Quake done Quick - Quake done Quickest

Quake done Quick1 HN recommenders · 2011–2014
581K views · demo · evergreen · Uploaded 2010-11-04

A 11:29 complete speedrun of Quake on Nightmare difficulty by the Quake done Quick team, assembled from separately recorded runs refined since 1996.

HN uses it as a showcase of extreme FPS movement skill, such as rocket and grenade jumping.

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4 comments from Hacker News

@Tomis2011 · in “This is a Bad Time to be an FPS Fan”

"That describes nearly every single-player FPS ever made." Thief, Rainbow Six (1, 2 and 3, not the crap that followed), Hitman. As for Quake... try doing this - [VIDEO]

@Tomis022012 · in “CryEngine 3 soft-body physics simulator”

> In Q3, it was more the way jumping impacted your movement speed which was a discovery. Not really sure what you're talking about. Rockets and grenades hugely impacted player speed in Quake 1, but not so much in Quake 3. Check the speed run of the following level to see what I mean: [VIDEO] The quad damage'd grenade jump at 11:19 is mind-boggling. I don't remember seeing that in Quake 3.

@oskarth2013 · in “Discoveries Ten Years Later in Zelda Speedrun”

For those who haven't seen it, I highly recommend one of the "original" speedruns - Quake Done Quick (on Nightmare, naturally). It's less about glitches and more about playing extremely well. If you have ever played a fast-paced FPS, you'll appreciate it. [VIDEO]

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@angersock2014 · in “Coelacanth: Lessons from Doom (2010)”

To get an idea of this madness, it can help to look at some relevant footage. Speedrun of Dead Simple from Doom 2: [LINK] Quake Done Quick: [VIDEO] ~ That sort of manic movement is, I think, what really sets apart the elite FPS players of the Doom, Quake, and UT era (and the games in the same vein) from folks in the CoD/Halo games. Also, the level design is pretty much strictly better, because it mattered a lot more. With regenerating health and lots of ammo/easy pickups, you no longer have to be quite so careful when putting together a level, because you know that if the give the player X seconds of time without suffering everything will be okay.