The Lost Quake3 Maps
by Steve Gibson, Dec 10, 1999 4:17pm PSTPaul Jaquays, for some reason losing his way going to my Quake3 messageboard got confused and posted here instead a bit about the fabled lost maps of Quake3. (Thanks mugger)As many people noticed there were a number of Quake3 screenshots that have been released (look a couple pages deep) which depict levels that never made it into the game. Here's a bit of why there arent in there:
1. They weren't particularly fun (confusing, too large, etc.). 2. They added nothing substantial to the game (they may have been too much like a map that was already going to be in the game). 3. They were built around what turned out to be non-bot compatible features (like flight). <snip> Then there are the screenshots that appeared in early magazine stories and on the Quake 3 promotional poster a year ago that feature images that can't be found in production maps. Some, like the entirely "organic" maps, just didn't work well as game play areas (and the designer who had the vision and the most motivation to make them left in mid-project). Others were prototypes or concept "sketches" or "studies" to try out construction styles. As our work with the new "materials" like shaders and curves matured, we moved in stylistic directions that made better use of them....<snip>
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Comments
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but people with poor connections or players who like singleplay modes, also lan players and the ones with faster connections will want to have better effects and i think they should be able to choose. Id should\'nt be the one to decide otherwise this game wont last much on our tables ,even 3 months later we\'ll all have faster computers that will support a lot more things and i\'d like to be able to enable more things to keep q3 my favorite and the best looking one.I hope there will be a patch soon to fix the bugs in the game and wish it includes that old maps and weapons to let us choose what we want (with maybe a force weapons option which could be good to beware of performance decrease because of other people\'s chooses)
As id cant offer what q3 engine lets them offer its not hard to understand that any other singleplay game made with it may provide a better looking game with cool effects and more detailled good looking environnements
Also, that particular teleporter is cooler than anything in the game, and the particle teleport effect is better, too.
\"Many people want to know which level designer designed
which map. This is not exactly an easy question to
answer. Unlike previous id games the designers are not
separate individuals working on \"their\" maps without
cooperation from anyone else. In order for a company to
create truly great maps all the designers must learn to
work together. The team of designers we have now is
by far the best team originated group that has ever
worked at id. There are no maps in Quake3 that were
developed by only one person. Some maps were touched by
as many as four different people. Expect this design
trend to continue and look forward to id creating some
of the best maps around.\"
/me say, \"uh, please don\'t.\"
Q3DM14 \"Grim Dungeons\"
how it looked then, from the Pentium III Preview (14.5mb)
http://205.229.73.2/files/q3a/movies/q3a-mov.shtml
/too many chefs working on the same pie?
http://www.quake3.nu/images/newset1.jpg
Here\'s the \"unzoomed\" shot:
ftp://ftp.mindspring.com/users/electronfish/Quake3/old_rail.jpg