Talks to Watch

Quake done Quick - Quake done Quickest

581K views · Nov 4, 2010 · 14:13 · 1 HN recommender · 4 mentions · discussed 2011–2014

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

Why Hacker News points people here: HN uses it as a showcase of extreme FPS movement skill, such as rocket and grenade jumping.

“I highly recommend one of the”HN comment, 2013

What Hacker News said 4

RecommendsoskarthOct 2013

“I highly recommend one of the”

Original speedrun showing extremely skilled fast-paced FPS play.

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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. this video

in “Discoveries Ten Years Later in Zelda Speedrun” · view on HN
Cites itTomisNov 2011

Offered as counterexample of Quake play skill.

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"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 - this video

in “This is a Bad Time to be an FPS Fan” · view on HN
Cites itTomis02May 2012

“is mind-boggling”

Shows rocket and grenade jumping speed in Quake.

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> 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: this video The quad damage'd grenade jump at 11:19 is mind-boggling. I don't remember seeing that in Quake 3.

in “CryEngine 3 soft-body physics simulator” · view on HN
Cites itangersockJul 2014

Footage illustrating manic elite FPS movement.

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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: this 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.

in “Coelacanth: Lessons from Doom (2010)” · view on HN