When I first saw Quake done Quick I was amazed by the great number
of possible shortcuts. I clearly remember the feeling of being devasted by the first
grenadejump I ever saw, the e1m3 jump. From that day on, my
excitement never ceased.
Since then a lot of new tricks were introduced to speedrunning.
Apart from just jumping to higher ledges by rocketjumping or using
grenades people started lavaball-jumping, ogre-grenade jumping,
shambler-lightning-riding; in short, using the damage inflicted
to the player, in whatever form, as an acceleration.
Another groups of 'tricks' used minor bugs in the engine such
as bunny hopping, wallhugging and zigzagging.
Of all these tricks the rocketjump gained most popularity, as it is
fairly easy, usable in DM too, and very simple if bound to a single key.
All id-software levels were designed
before the introduction of the rocketjump, and therefore the
id-team undertook no actions prevent it. Custom level designers
on the contary, did. When I concentrated on custom level running
when I started NederSPEED, I found that user-made maps would
eventually be a key feature to speedrunning, but also that
maps were becoming 'slicker'. Custom-map-designers took their
precautions to keep the player from completing their level
fast by skipping parts by just rocketjumping to a key and
exiting. There are exceptions of course, but a large part of the
custom levels can only be completed by running the normal route.
This is why I decided to start the RDE-project. I wanted to
create custom levels that CAN be Done Quick.
I am quite aware of the fact that much if not all of the thrill
that a rocket-, grenade- or whatever jump/boost is just that
you refuse to take a route that a level designer wants you to take.
For me, it is useless to consider this, as any route I would ever
design I would do so from a runners perspective. I did try
to make the maps interesting apart from a few grenadejumps.
Every level features a normal route (be a nice kid and press all
buttons) and a run-route. In the first level, these two will not differ much, but in the later levels,
tricks become increasingly difficult as well as numerous. It should be hard to optimize a run,
especially when running 100%'s. The shortcuts are meant
to be too difficult for all of them to fit in one demo, so one
has to make time-sacrifices. But who knows...
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