Vocabulary used in this website
Here, if you're lost with acronyms and specific terms used in this website, here is the place to be.
And i will also post some tips and tricks used in various demos and replays used by me and a lot of demos
done by other players.
Leveltables
The system I use for sorting my demos is a "Leveltable"-based system.
This system sorts the demos based on the contents of it with this scheme :
| Level |
ExMx |
| Time (MM:SS.xxxxxx) Because of the extreme
precision of the Quake engine, it uses the
1x10-6 seconds scheme |
00:25.225301 |
| Player (multiple names if it's a Co-op game) |
ERAS3r \\ Muty (for example, I really would play with him but he is busy with Half-Life) |
So, each Episodic demo (A single file conaining every timestamp of the player.s) will be
presented like that
For Individual levels, I will just present the level name/time.
DOOM Specific Vocabulary
- SR-50
- The SR-50 technique is the most basic and hard to master trick in the book of Doom speedrunning,
it consists of running and strafing using the dedicated strafe button (it locks your view) so it
is mainly
used in straight lines to gain 10 ups of running speed, because the basic straferun is at 40
ups.
The SR prefix means Strafe Left or Right.
So SL-40 = Strafe Left at 40ups and SR-50 = Strafe Right at 50ups
- Wallhugging
- It consists at running sticked to the wall (oriented North or East of the Map) to gain a
LOT
of speed (like… you're faster than a Rocket). It is very useful with a corridor with a lot of ennemies or entities
that can hinder
your progress and you have an opportunity for a straight run to go faster than the ennemies in
this same corridor or hallway.
- Elastic Collisionning
- Sometimes, if you SR-50 INTO a wall at a specific angle (0°), you will bounce back at the same speed as before
(SR-50
or Forward-40), very useful if you can place it in a run and if you need to do a 180° after a button presss for
example.
- Door Buffering
- (Very Easy to learn) It's a way to get faster in a room after you've pressed a door to open it, when it does
the
opening animation, run a tiny bit backwards and at the pixel you can fit undeer the door, you SR-50 into
the room
it can lower your completion time by one second PER door. It snowballs at each succesful Door
Buffer,
so it is a very easy way to improve by a lot in doom demos, without doing any fancy-trick.
Quake Vocabulary
- Zig-Zagging
- The Zig-Zagging technique consists of running forward and quickly spamming Strafeleft and Straferight.
It was one of the first techniques used by Quake runners to gain a bit of speed in each demo.
- Circle-Strafing
- The Circle-strafing consists of zig-zagging AND Turning left while strafing right, and alternating the
directions
It helps for a technique I will explain later in this page
- Strafe-Jumping
- The Strafe Jumping consists of those moves :
- Moving forward (while running)
- Turning left or right by 90°
- Jump immediately after finishing your turn
It helps alot and you gain a LOT of speed.
- Bunny-Hopping
- Start with a Strafe Jump, stop moving forward now… you don't need to hold your Forward key anymore.
Alternate your strafejump each time you touch the ground, it needs to respect this tempo :
- Strafejump (left or right)
- Stop holding your forward key
- Look right or left while strafing at the exact same direction you're looking in
- Jump
- Repeat while alternating left and right
Simple right ? Yeah, it's simple to learn… on a straight line, while you are soing this in a run… you have
ennemies
that WILL hinder your progress, while hitting buttons and killing ennemies… while jumping, once
it is
learned, proceed to the next trick.
- Power Bunny-Hopping
- Now you knows how to Bunnyhop, add a frame of running forward (a quick forward tap) each time you touch the
ground.
It is advised to bond your forward key to W (or Z for an AZERTY keyboard) AND at the Right-click, each time
you hit
the Jump button, quick-tap your right click.
You know how to gain the absolute amount of speed possible in the game… right ?
- Rocket Jumping (RJ)
- While holding the Rocket Launcher, jump and shoot a rocket… try it, it's fun !
- Grenade Boost (GB)
- Same as the RJ BUT you need to time your jump at the exact time the grenade
will
explode (approx. 2 seconds, or 4 shotgun shots). It is advised to use the shotgun and shoot at the void to time
the grenade
explosion.
ID Tech 1 (Quake) and ID Tech 2 (Quake II) tips and tricks