Speed Demos Archive
Archived Quake Message board
In use until September 2003
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mineraalPosted - 10 January 2003 11:17 PST
ok.. you guys are forgetting something..

If the story is this (as said before):

you went through, but have a date, and need to go back. In that case.. you would already have all the keys and sigils.. right ??
only a dumbass would loose them after going through so much trouble :) or lets say that shub niggurath swallowed the keys that fit on EVERY door. :)

hmmm.. or lets just put the monitor upside down..

k..

De_VerorberaarPosted - 10 January 2003 12:06 PST
if that would be the case wouldn't the doors be still open?

JozsefPosted - 10 January 2003 15:01 PST
Uppsieeee.....

That's right Basil :)
I didn't even think of that...

timPosted - 10 January 2003 16:35 PST
how abuot quake down really backwards
instead of using corriders, run in the walls :) not allowed out of the walls hehe so you'd be like swimming all the time :)
anyone think about that?
MorfansPosted - 11 January 2003 1:32 PST
Okay, so if all key doors are already open this could be a damn fast run with some very cool routes.

But I still don't see how it's possible to get up the oubliette. You'd need rl/gl and quad which, unless I've been very unobservant, aren't in the end room of e2m6. :-)

(Mind you, if you hacked some armour into the room the potential for a 15 vore ball jump exists!!!!!)

HanzPosted - 11 January 2003 3:21 PST
"i think e1m1 is impossible also... or we could have used the megahealth secret route back in qdq."

e1m1 is possible. The trigger that opens the megahealth blockage is near the exit.

HanzPosted - 11 January 2003 3:52 PST
Ok, the maps that still would be impossible: e1m7, e3m5 and e2m6. Then there are strange maps like e4m3 that don't have any clear beginning (like a door or a slipgate), so where would one exit there?

And since the game is being run backwards after it had been completed, some of the monsters should already be killed :). In fact, this should be made as a complementary project to TRR2, so that all the maps would be in the state where they're left in that run.

De_VerorberaarPosted - 11 January 2003 4:04 PST
isnt there a gl in e2m7? not that that will take you up in the oubliette but still it's a start :P
De_VerorberaarPosted - 11 January 2003 4:05 PST
and there is a teleporter on the slipgate of e1m7! it doesn't port you anywhere usefull but hey it's a start! :)
De_VerorberaarPosted - 11 January 2003 4:12 PST
you could get the ra from e2m7 then do multi voreball on e2m6..map solved?
De_VerorberaarPosted - 11 January 2003 4:19 PST
cooped with the rl from e1m8, e1m7 should be possible to
HanzPosted - 11 January 2003 8:36 PST
I tried e1m7 with RJ+GJ and even that wasn't close enough. One needs a quad there and there just isn't one. BTW, playing e1m8 before e1m7 wouldn't make much sense, but maybe the player wouldn't lose any weapons/armor when 'finishing' an episode by exiting from map 1. That way e2m6 would be possible, since a plain GJ+RJ is enough to get you up, and you'd have GL+RL from previous episodes (E3 and E4). I have no idea about e1m7 and e3m5 though. Reverse the air streams in e3m5? That's pretty artificial..
mineraalPosted - 12 January 2003 5:39 PST
ok... this is a whack Idea, and will never be ACTUALLY run. Though, I personally do like were this conversation is going.. Why always run through quake ..
Why not do something that is TOTALLY not intended but gives you opportunities for cool new tricks ?
Without changing physics and/or level content though. Think that would alter the game to much, and that's whats fun about speedrunning, you can do it WITHOUT changing quake.

anyhow.. think that running quake is still fun!

mineraalPosted - 12 January 2003 5:42 PST
"Why always run through quake .. "

ok.. obviously I ment "Why always run through quake in a linear fashion" :PP


--- Rutger Baks
"Ganesh commands you!"

NagasakiPosted - 13 January 2003 4:34 PST
I also like the idea, yet the editing and hacking prior to the running part wouldn't be a piece of cake I'm afraid.

We may have standard teleporters (like e.g. those which select the skill-level in start.bsp) for the original start of the maps, and all locked doors open already. Replacing monsters and items with respect to a normal run which has been done in advance would be too complicated, I think.

But... one could always think of enough work-arounds for "impossible" parts, yet wouldn't that make the whole thing solveable way too easily? Just my humble opinion, but the lack of keys to find, or triggers to activate takes a lot from the "challenge" that is speedrunning, at least for me. And we wouldn't want to twist the game so much that it's not Quake anymore, would we?

***
[AK]Naga$akeY 2002
http://www.PlanetQuake.com/illMind/

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