Quake - Nightmare Run of e4m3 by Muty in 0:31 (1s improvement)
--Downloads--
DEMO: https://speeddemosarchive.com/quake/demos/NR/e4m3_031.dz
DZIP: https://quake.speeddemosarchive.com/quake/downloads/dzip.zip
JOEQUAKE: http://joequake.runecentral.com/downloads.html
Player: Muty
Date: 02/08/2023
Category: Nightmare Run
Level: e4m3
Time: 0:31 (.91532)
A 1 second improvement over the previous record by yours truly.
Even more speechless than before. What a run. I ought to explain how this came about though at least.
I started savestate experimenting to see what could be done about the mysterious spawnboost out of the lava, and I noticed that sometimes the spawn can make it all the way across the bridge. To my surprise,
it could be manipulated to make it over easily by just hugging the wall. However, getting a setup to do the boost was another can of worms. Firstly, you needed to get somewhat lucky* with the spawn's attack tendency, and also to keep in line with the wall until you're inside the silver key closet. This is to ensure the spawn does actually make it over at the desired spot, and doesn't prematurely fall into the lava. Secondly, because I'm entering the closet on the far side, the fiend can and will damage you sometimes, killing the setup. Thirdly, you need to hit a grenadeboost off of the spawn that matches or beats the similar double boost used in ER in terms of difficulty. The aircontrol you need to do after getting the boost is also pushing the limits of what you can do with sv_accelerate 10.
After all of that, the ER route can be executed with a couple of differences. There are more enemies on the way to block you to the SK door, and I did have a handful of attempts die due to that. I took Chambers' route of finishing the map with a few small optimisations, the main one being the GK pickup. I realised it's better to cut across diagonally with the slopejump, resulting in less airtime and a better landing. Landing on the slope on the way down sucks so I tried doing a wallstrafe, which proved to be successful. Still, the hardest part was getting the last quad boost. The precision needed and the luck for good knight positioning is astronomical. Shoutouts to Chambers for the original idea for the second half of the run, he provided all the groundwork for this and showed me that 31 is possible.
*Shoutouts to kipi as well for exploring the spawn code, you can read it here:
" This is because when the spawn first sees you it goes into its run animation:
void() tbaby_run1 =[ $run1, tbaby_run2 ] {ai_face();};
void() tbaby_run2 =[ $run2, tbaby_run3 ] {ai_face();};
void() tbaby_run3 =[ $run3, tbaby_run4 ] {ai_face();};
void() tbaby_run4 =[ $run4, tbaby_run5 ] {ai_face();};
void() tbaby_run5 =[ $run5, tbaby_run6 ] {ai_face();};
void() tbaby_run6 =[ $run6, tbaby_run7 ] {ai_face();};
void() tbaby_run7 =[ $run7, tbaby_run8 ] {ai_face();};
void() tbaby_run8 =[ $run8, tbaby_run9 ] {ai_face();};
void() tbaby_run9 =[ $run9, tbaby_run10 ] {ai_face();};
void() tbaby_run10 =[ $run10, tbaby_run11 ] {ai_face();};
void() tbaby_run11 =[ $run11, tbaby_run12 ] {ai_run(2);};
void() tbaby_run12 =[ $run12, tbaby_run13 ] {ai_run(2);};
...
void() tbaby_run25 =[ $run25, tbaby_run1 ] {ai_run(2);};
Notice for the first 10 frames it just calls ai_face(). It'll never attack during this time, just turn to face you. After this it calls ai_run(), which switches to an attack animation with a probability based on distance to the player:
At a distance less then 120 units, there's a 90% chance of an attack, every 0.1 seconds. (Ie. almost certainly within 0.2 seconds)
At a distance less then 500 there's a 20% chance of an attack every 0.1 seconds. (On average every 0.5 seconds)
At a distance less then 1000 there's a 5% chance of an attack every 0.1 seconds. (On average every 2 seconds)
At a distance greater then 1000 he doesn't attack at all.
So if you can delay the time between the spawn seeing you, and the time when you pass within 120 units of the spawn, you can almost guarantee an attack.
Vid here: https://www.youtube.com/watch?v=NBgwM6_U31I " end quote.
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