impulse 12 - reload (have it on mouse2 or something, cause it's needed all the time) impulse 13 - use item impulse 14 - cycle items (useful for map d3) maps for cutsceneless: d1, d3, d7, d12, d13, d14 (so you need 6 buttons to bind with map command)
For hoverboard exploit you need a premade save (type "save board" in console for example) with a hoverboard in your inventory and two buttons (I'm using F5 and F6) that do this: "save quick; load board;" then when the level loads "impulse 13; wait; load quick;" This process is quite sensitive, so get used to it and don't speed up. Also bind "save/load quick" buttons somewhere close to wasd (like q and g) cause they're also needed all the time.
===GLQuake setup===
GLQuake (or WinQuake) is now required to run since it's a vanilla port (I used QuakeSpasm before, but turned out it has higher vertical angle for mouse look than original Quake, so It's better to avoid modern ports altogether) and spy probes don't work in most modern ports. Gamma setting doesn't work in GLQuake, so you have to use Nvidia (or AMD) settings. In autoexec.cfg file I have this lines: +mlook // turns mouse look -speed // Quake speedrunners type +speed, but here it makes movement speed twice slower gl_flashblend 0 // makes lights from gun shots more realistic scr_conspeed 9000 // makes console disappear much faster Then I bind on W not only "+forward", but also "viewsize 110; fov 120" for widescreen view. If you get broken visuals then change your desired fov by 1 point. Malice also has a very annoying bug, when you get bright screen after getting burned by firemen until the end of a level or until hard reset of a level, but you can also use gl_polyblend to turn screen flashing completely or after getting the bug (in my 17:05 run I turned it off when I got hit and turned it on again at the end of the D7 level). Also It should be possible to hook up original Malice music to GLQuake, but I haven't figured out how (Upd: cdaudio-proxy should work just fine).
Upd: Tried WinQuake and despite its awful look (no widescreen, 800x600 max for windowed, fov>90 hides weapon, no gl_polyblend, etc) It has lightning fast loads, which should save more than 10 sec in RTA, so I guess I need to find/make load remover or figure out how to speed up loads in GLQuake :/
If you want to look for new skips I recommend using QuakeSpasm with r_showbboxes command that shows all triggers and objects on all levels.