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The Absolutely Bizarre World of Slopes in Quake
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77,666 Views • Sep 13, 2023 • Click to toggle off description
Height boosts, speed boosts, surfing, climbing; They don't look like much, but Quake speedrunning wouldn't be the same without SLOPES.

Quake Done Quick: @QuakeSpeedrunning (Shoutout to Justin Fleck for capturing and uploading EVERY quake demo. A compilation video like this would be impossible without his hard work).

Music by @lordsoflounge
Spotify: open.spotify.com/artist/1rr5AQb3MwrAJB4mrw2K88?si=…

Playlist of all runs featured in this video:    • Slopes  

Patreon: www.patreon.com/QuakeSpeedrunsExplained
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Views : 77,666
Genre: Gaming
Date of upload: Sep 13, 2023 ^^


Rating : 4.963 (31/3,306 LTDR)
RYD date created : 2024-05-06T21:10:56.933972Z
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YouTube Comments - 322 Comments

Top Comments of this video!! :3

@quakespeedrunsexplained

7 months ago

I'm touched by the recent support and suggestions regarding crowdfunding/etc. I don't think I can post reliably enough for Patreon, but if you want to donate on a once-off basis, you can buy me a coffee here: www.buymeacoffee.com/quakespeedrunsexplained ❤

93 |

@emsouemsou

7 months ago

I'm impressed how colorful Quake can be when it's not constrained to the browns and greys of the base game's maps.

366 |

@Zephyrbal

7 months ago

The direct lineage of these slopes through the various iterations of goldsource and source to the modern surf_ map is fascinating

279 |

@Bonelord69

7 months ago

Slopes? Yeah, I'm inclined to believe they're pretty good.

126 |

@O5MO

7 months ago

Having played some Source engine games (TF2), everything here seems completely normal. Its cool how some "bugs" transferred from Quake to Goldsrc to Source to possibly Source 2 and continue being used 20 years later.

69 |

@Chuma95

7 months ago

These slopes mechanics are still in games like Half-Life and Apex Legends... Truly a master piece... We love you Quake! Quake is love, Quake is life!

138 |

@henryambrose8607

7 months ago

The way I heard it explained was that slopes convert between horizontal and vertical velocity. Jumping down a slope converts your downwards velocity into forwards velocity, and jumping up the slope will convert forwards velocity into upwards velocity, so really upward and downward slopes have the same behaviour, just in different directions. We could use a video from Matt's Ramblings to explain what causes ramp jumping and surfing behaviour in the code.

63 |

@r.g.thesecond

7 months ago

Quake and Valve engines movement is something I regret not having gotten into at a younger age (due to lack of time and energy). Nowadays I do some bhop, rocket jump and surf casually but my movement is never as impressive as talented runs I see on this channel or elsewhere. Some people really seem gifted with this sense of virtual space and timing.

40 |

@storerestore

7 months ago

What I like most about Quake speedruns is that they don't rely so heavily on obvious glitch exploits. Instead, people beat records by exploiting rules that seem to be enforced consistently according to some kind of internal logic that in itself may be weird and unintuitive, but not unpredictable or obviously broken. I guess grenades getting stuck on slopes might be right on the edge of what I'd consider a glitch, but it never really occurred to me as overtly broken behavior when playing the game casually. I just accept it as a quirk of the physics simulation. For comparison I watched a great speedrun of Blood where a lot of the skipping tricks involved opening doors on yourself to essentially noclip yourself past sections of the map as the game struggled to put the player back outside solid objects. Build engine jank allows for these kinds of skips across the board and seems so obviously inadvertent compared to what really amounts to physics quirks in Quake.

38 |

@trenth3492

7 months ago

Quake’s player physics is some of the best in the industry, and it just wouldn’t be the same without the slopes.

16 |

@PhilipChute

7 months ago

really cool to see all these examples. counterstrike has large and separate but overlapping communities for bhop, kz climbing, and surfing, with really advanced application of these techniques. quake speedrunning was the origination of them all and still the best combination of all the movement techniques

20 |

@-IE_it_yourself

7 months ago

i love how the ID games, didnt make a set of rules, but instead a set of variables when designing how the game can be played. it gives it a sandbox feel, and so many options considering the only way out is through.

6 |

@thekilla1234

7 months ago

I like that you describe slopes as "humble" as if they are the most powerful entities in the Quake universe but they don't make a big deal about it and just kinda chill out on maps occasionally lending their power to speedrunners that happen to pass by.

3 |

@J4J0

7 months ago

I don't agree, that slopes increasing your vertical speed while going up them, nor increasing your horizontal speed while jumping down them is a bug. It's a simple implementation of elastic collisions with respect to the Newton's law and conservation of inertia. If it were a bug, it probably wouldn't have persisted through Q2, Q3, ... But then again, I'm sure it was recognized as one of the main aspects, that separated quake games from all the other contemporary FPS and why I still rate these engines far, far above all other FPS engines (the other being quake's netcode).

8 |

@Calinou

7 months ago

I was today years old when I learned that grenades bouncing downwards on slopes are always stuck. I guess it's time to put that knowledge into good use :)

2 |

@mcbain257

7 months ago

Interesting to see a different kind of video that goes more in-depth about a gameplay mechanic. I'm all for it if you have more of those! (I'm aware of Matt's Ramblings too btw, but those are more tech-heavy)

12 |

@jitspoe

7 months ago

Maybe it's because I've played Quake games for so long, but I find the slope jumping pretty intuitive. Jump velocity is added to your current velocity, so if you're moving up when you jump, you jump higher! I'm making a platformer (Fist of the Forgotten) that really emphasizes this type of movement, but it definitely doesn't click for everybody. As for why grenades stick to slopes, if I recall correctly, the code checks if the normal of the surface relative to the motion of the grenade is below some threshold, which makes sense on flat ground -- once the grenade is moving almost horizontally it should just stop bouncing. If it's on a slope, however, that normal check can be in line with the grenades movement (moving close to being in line with the slope), so it just stops in unrealistic places.

2 |

@RandomGuy0987

7 months ago

Oh man the sound design in Quake is seriously nostalgic. Nice video.

2 |

@ihateevilbill

7 months ago

I remember me and my entire clan (at the time) playing surf maps in counterstrike. So much fun. Some of the madness I could pull off... good times. All thanks to the quake engine :)

1 |

@QuckHead

7 months ago

Slopes in Quake 1 are perfect and feel great to interact with. In Source games there's surfing but ramp jumping is absent most of the time.

1 |

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