Quake III: Revolution is a port of Quake III Arena to the PS2 with content unique to this version. It features a single-player campaign with character stats and skins unlocked through progressing in the campaign that give you higher stats, new game modes, and new characters.
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Chat Bubble Sprite#
Since you can't have text chat. nor can the bots initiate any chat, this sprite goes unused.
There are also three chat bubbles from earlier in Quake III Arena's development, the last image also appearing in the earliest available prototype.
Early Loading Screens#
A bare background with text, as well as a mockup image of a loading screen.

Early Copyright Screens#
An image of an early copyright splash screen, reflecting an earlier interface design, and two placeholders for French and Italian copyright screens.
Company Logos#
Unused static screens of company logos are present. The game uses videos for the logos instead. Bullfrog does not appear at all.
Catch the Chicken#
Remnants of a scrapped Catch the Chicken game mode remain in a level header image for The Keeper and Asylum.
Unused Map#
The thumbnail image reflects The Very End of You, but in reality the map is an earlier version of the first arena in Arenas of Pain. The interface's name for this map is Space DMZ.
Scrapped Maps#
House of the Desolate, the first arena in Hero's Odyssey was slated to become a small arena map for multiplayer. Only these images remain.


Similarly, the third arena in Arenas of Pain where the Vadrigar is first fought was to become an arena for Single-Weapon deathmatch. The map seems fully functional, so it's unclear why it was scrapped, as it only seems to lack a thumbnail
The game also contains a few .arena files with information for maps and gamemodes that aren't actually present in the game such as Malevolent Cathedral, another map by Dan Haigh, who designed House of the Desolate.
malcath.arena#
{
map "malcath"
longname "Dan Haigh's Malevolent Cathedral"
fraglimit 10
type "ctf"
}
paulj.arena#
{
map "pjctf5"
longname "Assassin's Roost"
type "ctf, oneflag, harvester, obelisk"
}
{
map "pjctf6"
longname "Teamwerkz"
type "ctf, oneflag, harvester, obelisk"
}
{
map "mp_q3ctf2"
longname "Troubled Waters"
type "ctf, oneflag, harvester, obelisk"
}
{
map "mp_q3ctf2"
longname "Troubled Waters"
type "ctf, oneflag, harvester, obelisk"
}
q3tourney6_ctf.arena#
{
map "q3tourney6_ctf"
longname "Across Space"
type "ctf"
}
tim.arena#
{
map "space_ctf"
longname "Space CTF"
type "ctf"
}
{
map "tim_mpctf2"
longname "Tim CTF2"
type "ctf"
}
{
map "tim_mkc"
longname "Tim CTF2"
type "ctf"
}
{
map "mpq3ctf1"
longname "Mpq3ctf1"
type "ctf"
}
{
map "mpq3ctf4"
longname "Space Chaos"
type "ctf"
}
{
map "tim_tourney1"
longname "The Courtyard"
type "tourney"
}
xian.arena#
{
map "mptourney1"
longname "The House of Decay"
type "tourney"
}
{
map "mptourney4"
longname "Evil Playground"
type "tourney"
}
{
map "mpteam3"
longname "Inner Sanctums"
type "CTF"
}
{
map "mpteam7"
longname "The Capture Chamber"
type "CTF"
}
{
map "mpteam2"
longname "Fallout Bunker 0225"
type "CTF"
}
{
map "mpq3ctf3"
longname "Return to The Stronghold"
type "CTF"
}
Unused Skins#

The character Hunter has additional skins in LINKFILE.LNK with numbering that follows the pattern of other unlockable skins (which is 00 through 04 appended to the end) despite not being a playable character in the single-player campaign.
The feather textures used for the skins. The alpha has been channel separated and is displayed below.

The face textures used for the skins. The alpha channel has been separated and is displayed below. There are four texture files present with the leveled skin name pattern, although one of them appears black when forced onto a wall.

The body textures used for the skins. The alpha channel has been separated and is displayed below.
The unused environment maps. Judging by the portraits, the blue environment map (hunterenv03) goes to the blue skin, and the purple environment map (hunterenv04) goes to the purple skin. Judging by the filenames, these were to be applied underneath the blue and purple skins as an environment using id Tech 3's shader system, which would cause them to shift as the character's position relative to the camera changes, creating a metallic effect.
Unused Sounds#
T-ANARKI.SDT#
Unused English Anarki voices.
T-DOOM.SDT#
Unused English Doom voices.
T-HUNTER.SDT#
Unused English Hunter voices.
T-KLESK.SDT#
Unused English(?) Klesk voices.
T-SARGE.SDT#
Unused English Sarge voices.
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The Quake series | |
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Windows |
Quake (1996) (Prototypes) • Quake II (1997) (Q2Test) • Quake III Arena (Prototypes) • Quake III Team Arena (Prototype) • Quake 4 • Quake Live • Quake Champions • Quake (2021) • Quake II (2023) |
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Linux |
Quake • Quake II • Quake III Arena (Prototypes) • Quake III Team Arena (Prototype) • Quake 4 |
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Mac OS Classic |
Quake • Quake II • Quake III Arena (Prototypes) • Quake III Team Arena (Prototype) |
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Mac OS X |
Quake III Arena (Prototypes) • Quake III Team Arena (Prototype) • Quake 4 |
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DOS |
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Sega Saturn |
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Arcade |
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Nintendo 64 |
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PlayStation |
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Dreamcast |
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PlayStation 2 |
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Game Boy Advance |
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Xbox 360 |
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PlayStation 4, Xbox One, Nintendo Switch. PlayStation 5, Xbox Series X |
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See Also | |