Views : 26,138
Genre: Gaming
Date of upload: Jul 3, 2023 ^^
Rating : 4.967 (14/1,676 LTDR)
RYD date created : 2024-05-01T03:56:39.964295Z
See in json
Top Comments of this video!! :3
I don't know what is more surprising: That there are still people doing speedruns for a game released 27 years ago, which probably means that some of the speedrunners are younger than the game itself, or that after all those years, people still find faster paths for the original levels which have been played so many times by so many people, including tons of speedrunners. Also, it's incredible that Youtube says "1K views 1 hour ago", so for a game released 27 years ago, there are enough people that take their time watching a video right after it's uploaded, whatever time that may be around the world.
Fun! Keep on fraggin'
13 |
Yet again an amazing summary, thanks Connor!
Weird thing is this speedrunning. When you're doing it, it keeps digging to your mind, it frustrates you, it drives you crazy. I can hardly sleep on those days until I finally manage to make everything click and get rid of the pressure... And then after a few days of joy and relief I'm already miss the feeling :)
31 |
Thank you for yet another interesting and entertaining video! One thing about the cut beginning of E2M6, it was removed due to "self-imposed .BSP file limit of 1.4MB", according to John Romero. He mentioned that specific reason several times. I don't think it was limits of the engine, as many Mission Pack .BSP filesizes go over that value. And the original E2M6 from the "Beta 3" pre-release is just a couple dozen KB over the largest final game's .BSPs, which is E4M7. I think if there would be a bit more time, E2M6 could've retain the swamp cave introduction area. The mystery is why exactly did they put up that self-imposed filesize limit in the first place. Was it to copy the maps on floppy disks? But they had network in the office. Was it to keep the overall game size down? But it was released on CD-ROM, and even if approximately 600MB of that space was taken by the CDDA soundtrack, there was still enough room.
13 |
For me, your videos capture perfectly the wonder of playing Quake 1 for the first time back in the 90s. You clearly respect Quake and I appreciate that a lot!
I've been passionate about Quake 1 since I heard one of my 3 favourite musicians (Trent Reznor) would be doing the music and the sound effects, and that it would be the first major engine with actual 3D architecture! It amazed me that so much graphical power could run fine on a 486DX, and silky smooth far above 60 FPS on a 586/Pentium 1. I've been following various updated Quake clients ever since. WinQuake, GLQuake, endless Quake clients on GNU+Linux, N64, current Steam release (quite nice), and so on. Dabbled in level editing, I have fun at it, but I'm not very good!
My top 5 favourite video games of all time (unless I'm forgetting some), based on hours played and how much I still love playing them today (in alphabetical order):
- Ancient Domains Of Mystery (multi)
- Arma III / DayZ (clumping together as they share a code base; bought a gaming PC to play these 2)
- Noita (PC)
- Quake 1 (multi)
- Rock N' Roll Racing (SNES)
As for Quake 1 specifically, it is most interesting to me playing random single player levels in co-op mode with friends (or surviving alone on Nightmare). There's so much creativity in Quake 1 level designs!
I can still remember the original game and music terrifying me the first time I played it: lights off, headphones on. The best of times. I can vividly recall sneaking down cave stairs following a knight, then in the open area other knights saw me, so I ran back up the cave steps with them chasing me, carefully jumped onto a crate that was too high for their swords in the nick of time. I was trying to fight 1 enemy at a time to not get overwhelmed, and when that failed bob and weave to escape.
I was trying hard to stay alive those first play sessions, so I was really careful while learning the game sound effects, music, and AI behaviour. It was such a new and raw experience! Quake does not handhold on Nightmare, which is the only difficulty I ever played at. On Doom I played the difficulty 1 below Nightmare, because respawning enemies on Nightmare was too much, lol.
I also tried to hunt down all the secrets before leaving a level, to stock up for the next level. I only failed to find a small handful of Quake 1 secrets, and on those levels I searched for 30+ mins before giving up. Had fun at it. It was a puzzle game hunting for secrets, as the devs hid secrets in so many different ways! It was fantastic.
I love Reznor's background music, it was so eerie and full of all sorts of faint or loud whispery half-sounds. It immediately made you paranoid from not knowing what was from the music track and what was actual gameplay. In one track he even includes a slowed down grenade bouncing-off-a-wall sound. What an experience those first times at it! Similar feel with really well-made fan levels that put surprises around every corner. So many unique Quake 1 experiences created with the same basic building blocks is awesome to me. Same reason Minecraft builds are popular.
I should stop procrastinating and learn QuakeC, it's been around 30 years! π Would love to code Quake 1 novelties!
6 |
@killhippies8815
9 months ago
Beating your record 20 years later is like being an old war veteran who suits up one last time to show the youngins how to get things done.
190 |