This channel is an instant watch when it pops up. The calming voice, the detailed strat breakdowns, the satisfying time improvements… slow-mo montages for the boys
Hoo boy i thoroughly enjoyed this format the last time you guys did this. Seems like this is going to be great as well from what I've seen so far. Perfect laid back entertainment while being very informative. Looking forward to watch all of it, thanks for doing/uploading this!
Thanks for going into more detail on the alternative e2m2 route. I still think there's potential to make something happen there. If only for the individual level. Insightful commentary. Amazing play. Thanks all!
At 6:10 and already wondering how much shorter this would be without so much "yeah, yeah" on the commentary :-D (joking aside... of course I'll enjoy the whole thing... yeah, yeah!).
Grinded Quake 2 on PSX as a child. Recently finished it again on PC. Now watching so much videos of Quake speedruns that I just had to buy Quake on Steam :D
A simpler way to explain the boosting is to say that the amount of boost is equal to the amount of damage received. Even though in coop players do not lose health from players attacks the boost is still applied. Self damage is smaller than damage delt by other players by some factor, hence the boost is smaller. This is actually true in all Quake descendant games, for example in TF2 as a Soldier or Demoman you cannot rocket/sticky jump as high as when another player boosted you. Also, damage = boost is the reason why armor management is so important in all of those games. If you have too much armor you will not be able to receive enough damage to get the desired boost.
Given the speculation at the end about whether the recammed or vanilla video will be most popular, I'll just point out that *this* version is on track to be the most popular 🙂
Unfortunately they don't appear in the "any%" runs because you don't need to play them to finish the game. But they do show up in the 100% project! th-cam.com/video/en1Ke7ZO_xk/w-d-xo.html
@@victorluchitz7907 I actually did a solo commentary of that project as one of my earliest videos. The channel has evolved a lot since then but you might still enjoy it: th-cam.com/video/cDx_GzeMtHQ/w-d-xo.html&lc=UgxcQKSi-wqnuWnuz7h4AaABAg
You mention in the video that all speed runs are performed on the original Quake netcode. Has anyone ever considered moving to QuakeWorld instead? I know the movement is slightly different, but having client side prediction would be very beneficial Thanks for a really interesting video!
It might not seem like it for casual/deathmatch play, but as far as speedrunning goes, quakeworld physics is radically different from original Quake, the main factor being ground friction. In QW you can gain speed endlessly through jumping, whereas in original/joequake you lose speed every time you touch the ground, making it much more challenging. Speedrunning with QW physics is its own (much less popular) category.
I'm not very acquainted with Quake speedrunning but a DSDADoom-style commandlist that's on-screen that shows sequence of inputs per tic would have made it more informative. (maybe joequake has it? I gotta look)
@@quakespeedrunsexplained Matt's Ramblings does exactly that in the video "Better Quake strafe-jumping with genetic algorithms". (not the easiest thing to do, but it's technically possible)
E1M1: Have you tried with one player rushing through the level as fast as possible and the other going through the water at the very beginning to the secret where you can skip to the end? I don't know what triggers the wall to open to the exit but maybe this is a faster route.
This project was an absolute blast. Looking forward to hosting more runs like this in the future. ☺
"the speedrun is only 8 minutes, so here's a 2h+ video explaining (almost) everything" ☺
very informative, thanks to all participants.
This channel is an instant watch when it pops up. The calming voice, the detailed strat breakdowns, the satisfying time improvements… slow-mo montages for the boys
Yep. I had such a productive day and decided to check TH-cam thinking nothing I find will stop my coding anywa... noooooo
Correction: This year was Quake's twenty-EIGHTH birthday, not twenty-sixth. I'm getting old... 🙃
*we getting old 🥲
Yea, we old.
1:25:41 The gold key you meant 😅
@@andreaslundin7935 ha you're right, didn't even notice that 😅
This is the video that actually made me understand how crazy the run/project is. Without commentary it just flashes infront of your eyes.
Hoo boy i thoroughly enjoyed this format the last time you guys did this. Seems like this is going to be great as well from what I've seen so far.
Perfect laid back entertainment while being very informative. Looking forward to watch all of it, thanks for doing/uploading this!
This is so cool to see, I definitely wish co-op speedrunning was more of a thing. As it is I haven’t seen it much elsewhere.
I wish all coop runs had a detailed breakdown like this. So much more impressive when you understand the skill and luck involved
Babe, wake up. Babe, WAKE UP.
This is the content I subscribe for. ❤
idk why, but comments always more interesting that the project video, i say more interesting not more epic 😅
Me and the boys 'bout to flee from the gothic and eldritch horrors
Thank you for this video. Just a pleasure to watch you guys explain the strategies used :) Looking forward to the next video!
Thanks for going into more detail on the alternative e2m2 route. I still think there's potential to make something happen there. If only for the individual level.
Insightful commentary. Amazing play. Thanks all!
These runs are SO satisfying to watch
Fantastic video, but one correction: I would happily watch you guys deathmatch for 2 hours
haha :)
Thank you for doing this. Really appreciated
Have to say i really like the chemistry between the runners
Yep, great to see mutual respect in such a competitive field
Love it! I love ALL your Videos! And i LOVE Quake! Thanks for making Videos about the best game (series) in the world!
Those 2 hours were a breeze! Great commentary
At 6:10 and already wondering how much shorter this would be without so much "yeah, yeah" on the commentary :-D (joking aside... of course I'll enjoy the whole thing... yeah, yeah!).
Grinded Quake 2 on PSX as a child. Recently finished it again on PC. Now watching so much videos of Quake speedruns that I just had to buy Quake on Steam :D
You madlads! Great stuff!!!
A simpler way to explain the boosting is to say that the amount of boost is equal to the amount of damage received. Even though in coop players do not lose health from players attacks the boost is still applied. Self damage is smaller than damage delt by other players by some factor, hence the boost is smaller. This is actually true in all Quake descendant games, for example in TF2 as a Soldier or Demoman you cannot rocket/sticky jump as high as when another player boosted you.
Also, damage = boost is the reason why armor management is so important in all of those games. If you have too much armor you will not be able to receive enough damage to get the desired boost.
GOATed channel
Absolutely surgical.
Given the speculation at the end about whether the recammed or vanilla video will be most popular, I'll just point out that *this* version is on track to be the most popular 🙂
haha I guess so ;)
Love it. Amazing work from all involved. Thank you for the video
It’d be really cool to see the secret levels incorporate in the run at some point :)
Unfortunately they don't appear in the "any%" runs because you don't need to play them to finish the game. But they do show up in the 100% project! th-cam.com/video/en1Ke7ZO_xk/w-d-xo.html
@@quakespeedrunsexplained Yeah, that's understandable :) Hopefully the 100% project will get covered on the channel at some point :)
@@victorluchitz7907 I actually did a solo commentary of that project as one of my earliest videos. The channel has evolved a lot since then but you might still enjoy it: th-cam.com/video/cDx_GzeMtHQ/w-d-xo.html&lc=UgxcQKSi-wqnuWnuz7h4AaABAg
@@quakespeedrunsexplained I might have actually watched it a long time ago, gonna have to re-watch it :)
Amazing is not enough
Simply amazing stuff - thank you for the run down, and congrats on the sick runs!
imagine this run from monsters poit of view 🤣
I hope you dont mind but im about to sleep to this video. Its a great video im just a sleepy guy.
You mention in the video that all speed runs are performed on the original Quake netcode. Has anyone ever considered moving to QuakeWorld instead? I know the movement is slightly different, but having client side prediction would be very beneficial
Thanks for a really interesting video!
It might not seem like it for casual/deathmatch play, but as far as speedrunning goes, quakeworld physics is radically different from original Quake, the main factor being ground friction. In QW you can gain speed endlessly through jumping, whereas in original/joequake you lose speed every time you touch the ground, making it much more challenging. Speedrunning with QW physics is its own (much less popular) category.
I'm not very acquainted with Quake speedrunning but a DSDADoom-style commandlist that's on-screen that shows sequence of inputs per tic would have made it more informative. (maybe joequake has it? I gotta look)
Unfortunately we can't retrieve inputs from demo files, AFAIK :( Would be a great feature!
@@quakespeedrunsexplained Matt's Ramblings does exactly that in the video "Better Quake strafe-jumping with genetic algorithms". (not the easiest thing to do, but it's technically possible)
E1M1: Have you tried with one player rushing through the level as fast as possible and the other going through the water at the very beginning to the secret where you can skip to the end? I don't know what triggers the wall to open to the exit but maybe this is a faster route.
It would not be. You can't open the door from the water side - it would be blantantly obvious if we could and you would have seen it used decades ago.
what's the command name to show the movement speed?
It's a feature/option built in to Joequake (in the HUD menu)
can we be friends