something esoteric like speed running a game that was old back than already, and than see 1000s of people watching a guy who makes semi documentaries about this thing 20 years later?
wow, so amazing to see new content being made of the first FPS I ever played!
This is amazing.
Thanks! I love your maps / videos :)
Sweet. I saw this happen a few times in Quake Done Quickest and am super happy to have a whole video dedicated to explaining it. :D
Finally a channel for quake speedrunning.
Been waiting for this for some time.
Love these videos. Keep up the great work!
Going through all of your videos. Wonderful presentation and narration.
This clearly is a case of the timer not showing the actual play time.
But given how much complexity it adds to a run, I agree that it should totally be counted anyway.
The record being for "causing the shortest timer count" seems even more interesting than the record for "finishing the level fastest".
I caught that happening a couple of times when I played Quake originally after its release. I didn't know what I was seeing, thought it was a glitch (which it is) and just didn't think any further than taking my hand off the mouse. So freaking weird to see it finally explained sooooooo many years later. Thank you!
I never played Quake but I find your videos appealing. Calm and knowledgeable.
Thanks a bunch for the video, Connor! I do really like intermission kills, it always adds a lot of "style" to any demo. But I must confess that I don't like the nailgun glitch much, even if I can get behind it on a few maps like E4M1... :-)
I find the nailgun glitch rather iffy, as well, but personally, I found the technique of waiting for the map traps to finish off enemies to be a lot worse offender. I mean, come on, waiting for like 20 minutes for some grunts to get themselves squished to death during the intermission screen doesn't scream speedrun to me. I don't have a problem with using the technique, as long as the extra time spent at the intermission screen is added to the "official" run time of the level.
I am new to Quake. I was watching one of your newer videos and was wondering about this.
Awesome video. I remember being in shock when I first saw this being used, and then used it myself in a few runs. Love the bit at the end about two enemies fighting each other landing the final blow at the same time!! Would love to see a record that involves that one, but how many tries would it take to make THAT happen!?!? Haha.
I wonder if they will find out how to control the intermission screen, because as you might know, you cannot program true randomness.
That would be a big discovery!
In theory I believe you can "predict" next rng call in Quake just as in doom. It is dependent on "random" call of c library. I wonder if the "random" code is statically linked in all id software quake binaries (dosquake, winquake, etc.) or is it dependent on OS.
great video, i think some background music would really elevate and give some more ambiance
Awesome!
Very nice mate, keep it up
awesome episode, as always! I just found your channel. great content with great commentary! keep goin
This is great. Keep it up.
Other Speedrunners: And what's your name?
Peter Horwath: 😅
Strange, I could've sworn you could also pull this off with Thunderbolt, I have very vague memories of it happening back in the day. It behaves similarly enough to the nailguns - fast firing speed that continues firing as you keep the fire button down. Possibly with mission pack 1 laser rifle as well?
There's one very rare trick where you can discharge the thunderbolt upon exiting if the exit trigger is also inside a water brush. See e.g. here: ruclips.net/video/ko4nrl5AfBc/видео.html. AIFIK though no other weapon can fire bullets/projectiles except for the nailguns
@@quakespeedrunsexplained Right, because at least in level editor data, the static (as in signal static, not unanimated) black-and-white teleporter texture is treated as a liquid, so makes sense that you could dip your toes falling into an exit like that and get a discharge effect.
Honestly I'm surprised that the intermission screen still keep track of the stat at all times, instead of making copy of the stats and/or freeze it at that when the intermission screen shows up.
I haven't had knowledge into Quake source code, but maybe it's just reading the reference to the stats and a bit cheaper that way.
I thought for sure this was going to be about monster infighting, shooting nailguns in the intermission screen is insane. I take it the time displayed in the screen is the one that counts and you can linger on the screen for as long as you want to pick enemies off?
Yep, only the end-screen time is counted :)
that's crazy
I don't think you can linger too long, after a few seconds, any click will take you to the next mission.
But how do you count the finishing time, from the start of the intermission, or from the last enemy's death?
The in-game clock is used for the finishing time, which stops at the intermission screen. That's why you can "cheat out" the extra kills.
@@quakespeedrunsexplained Personally, I don't have a huge issue with that "cheat", but if a speedrun involves waiting for like 20 minutes in the intermission screen to kill all the enemies, that's where I draw the line. Sure, Terra's first map is an extreme case, but in my opinion, the time spent waiting for the last kill during the intermission screen should be included in the total time.
@@E5rael It's an odd one, for sure, but the in-game/in-demo timer is the standard.
Love your videos.
Very interesting
Bro I remember like day before yesterday you had only below hundred subs and look at you now you have 700 more now 👍
Cheers! It's nice to see some people are interested. More videos coming up soon :)
@@quakespeedrunsexplained i will love to watch more :)
best quake ever!!!
I realized this after defeating Cthon.
Best video !!!
Is there any debate on whether the time used to kill enemies after the timer stops should be counted?
Not really, it has been a part of the game since it was discovered, and it makes for fun records :)
Cool!
So cool!
Hilarious bug and awesome
also forgot to ask the one @4:35 too
Cool.
this people are insane, how much time do you need to spend to come up with this ways of playing?
funny he's hungarian, horvat is a croatian surname.
One more comment for ya
1.3k thumbs up vs 3 thumbs down
Woah man,thats cool🎉
what is custom map around 6:30
6:30 is "end_pre": speeddemosarchive.com/quake/mkt.pl?level:end_pre
6:34 is "Bubbah's Slate": speeddemosarchive.com/quake/mkt.pl?level:bub2
here before billions of views
You're Aussie. It's Zed, not "Zee".