EP1-0444 by Yonatan Donner -------------------------- Quake 1.07 - episode 1 - The Doomed Dimension Skill 3 - Nightmare! Map Kills Secrets Time ---- ----- ------- ---- E1M1 17/42 0/6 0:33 E1M2 9/42 0/3 0:42 E1M3 4/65 0/3 1:14 E1M4 14/59 0/3 0:51 E1M5 6/60 1/5 0:25 E1M6 3/31 0/4 0:13 E1M7 21/21 0/0 0:46 Description ----------- It has bothered me for some time that it seems impossible to record multi-level demos for Quake, and I was sure there is a way. It turns out I was right - and I found it. So here is the first multi-level demo for Quake (that I am aware of, if there are more please let me know), and it plays back correctly with normal playdemo. I didn't record this whole episode in a run, though - I could never get those times in a row. I recorded each level by itself, and in the beginning used give to create the exact situation in which I left the previous level (if health was below 50, you start with 50, if it's above 100, you start with 100) - except armor, since I don't know how to create armor. But since the only level in which I had armor is e1m6 (where I left with 150% armor) I just played e1m7 with no armor. Then I stitched all the demos together to create the run. It is possible to make normal multilevel demos (demos recorded in one run) playable too, but I thought that if I make an episode run, I might as well make it good, so I used this way, because I'm not like the great Uwe Girlich who can record perfect demos in a run (0602uv01 for Doom2, etc.). There is no problem to detect if someone did the run by separate demos, because you see the results of the give command, so the two kinds of runs can be easily identified. If you are curious about how to create multilevel demos, in a few days I'll put a guide for that on my homepage. Comments about the levels: E1M1 - just run through and try not to die, I didn't delay to pick the quad or any other powerup so my health in the end was quite low. E1M2 - I managed to get my singlelevel time here (0:42), even though I started with 50% health E1M3 - I don't like having to wait until the bars open, but I can't think of any other way. Using SSG on the zombies is the best way, that way you don't have to keep your distance (like grenades) and they get out of your way. E1M4 - I had to delay to pick the SNG, it's important in the next levels. I still beat my own 0:59 time by 8 seconds, that just shows how bad it was. E1M5 - the hardest level in this run I think, at least if you try to get a really good time. You must aim well to hit the first knight with the grenade in the start, and hopefully you won't be hit before the first rocketjump or you'll have to take some health. The rest also requires some luck, I survived the last jump with 1% health :) E1M6 - I hoped for 0:12, since I got 0:13 from scratch without having the rocket launcher, but I didn't get lucky. Merely surviving with 21% health after the rocketjump to the key is quite tough. E1M7 - the worst part of this run, since I didn't try more than 4 times. Only one rocket jump is used because I had 50% health and no armor. I hope you enjoy the demo and make some for the next episodes! A demo for the whole game is possible, too. Yonatan Donner WWW: http://www.geocities.com/Hollywood/4704/ Email: ruthd@post.tau.ac.il