the cutting room mirror

Levels

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This is a sub-page of Proto:Quake (PC)/Qtest1.

Levels#

Three maps are included with Qtest1; Test1, Test2 and Test3. Test1 is a prototype version of DM1, Test2 is a prototype version of DM2, while Test3 is a prototype of DM3.

Test1 (DM1)#

Test1 has undergone the least amount of changes when comparing the Qtest1 and the final versions.

The biggest change are the switches used in the map. In Qtest1, the switches use regular wall textures, while the final switches use a texture that is only used on switches throughout the single player levels.

Prototype

Final

Prototype

Final

Test1 is unique in that it is the only map that uses a sprite torch in the entire game. In the final, these were replaced with the torch model.

Prototype

Final

This is why companies don't make fire models.

Test2 (DM2)#

The basic layout of Test2 remains the same as the final's DM2, but there are a few changed details, one of which changes the map flow.

The biggest change is that the alcove that has a Quad Damage and the path leading to it does not exist in Qtest1. To compensate for this, an extra Rocket Launcher and Rocket ammo pack have been placed near the entrance to the Quad Damage path.

Prototype

Final

Whew. At least some companies don't put in OP powerups.
DAMN YOU ID YOU'VE RUINED THE MAP.

Prototype

Final

The way to access the secret Red Armor room is a bit different in Qtest1. Instead of shooting a Jesus switch on a wall, the player must walk over a part of the floor on the passage that leads to the water room.

Prototype

Final

In the final version, a part of the floor uses a unique design that is not seen in the Qtest1 version.

Prototype

Final

The Jesus switches are less detailed than they are in the final version.

Prototype

Final

Gotta give Quake credit; it's the only game out there that uses Jesus as a part of the map.

Both the water and lava textures are different between the proto and final versions. Prototype lava textures are actually taken from Doom, another bad palette converted thing.

Prototype

Final

Prototype

Final

The area containing the Nailgun does not have a spawn pad behind the Nailgun in Qtest1.

Prototype

Final

Test3 (DM3)#

Test3 has gone through the most item placement changes out of all the maps, but this is mostly because some of the items in the final version do not exist in Qtest1.

The only notable physical change the map has gone through is that all of the teleporters are gone in Qtest1. This makes the Ring of Shadows wing of the map flow less, but otherwise does not affect the map.

Prototype

Final

Prototype

Final

Another lack of teleporter? That's it, I'm getting a refund; these chucklefucks don't know how to design a game at all. Fuck iD. Waste of $10.
Too little, too late iD. I'm not going to forget this.

The Rocket Launcher and Nailgun locations have been reversed in Qtest1.

Prototype

Final

...a Nailgun! Isn't that a cool trick?

Prototype

Final

I don't think anyone would take a side-route to grab the damn Nailgun.

There is no Lightning Gun and Cell ammo in Qtest1, so they do not appear here.

Prototype

Final

Now it's hip and cool!

Prototype

Final

Nothing has replaced the missing powerups.

Prototype

Final

Don't you feel bad for it? Its just sitting there, cowering in the corner, while its dad, the Ring of Shadows, stares at it across the room.

Prototype

Final

Prototype

Final

A floating pentagram doesn't fit when it's in the middle of a bright yard.