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by phoboslab 1104 days ago
You assume that the quake maps were built sequentially, but that's not the case. Since this was all new technology, the "best" maps were conceived at the end of development, after the team was familiar with the tech. You want those maps to be at the start of the game, as it's the first thing the player sees.

Also, the distinct style of the last episode is easily explained by the fact that all of its maps were built by Sandy Petersen. E3 was mostly American McGee, while John Romero and Tim Willits worked on E1 and E2.

I'm not a fan of Petersen's maps either, but they are regarded (and liked) as quite unique, compared to the rest of the game.

1 comments

Yeah, I didn't like Petersen's levels much at the time, but looking back on them later as a designer (I worked on a couple doomed Unreal projects) I can see he was trying to be as creative as possible within the limits of the engine, as far as getting away from "find the yellow key" style design that frankly, everyone was already bored of.

I had a pirate pre-release copy of Quake that I'd wished I'd saved. But in any case I do remember there were changes to the maps all over the game, so the levels were definitely not done in order. The biggest difference I remember is the ending in the final game is totally different. The pre-release had a more Doom style waves of monsters fight on a sort of giant terrace. I didn't particularly like that doom style ending, but also felt the release game's ending was kind of an anti climactic gimmick.

Yeah, the boss at the end of episode 1 (e1m7, House of Chthon) was way more interesting than end.bsp, and I remember really blew me away as a kid. Makes sense based on what others were saying about having the best levels up front.