it's so funny that rotfish are like shitty useless enemies that don't do anything threatening yet they singlehandedly make any level they're in impossible to 100%
@@mopeybloke And their death animation looks wonky because the model wasn't resized properly. Part way through their death frames, the head shrinks. Rotfish are very buggy in this game!
@@npc_blob1609 sitting on top of a teleport destination just means that he's a stationary target the real advantage is that he could stop someone from chasing him by going through a teleporter; his opponent would have to think twice about going into the teleporter if he doesn't want to get reverse-telefragged
Yesterday in Doom II I naturally encountered a ghost Imp, possibly my very first ghost enemy. Luckily, I remembered my decino lore and ended it with rocket blasts.
@@funnyepicgamer5058 greetings from NOLA - used to work like four blocks from Nothing Records, used to see Trent and Manson and Twiggy all the time (circa like, 2001)
Hopefully UMG had mercy on pumpkin man. Because when Reznor rereleased Quake soundtrack on streaming platforms, the label went ballistic with copyright claims on unofficial reuploads and walkthroughs.
Not exactly on topic but I remember the delivery guy asking me what I just bought from Id when I bought Quake way back then. He berated me for paying for it instead of pirating.
28 years later and that damn Spawn blob still terrifies me! 6:52 I always assumed the gibs were intended to represent Cthon's body being gibbed by the thunderbolt attack.
With quad damage the following weapons will gib a Zombie: ... Berserked punch, Player rocket, Player plasma bolt, BFG ball, BFG Tracer, Imp Fire Ball, Imp claw attack, Pinky bite, Spectre bite, Lost soul charge Attack... WAIT WRONG GAME
Wow. I had no idea the Vores had an actual special damage boost only against zombies to ensure infights wouldnt perma trap them. Very smart from iD there. Also those quake 1 gib sounds are still the best.
Ogres don't get the same bonus. I have an old video on my channel showing an Ogre and Zombie infighting. The result is a stalemate (until the player intervenes).
I assume the damage boost is because "explosives perma-kill zombies". The vore I think has the only explosive attack that won't jib a zombie, so it breaks the rules without that little tweak.
@@LuridRequiem I read this in Medic TF2s voice. There is a whole series of shorts where the mercenaries end up reading off lines like this. My favorite is a story in two parts told by Soldier. "Wood fired pizza? How's pizza supposed to get a job?" "Worlds bets pizza? Pizza finally made it!"
I never realized just how many of the Quake maps have no weapons in them! I enjoy watching Quake speedruns, but haven't seen too many IL 100% runs, and this probably explains why. Out of curiosity, I looked up the fastest NM100 time on SDA for each of the "big six": E2M6 - 6:53 E3M3 - 7:45 E3M7 - 1:46 E3M6 - 3:32 E4M8 - 3:37 E4M7 - 2:36 All of these records are held by Thomas Stubgaard except E4M8, which is held by Colossus. These are also 4 of the 5 longest NM100 ILs out of the id levels (the other being E4M3 at 3:45 due to all the unskippable waiting for the fiend spawner). Most of the others are at under 2 minutes.
Pretty sure every unit/hub in Quake 2 is very beatable due to the blaster. Doubt it would be fun though since Quake 2 isn't designed for such type of play.
yeah I don't think that's *difficult* it's just...agonizingly tedious corner-peeking while binding hand swap to make sure you're invisible to the monsters while you slowly plink them down with your infinite ammo/
Interesting, I always thought that id designed Quake levels in the same manner as Doom. I think you can see the remnants of this philosophy in Sandy's levels, where he places plenty of powerups, but keeps the big weapons for later into Episode 4
Episode 4 also has a thing going on where you are expected to pick up a new weapon in each of the first 6 maps. A few of the levels have message triggers near the end if the weapon isn't collected saying "are you sure you want to leave? you left something important behind".
@@not-on-pizza So THAT'S what that message was about. I remember getting it once ages ago during a random playthrough and leaving me pretty confused. I'd actually forgotten about it completely.
@@not-on-pizza I still love that healing pool in E4M4, pretty ingenious and clever, even when you use up all of the health kits it says something along the lines of "You've depleted the pool of all of its energy" :)
I did start a Quake walkthrough years ago but stopped after Gloom Keep because I had recorded three new videos and had overwritten my save file, only to discover the video files were unusable. I need the motivation to try again. Maybe I'll start it again, and try the shotgun starts! I already do things like telefragging shamblers as you describe! Always fun!
13:02 Oh my god, you did it!!! That level was the one that gave me the most trouble when I self-imposed this challenge a couple of years ago! You really are my hero :D
The quality of your videos is insane honestly. Great work as always. Please keep the quake videos coming! On a side note... I actually hoped that some of these levels were deemed impossible so that we can have a follow up later lol. Oh well.... Maybe some other challenge.
Very nice work, as always, you're great! Quake seems designed exactly as you say, keeping the weapons from the previous levels, especially in the fourth episode: E4M2, E4M3, E4M4, E4M5, E4M6 each give you an extra weapon, and if you don't pick it up, when you're about to leave you get the message "Are you sure you want to exit now? You left something important behind", with the sole exception of E4M3, because the grenade launcher is also found in E4M4. The message is linked precisely to picking up the weapon, because the "Impulse 9" cheat still makes the message appear.
Decino for president! You pretty much nailed it with that "big six" of the hardest 100% SG start Quake maps, though personally I'd also add E4M5 and E4M6 in the mix, not because these levels are overly hard to be 100% completed, but because they contain a rather deadly mix of Spawns, several groups of Zombies that require wise usage of Quad Damage, and, of course, that stupid secret level lava jump towards the end of E4M5. But interestingly, the maps you highlighted are actually the funniest, most entertaining levels to play in Quake, because you'll need A LOT of patience and skills to utilize every corner, ledge or lift in them, and, with some luck, also persuade the enemies to engage in some precious, ammo conserving infighting. And, as you can surely attest, you'll value your axe as your true best friend. E2M6 or E3M7 are my absolute favorites, as beating them with 100% kills on exit equals to true survival. But what really impressed me was your 100% completion of E3M4 and E4M8, which, to my knowledge, have never been done or at least shown on YT. The first one I didn't even know was possible with all those Zombie telefrags, and the other was too Zombie infested for me to be patient enough, though I knew the trick here would be to lure all those scattered undead bastards to preferably as less locations as possible and thus make full use of the rather scarce and remotely placed Quad Damages. If you could post the entire 100% SG start run of these 2 specific levels, that would be great! Again, Decino for president!
As a big longtime fan of Half-Life and many later shooters and open world games, and working backwards to falling in love with Quake, Quake 2, and Doom, I am very accustomed to doing entire games in a continuous run. To compare, HL1 and expansion packs are designed for a full continuous run, and you revisit your favorite sections through saves and loads. You have to activate sv_cheats to warp to a map/give yourself weapons and ammo. Some sections need you to make frugal use of your ammo (like Blast Pit has a near-complete ammo drought that you only replenish in the next chapter). HL2 and episodes require one full continuous playthrough where you can unlock each individual chapter. Afterwards, when you want to start from a chapter in the middle of the game, you receive all the weapons you should have up until that point along with a comfortable amount of ammo. Even after picking up the Quake and Doom games, I still prefer for the most part playing in a continuous run for my amateur skill level. If I pistol start a level in Doom to do something in a pinch, I am just comfortable with the Hurt Me Plenty difficulty setting. That said, for a while now I have been fascinated with the level design in these types of games accommodating the challenge of playing from scratch, and I respect the masters who effortlessly execute the playstyle of playing a level from scratch (like yourself). Sometimes pistol/shotgun starting does require more patience because you often have lighter weapons to take on tanky enemies (like shotgunning a baron in Doom or an Ogre or Death Knight in Quake).
Amazing video decino, your patience is legendary. I remember trying to do this like 2 years ago but gave up by the second episode when it becomes absolutely clear that these levels were not meant to be shotgun started. Getting tons of ammo for non-existent weapons feels like torture, but of course you managed it. wp
great video as always! I thought the answer would just be a flat "no" but I forgot about stuff like infighting and quad damage LOL. for anyone wondering: no, quake 2's base campaign does not bring back viable pistol starts like doom 1 + 2, despite the random weapon pickups being strewn throughout levels. so the results would probably be very similar to this experiment. (I'd know because I tried)
Good job, decino. You're 100% every level with a shockgun, and I'l never seen someone do it, but good job for you, and I know those 6 levels are hell to do it. I think I can't do it like you did. It's a great quake video . Hopefully, you will make more in the future. By me Mr. Green (=
absolutely phenomenal vid, Decino!... Can't believe you actually put yourself through Shotty starting every Vanilla Quake 1 map and getting 100% Kills and Secrets to boot... Gratz and well done! 🤝
Original Nightmare in Quake your speak of at 1:14 wasn't the first ID game that turned the enemies into constantly firing turrets... DOOM on the 32X was the first to do this and honestly I didn't know that about Quake so it's nice to see the 32X was the source of this idea.
I'd 100% be interested in a coder's perspective on early game mods. I'm sure there's some extremely interesting jank lurking in there that I'd love to hear about.
I really enjoyed this video! I especially enjoyed all the extra work you put into visuals, having a visual demonstration of about everything. Any info I wanted explained or reiterated (like the 6 difficult levels you did a quick overview of at the end) was provided, and overall just a really great video! Awesome work
I've done this shotgun start run before and I love that decino made a video about this fairly esoteric playthrough of Quake. It's a really tough one at points, but very rewarding. IYKYK
Papa Pumpkin! 🎃 Good to hear more from you. Interesting analysis, and good to put into perspective the importance of weapon placement. I'm a consummate continuous player, so I only tend to think of them as slightly bigger or smaller ammo pickups in most games, so I never really noticed how sparsely they are distributed in Quake. Do you think it's possible to also shotgun-start the expansions? At least the classic ones, SoA and DoE.
I’ve shotgun-started the Mission Packs on Nightmare, and they are certainly doable. Even fun! Hipnotic and Rogue both made levels that are each their own individual experiences within a campaign. Thus, they have enough weapons needed for general completion. With that in mind, I will say these 😅: in many of SoA’s maps, enemies don’t teleport in so much as they just “appear” without warning (source ports sometimes break this, making them impossible to finish, like with HIP2M3), ammo in HIP2M5 is rather tight with shotty start especially at the end with 5 shamblers and that generator that zaps you for walking into the area, HIPDM1 (secret level to episode 3) is just pure chaos, R1M6 has one enemy that fails to teleport into the map making 100% kills impossible without cheats, any map with Guardians (R2M1, R2M4, and R2M6) can cause kill count issues, and R2M8, the final boss level, can get frustrating at times (earthquakes and a boss that 1-shots you are just cancerous).
Decino, will you be making a video about the new doom “legacy of rust” chapter? The weapons and enemies i mean, because im definitly curious about their stats. Sidenote, this is a great video as always :p
as a very long time fan of your content but a bigger fan of quake then doom i have been waiting for this moment forever. i don't even get your videos on my recommended very often. so i would like to thank you for making this video because it means a lot for me.
ive always had issues with the visibility in quake, since everything looks so dank and spooky i could hardly see a damn thing when i first played the game and seeing this video reminded me of that, since most of the time i couldnt figure what was going on lmao, but its another great video Decino, thank you kindly for giving me an excellent video to watch as I was having breakfast :) also, hope everything has been going well with the baby pumpkin situation, best of wishes!
That was fun. I was surprised that you pronounce Chton's name as "Kah-ton". I'd think the "th" would be pronounced like in "thick". That Ogre closet was surprising to see, it's very Doomy. Would have assumed that it used QuakeC instead, which to my knowledge is ACS, but more potent. Perhaps not everyone on the dev team knew how to use it though; QuakeC couldn't have been implemented either at that point as well. For the longest time I assumeed the Shubboss simply keeps summoning Shamblers and Vores just like the Icon of Sin, but when I saw Dwars's playthrough with the Copper mod I was shocked to see that the enemy amount was very finite. In any case, all this brings an interesting question: most Doom mappers, if they wanna test their own map, they just pistol start it. Quake mappers have to ask themselves, what maps precede them, and also what weapons shall be available to the player. That's a bit much to consider if you are only designing a campaign for a continous playthrough; imagine the lulz that would ensue if the project leader suddenly secided that a couple maps should be swapped. Also, it's nice to see that in both SS and Q1, a fish screws with the killcount.
It's doable in Quake but not in DooM. Mm-hm. ... Quad Damage is awesome. I love how it's voiced in DooM 2016, ("Quad Damage!") like it's some kind of epic thing, which it pretty much is.
Decino adding yet another to his belt of "Lines I can whisper in the ear of anyone at Quakecon to make them instantly jump my bones." I still get shivers thinking about "I pistol started all of Plutonia on Ultra Violence." ... Gotta clean my pants now.
I tried this once but didn't get very far I did do a blaster start playthrough for Quake 2 for that one I went back to a blaster at the beginning of each unit including expansions
I know people don't think about the mission packs much, although they are fun, but I am curious how they can be shotgun started. I mean, I know how, but how would you do it?
the use of telefragging to get enemies to kill each other/gib zombies is quite ingenius. How much of this pathing is from the community and how much did you have to make up / discover yourself ?
As someone who dabbled in speedrunning Quake many years ago: most of this stuff is known, but I do remember there being a couple of levels that might not have had some of these tricks known back then. The E1M4 Ogre was known about. As were the Scrags that can't spawn in E2M5. The E3M3 trick to get the last two Zombies was completely new to me. Not sure about the others. END is usually done with the Lightning Gun side beams (that has had a number of videos made about it, not sure if one on this channel, though) because it's much faster.
I think I now have a Pavlovian response to this specific shade of yellow.
I think Decino could talk about anything and I'd watch it if it had that yellow thumbnail background.
I start drooling when I see the thumbnail. It is an autonomous response.
Sorry to hear that
I see decino and I'm like "yeah, okay, teach me something"
Decino-narrated Veritas documentary, anyone??
it's so funny that rotfish are like shitty useless enemies that don't do anything threatening yet they singlehandedly make any level they're in impossible to 100%
@@cold_soup_ That's not true. They also make you drown because their body remains solid for a while after they are killed.
@@mopeybloke And their death animation looks wonky because the model wasn't resized properly. Part way through their death frames, the head shrinks. Rotfish are very buggy in this game!
@@mopeybloke That "feature" alone makes me glad that you can gib them in Scourge of Armagon. Instantly out of the way.
@@not-on-pizza Buggy? More like fishy.
singlefinnedly*
4:12 They should have made the telefrag priority Ranger's gimmick in Quake Champions just for laughs.
@SyncError
I approve of this notion. It's such a niche advantage that it wouldn't even raise eyebrows.
funny on paper ,it would just lead to rangers camping tele spots
@@npc_blob1609 sitting on top of a teleport destination just means that he's a stationary target
the real advantage is that he could stop someone from chasing him by going through a teleporter; his opponent would have to think twice about going into the teleporter if he doesn't want to get reverse-telefragged
Haha yeah, awesome idea!
Yesterday in Doom II I naturally encountered a ghost Imp, possibly my very first ghost enemy. Luckily, I remembered my decino lore and ended it with rocket blasts.
What level?
Man, Trent killed it with this soundtrack
still killing it to this day. if bethesda ever reboots quake, they better damn well hire him and atticus
@@funnyepicgamer5058 greetings from NOLA - used to work like four blocks from Nothing Records, used to see Trent and Manson and Twiggy all the time (circa like, 2001)
Hrup hrup hrup argh!
He's come so far since!
Hopefully UMG had mercy on pumpkin man. Because when Reznor rereleased Quake soundtrack on streaming platforms, the label went ballistic with copyright claims on unofficial reuploads and walkthroughs.
Not exactly on topic but I remember the delivery guy asking me what I just bought from Id when I bought Quake way back then. He berated me for paying for it instead of pirating.
yellow Quake video? I'm dreaming
We may have slowly started running out of doom content to analyze but there's a whole world of id software to still cover.
28 years later and that damn Spawn blob still terrifies me!
6:52 I always assumed the gibs were intended to represent Cthon's body being gibbed by the thunderbolt attack.
spawn blob
sponge bob
I love how you say "yep, a quake video, *_but first let's talk about doom_* "
With quad damage the following weapons will gib a Zombie: ...
Berserked punch, Player rocket, Player plasma bolt, BFG ball, BFG Tracer, Imp Fire Ball, Imp claw attack, Pinky bite, Spectre bite, Lost soul charge Attack...
WAIT WRONG GAME
0:42 they missed the opportunity to call it a shart
24:42 As a big Quake fan, yes! Congrats on the challenge!
Wow. I had no idea the Vores had an actual special damage boost only against zombies to ensure infights wouldnt perma trap them. Very smart from iD there.
Also those quake 1 gib sounds are still the best.
Wow! Glimmer!
Ogres don't get the same bonus. I have an old video on my channel showing an Ogre and Zombie infighting. The result is a stalemate (until the player intervenes).
@@NerfPlayeR135 Ironic. One would think chainsaws and grenades would dismember zombies handily.
@@NerfPlayeR135 I've seen one on one between an ogre and a zombie-- the zombie wins after having to get back up over 30 times.
I assume the damage boost is because "explosives perma-kill zombies". The vore I think has the only explosive attack that won't jib a zombie, so it breaks the rules without that little tweak.
Slipgate "complex"? Really? I find it quite simple.
A shotgun?
Who used it?
I read this in the "roadwork ahead? I sure hope it does" voice lol
"You tellin' me that a shrimp fried this rice?"
@@LuridRequiem
I read this in Medic TF2s voice.
There is a whole series of shorts where the mercenaries end up reading off lines like this.
My favorite is a story in two parts told by Soldier.
"Wood fired pizza? How's pizza supposed to get a job?"
"Worlds bets pizza? Pizza finally made it!"
Dead simple indeed.
1:27 "if you aren't familiar with quake's enemies" and if you are, this goddamn thing made you instantly reach for the thunderbolt key
What happened to AGONIZING RECTAL PAIN?
ded
@@decino rip
F
Gave in to the insufferable anal toruture
o7
Man these Doom WADs are getting crazy, those enemies almost looked 3D
I never realized just how many of the Quake maps have no weapons in them! I enjoy watching Quake speedruns, but haven't seen too many IL 100% runs, and this probably explains why.
Out of curiosity, I looked up the fastest NM100 time on SDA for each of the "big six":
E2M6 - 6:53
E3M3 - 7:45
E3M7 - 1:46
E3M6 - 3:32
E4M8 - 3:37
E4M7 - 2:36
All of these records are held by Thomas Stubgaard except E4M8, which is held by Colossus.
These are also 4 of the 5 longest NM100 ILs out of the id levels (the other being E4M3 at 3:45 due to all the unskippable waiting for the fiend spawner). Most of the others are at under 2 minutes.
great video decino, can't wait for the quake 2 100% blaster start video
Pretty sure every unit/hub in Quake 2 is very beatable due to the blaster. Doubt it would be fun though since Quake 2 isn't designed for such type of play.
yeah I don't think that's *difficult* it's just...agonizingly tedious corner-peeking while binding hand swap to make sure you're invisible to the monsters while you slowly plink them down with your infinite ammo/
Also depends on whether he does the original or the remastered version as the blaster damage is way stronger in the remaster.
Yellow Quake videos give me life. Thank you, pumpkin man
I should replay Quake again. Thanks for the incentive with this video, decino.
Honestly, I would love to see more analytical quake content. Great work!
Interesting, I always thought that id designed Quake levels in the same manner as Doom. I think you can see the remnants of this philosophy in Sandy's levels, where he places plenty of powerups, but keeps the big weapons for later into Episode 4
Sandy is the patron saint of pistol start and I so respect him for that.
Episode 4 also has a thing going on where you are expected to pick up a new weapon in each of the first 6 maps. A few of the levels have message triggers near the end if the weapon isn't collected saying "are you sure you want to leave? you left something important behind".
@@not-on-pizza So THAT'S what that message was about. I remember getting it once ages ago during a random playthrough and leaving me pretty confused. I'd actually forgotten about it completely.
@@not-on-pizzaStill learning things about Quake, so many years later. 🎉
@@not-on-pizza I still love that healing pool in E4M4, pretty ingenious and clever, even when you use up all of the health kits it says something along the lines of "You've depleted the pool of all of its energy" :)
Nice to see a Quake video since I've been playing through the Quake Remaster.
I did start a Quake walkthrough years ago but stopped after Gloom Keep because I had recorded three new videos and had overwritten my save file, only to discover the video files were unusable. I need the motivation to try again. Maybe I'll start it again, and try the shotgun starts! I already do things like telefragging shamblers as you describe! Always fun!
13:02 Oh my god, you did it!!!
That level was the one that gave me the most trouble when I self-imposed this challenge a couple of years ago!
You really are my hero :D
7:47 "the crypt of the gay"
Everything else: Smooth sailing
The Dismal Oubliette: Pain
And the funny thing the way Decino said reminded me of russian "o blyat'"
The quality of your videos is insane honestly. Great work as always.
Please keep the quake videos coming!
On a side note... I actually hoped that some of these levels were deemed impossible so that we can have a follow up later lol. Oh well.... Maybe some other challenge.
Papacino has been hard at work I see. The wait for these videos is always worth it. Making littlecino proud already!
Mtpain27, AND a Decino analysis? Damn, it's a good day.
8:47 Say "Hi" to Dopefish
The dopefish lives!
Me: "A Decino Quake video?!"
Decino: "That's right, a Quake video."
Seeing Quake's models atop of the classic yellow background still doesn't feel right. Great video. Looking forward to the next Quake video.
19:14 Excuse me, a WHAT's Atrium? I thought this was a family friendly channel.
literally shaking and crying rn, decino would never do this
I love your analysis videos. Very comfy, very informative, and your voice is soothing. Grats on 100% shotgun starting.
07:53 I've been working on it with my therapist. There's no need to rub it in.
Very nice work, as always, you're great!
Quake seems designed exactly as you say, keeping the weapons from the previous levels, especially in the fourth episode: E4M2, E4M3, E4M4, E4M5, E4M6 each give you an extra weapon, and if you don't pick it up, when you're about to leave you get the message "Are you sure you want to exit now? You left something important behind", with the sole exception of E4M3, because the grenade launcher is also found in E4M4. The message is linked precisely to picking up the weapon, because the "Impulse 9" cheat still makes the message appear.
I love decino
I love Quake
I'd love to see the two combine more often
Decino for president! You pretty much nailed it with that "big six" of the hardest 100% SG start Quake maps, though personally I'd also add E4M5 and E4M6 in the mix, not because these levels are overly hard to be 100% completed, but because they contain a rather deadly mix of Spawns, several groups of Zombies that require wise usage of Quad Damage, and, of course, that stupid secret level lava jump towards the end of E4M5. But interestingly, the maps you highlighted are actually the funniest, most entertaining levels to play in Quake, because you'll need A LOT of patience and skills to utilize every corner, ledge or lift in them, and, with some luck, also persuade the enemies to engage in some precious, ammo conserving infighting. And, as you can surely attest, you'll value your axe as your true best friend. E2M6 or E3M7 are my absolute favorites, as beating them with 100% kills on exit equals to true survival. But what really impressed me was your 100% completion of E3M4 and E4M8, which, to my knowledge, have never been done or at least shown on YT. The first one I didn't even know was possible with all those Zombie telefrags, and the other was too Zombie infested for me to be patient enough, though I knew the trick here would be to lure all those scattered undead bastards to preferably as less locations as possible and thus make full use of the rather scarce and remotely placed Quad Damages. If you could post the entire 100% SG start run of these 2 specific levels, that would be great! Again, Decino for president!
Legacy of Rust when Civvie?
Wait, wrong channel, and Civvie has already done legacy of Rust.
Legacy of Rust when Pumpkin Man?
Probably never. Didn't find it that interesting to play to be honest.
@@decino Not even a quick snippet on the new enemy and weapon stats/attributes?
It would feel like analysing a mod.
@@decino You need to suffer through E1M6 and E2M6 :P jk
@@decino I can understand, through it would be fun to see you dodging the 24 mini cyberdemons in the last arena
the music is fire tho
Seeing Quake here is a dream come true! Please, do more of these!
this seems like an interesting challenge, good job!
Amazing gameplay analysis. Thanks.
19:56 20:20 20:45 - Quad Runs 😎
As a big longtime fan of Half-Life and many later shooters and open world games, and working backwards to falling in love with Quake, Quake 2, and Doom, I am very accustomed to doing entire games in a continuous run. To compare, HL1 and expansion packs are designed for a full continuous run, and you revisit your favorite sections through saves and loads. You have to activate sv_cheats to warp to a map/give yourself weapons and ammo. Some sections need you to make frugal use of your ammo (like Blast Pit has a near-complete ammo drought that you only replenish in the next chapter). HL2 and episodes require one full continuous playthrough where you can unlock each individual chapter. Afterwards, when you want to start from a chapter in the middle of the game, you receive all the weapons you should have up until that point along with a comfortable amount of ammo. Even after picking up the Quake and Doom games, I still prefer for the most part playing in a continuous run for my amateur skill level. If I pistol start a level in Doom to do something in a pinch, I am just comfortable with the Hurt Me Plenty difficulty setting. That said, for a while now I have been fascinated with the level design in these types of games accommodating the challenge of playing from scratch, and I respect the masters who effortlessly execute the playstyle of playing a level from scratch (like yourself). Sometimes pistol/shotgun starting does require more patience because you often have lighter weapons to take on tanky enemies (like shotgunning a baron in Doom or an Ogre or Death Knight in Quake).
Amazing video decino, your patience is legendary. I remember trying to do this like 2 years ago but gave up by the second episode when it becomes absolutely clear that these levels were not meant to be shotgun started. Getting tons of ammo for non-existent weapons feels like torture, but of course you managed it. wp
5:20
So THAT'S why BigMacDavis was having trouble finding the last kill.
great video as always! I thought the answer would just be a flat "no" but I forgot about stuff like infighting and quad damage LOL.
for anyone wondering: no, quake 2's base campaign does not bring back viable pistol starts like doom 1 + 2, despite the random weapon pickups being strewn throughout levels. so the results would probably be very similar to this experiment. (I'd know because I tried)
The code snippets are in QuakeC, right?
Correct.
You are probably the biggest gameplay / tech nerd there is for id games 🎉 bravo! Always entertaining, always enlightening!
Woah.. Quake!! Fond memories of ""running"" this on a 133mhz machine in software rendering LOL
Coming from Karl jobst. Will be binge watching all your extremely well done videos
Well, now we need to see if we can Crowbar/Pistol start all Half-Life maps.
@@poke548excellent idea.
Nope, but not for reasons you might expect: Half-Life puts a bunch of stuff in your inventory if you warp to most levels!
@@keiyakins If you use the map command, yes-but if memory serves, changelevel doesn't cause that to happen.
@@keiyakins That's HL2. 1 doesn't do that, except maybe HL Source.
that'll be way easier, no weapon start is where it's at
Good job, decino. You're 100% every level with a shockgun, and I'l never seen someone do it, but good job for you, and I know those 6 levels are hell to do it. I think I can't do it like you did. It's a great quake video . Hopefully, you will make more in the future. By me Mr. Green (=
Shall this be the start of a massive wave of Quake content? Because I'd be down for that and some more Doom 64 content.
absolutely phenomenal vid, Decino!... Can't believe you actually put yourself through Shotty starting every Vanilla Quake 1 map and getting 100% Kills and Secrets to boot... Gratz and well done! 🤝
Original Nightmare in Quake your speak of at 1:14 wasn't the first ID game that turned the enemies into constantly firing turrets... DOOM on the 32X was the first to do this and honestly I didn't know that about Quake so it's nice to see the 32X was the source of this idea.
9:57 that "Hell yeah!" is cute :D
will you also do a video about quake mods? like the original Team Fortress, that started out on quake? also a proud booster here 🗣️🔥
I'd 100% be interested in a coder's perspective on early game mods. I'm sure there's some extremely interesting jank lurking in there that I'd love to hear about.
He could try it but i believe QTF is pretty much dead by now.
I really enjoyed this video! I especially enjoyed all the extra work you put into visuals, having a visual demonstration of about everything. Any info I wanted explained or reiterated (like the 6 difficult levels you did a quick overview of at the end) was provided, and overall just a really great video! Awesome work
A Quake video?
An analysis video?
A Quake Analysis video???
But I didn't get you anything.
I've done this shotgun start run before and I love that decino made a video about this fairly esoteric playthrough of Quake. It's a really tough one at points, but very rewarding. IYKYK
Papa Pumpkin! 🎃 Good to hear more from you.
Interesting analysis, and good to put into perspective the importance of weapon placement. I'm a consummate continuous player, so I only tend to think of them as slightly bigger or smaller ammo pickups in most games, so I never really noticed how sparsely they are distributed in Quake.
Do you think it's possible to also shotgun-start the expansions? At least the classic ones, SoA and DoE.
I’ve shotgun-started the Mission Packs on Nightmare, and they are certainly doable. Even fun!
Hipnotic and Rogue both made levels that are each their own individual experiences within a campaign. Thus, they have enough weapons needed for general completion.
With that in mind, I will say these 😅:
in many of SoA’s maps, enemies don’t teleport in so much as they just “appear” without warning (source ports sometimes break this, making them impossible to finish, like with HIP2M3),
ammo in HIP2M5 is rather tight with shotty start especially at the end with 5 shamblers and that generator that zaps you for walking into the area,
HIPDM1 (secret level to episode 3) is just pure chaos,
R1M6 has one enemy that fails to teleport into the map making 100% kills impossible without cheats,
any map with Guardians (R2M1, R2M4, and R2M6) can cause kill count issues,
and R2M8, the final boss level, can get frustrating at times (earthquakes and a boss that 1-shots you are just cancerous).
@@b4byj3susm4n Thanks a bunch for the insight. And you nailed one thing: my dread for HIP2M5. That level's ending _haunts_ me.
@@GoodOleDFT Spike mine behind the Gold door is the level designer saying “fuck you!” I just know it 😂😂😭
I like the RuneScape dance at the end. I like the whole videos very well done and can't wait for a quake two shotgun only. But that dance is fire
Decino, will you be making a video about the new doom “legacy of rust” chapter? The weapons and enemies i mean, because im definitly curious about their stats.
Sidenote, this is a great video as always :p
as a very long time fan of your content but a bigger fan of quake then doom i have been waiting for this moment forever. i don't even get your videos on my recommended very often. so i would like to thank you for making this video because it means a lot for me.
decino say hi to me
Hi.
@@decino hi
@@decinodecinito, cuando vas a hacer otro video del id vault?
Yo hi
Hi to me :-p
I always appreciate the editing of ur vids. Seems like you try and visualize everything to the viewer like at 18:40.
20:55
Dude just wanted a high-five and you had to be a jerk.
ive always had issues with the visibility in quake, since everything looks so dank and spooky i could hardly see a damn thing when i first played the game and seeing this video reminded me of that, since most of the time i couldnt figure what was going on lmao, but its another great video Decino, thank you kindly for giving me an excellent video to watch as I was having breakfast :)
also, hope everything has been going well with the baby pumpkin situation, best of wishes!
decino video and it is not even pumpkin month?
LESS GOO
0:05, Quake vid, but 1st let's talk about.... THAT ESCALATED QUICKLY!!!
Great vid as usual :)
That was fun.
I was surprised that you pronounce Chton's name as "Kah-ton". I'd think the "th" would be pronounced like in "thick".
That Ogre closet was surprising to see, it's very Doomy. Would have assumed that it used QuakeC instead, which to my knowledge is ACS, but more potent. Perhaps not everyone on the dev team knew how to use it though; QuakeC couldn't have been implemented either at that point as well.
For the longest time I assumeed the Shubboss simply keeps summoning Shamblers and Vores just like the Icon of Sin, but when I saw Dwars's playthrough with the Copper mod I was shocked to see that the enemy amount was very finite.
In any case, all this brings an interesting question: most Doom mappers, if they wanna test their own map, they just pistol start it. Quake mappers have to ask themselves, what maps precede them, and also what weapons shall be available to the player. That's a bit much to consider if you are only designing a campaign for a continous playthrough; imagine the lulz that would ensue if the project leader suddenly secided that a couple maps should be swapped.
Also, it's nice to see that in both SS and Q1, a fish screws with the killcount.
QuakeC is not a scripting language, it's what id used to code and compile all the game logic.
Thank You! I played Quake many times and was doing some shotgun starts and wondered if it could be done, it can! Great video once again!
Quake? Doom? It don't matter, they're both legendary.
I never played Quake so having everything explained is really great. Honestly, it makes me more interested in picking it up!
Was erronously thinking this got released during Vytaan's stream... whoops...
I’m glad you did a Quake video. I’ve been playing a lot of Quake 2 lately and wondered if you would cover the series 👏👏
It's doable in Quake but not in DooM. Mm-hm.
...
Quad Damage is awesome. I love how it's voiced in DooM 2016, ("Quad Damage!") like it's some kind of epic thing, which it pretty much is.
I adore Quake, thank you for putting so much effort into this video. Hope there’s more coming.
I ❤ decino
Decino adding yet another to his belt of "Lines I can whisper in the ear of anyone at Quakecon to make them instantly jump my bones."
I still get shivers thinking about "I pistol started all of Plutonia on Ultra Violence." ... Gotta clean my pants now.
Will there be more Quake videos?
always appreciate your graphics for the explanations when you put together these videos. worth the wait ! :)
I tried this once but didn't get very far I did do a blaster start playthrough for Quake 2 for that one I went back to a blaster at the beginning of each unit including expansions
This is the most informative Quake video I have ever seen. Very impressive!
I know people don't think about the mission packs much, although they are fun, but I am curious how they can be shotgun started. I mean, I know how, but how would you do it?
I quite enjoyed them. Great music too.
@@SleeperJohns Scourge is friendly to shotgun starts. Dissolution not so much.
Man, nice to see a Quake video outside “Speedruns Explained”. Good to see my all time fav game get better recognition. Thank you so much, Pumpkin Man
Decino! How do you make these info graphics? Are those just sprite animations? And how do you get the spectator mode view?
10,000 hours in Adobe Premiere.
Thank you featuring the soundtrack a lot. I'm a huge NIN fan, and a huge Quake fan, so I very much enjoy having this game with its soundtrack.
I'm assuming a video on the new weapons and enemies from Legacy of Rust is in the cards?
I hope so. Or even a walk through or livestream if he ever has the time for it.
Great video with nice editing and explinations and usual. I just love the old OG shooters and these in depth videos just make my day!
the use of telefragging to get enemies to kill each other/gib zombies is quite ingenius. How much of this pathing is from the community and how much did you have to make up / discover yourself ?
Discovered everything by myself.
As someone who dabbled in speedrunning Quake many years ago: most of this stuff is known, but I do remember there being a couple of levels that might not have had some of these tricks known back then. The E1M4 Ogre was known about. As were the Scrags that can't spawn in E2M5. The E3M3 trick to get the last two Zombies was completely new to me. Not sure about the others. END is usually done with the Lightning Gun side beams (that has had a number of videos made about it, not sure if one on this channel, though) because it's much faster.
@@decino very cool, also i'm assuming you've played Legacy of Rust... planning to do any videos on it? i'd love to see you UV Max it ;)
This was a fun video! I like the forays out of regular Doom 1/2 etc. content, and some very impressive gameplay. Good job pumpkin man 👍
Now I have another interesting idea. Is every Doom 3 map beatable with a console start?
started getting more into classic doom and quake thanks to you!
Here before 1k views
It’s always a good day when there’s a Decino upload with a yellow background in my notifications!😍 Love your educational-style vids, Pumpkin Man!👍
3:00 Thou canst not kill that which doth not live. But you can blast it into chunky kibbles. -Quake Manual
Decino making Quake 1 content? I'm in! I would love for more in the future (community mods walthroughs maybe?)