Quake done 100% Quickest lite (Qd100Qstlite) ---------------------------------------------------------------------------- INTRODUCTION: This is a 100% run through all of Quake on easy skill, meaning we kill every enemy and collect every secret on every single level in the game. The run improves upon 'Quake done 100% Quick lite 2' which was released 14 years ago on the 22nd of July 2006 and that completes all of Quake Easy 100% in 33:33. This project has been in the back of our minds for many years but work on it wasn't officially started until early/mid 2018. The last demo of this run was recorded on the 2nd of June 2020 and the run was released on Quake's 24th birthday - the 22nd of June 2020. It's been a challenging couple of years with many obstacles to overcome - but in the end, we prevailed. At the time of writing, this is by far the most optimized run through Quake of any category that the game has ever seen since its release back in 1996 and we couldn't be happier with the result. INSTALLATION: First you need to find your main Quake directory. This probably has the name 'Quake' and will contain such items as your Quake executable programs (such as quake.exe, or winquake.exe, or glquake.exe...) and your Id1 subdirectory. You should make a subdirectory of this main directory. Give it whatever name you like; for the purposes of these instructions we will assume you have called it 'qd100qstlite'. The qd100qstlite.zip file should contain 2 files which should be unzipped into the qd100qstlite directory. These 2 files are: pak0.pak - contains all the data for the demo qd100qstlite.txt - this text file you are reading RUNNING THE MOVIE: Now to run the movie, start Quake with the command-line option '-game qd100qstlite' The movie is played from a menu interface, so that you can choose to play the whole movie, or individual episodes, or individual levels. Using the menu should be mostly self-explanatory! You can use the following keys during playback: F1 / slow-mo F2 / normal speed F3 / fast forward F5 / backwards (JoeQuake only) F9 / skips to the next demo F10 / return to menu F12 / quits HOW THE RUN WAS RECORDED: Each level was done in one segment, on skill 0 and naturally without cheats of any shape or form. Since the player starts with default weapons upon loading a map, we used a modification for Quake that is specifically designed for speedrunning and that has been commonplace since the 90's - QdQstats 1.8. This allows us to start any given level with appropriate statistics, in other words, we carry weapons, ammo, health and armor over from previous levels. All the demos were then pieced together using various demo editing utilities. TIMING: As is tradition at Quake SDA, every demo is timed to the full second. All the demo times are then added together for a final run time. PLAYERS: Ryan 'Chambers' Moore Running/planning Petar 'praskOo' P. Running/planning Elias 'Elgu' Solla Running/planning Conny 'jukebox' Wernersson Project lead, running/planning, video & demo editing Sphere Running/planning, tech support, video editing Gustav 'brainfluid' L. Cheerleading Thomas Stubgaard Cheerleading, planning Jozsef Szalontai Cheerleading, planning, tech support STATISTICS: 'Saved' times are comparing against the predecessor 'Quake done 100% Quick lite 2' with a final time of 33:33. http://quake.speeddemosarchive.com/quake/qdq/textfiles/Qd100Qlite2.txt ------------------------------------------------------------- Level Map Player Time Saved ------------------------------------------------------------- The Slipgate Complex e1m1 jukebox 0:49 0:03 Castle of the Damned e1m2 jukebox 0:43 0:04 The Necropolis e1m3 jukebox 0:59 0:01 The Grisly Grotto e1m4 Elgu 0:57 0:05 Ziggurat Vertigo e1m8 jukebox 0:34 0:10 Gloom Keep e1m5 Chambers 0:43 0:03 The Door to Cthon e1m6 Chambers 0:43 0:02 The House of Chthon e1m7 Chambers 0:11 0:00 ------------------------------------------------------------- Episode 1 - Dimension of the Doomed 5:39 0:28 ------------------------------------------------------------- The Installation e2m1 jukebox 1:06 0:03 The Ogre Citadel e2m2 jukebox 0:38 0:09 The Crypt of Decay e2m3 praskOo 1:02 0:10 The Underearth e2m7 praskOo 1:04 0:09 The Ebon Fortress e2m4 jukebox 1:10 0:09 The Wizard's Manse e2m5 Elgu 0:54 0:08 The Dismal Oubliette e2m6 jukebox 1:33 0:39 ------------------------------------------------------------- Episode 2 - The Realm of Black Magic 7:27 1:28 ------------------------------------------------------------- Termination Central e3m1 jukebox 0:59 0:10 The Vaults of Zin e3m2 jukebox 0:46 0:04 The Tomb of Terror e3m3 jukebox 0:48 0:05 Satan's Dark Delight e3m4 Elgu 0:57 0:06 The Haunted Halls e3m7 jukebox 0:43 0:05 The Wind Tunnels e3m5 Elgu 1:11 0:06 Chambers of Torment e3m6 Elgu 0:53 0:13 ------------------------------------------------------------- Episode 3 - The Netherworld 6:17 0:49 ------------------------------------------------------------- The Sewage System e4m1 jukebox 0:50 0:01 The Tower of Despair e4m2 praskOo 1:01 0:02 The Elder God Shrine e4m3 jukebox 1:07 0:06 The Palace of Hate e4m4 jukebox 1:16 0:13 Hell's Atrium e4m5 jukebox 1:18 0:13 The Nameless City e4m8 jukebox 1:42 0:07 The Pain Maze e4m6 jukebox 1:06 0:13 Azure Agony e4m7 Chambers 1:03 0:12 ------------------------------------------------------------- Episode 4 - The Elder World 9:23 1:07 ------------------------------------------------------------- Shub-Niggurath's Pit end Sphere 0:34 0:21 ------------------------------------------------------------- Quake done 100% Quickest lite 29:20 4:13 ------------------------------------------------------------- RUNNERS' COMMENTS: E1M1 / 0:49 / jukebox This was originally going to be my e1m1_051 from way back in June of 2018. I knew there were some things wrong with it from the start so I'm glad I got back to it in 2020. Spent maybe a day on my 0:51 and a couple extra to push for 0:49. Nothing new to this run, just optimized movement. E1M2 / 0:43 / jukebox One of the most frustrating demos I have ever recorded. There is just so much luck involved in order to get a 0:43... or even a 0:44. First, you need the ogre at the start to follow you and gather up with the second ogre for quick disposal later. Second, you need the third ogre to follow you to bunch up with the fourth ogre so you can kill both during the correct intermission screen (which you only have 25% chance to get). Third, you need the two knights to be in favorable positions so one of them can follow you into the quad room. Ideally you don't want to get shot or blocked on your way to the silver door, but I still managed to get a 43 by a good margin despite the backboost from that one grunt. Lowest decimals I ever had was a .1. I think 42 is doable in theory if you do some riskier maneuvers but I spent way too long on this just for a 43 so I'm satisfied with that. I've definitely done thousands of attempts on this level alone and I got triple digits 43's with missing kills due to one or more of the things mentioned above not lining up. E1M3 / 0:59 / jukebox Everyone knows about Peter's legendary 1:00. Unfortunately for him he ended on very low decimals, so I felt obligated to do something about it. It wasn't as hard as I initially thought it would be, although it did take me a couple of months. Getting the timing down for that boost inside the elevator was probably the hardest part. I'm writing this over a year later and I still can't believe I managed to improve it so quickly. E1M4 / 0:57 / Elgu One of the first demos that were remade. I was watching back some of the older demos that juke and others had done and I was thinking of integrating a bit more luck into this map. When I bunny towards the silver key area I jumped past the knights to maintain speed and use my nades as damage and kill the left over knight near the end. Also near the normal exit I threw a grenade instead of using nails to save time. Original time by juke was 0:59 so saving 2s on top of that was nice. There might be some small improvements here and there but I think everyone is happy with this. E1M8 / 0:34 / jukebox One of my favorites. There's just something about 100% demos with quad and penta. Originally this was a 0:37 but when we started remaking demos I decided to have another go at it. Shooting the secret door from the backside is the only new trick implemented here. Other than that I just went crazy on maximizing the powerup usage here - cramming in quad boost after quad boost in order to do the exit boost before the penta wears off (which was mandatory since e1m5 has to start with full health). This is the biggest timesave in e1 - improving Timo's run by 10 seconds. E1M5 / 0:43 / Chambers Learning this map was my first attempt at 100%, and boy was it a blast. After joining this project nobody seemed to want to run this since there were no major improvements at the time and after watching Jozsef's demo from Qd100Qlite2 I could see why. This run was fast-paced and action-packed, which was exactly what I was looking for. E1M6 / 0:43 / Chambers The intermission kill in this demo was completely unplanned. The seemingly useless grenade I fire when by the intersection next to quad secret was supposed to kill the Ogre, since the majority of the time he'd be stuck there. But of course this was not the case. E1M7 / 0:11 / Chambers The only map that wasn't improved since Qd100Qlite2. :( But there's not much we could do about that. I tried to optimize this as best I could, with the addition of falling down the shaft earlier by keeping speed and skip landing on the bar as it descends (I got the idea from watching QddQlite). E2M1 / 1:06 / jukebox Out of all the demos I've recorded since I started running Quake, this is the 100% demo I am most proud of. As with Peter's e1m3, his e2m1_109 seemed unbeatable at first. Aside from the improved bunnies, the only change from the previous run was that I do the last grenade boost earlier and kill the enforcer in the closet with a roller grenade during the intermission screen. E2M2 / 0:38 / jukebox This demo uses the same general route as Qd100Qlite2 but I decided to add a really tight grenade jump from the window sill at the gold key. As this project was drawing to a close, I decided to improve my old 0:40 down to 0:39. However, less than a month before the release of this run it came to my attention that the 0:39 ended with stats that didn't fit with praskOo's e2m3. Luckily, I found a better way to do the window boost so it only took me about a day to remake and improve this run down to 0:38. E2M3 / 1:02 / praskOo The flashy grenade jumps at the start were very difficult to get, but some other things were even more infuriating, like the grenade through the tiny window (+ being lucky enough to actually hit the dk) and killing the 3 zombies that come out of the closet near the button (they really don't like to stick together). The major improvement is that we're able to carry the quad all the way to the zombie that opens the secret on the ledge, so we can kill him way earlier. Overall a solid run and I'm proud of how it all worked out. E2M7 / 1:04 / praskOo Oh dear, this was an experience. Lots of stuff in this run that I thought I would never be able to nail, but here it is. The route now uses a quad grenade boost to clear out the first few areas in a reversed order. Major luck is required to quickly get past the fiend waiting in the dark corridor and to clear out the final room as fast as I did. Pretty sure that in a month of attempts I never got as lucky in the final room as I did in this run :) E2M4 / 1:10 / jukebox Sphere found a really cool quad boost to speed up the water part. I skip getting the extra rockets and nails in the first water part since they're not really needed; I grab the 10 rockets just before the rocket launcher pickup instead. The rest is just the same as Connor's Qd100Qlite2 demo but with better movement and powerup usage. E2M5 / 0:54 / Elgu Route improvement found by Sphere. One of the harder segments I've done for this. Health and armor are low so you dont have much room to lose any extra health. First 3 rocket boosts need to be delayed so you dont die of the quad rocket jump up to gold key. I know for sure that 53 is possible but this map is just so hard to get everything perfectly. Love the speed in this segment and for sure one of the segments with highest quad boosts to time ratios. Enjoy! E2M6 / 1:33 / jukebox In 2016 a runner called TheLDer found a way to use the lightning gun bug to kill the vore at the very end for Easy Run marathons to reveal the rune much earlier. In 2018, Sphere rerouted the Easy 100% marathon route for this level with that trick to push it below the two minute mark. Additional improvements to the route were found in late 2019 by Sphere and myself - Sphere found a way to kill the gold key fiend to pass the time while being stuck in the big elevator. I introduced optimized kill speed, better bunny patterns as well as a couple of boosts, including the ones at the start from tRR and QdQst. Never thought this level could be finished in 1:33 when early estimates were not even below 1:50. This demo is the biggest timesaver in the entire run - a whopping 39 seconds faster than Thomas Stubgaard's Qd100Qlite2 demo. E3M1 / 0:59 / jukebox According to Arturo's e3m1_104.txt from 2007, Jonathan Lenhardt came up with this route which was later improved by Elgu to 1:03 and eventually by me to 1:02, then 1:01 and finally 0:59 (e3m1_102 was my first-ever ID EH record). While getting ready to wrap this project up, I noticed during the capturing process that my 1:01 was not as good as I once thought. I found a much faster way to do the bunnies in the area near the first quad which managed to save two whole seconds, thus making this the last demo recorded for this run. E3M2 / 0:46 / jukebox Another favorite of mine that I spent quite a bit of time on. Not much new added to this run, only that I save a grenade launcher cooldown by killing one of the zombies at the end later. Aside from that this is purely optimized movement and kill speed using previously known tricks. That first quad boost is really hard to nail as well as those quad grenade bounces off the walls. E3M3 / 0:48 / jukebox I was stuck on this level for the longest time (probably 4-5 months), getting very many 48's with missing kills. The lowest decimal I ever finished with was a .2 so I don't think I could've pulled off a 0:47 (probably possible but 4-5 months is enough). Getting the very first ogre and death knight to cooperate is very rare. However, two telefrags aren't a necessity as Stubby claims in the qd100qlite2.txt. :) E3M4 / 0:57 / Elgu My first segment I did for this run in 2019. I even improved on the original by 1 second after Sphere aka the lightning god found a better setup for the ogre lightning bug kills. Also worth noting that the route is his idea after finding that lightning bug. Some improvements would be killing the ogre at the start and at the floating platform section with 2 grenades instead of 3. But this is really grindy and annoying to pull off. I'd say it's 10% chance of getting a 2 grenade kill on either of these guys. But if you manage to do that it would definitely lower the time down to 56. This is pretty solid now. Lots of good memories of grinding this map. E3M7 / 0:43 / jukebox The biggest changes over Connor's 0:48 include making it under the elevator into the mega health secret before it starts to descend. This can only be done by clever manipulation of the elevator triggers and tight movement. The quad boost was added as a last-ditch effort to push below 0:44. The ending is slightly faster too, getting the secret by jumping off the elevator early - just like in Qd100Qst. Other than that it's just the same old e3m7 but way optimized. E3M5 / 1:11 / Elgu Somehow I didn't have to grind this segment that long. Got very lucky and amazing execution just after couple days of grinding. My best time with saves was 1:11 so I was surprised to get this. Also super happy with some of the small things I came up with for this map. For example after the quad boost after opening the final wind tunnel I manage to keep my speed and kill one of the ogres with a well placed grenade. E3M6 / 0:53 / Elgu Oh god. Where do I start. I spent so long on this map alone. This is the most solid map I've managed to pull off. That quad boost into the gold key, hitting the rockets, lightning bug with 3 cells left over and that quad boost with minimal health into the end while not getting killed by hell knights. Pure pain... But I got it in the end. Proud of this one. Got lots of support by the crew while grinding for this. Thanks for that! E4M1 / 0:50 / jukebox This is the same as Joe's 0:51 where I just added another intermission kill. Pretty straightforward. This is the oldest demo to make it into the final cut and is also the only demo left from 2018 that wasn't remade. E4M2 / 1:01 / praskOo This was my first contribution to the project. The route was already known, it was just a matter of getting the 1:01. Big bottleneck in this run is the patrol route of the death knight near the mega health secret, so any improvement beyond this is very difficult because it depends on catching him in the same spot I did in this run. E4M3 / 1:07 / jukebox Once again, same thing as the previous 1:13 by Connor but it's more optimized. Took me a few months to pull off. The section from the silver key to the red armor secret is quite hard to pull off but super satisfying when it all comes together. A lot of runs died in the knight room before the graveyard due to bad luck with enemy positioning. E4M4 / 1:16 / jukebox This level is probably the weirdest level to route for 100%. So many potential routes, but in the end we decided to go with the same route as Joe's previous 1:29. 13 seconds were shaved off through nothing but optimized boosts, health management and powerup usage. That guillotine trap is annoying to get past on the fly without taking damage, and that quad boost along the corridor is really tight since there isn't much health/armor to work with. Without these minor mistakes this could've been a 1:15/1:14, but it's just an incredibly hard route to pull off flawlessly. E4M5 / 1:18 / jukebox This level was rerouted slightly by Sphere who found a way to kill the zombies in their closet with the lightning bug. He also found a neat quad grenade boost to save a little bit of time. Unfortunately, the pack of five grenades near the end of e4m3 was missed so I had to take a .2-.3 second detour for extra ammo at the start. It wouldn't have pushed it below 1:18 anyway so I figured I'd rather take that tiny timeloss than redo a really difficult demo like e4m3 which I spent months on. E4M8 / 1:42 / jukebox Peter's 1:49 from Qd100Qlite2 was one of the most impressive demos from that run. However, along comes none other than Sphere and reroutes the entire map with his lightning bug knowledge which helped me to push the run even lower than Peter's route could ever do. I spent surprisingly little time on this level to get the 1:42 (a couple of days, not counting the practice I got from doing id/e4 marathons). Initially I thought e4m8 would be the biggest roadblock to overcome in this run but it wasn't so bad. E4M6 / 1:06 / jukebox Same deal as e4m4 - 13 seconds saved by simply optimizing the same route used in Timo's 1:19. The first room has spawns that teleport in from their monster closets at seemingly random intervals, which is where most runs died. Once you get past that part the run is actually really satisfying, lots of cool quad explosion boosts. You deserve an easter egg for slogging through this .txt. Here you go: https://youtu.be/PTwvAieWlc8 E4M7 / 1:03 / Chambers The biggest issue with this run was getting the pentagram to last up until the final boost. So with the help of jukebox, we worked tirelessly to figure out the best way to make that happen. The final quad-boost looks to be frame perfect, since the pentagram fades the exact moment the final rocket explodes and my new velocity is calculated. END / 0:34 / Sphere With Stubby's demo from 2006 in which he exits on the first spike ball cycle for the first time and in 2007 Flavio's improvement of it, it was clear that 0:34 is the optimal time for the EH category of this level. Due to the cycle even the sickest run ever would not be able to go lower. Even a mediocre player like me could therefore go for this segment, and that's what these good lads encouraged me to do. :) I found this setup for the lightning gun kills in response to some random inconsistencies with the old one that jukebox got a bit frustrated with. It also allows getting all the kills and thereby avoiding the intermission kill, so we wanted to have this new version in the run. For the fish kills it seemed that not shooting the third one before diving down to the trigger would usually make them end up in much better positions for the second round of shooting. I used an easier quad boost for the end that also allowed for some more control to hit the tight timing of getting a 0:34 but not entering the teleporter too early. Took quite a long time, but with that I eventually managed to get it. Could be smoother in some places but overall I'm very thankful for the opportunity to be part of this run. :) WORDS FROM THE PROJECT LEAD: Quake done Quickest and Quake done 100% Quickest were the main inspirations that got me into speedrunning Quake. Back when I got started in early 2015, I never would have even dreamt of being part of something so illustrious as a proper QdQ production. All of the original ID level runs at the time seemed so optimized, I figured the game was done for - dead. Fast forward five years and many of these demos have been beaten and then some. As I was finishing up my 'Scourge done Quick lite' I wanted to start working on something new, so I decided to look into the original ID levels. Seeing as the abovementioned skill 3 runs were the most recent ones and the Rabbit Run seemed really optimized (at the time), I looked a bit into Qd100Qlite2 since there were already some well known improvements for it. The goal of this run from the start was to improve every single demo from Qd100Qlite2 by at least one second - except e1m7 since 0:11 can't be beaten. This felt like a little too ambitious of a goal at first as there were some really scary looking demos in Qd100Qlite2 that seemed next to impossible to improve (Peter's demos, Joe's e1m5, Martin's e1m6 to name a few). But with enough time and patience one can overcome any challenge. Which we did. In the beginning it was just me. I started out grinding the first level of each episode and I managed to beat all of the records except e2m1 fairly quickly. The first entry to this project was my e3m1_102 from back in June of 2018. The very next day I beat Arturo's e1m1_052 by one second. Progress was slow and steady and nobody seemed interested in joining the project. It wasn't until May of 2019 that I managed to persuade some fellow runners to join the ranks. At this time the running was maybe 20% done. However, the progress was about to speed up immensely. The winter of 2019-2020 was the most productive period for the project - we produced 18 great demos in the span of a little over two months (over half of the entire run)! The last demo was recorded on the 2nd of June 2020 and it was e3m1_059. It's hard to comprehend the fact that we were able to reach a final time of 29:20 when the early estimates were around the 31 minute mark. Really proud of everyone involved in making this. Overall, 2019 was a huge year for Quake. With some exposure from Karl Jobst (huge thanks!), a lot of new runners took a shot at Quake. Even runners from the olden days came back and started making new demos of their own again. We're keeping the momentum going into 2020 and Quake hasn't been this alive since the early 2000s - it's such a pleasure to be a part of. I never imagined I'd get to hang around the likes of Joe, Stubby, Connor, Justin, the Udders and all the other legends... They've all been really big inspirations to me. I figured they'd be enjoying life at their respective retirement home by now but I guess you never really quit Quake. I am truly grateful for everything this little community of ours has done for me and for Quake speedrunning - this wouldn't be possible without you. I definitely plan on undertaking more projects like this in the near future. Until next time. :) UTILITIES USED: JoeQuake 0.15/0.16 by Jozsef Szalontai QdQStats 1.8 by Nolan Pflug LMPC by Uwe Girlich Demtool by Stefan Schwoon Demorelise by Anthony Bailey ihack by Stefan Schwoon QUAKE DONE 100% QUICK LITE 2 TEAM: A huge thank you goes out to the original Qd100Qlite2 team for putting together their run 14 years ago. Arturo Garcia Lasca Connor Fitzgerald Daniel Lindberg Jozsef Szalontai Martin Selinus Peter Horvath Thomas Stubgaard Timo Nieminen SPECIAL THANKS TO: Nolan Pflug for founding and running SDA as well as keeping the Quake section updated all these years. Thomas Stubgaard and Jonny Andersson for taking the initiative and relieving Nolan of his SDA updating duty. Jozsef Szalontai for developing JoeQuake and various useful tools as well as being an immense help for putting the final touches on this run. All the old folks of previous QdQ teams for their contributions to Quake speedrunning. There are too many others to mention here, but I'd like to thank each and everyone of you that have been a part of Quake SDA and our Quake Discord over the years. And of course a big thanks to you, the reader, for watching our run and reading this .txt. CONTACT: You can contact our team through the Quake Speedrunning Discord server @ https://discord.gg/wYkznd7 or alternatively via e-mail quake@speeddemosarchive.com. // Conny Wernersson, June 2020.