Quake Speedrun - 48m 100% on Nightmare

Come on then doubters, quote video times on all these other alleged 'non-kills', I'm still waiting.

fails to kill 1 soldier 2 dogs 0:22
fails to kill 1 soldier 1 chainsaw 1:17
fails to kill 1 skeleton 1:32
fails to kill 1 chainsaw 1:36 just off screen and 1 skeleton above him also slightly offscreen
fails to kill 1 soldier on walkway 1:42


response below
 
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Remember they are doing multiple loops of some areas. For example in your first case, the enemy not killed at ~0:22 is killed when he comes back to that room later on at around ~0:50 (you may have missed the original barrel explosion which took out some enemies as well)

At 1:17 you will notice he triggers a fight between the ogre (chainsaw) and soldier in the start room, the ogre will win this fight which kills the grunt. That ogre then gets killed much later on after it has moved into the walkways room. This one is quite hard to spot, but if you look at when he moves through the walkways room the first time, there is only one ogre there (that he bypasses). When he returns to the doorway of the room with Quad at around 2:03, he kills 2 ogres; the one from that room, and the one from the start room that you saw at 1:17.

The Scrag ("skeleton") missed at 1:32, if you watch all he is doing is going round to grab the silver key and then drops down into the water of the same room at kills it around 1:40

The Ogre (chainsaw guy) missed at 1:36 is killed with quad when the returns to the doorway of that room with quad at around ~1:59

The soldier on walkway missed at 1:42 is killed with quad from the doorway at ~2:04 with quad shotgun


I can see how, for players that don't know the levels inside out, it may look like enemies aren't getting killed. But 100% QDQ runs are about optimising routes and not getting held up unnecessarily; if you are going to move through the same area (or close to) more than once, you don't necessarily need to kill everyone first time out (especially if you may be returning with a powerup such as quad damage or pentagram (invincibility).
 
Having watched it back, and looking at the times you posted, I conceed that you are indeed right. I mostly missed those because of the enemies following him through the level and appearing in front of him on his route rather than him returning to rooms (making it looks like new enemies further on). As you said, hard for someone who doesn't know the levels to see. People were either a Quake or an Unreal player. Was an Unreal player myself so other than Q3A I have little knowledge of Quake levels.
 
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Some highly uninformed opinons here:

OK first up it isn't a singlular sad 'guy'; QDQ is a long-term project (read: over 10 years, long before these new-fangled games like "Quake 3") involving many people. QDQ runs are typically the best-of-the-best, demos from multiple players spliced together (as different players are better at different levels).

Secondly, the level 9mins in is E1M7. Anyone who has played through Quake, heck, even the shareware version, knows that that on that level there is only one enemy you directly kill (via electric shock), the boss Chton. Once you kill him, a bunch of other enemies get automatically gibbed by the game (and that's the only way to kill them as they don't 'appear' until then. If you look, you can see (and hear) them getting gibbed at the intermission screen.

Come on then doubters, quote video times on all these other alleged 'non-kills', I'm still waiting.

Q3 is an odd choice to describe as 'new-fangled'. Many of us from the Q3 generation were also Q1/2'ers. Sadly I couldn't play either game to a great extent due to the hideous nausea they induced. AvP and Q3 were the first 3D games I played that didn't have this effect on me.
 
the newer games of today have nab enabled. this is why you have hardcore and stupid perks and other idiot ideas cause people want easy crap and not a learning curve. this is why games are boring and get old quick now cause they taking the core gaming out of it.
Cant help but agree - it seems to keep people interested theyve had to create a whole layer of enticement where in reality the game mechanics should really be the thing that hooks the gamer. Its hard for me not to look at MW2/BOPS and scoff at how utterly generic/simplistic it is if you removed such enticements...

ps3ud0 :cool:
 
Games now are nothing like quake. The reaction time and quick placement needed on quake was crazy! I started on quake 2 and played a load of it, (The edge.. best map ever!) Everything started to change with CS imo.

In Quake and UT (loved UT) You had to chase someone half way across the map at times, while they tried to keep you off and get to health or quad etc. CS was tactical and you could very easily kill someone with a single shot, COD is like an abomination of the two, Not great :p
 
The way these pros play it's just a completely different game.

I don't watch competitive gaming but I did watch one Half-Life vid I think by Garpy, it was just amazing. They're on a different plane to us. :p
 
Trickvideos > Fragvideos, but I am a poser :p

LOL I need to find some 2man trick videos :p. I swear I remember that someone wrote a tricking bot for Q3...

Think Ill be playing some Q3 before the end of the year ;)

ps3ud0 :cool:
 
quake 2 "the edge" jump vids are interesting. You watch them and think.. yeah easy.

then you load up the game and go "eh"

I managed to get a few of them down after hours of trying but man they are hard. These pros are using them all the time in match and you don't even know it.
 
Ahhh one of my old favourite sites - own-age.com

Anything by shaolin productions is good :D. Trying to find stuff by an old gaming server (iirc - Overdrive PC) that use to sponsor trick events - one of the first that had dedicated trick servers - Im sure b3nt was involved (tricker who use to start and end tricks with the glove/gauntlet)

EDIT: found them - was OPC Promos

ps3ud0 :cool:
 
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