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The Lost Quake3 Maps

by Steve Gibson, Dec 10, 1999 4:17pm PST
Related Topics – E3, Quake 3 Arena

Paul 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>




Comments

137 Threads | 138 Comments

  • yes this thing could effect performans but we should be able to decide just likewe choose the video settings.(and i\'m getting a big performance increase with cg_draw2d 0 but id does let me specifie my own settings) You can turn off the reflective surfaces in unreal and this lets me have\'em on and taste the beauty . They could put the old plasma in pak0.pk3 in a directory plasma2 and let us swicht on that on by another cvar or something like the selection of color by the menu (same thing for the railtrail).But i like the way they made q3 and also think that q3 looks great
    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)





  • i\'ve waited long enough to walk in that sewer tunnels and all the reasons i wanted to bye the game for seem to be gone due to the gameplay. I cannot understand why id doesnt make maps that look as cool as games made by other companies with quake engines. Why is there only so few mirrors or reflective surfaces in the maps(1 ?). could\'nt id just put that things in most of the areas and add a cvar to turn it off for people with slower machines. In the case of particules , i like the old avis on tim portal with the old version of the plasma , the effects look good know but is nothing compared to the old ones. I\'d like to be able to download this maps i\'ve been waiting for and have the right to see if i want to play in them or not.
    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













  • Tim Willits Dec 9 .plan
    \"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?