Quake done Quickest lite (QdQstlite) ---------------------------------------------------------------------------- INTRODUCTION: This is an Easy Run through all of Quake, meaning we finish the game as fast as possible, only killing monsters and collecting secrets where it is necessary for faster map completion. The run improves upon 'the Rabbit Run' (tRR) which was released on April 3rd 2005 and that completes all of Quake in a time of 10:58. A new project was officially set up shortly after the release of tRR with Jozsef Szalontai making the first demo submission with his e4m4_018 on the 28th of September 2005. The new project set on improving upon tRR was to be dubbed 'Quake done Quickest lite'. The final demo submission was e4m3_033 by Máté 'Muty' Tóth and it was recorded on the 4th of December 2022. QdQstlite finishes all of Quake on skill 0 in 10:09 and it was released to the public on the 22nd of December 2022. It's been a wild ride and it's an amazing feeling to finally get to a point where we can check QdQstlite off the list after being an unfinished project for over 17 years! 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 'qdqstlite'. The qdqstlite.zip file should contain 2 files which should be unzipped into the qdqstlite directory. These 2 files are: pak0.pak - contains all the data for the demo qdqstlite.txt - this text file you are reading RUNNING THE MOVIE: Now to run the movie, start Quake with the command-line option '-game qdqstlite' 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 ISSUES WITH QUAKE REMASTERED: Unfortunately Quake Remastered doesn't fully support our menu interface, but the movie can still be watched with the following limitations: * None of the key bindings (see above) work during demo playback. Changing playback speed or backwards playback isn't supported by Quake Remastered anyways, but there is a workaround to jump to the next demo (F9) and to return to the menu (F10): pull down the console and type 'end_demo' to jump to the next demo or 'end_all' to return to the menu. * When playing a sequence of demos (e.g. an entire episode) the demo playback gets stopped after the first demo. Please use the same method mentioned above to overcome this problem. * The settings in the Options menu (FOV, HUD size, crosshair) do not work. This isn't really an issue since these settings can be changed in the main menu of Quake Remastered. 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: Connor Fitzgerald Running/planning Ryan 'Chambers' Moore Running/planning Petar 'praskOo' Podbreznicki Running/planning József 'joe' Szalontai Running/planning, tech support, production Máté 'Muty' Tóth Running/planning Conny 'jukebox' E. Wernersson Project lead, running/planning Gustav 'brainfluid' Lindström Running/planning No demos in the run but did attempts or contributed otherwise: Jonny Andersson Running/planning Elias 'Elgu' Solla Running/planning Thomas Stubgaard Planning Jukspa TAS, planning Maxam Planning Sphere Planning, tech support, production STATISTICS: 'Saved' times are comparing against the predecessor 'the Rabbit Run' with a final time of 10:58. https://quake.speeddemosarchive.com/quake/qdq/textfiles/trr.txt ------------------------------------------------------------- Level Map Player Time Saved ------------------------------------------------------------- The Slipgate Complex e1m1 Conny 0:19 0:02 Castle of the Damned e1m2 Ryan 0:27 0:03 The Necropolis e1m3 Conny 0:30 0:02 The Grisly Grotto e1m4 Jozsef 0:12 0:01 Gloom Keep e1m5 Jozsef 0:13 0:00 The Door to Cthon e1m6 Connor 0:08 0:00 The House of Chthon e1m7 Ryan 0:11 0:00 ------------------------------------------------------------- Episode 1 - Dimension of the Doomed 2:00 0:08 ------------------------------------------------------------- The Installation e2m1 Ryan 0:07 0:00 The Ogre Citadel e2m2 Ryan 0:27 0:04 The Crypt of Decay e2m3 Conny 0:14 0:02 The Ebon Fortress e2m4 Conny 0:36 0:03 The Wizard's Manse e2m5 Conny 0:23 0:01 The Dismal Oubliette e2m6 Gustav 1:11 0:05 ------------------------------------------------------------- Episode 2 - The Realm of Black Magic 2:58 0:15 ------------------------------------------------------------- Termination Central e3m1 Ryan 0:20 0:03 The Vaults of Zin e3m2 Conny 0:13 0:00 The Tomb of Terror e3m3 Conny 0:19 0:01 Satan's Dark Delight e3m4 Conny 0:23 0:03 The Wind Tunnels e3m5 Connor 0:32 0:02 Chambers of Torment e3m6 Connor 0:20 0:01 ------------------------------------------------------------- Episode 3 - The Netherworld 2:07 0:10 ------------------------------------------------------------- The Sewage System e4m1 Conny 0:17 0:01 The Tower of Despair e4m2 Conny 0:26 0:03 The Elder God Shrine e4m3 Máté 0:33 0:04 The Palace of Hate e4m4 Jozsef 0:17 0:02 Hell's Atrium e4m5 Ryan 0:08 0:01 The Pain Maze e4m6 Conny 0:21 0:00 Azure Agony e4m7 Conny 0:29 0:05 ------------------------------------------------------------- Episode 4 - The Elder World 2:31 0:16 ------------------------------------------------------------- Shub-Niggurath's Pit end Petar 0:33 0:00 ------------------------------------------------------------- Quake done Quickest lite 10:09 0:49 ------------------------------------------------------------- RUNNERS' COMMENTS: E1M1 / 0:19 / Conny Words cannot describe. E1M2 / 0:27 / Ryan e1m2_028 was my first ID record, and for the longest time, me and many others believed it to be unimprovable. Fast-forward a couple years and the creation of this project, I decided to re-run it for a smoother demo now that I had improved at the game, only to realize that a skip that I had previously discarded due to difficulty, had the potential to lower the record by yet another second. This was the bridge-button skip. Back then, I needed an extra jump to make it to the platform, and spent too long hesitating on the jumps back, and that about evened out to pressing the button at the time. But by optimizing these two variables, it was just enough to make e1m2_027 a reality. E1M3 / 0:30 / Conny This was one of the more frustrating demos to grind for this project for me due to the randomness with the zombie at the end. Markus's 0:32 is a really good demo but unfortunately he gets stuck on the gold door a bit which cost him a 0:31. With the exception of no mistakes, I speed things up by strafing into the door at the start without stopping, meaning I can keep the momentum going. I also do a bit of sharking after the second grenade boost to further save a little bit of time. The zombie-luck has to be absolutely perfect here which is very unlikely to happen. E1M4 / 0:12 / Jozsef Some route explanation if you haven't seen Peter's previous record (0:13): the plan here was to collect the yellow armor quickly at the start, throw a grenade out to the shore of the grotto lake and perform a GJ over the lake to save the time back. The improvement here compared to Peter's run was straightforward: perform an extra GJ off the hellknight near the end of the level to save another second. This obviously meant that the next map would be started with less armor/health, so it needed to be redone to keep this 1 second improvement. The hardest part here was to shoot the knight precisely with the shotgun and make him stunned, otherwise he always blocked the way out. E1M5 / 0:13 / Jozsef Before doing E1M4 I already figured out I could redo the previous record (0:13) of this map by starting with less armor/health and better management of health box pickups. So instead of the last rocket boost down the tunnel, I performed an additional GJ off the shambler. Carrying the speed of this GJ to the fiend room saved the time back and an extra 25hp box allowed me to survive the last grenade and rocket jumps and finish the level with no more than 1 hp. Perfect :) E1M6 / 0:08 / Connor Not much to say here. There wasn’t any room to improve this demo compared to the previous release, so I just added the backwards-rocket-jump for some fun/entertainment value. E1M7 / 0:11 / Ryan This is essentially the same run as seen in Qd100Qstlite. I set myself the goal of beating that run's time and hopefully, produce a better looking demo in the process. E2M1 / 0:07 / Ryan E2M1 is where it all started for me. Over the years, I have been able to push the bunny comparison record lower and lower, ever so slightly, using this new bunnyhop pattern that had only been used before in the Tool-Assisted Speedruns. Unfortunately, 0:06 is still not yet possible with current knowledge, despite my best efforts.. But, maybe some day we'll figure out a way.. :) E2M2 / 0:27 / Ryan e2m2_028 was my first offical contribution to this project, but I was still not completely satisfied with it. Despite having achieved the estimated goal, I continued to push for a cleaner run and was able to get 28.2 that very same day. e2m2_027 was everything I dreamt it would be and more. The start of this run was near perfection, not only did I receive a rare boost from the first Fiend, but also a fast attack and perfect boost from the Ogre, which allowed me to reach the gold-key door faster than ever before. E2M3 / 0:14 / Conny I had improved this to 0:15 way back but I was inspired to keep pushing it after I saw Jukspa's TAS. By stunning the ogre I am able to pass it on the left side which means I save a jump. Aside from that it's just very tight execution for the 0:14 (which ties the TAS). E2M4 / 0:36 / Conny The route is the same as in tRR. The only difference is the slightly different jump sequences and the rocket splash damage to hit the button early. At the end I also shoot a nail on the first two buttons to cut down on time you usually have to spend waiting for the shotgun cooldown. E2M5 / 0:23 / Conny This level was fun to run because it involves a bunch of boosting with rockets as well as really tight movement and health management. The improvement over the old run is that I keep the bunny sequence going from the elevator all the way to the door near the end. E2M6 / 1:11 / Gustav This route uses a bug with the lightning gun that allows you to kill the vore at the end which reveals the rune. The earliest iteration of this route was found by TheLDer in 2016 and then made into what it is in this demo in 2018 by jukebox. The run is mostly activating the elevator as early as possible, kill the vore as early as possible with the lightning gun so that the rune is exposed fully, hit the point where the door starts moving at the bottom of the elevator as soon as possible and then be as fast as I can be when going through the door. E3M1 / 0:20 / Ryan Initally a 0:21, the push for 0:20 was not easy. For a long while I doubted my ability to achieve this.. no matter how hard I tried to push, e3m1_020 felt just ever so slightly out of reach. Thankfully, I was able to figure out a way to optimize enough to make it possible, after having gone over the level countless times in my head. A boost from the grunts was also required at the window jump, even though my 0:21 did it without, just to avoid touching the wall, and maintain more speed to reach the elevator earlier. E3M2 / 0:13 / Conny There is not much to say about this level. This ties Martin's time from tRR and I don't think it's beatable (only by decimals, which I did). Since trigger bypass is considered its own special category on this level I didn't want to include it in this run. It wouldn't really save much time here anyway. E3M3 / 0:19 / Conny One of my favorite demos from tRR is Martin's e3m3_020. It blew my mind the first time I saw it. I find it amazing how this route with these incredibly precise boosts was pulled off so long ago. His demo was really ahead of its time as I had a hard time beating it many many years later. No changes were made to the run except for just better movement overall. E3M4 / 0:23 / Conny I maximize the health and armor usage here by squeezing in three additional boosts, one of them being a quad boost at the end. Most of the time I bumped into the ogre at the end since I didn't really have the time to react to where it was going given my high speed. E3M5 / 0:32 / Connor There are four separate FPS-tricks in this run: Two 15FPS fast wind-tunnel exits, the 10FPS water-drop trick, and the 10FPS exit trigger trick. All four are quite random and unreliable, so getting them all together was quite a grind. The actual run was the 'easy' part, using mostly the same tricks (including the neat around-the-corner grenade+rocket boost) as the last release. E3M6 / 0:20 / Connor Conny got this time with this route first, but when I finished e3m5, we realised that we were missing just a single HP and couldn’t join the two demos together! I was sick of e3m5, so I decided to redo this demo rather than trying to finish e3m5 with more health. E4M1 / 0:17 / Conny This demo beats Peter Horvath's previously 'unbeatable' record of 0:18 from almost 22 years ago, one of the longest standing id records that has fallen. It would not have been possible if it weren't for a couple of discoveries in recent years. The first discovery comes from the GoldSrc speedrunning community which is the now widely known FPS trick. The second discovery I actually made myself. Liquid friction in Quake seems to be dependent on your FPS. At lower values, the rate at which friction slows you down when entering water is lower, meaning that you can traverse a greater vertical distance in a shorter time. Obviously, you swim slower at lower FPS values, so you only want your FPS lowered until the friction has taken you down to regular swim speed and then go back up to high FPS. The greater the speed and the greater the vertical distance you need to travel, the bigger the timesave. The aforementioned tricks save a total of maybe 0.3 seconds throughout the run, which was enough to push Ryan's record time of 18.22 just below 18 seconds. E4M2 / 0:26 / Conny I love Joe, he's been one of my biggest inspirations in Quake, but his 0:27 always rubbed me the wrong way due to the use of the infamous ending strafe script. For a very long time I considered his run to be unbeatable without the use of said script. Then, in November of 2019, I managed to tie the record without the script for the first time and I've been coming back to this level regularly ever since. I knew in my guts that a 26 was possible, I just couldn't see where the improvements were hiding at the time. In 2020, Ryan and I started pitching ideas back and forth about how we could make a 0:26 happen. Ryan came up with a faster bunny pattern at the start and I came up with the ogre shotgun stun that allows me to jump past on its left side instead of going around it. Ryan also pointed out that you could get to the end teleporter about as fast as if you got the ogre by the nail traps to boost you with a melee attack. This meant that the ending relied on less luck. Without Ryan I wouldn't have gotten this 0:26. Thanks. E4M3 / 0:33 / Máté Chimed in last second with this demo after I had a speedfever from the IL. I bet the fiend scared you as much as it did me! Honoured I could be a part of this great project and rubbing shoulders with these amazing people! E4M4 / 0:17 / Jozsef This was the first map I improved from the previous project, to 0:18 back in 2005. The improvement came from the idea to skip the assistance of the fish-GJ to mind the gap near the silver key. That jump was simply doable with very precise positioning. Many years later Conny found out that a double GJ off the fiend at the start was also possible. He made good use of this trick in his 100% run for Quake done 100% Quickest Lite. So he offered me the chance of improving my 0:18 run using his idea and I kindly accepted the opportunity. E4M5 / 0:08 / Ryan This level went through quite a few route changes for such a short level. We believed 0:09 to be optimal for a while, but Conny later discovered it was faster to skip the Quad and instead, do a direct boost off of the Knight with some good positioning. Even so, e4m5_008 needed to be super optimized to become a possiblity. E4M6 / 0:21 / Conny This is essentially the same as Markus's run from tRR except that I take less damage to keep some of the armor coming into e4m7. I tie the tRR time, only beating it by decimals. E4M7 / 0:29 / Conny This level has always been fun to run. So many boosts at very high speeds. Maxam from the GoldSrc speedrunning community came up with an alternate route inside silver key room where you grab not only the pentagram but also the quad in order to pull off some ridiculous boosts. The health management is super tight in the staircase section but a 0:29 was just about doable thanks to the armor that was conserved in e4m6. END / 0:33 / Petar Can't believe I snuck my way into this run, don't tell anyone. UTILITIES USED: JoeQuake 0.15/0.16/0.17 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 ProQCC by Lee Smith THE RABBIT RUN TEAM: A huge thank you goes out to the original tRR team for putting together their run 17 years ago. Sergi Cami Attila Csernyik Peter Horvath Fabian Kollakowski Martin Selinus Jozsef Szalontai Markus Taipale SPECIAL THANKS TO: Nolan Pflug for founding and running SDA as well as keeping the Quake section updated all these years. Justin Fleck for all of his countless submissions to Quake SDA and for his constant hard work updating the website and rendering/uploading videos of all the submissions. Jozsef Szalontai for developing JoeQuake and various useful tools as well as being an immense help for putting the final touches on this run. You should definitely check out his movie version he made of this run (find the link on Quake SDA)! Sphere for helping out with the final production of this run (demos, editing, rendering) as well as his constant support with everything Quake related in the Quake speedrunning Discord. 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. WORDS FROM THE PROJECT LEAD: Now, two years after the release of our previous project 'Quake done 100% Quickest lite', we're finally here again. This time we tackled a category I hold very dear to my heart: Easy Run. It is the fastest possible way to speedrun Quake. You get to really use and abuse the sheer speed of this beautiful game to create a wonderful display of technique and skill that no other game can match. During the early days of my Quake speedrunning career (if you can call it that), I was always a bit curious about a link on the Quake section of SDA that linked to an ongoing project called Quake done Quickest lite. When I clicked on that link I saw forgotten demos from 2005-2007 that few had ever seen before. These demos were improvements over tRR but they never made it into a full release. tRR looked perfect to my untrained eye at the time, so to think that these players set out to improve it further was just crazy to me. With e1m1_019 in 2019, Quake started to see an influx of new players. Players that were active in the 90's and early 2000's also came back to the game and started breaking records again. It was the most active period that Quake speedrunning had seen in almost two decades. With this Quake-boom it was inevitable that we started looking into the resurrection of QdQstlite after the release of Qd100Qstlite. The earliest modern-day demo to improve over tRR was my very own e3m1_022 from back in 2016. It was the first improvement in over nine years since Robert Maglic's e2m6_115 from 2007!. In the six years since, we've managed to shave off 49 seconds off of a run that many considered to be optimized. We couldn't be more proud of the finished product and all of our hard work that went into it. Before I leave you with the most optimized run of Quake ever produced, I'd like to make an apology. I haven't been very active within the Quake speedrunning scene the past year or so, and for that I am sorry. The reasons for that are both good and bad. The bad reasons I'd rather not say, but the good reason is that I met my partner in 2021. We got married in 2022. At this point I feel like I need to focus on the more important things in my life, so I'm retiring from Quake speedrunning to focus on myself and my wife. I don't know when I'm coming back. I don't know if I'm ever coming back. They say you never really quit Quake. Maybe I'll come back in a couple of years when I'm old and washed up much like Stubby, Joe, Jonny, Justin and the likes did. Maybe this is just it for me. With e1m1_019, Qd100Qstlite and now finally QdQstlite I feel like I've left my mark on Quake speedrunning. It's a bigger mark than I could have ever dreamed of when I started back in 2015. I'd like to extend my deepest gratitude to the Quake speedrunning community for an amazing journey and many memories that I will never forget. I wish you all the best of luck and I hope we will see more projects like this in the future. I'll hang around the Discord but for the most part I'll just be lurking. Thanks for watching and thanks for reading. :) // Conny Engström Wernersson, December 2022.