the cutting room mirror

Qtest1

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This is a sub-page of Proto:Quake (PC).

Items#

None of the powerups in the final game exist. In addition, the regular health boxes (and no Megahealth) use the weaker (15 health) boxes sound, no matter what type is picked up.

Ammo#

Nails are called Flechetes (sic) when picked up, but the model name still uses Nails. In addition, the player can only hold 99 Nails at once, instead of the final's 200 and Shells are limited to 99 as well.

Flechettes would eventually end up in Quake II with the ETF Rifle, funnily enough. The ETF Rifle is the answer to Quake II not having a nailgun equivalent that was introduced in the Ground Zero expansion.

Sounds#

Qtest1 has a ton of unused sounds. All of the sounds are higher quality than the ones in the final release, but the most of the ones that did make it into the release had their quality cut down in order to save disk space and compress into the game. Interestingly enough, the higher quality sounds were later reused in the remaster for the higher resolution authenticity since the only differences were the hertz rate between each file.

Player#

Nearly every sound related to the player is different in Qtest1. For example, a lot of placeholder player sounds are in here. A few folders exist, "american," "romero," "halo" (not to be confused with Halo), and "nin" (yes, that NIИ, Nine Inch Nails, but mainly just Trent Reznor) were likely different directories for the developers that were working on the game.

Sound ID

Qtest1

Final Release

Description

plyrjump8.wav

A singular jump sound. Ranger was eventually voiced by Trent later on.

Extra Sounds

Sound ID

plyrht01.wav

plyrht02.wav

plyrht03.wav

plyrht04.wav

plyrht10.wav

plyrht14.wav

plyrht15.wav

plyrht16.wav

plyrht18.wav

plyrht19.wav

plyrht20.wav

plyrht21.wav

plyrdth3.wav

breath5.wav

r_cough.wav

r_yell.wav

Weapons#

Sound ID

Qtest1

Final Release

Description

cock4.wav

N/A

A sound of a weapon being racked, be found in /sound/halo/player.

cock5.wav

N/A

Another sound of a weapon being racked, but can be found in /sound/american. It isn't used in Qtest1 and can't be found in either Beta3 or the final.

lock4.wav

A weapon or item being picked up. The Qtest1 sound is more higher in quality and is in a format of 22050hz instead of the release's 11025hz, which will be a common trend with the other sound effects as stated earlier.

guncock.wav

The Shotgun, which once again was changed in quality within the release.

tink1.wav

A sound of a nail hitting a wall.

tink2.wav

N/A

An unused second variant of tink1.wav.

spike2.wav

The Super Nailgun being shot. The sound from the prototype sounds similar to a door opening in Doom 64.

rocket1i.wav

A rocket being shot.

Monsters#

Several different variations of evilhrt(x).wav exist, which the "evil" might be generically referring to a monster.

Sound ID

Qtest1

Description

evilhrtd.wav

A very out-of-place exclaim of a monster getting hurt. These might be placeholders considering the nature of these sounds being adjacent to the player's pain sounds.

evilhrte.wav

Ditto.

evilhrtf.wav

Ditto.

evilhrtg.wav

Ditto.

evilhrti.wav

Ditto. If you've been keeping track of the file names, an unknown evilhrth.wav seems to be missing or removed right before these sounds were included in the build.

evilhrtj.wav

Ditto.

evilhrtk.wav

Ditto.

evilhrtl.wav

Ditto.