What is the Speed Demos Archive Quake section?
The Quake section is the home of all single level speed runs in the id software classic Quake.
If you don't know what Quake is, you're missing out.
What is a speedrun?
A speedrun is a demo, recorded by the game, of people's attempts to
get through a level in the fastest time possible without cheating.
What types of demos are there?
There are demos where the goal is simply to
get to the exit of a level. [or one of the exits if there's more than one] The other type is where you
must kill 100% of all monsters and find all the secrets before exiting. Both types can be done on both
easy and nightmare skills.
There's so many demos here! Where do I start?
Depends on what you want to start doing. If you just want to be entertained,
follow the Tables link on the left, then go to one of the tables, like runs on
the original levels, and then download some demos. We have many maps listed here,
the original game, the mission paks, and user made episodes and levels. If you
would like to try speedrunning yourself, make sure you follow the rules, then
try to fill one of the blank spaces in the custom level tables. Or try to
improve someone's record.
So what techniques can I use to gain speed?
Well, there's Wallhugging, Zigzagging and Bunnyhopping...and of course, any damage
that is brought upon you causes an acceleration, sometimes a very significant one, like
a quadded rocket that hits you in mid air...but there are easier ones too. You can be shot
up a low ledge that you normally can't reach by a grunt, or use an enforcer-blast, or an ogre-grenade-jump,
or a fiend-boost, or a vore-ball-jump, or a Shambler-lightning-ride, or a....
Zigzagging? Wallhugging?
Read these articles that Anthony Bailey wrote:
wallhugging
and zigzagging.
What the hell is 'Bunny-hopping'?
Bunnying is basically zigzagging but you jump after you zig or zag.
The result is that you're not on the ground, which slows you down, so you
go faster. Bunny hopping takes a while to get used to, but gets easier
with time.
Read this short article for some further info: Bunny hopping.
What is this patch that prints 'QdQstats 1.8'
and the end of most demos?
QdQStats is a Quake progs.dat that adds a few things for speedruners.
It prints a more accurate time at the end [to five decimal points], fixes
known problems with levels that you can't get 100% kills, and adds a grenade
counter and trigger info. For more info and to get it, see
speeddemosarchive.com/quake/qdq/tools/stats.html.
That grenadejump is awfully difficult to time!
Suggestions?
You can try using the grenade counter in QdQstats, but some people
frown on its usage. A higher fps helps a lot with grenade jumps [and rocket
jumps]
Hey! I tried doing a 100% of E3M3, but I can't
get 100% kills!
Yeah, there's a few levels were you can't get 100% kills because there's
Zombies but no way to kill them. We all used to think E3M3 was one of them,
but that has been showed to be wrong. Generally if you have a problem getting
all the kills, follow the example set by the previous record. If there is no
record, and you feel there's a map bug, then email us.
I've found a cool new route for the E1M4 Nightmare 100%,
but there's always one monster missing. The Ogre by the silver key door never
appears!
This is because of the way the triggers are set up. You must kill the Fiend
to the left of the silver key door before you enter the rising Ogre/Knights either
side of the lift area. You can get the super nail gun if you like, but if you go
into the next area with the Fiend still alive then the Ogre will NEVER teleport in.
What is this .dz file?
A .dz is the format of a file made by Dzip,
a compression program that works better than a normal zip program
for Quake .dem files. You'll need to download dzip to extract the dz.
I downloaded a dz and got a pak...what do I do?
If you downloaded a marathon, it's probably in a pak file. To watch this you
have two options:
-Make a marathon directory under your quake directory, then put the pak in
there, making sure it's called pak0.pak. Then run quake -game marathon.
-Rename the marathon to pak2.pak (or higher if needed) and put it in your
id1 directory, then run quake normally.
Then you'll probably have to do "playdemo start" or playdemo of the first
map in the marathon (like e2m1, hip1m1 etc)
So, what's a marathon?
A marathon is a recording across multiple levels, done in one sitting. To
make a marathon you need to use v1.6 or higher of the appropriate QdQstats mod. Then
use compile.bat to compile the marathon into a .pak file.
Check out further instructions on how to create and watch marathon demos here.
Sumbission Questions:
I have a demo I think is a record, what should I do with it?
Great! Make sure it's a record, you used qdqstats, name it correctly,
write a text file, dzip it and send it in to us.
How do I make sure it's a record?
For a map that's been on the tables for a while, the time on the site
is very likely to be accurate. For new maps, though, there's a fair chance
that the we've received an improvement since the last update and your
best bet is to hassle someone on IRC to find out the current state of play.
The second best bet is to email us and ask, though there's inevitably a
risk here that the info will be out of date by the time you get it!
How should I name my files?
The simplest way of getting this right is looking at what the existing
demos on the map you are trying do, but:
That didn't make any sense. Can you give me some examples?
Sure!
h1m1_043.dz containing: h1m1_043.txt h1m1_043.dem h1m1a043.dem
e1_1105.dz containing: e1_1105.txt e1_1105.pak
What should I write about in my text file?
Well, anything you like, really, but it's traditional to include things
like your name, the map, category and time of your demo, the date you recorded
the demo and a few comments on the run. Like the naming thing, have a look
at what everyone else does. We appreciate but do not expect accurate
information (especially if you're Dutch).
Anything else I can do to be helpful?
It helps a little if your player name in the demo is something
distinctive like your QW handle or IRC nick.
Where do I send my demo?
Mail your demo to the entire SDA team at ,
not some random member of the staff who once looked at your girlfriend
funny. This is particularly important because in the event of receiving
multiple demos with the same time the one that hits the SDA mailbox first
is the winner.
Do I really have to get all this stuff right?
Well, no, getting things like file names wrong will not result in
your demo being considered invalid, especially if you're new at this
SDA game, but if you keep at it you'll get on our nerves a lot :)
Tech Questions:
Right, I'm growing tired of typing "record
demoname map" in the Quake console. How can I make demo recording a bit
more ergonomical?
Well bind it to a key of course! Dont know how? Type in this at the
console: bind <key> "record (demoname) (mapname)". Then when you have the inevitable
screw up, just hit the key.
I want to see what the optimum would be for
this run I'm trying.
For practicing only, you can set host_framerate to a lower value (like
0.005, this makes speedrunning a LOT easier) to try, but remember: we do
NOT accept hfr demos!
How come I can sometimes rocketjump to a high
ledge and sometimes I can't?
The speed of a boost you get is framerate dependant. Low fps, low jumps, that's
basically all there is to it.
My computer is not very fast, but I need to
perform this high jump in my demo. What techniques can I use to boost up
my fps?
You can try using a smaller screensize, lower your resolution, and if even both
of these methods don't provide enough frames per sec, you can try setting
"r_drawflat" to "1". It looks horrible but it 'flows like liquid'!!
Some levels are so dark I can't see a damn
thing. How do I lighten them up a bit?
In Dos/winquake you can use "r_fullbright 1" or "r_ambient 100" (100,
or any other value you like). To light up your level in GL, only "r_fullbright
1" is available.
How do I start a coop server?
If you're running with four or less players its easy. The player who's
going to be the server just starts quake like normal then types in "coop
1" and "maxplayers <# players>" then pick your map. Instead of the usual
recording binding, you'll want to add ";wait;pause" at the end so the server
will pause when the map starts. Then when the other runners connect, unpause
and run away. For more than four players it's basically the same, only
you have to add "-listen X" to your command line from which you boot Quake,
in which is the number 4<X<17 is the number of players you want to
add. NetQuake only allows 8 player max though (even though it says
16). Remember that 99% of the maps don't have more than 4 coop starts (except
for RDE levels, which have 8 =), so you'll have to start-unpause to let
the second series of players enter the game.
How do I prevent my friends getting hurt from
my fire?
Set "teamplay" to 1.
OK, I did coop, set teamplay to 1, but I still
killed my friend when I grenadejumped off him!
Well that's because you have to wear the same color pants.
Ok I got this QdQstats patch for my LAN coop,
but the monsters keep disappearing when I kill them to prevent lag, but
I don't want this since I'm on a LAN.
QdQstats v1.5 has the disappearing stuff to try to help lag for over
the 'net coop games. If you dont want it, get QdQstats v1.7. If you have v1.7
and you *do* want it, then set coop to 2.
Misc Questions:
I've recorded a demo of an unlisted custom
level. Now what?
Keep your recording. We are currently adding a few new maps here and there.
Feel free to mail us suggestion by telling us where to download map. DO NOT
send us demos for maps that are not listed, as that will make it likely I
won't even check out the map...
What is the difference between this place and QdQ?
QdQ seeks to run through the entire game in a continuous run and refilm
the demos into movies. SDA is just individual levels.
I think this site is great. I want to send
you some money. How can I contact you guys?
You can find contact information on the site info page.