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I changed Creator Killer into more appropriate Hostility On The Set.(This work didn't cause id Software to go bankrupt or damage their reputation) https://tvtropes.org/pmwiki/posts.php?discussion=15993554840A46078500&page=22#comment-531


* CreatorKiller: An interesting example as ''Quake'' was a ''phenomenal'' success that cemented id as the top FPS company in the games industry, however, internally, it also tore the previously tight-knit company apart. In [[https://www.youtube.com/watch?v=MUeu96TKQwU a retrospective about its creation]], designer Creator/SandyPetersen recounted how working on the game killed the friendly atmosphere within the company and led to 7 of id Software's 12 developers leaving, himself and Creator/JohnRomero included, and id was never the same afterwards.


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* HostilityOnTheSet: ''Quake'' was a ''phenomenal'' success that cemented id as the top FPS company in the games industry, however, internally, it also tore the previously tight-knit company apart. In [[https://www.youtube.com/watch?v=MUeu96TKQwU a retrospective about its creation]], designer Creator/SandyPetersen recounted how working on the game killed the friendly atmosphere within the company and led to 7 of id Software's 12 developers leaving, himself and Creator/JohnRomero included, and id was never the same afterwards.
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** For ''Quake''[='s=] 10th anniversary, Creator/JohnRomero released the source code for the maps under [[UsefulNotes/FreeLibreOpenSourceSoftware the GPL license]].

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** For ''Quake''[='s=] 10th anniversary, Creator/JohnRomero released the source code for the maps under [[UsefulNotes/FreeLibreOpenSourceSoftware [[MediaNotes/FreeLibreOpenSourceSoftware the GPL license]].
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* InMemoriam: One of the names the AI bots can get in the 2021 remaster is "Mr. Elusive", named after Jan Paul van Weveren, the creator of the Omicron bot for ''Quake'', the Gladiator bot for ''VideoGame/QuakeII'' (the latter of which even actednas the basis for the AI of ''VideoGame/QuakeIIIArena''), and the widely-adopted [=DXT5=] compression algorithm, who passed away on January 31, 2017.

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* InMemoriam: One of the names the AI bots can get in the 2021 remaster is "Mr. Elusive", named after Jan Paul van Weveren, the creator of the Omicron bot for ''Quake'', the Gladiator bot for ''VideoGame/QuakeII'' (the latter of which even actednas acted as the basis for the AI of ''VideoGame/QuakeIIIArena''), and the widely-adopted [=DXT5=] compression algorithm, who passed away on January 31, 2017.

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** Famously, the public beta version of the game - ''Qtest'', released in February 1996 - has a mysterious unfinished model of a dragon hidden away in its files, which many players were expecting to encounter in the final game all the way up until the end. ''Dissolution of Eternity''[='=]s boss is based upon this rumour.
** Some players discovered that, [[https://imgur.com/I2GWYQV by inputting a command line parameter]] in the 2021 remaster, [[https://imgur.com/a/dKHri3K players could have access to more (untested) mods]].

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** Famously, the The public beta version of the game - game, ''Qtest'', released in February 1996 - 1996, has a mysterious unfinished model of a dragon hidden away in its files, which many players were expecting to encounter in the final game all the way up until the end. ''Dissolution of Eternity''[='=]s boss is based upon this rumour.
** Some players discovered that, [[https://imgur.com/I2GWYQV by inputting a command line parameter]] in the 2021 remaster, [[https://imgur.com/a/dKHri3K players could have access to more (untested) third-party mods]].



* InMemoriam: One of the names the AI bots can get in the 2021 remaster is "Mr. Elusive", named after Jan Paul van Weveren, the creator of the Omicron bot for ''Quake'', the Gladiator bot for ''VideoGame/QuakeII'', the AI itself of ''VideoGame/QuakeIIIArena'', and the widely-adopted [=DXT5=] compression algorithm, who passed away on January 31, 2017.

to:

* InMemoriam: One of the names the AI bots can get in the 2021 remaster is "Mr. Elusive", named after Jan Paul van Weveren, the creator of the Omicron bot for ''Quake'', the Gladiator bot for ''VideoGame/QuakeII'', ''VideoGame/QuakeII'' (the latter of which even actednas the basis for the AI itself of ''VideoGame/QuakeIIIArena'', ''VideoGame/QuakeIIIArena''), and the widely-adopted [=DXT5=] compression algorithm, who passed away on January 31, 2017.



** The game spurred many a gamer to update to Pentiums, as the architecture was required. It performed so much better on Intel's Pentium processors to the point that prospective PC gamers upgrading from the old 386 and 486 would steer away from AMD and Cyrix alternatives to the point that it's commonly speculated that Cyrix's relatively poor FPU performance at the time, and thus ''Quake'' performance, [[CreatorKiller put Cyrix out of business.]] Not even the Platform/Nintendo64 could hold frame rates as good as the PC version at just [=240p=] with its ''Quake'' port; the Platform/PlayStation and Platform/SegaSaturn stood no chance, further cementing the sheer advantage that PC gaming had over console gaming.

to:

** The game spurred many a gamer to update to Pentiums, as the architecture was required. It performed so much better on Intel's Pentium processors to the point that prospective PC gamers upgrading from the old 386 and 486 would steer away from AMD and Cyrix alternatives alternatives, to the point that it's commonly speculated that Cyrix's relatively poor FPU performance at the time, and thus ''Quake'' performance, [[CreatorKiller put Cyrix out of business.]] Not even the Platform/Nintendo64 could hold frame rates as good as the PC version at just [=240p=] with its ''Quake'' port; the Platform/PlayStation and Platform/SegaSaturn stood no chance, further cementing the sheer advantage that PC gaming had over console gaming.



** For Quake's 10th anniversary, Creator/JohnRomero released the source code for the maps under [[UsefulNotes/FreeLibreOpenSourceSoftware the GPL license]].

to:

** For Quake's ''Quake''[='s=] 10th anniversary, Creator/JohnRomero released the source code for the maps under [[UsefulNotes/FreeLibreOpenSourceSoftware the GPL license]].



** For the 25th anniversary, Creator/NightdiveStudios remastered the game and its {{Expansion Pack}}s for both PC and consoles. It includes the previously released expansions, plus a new episode called "Dimension of the Machine" inspired on VideoGame/ArcaneDimensions.
* ModelDissonance: The Nightdive re-release introduced updated, higher-fidelity models for weapons, pickups and monsters... but not gibs. Thus, gibbing enemies with the newer updated models activated causes their corpse parts to revert back to their original low-poly versions. Additionally, only models that were present in the original game ever received updates, with those from the third-party expansions remaining untouched in their original low-res looks. The issue is at its most blatant in ''Dissolution of Eternity'', where loading up the alternate ammo types suddenly makes the guns look extremely chunky.
** The latter issue reared its head again with the release of Nightdive's ''VideoGame/QuakeII'' remaster, which conversely ''included'' expansion content in its model updates.

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** For the 25th anniversary, Creator/NightdiveStudios remastered the game and its {{Expansion Pack}}s for both PC and consoles. It includes the previously released expansions, plus a new episode called "Dimension ''Dimension of the Machine" Machine'', inspired on VideoGame/ArcaneDimensions.
''VideoGame/ArcaneDimensions''.
* ModelDissonance: The Nightdive re-release introduced updated, higher-fidelity models for weapons, pickups and monsters... but not gibs. Thus, gibbing enemies with the newer updated models activated causes their corpse parts to revert back to their original low-poly versions. Additionally, versions.
** Also from the Nightdive remaster,
only models that were present in the original game ever received updates, with those from the third-party expansions remaining untouched in their original low-res looks. The issue is at its most blatant in ''Dissolution of Eternity'', where loading up the alternate ammo types suddenly makes the guns look extremely chunky. \n** The latter This issue reared its head again with the release of Nightdive's ''VideoGame/QuakeII'' remaster, which conversely ''included'' expansion content in its model updates.updates for all of its products (except the PSX monsters).



** [=YouTuber=] user and Nightdive Studios programmer [=ModernVintageGamer=] once worked on [[https://www.youtube.com/watch?v=7uSMKHByRUs a homebrew port]] of ''Quake'' on the original Platform/{{Xbox}} known as Quake-X. He would go on to work on the official Kex Engine remaster with other modders like Quaser and Samuel "Kaiser" Villareal.

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** [=YouTuber=] user and Nightdive Studios programmer [=ModernVintageGamer=] once worked on [[https://www.youtube.com/watch?v=7uSMKHByRUs a homebrew port]] of ''Quake'' on the original Platform/{{Xbox}} known as Quake-X.''Quake-X''. He would go on to work on the official Kex Engine remaster with other modders like Quaser and Samuel "Kaiser" Villareal.



** According to [[https://web.archive.org/web/20200225024558/http://www.1morecastle.com/2013/01/sandy-petersen-an-interview-about-doom-quake-and-aoe/ this interview]], the title of the game originates from a discarded weapon, the Quake Hammer, a powerful mallet that would hit the ground and send enemies flying. The weapon was reworked for the MissionPackSequel ''Scourge of Armagon'' as the Mjölnir.

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** According to [[https://web.archive.org/web/20200225024558/http://www.1morecastle.com/2013/01/sandy-petersen-an-interview-about-doom-quake-and-aoe/ this interview]], an interview to Sandy Petersen]], the title of the game originates from a discarded weapon, the Quake Hammer, a powerful mallet that would hit the ground and send enemies flying. The weapon was reworked for the MissionPackSequel ''Scourge of Armagon'' as the Mjölnir.



** Qtest had a dragon who, according to John Romero, would've flown outside the map and occasionally swooped in and breathed fire. ''Dissolution of Eternity'' would revive this concept as the final boss of the pack.

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** Qtest ''Qtest'' had a dragon who, according to John Romero, would've flown outside the map and occasionally swooped in and breathed fire. ''Dissolution of Eternity'' would revive this concept as the final boss of the pack.



** The game codified the "mouselook" control scheme, where instead of only using a keyboard to control an FPS character, you control the view with a mouse as well while using the keys to control the direction of movement for your character: forward-backwards-strafe. Bungie's ''VideoGame/{{Marathon}}'' is the UrExample, ''The Terminator: Future Shock'' is the Trope Maker, but due to ''Marathon'' being on the then-unpopular Apple platform, and ''The Terminator: Future Shock'' just not being popular, it took until ''Quake'' and its innovative online multiplayer before the mouselook feature became codified.
** Also, although this one was [[AscendedGlitch by mistake]], ''Quake'' codified JumpPhysics for the FirstPersonShooter genre such as the RocketJump and the Strafe Jump/Bunny Hop. For the former, it was initially discovered as a glitch but was left in the game for one reason or another. Later sequels consider this glitch an integral technique, to the point that it's referenced in many games[[note]]The "Launch Command" level of ''VideoGame/QuakeII'', the BFG in the map "Hero's Keep" in ''VideoGame/QuakeIIIArena'', the introductory tutorial in ''Quake Live'', Ranger having self-damage immunity as his passive ability in ''VideoGame/QuakeChampions'', you name it...[[/note]].
* TroubledProduction: The game engine was being changed constantly, requiring already-designed levels to be scrapped and recreated from scratch over and over again. Nearly everyone was burned out and drained creatively by the end of production. According to Creator/JohnRomero, he suggested splitting id into an engine design team and a game design team to avoid another gruelling production, but he was shot down, this being one of many suggestions that went ignored that prompted him to leave and form his own company. Creator/JohnCarmack later at least implied that Romero might've had a point [[https://www.youtube.com/watch?v=znJPn3FSFmM in an interview]] with Creator/JoeRogan, admitting that their internal '''When it's done''' philosophy wrecked id internally and created unnecessary strife and that perhaps releasing a new engine between Doom and Quake, a bit like a "half-''Quake''" or a "Super-''Doom''", and then perfecting Quake itself later would've been preferable to avoid issues and stress.

to:

** The game codified the "mouselook" control scheme, where instead of only using a keyboard to control an FPS character, you control the view with a mouse as well while using the keys to control the direction of movement for your character: forward-backwards-strafe. Bungie's ''VideoGame/{{Marathon}}'' is the UrExample, ''The Terminator: UrExample and ''Terminator: Future Shock'' is the Trope Maker, but due to ''Marathon'' being on the then-unpopular Apple platform, and ''The Terminator: ''Terminator: Future Shock'' just not being popular, it took until ''Quake'' and its innovative online multiplayer before the mouselook feature became codified.
** Also, although this one was [[AscendedGlitch by mistake]], ''Quake'' codified JumpPhysics for the FirstPersonShooter genre such as the RocketJump and the Strafe Jump/Bunny Hop. For the former, it was initially discovered as a glitch but was left in the game for one reason or another. Later sequels consider this glitch an integral technique, to the point that it's referenced in many games[[note]]The [[Recap/QuakeIIHangarUnit "Launch Command" Command"]] level of ''VideoGame/QuakeII'', the BFG in the map "Hero's Keep" in ''VideoGame/QuakeIIIArena'', the introductory tutorial in ''Quake Live'', and Ranger having self-damage immunity as his passive ability in ''VideoGame/QuakeChampions'', you to name it...a few.[[/note]].
* TroubledProduction: The game engine was being changed constantly, requiring already-designed levels to be scrapped and recreated from scratch over and over again. Nearly everyone was burned out and drained creatively by the end of production. According to Creator/JohnRomero, he suggested splitting id into an engine design team and a game design team to avoid another gruelling production, but he was shot down, this being one of many suggestions that went ignored that prompted him to leave and form his own company. Creator/JohnCarmack later at least implied that Romero might've had a point [[https://www.youtube.com/watch?v=znJPn3FSFmM in an interview]] with Creator/JoeRogan, admitting that their internal '''When "when it's done''' done" philosophy wrecked id internally and created unnecessary strife and that perhaps releasing a new engine between Doom and Quake, a bit like a "half-''Quake''" or a "Super-''Doom''", and then perfecting Quake itself later would've been preferable to avoid issues and stress.



** The story for the game was going to feature more Old Ones than just Shub-Niggurath. The player would collect Freedom Artifacts instead of runes to free the Old Ones from Shalrath's otherworldly prisons, upon which Shalrath would fight the player in the form of Shub-Niggurath. For that matter, Shub-Niggurath was going to have an actual boss fight at one point, but time constraints forced the team to pare the boss down to a brief PuzzleBoss.

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** The story for the game was going to feature more Old Ones than just Shub-Niggurath. The player would collect Freedom Artifacts instead of runes to free the Old Ones from Shalrath's otherworldly prisons, upon which Shalrath would fight the player in the form of Shub-Niggurath. For that matter, Shub-Niggurath was going to have an actual boss fight at one point, but time constraints forced the team to pare the boss down to a brief PuzzleBoss. This is later referenced in ''VideoGame/QuakeChampions'', which gives every realm of this game a TopGod.



** The Qtest technology test contains scrapped elements and monsters which were never fully implemented.

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** The Qtest technology test ''Qtest'' contains scrapped elements and monsters which were never fully implemented.implemented:

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* ModelDissonance: The Nightdive re-release introduced updated, higher-fidelity models for weapons, pickups and monsters, but only for those present in the original games; models from the third-party expansions remain untouched in their original low-res looks. It's especially blatant in ''Dissolution of Eternity'', where loading up the alternate ammo types suddenly makes the guns look extremely chunky. Gibbing enemies with the newer updated models also causes the corpse parts to revert back to their original low-poly version as no new gibbing models were made with the updated assets.

to:

* ModelDissonance: The Nightdive re-release introduced updated, higher-fidelity models for weapons, pickups and monsters, monsters... but not gibs. Thus, gibbing enemies with the newer updated models activated causes their corpse parts to revert back to their original low-poly versions. Additionally, only for those models that were present in the original games; models game ever received updates, with those from the third-party expansions remain remaining untouched in their original low-res looks. It's especially The issue is at its most blatant in ''Dissolution of Eternity'', where loading up the alternate ammo types suddenly makes the guns look extremely chunky. Gibbing enemies chunky.
** The latter issue reared its head again
with the newer updated models also causes the corpse parts to revert back to their original low-poly version as no new gibbing models were made with the updated assets.release of Nightdive's ''VideoGame/QuakeII'' remaster, which conversely ''included'' expansion content in its model updates.
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Added example(s), Crosswicking. Useful Notes for game systems have been redirected to Platform; I have updated the links accordingly.


** The game spurred many a gamer to update to Pentiums, as the architecture was required. It performed so much better on Intel's Pentium processors to the point that prospective PC gamers upgrading from the old 386 and 486 would steer away from AMD and Cyrix alternatives to the point that it's commonly speculated that Cyrix's relatively poor FPU performance at the time, and thus ''Quake'' performance, [[CreatorKiller put Cyrix out of business.]] Not even the Nintendo 64 could hold frame rates as good as the PC version at just [=240p=] with its ''Quake'' port; the [=PlayStation=] and Sega Saturn stood no chance, further cementing the sheer advantage that PC gaming had over console gaming.

to:

** The game spurred many a gamer to update to Pentiums, as the architecture was required. It performed so much better on Intel's Pentium processors to the point that prospective PC gamers upgrading from the old 386 and 486 would steer away from AMD and Cyrix alternatives to the point that it's commonly speculated that Cyrix's relatively poor FPU performance at the time, and thus ''Quake'' performance, [[CreatorKiller put Cyrix out of business.]] Not even the Nintendo 64 Platform/Nintendo64 could hold frame rates as good as the PC version at just [=240p=] with its ''Quake'' port; the [=PlayStation=] Platform/PlayStation and Sega Saturn Platform/SegaSaturn stood no chance, further cementing the sheer advantage that PC gaming had over console gaming.



* ModelDissonance: In the Nightdive re-release, the models of weapons have been updated to higher-quality ones, but that only goes as far as the original arsenal; the weapons from the third-party expansions remain untouched in their original low-res looks. It's especially blatant in ''Dissolution of Eternity'', where loading up the alternate ammo types suddenly makes the guns look extremely chunky. Gibbing enemies with the newer updated models also causes the corpse parts to revert back to their original low-poly version as no new gibbing models were made with the updated assets.

to:

* ModelDissonance: In the The Nightdive re-release, the re-release introduced updated, higher-fidelity models of weapons have been updated to higher-quality ones, for weapons, pickups and monsters, but that only goes as far as for those present in the original arsenal; the weapons games; models from the third-party expansions remain untouched in their original low-res looks. It's especially blatant in ''Dissolution of Eternity'', where loading up the alternate ammo types suddenly makes the guns look extremely chunky. Gibbing enemies with the newer updated models also causes the corpse parts to revert back to their original low-poly version as no new gibbing models were made with the updated assets.



** [=YouTuber=] user and Nightdive Studios programmer [=ModernVintageGamer=] once worked on [[https://www.youtube.com/watch?v=7uSMKHByRUs a homebrew port]] of ''Quake'' on the original UsefulNotes/{{Xbox}} known as Quake-X. He would go on to work on the official Kex Engine remaster with other modders like Quaser and Samuel "Kaiser" Villareal.

to:

** [=YouTuber=] user and Nightdive Studios programmer [=ModernVintageGamer=] once worked on [[https://www.youtube.com/watch?v=7uSMKHByRUs a homebrew port]] of ''Quake'' on the original UsefulNotes/{{Xbox}} Platform/{{Xbox}} known as Quake-X. He would go on to work on the official Kex Engine remaster with other modders like Quaser and Samuel "Kaiser" Villareal.
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** The game spurred many a gamer to update to Pentiums. It performed so much better on Intel's Pentium processors to the point that prospective PC gamers upgrading from the old 386 and 486 would steer away from AMD and Cyrix alternatives to the point that it's commonly speculated that Cyrix's relatively poor FPU performance at the time, and thus ''Quake'' performance, [[CreatorKiller put Cyrix out of business.]] Not even the Nintendo 64 could hold frame rates as good as the PC version at just [=240p=] with its ''Quake'' port; the [=PlayStation=] and Sega Saturn stood no chance, further cementing the sheer advantage that PC gaming had over console gaming.

to:

** The game spurred many a gamer to update to Pentiums.Pentiums, as the architecture was required. It performed so much better on Intel's Pentium processors to the point that prospective PC gamers upgrading from the old 386 and 486 would steer away from AMD and Cyrix alternatives to the point that it's commonly speculated that Cyrix's relatively poor FPU performance at the time, and thus ''Quake'' performance, [[CreatorKiller put Cyrix out of business.]] Not even the Nintendo 64 could hold frame rates as good as the PC version at just [=240p=] with its ''Quake'' port; the [=PlayStation=] and Sega Saturn stood no chance, further cementing the sheer advantage that PC gaming had over console gaming.
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No longer trivia.


* TropeNamers: QuadDamage and RocketJump.
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** The 2021 remaster's tweak to Nightmare difficulty - reducing the player's max health to 50 instead of reducing the intervals between monster attacks - was first explored in the ''[[http://lunaran.com/copper/ Copper]]'' gameplay mod.

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** The 2021 remaster's tweak to Nightmare difficulty - reducing the player's max health to 50 instead of reducing the intervals interval length between monster attacks - was first explored in the ''[[http://lunaran.com/copper/ Copper]]'' gameplay mod.
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** The 2021 remaster's tweak to the Nightmare difficulty, which simply reduces the player's max health to 50 instead of making the monsters attack faster, was an idea first explored in the fan mod ''[[http://lunaran.com/copper/ Copper]]''.
** [[DownplayedTrope Downplayed]] with the ''Dimension of the Past'' addon: it was originally released for free in 2016 as an unofficial expansion by developer [=MachineGames=], and was later included in the 2021 anniversary release alongside the previous expansions and the new ''Dimension of the Machine''. [=MachineGames=], however, was already owned by the same parent company (Zenimax Media) as Creator/IdSoftware, and had taken the reins of their ''VideoGame/{{Wolfenstein}}'' series [[VideoGame/WolfensteinTheNewOrder years before]], giving ''Dimension of the Past'' a somewhat official status from the beginning.

to:

** The 2021 remaster's tweak to the Nightmare difficulty, which simply reduces difficulty - reducing the player's max health to 50 instead of making reducing the monsters attack faster, intervals between monster attacks - was an idea first explored in the fan mod ''[[http://lunaran.com/copper/ Copper]]''.
Copper]]'' gameplay mod.
** [[DownplayedTrope Downplayed]] with the ''Dimension of the Past'' addon: it was originally released for free in 2016 as an unofficial expansion by developer [=MachineGames=], and was later included in the 2021 anniversary release alongside the previous expansions and the new ''Dimension of the Machine''. [=MachineGames=], however, was already owned by the same parent company (Zenimax Media) as Creator/IdSoftware, and had having taken the reins of their the latter's ''VideoGame/{{Wolfenstein}}'' series [[VideoGame/WolfensteinTheNewOrder years before]], giving ''Dimension of the Past'' a somewhat official status from the beginning.



** In celebration of [=QuakeCon=] 2022, the original Threewave CaptureTheFlag mod by Dave 'Zoid' Kirsch was added to the game as an officially-supported gamemode. The mode comes with some of the original maps from the mod's release (and some new additions), alongside its exclusive mechanics including the grappling hook[[note]]using the grappling gun model featured in ''Dissolution of Eternity'', as opposed to the original mod's kitbashed flail model[[/note]] and rune powerups.

to:

** In celebration of [=QuakeCon=] 2022, the original Threewave CaptureTheFlag mod by Dave 'Zoid' Kirsch was added to the game 2021 remaster as an officially-supported gamemode. The mode comes with some of the original maps from the mod's release (and some new additions), alongside its exclusive mechanics including the grappling hook[[note]]using the grappling gun model featured in ''Dissolution of Eternity'', as opposed to the original mod's kitbashed flail model[[/note]] and rune powerups.power-ups.
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** "[=E2M6:=] Dismal Oubliette" had an extra part as the starting point which was cut due to a self-imposed map size limit. It was later [[StaffCreatedFanWork released as a standalone level]] called "[=E2M10=]: The Lost Entrance to Dismal Oubliette". The original level in its entirety was restored for the 2021 UpdatedRerelease.

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** "[=E2M6:=] Dismal Oubliette" had an extra part additional watery cavern section - an actual oubliette - as the level's original starting point point, which was later cut due to exceeding a self-imposed map size limit. It This section was later [[StaffCreatedFanWork released as a the standalone level]] called "[=E2M10=]: The Lost Entrance to Dismal Oubliette". The Oubliette" by John Romero in 2001. Two decades on, the 2021 UpdatedRerelease would reimplement this section back into [=E2M6=] proper, restoring the original level in its entirety was restored for the 2021 UpdatedRerelease.entirety.
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* MidDevelopmentGenreShift: The game began its development as a large, free-roaming MassivelyMultiplayerOnlineRolePlayingGame, with players taking control of Norse-style warriors armed with Mjölnir-like hammers. However, this idea (and eventually the whole RPG setting) was scrapped, and instead switched to a more ''Doom''-like FPS direction while keeping the original level design, just like id's previous FPS boomfests.

to:

* MidDevelopmentGenreShift: The game began its development as a large, free-roaming MassivelyMultiplayerOnlineRolePlayingGame, with players taking control of Norse-style warriors armed with Mjölnir-like hammers. However, this idea (and eventually the whole RPG setting) was scrapped, scrapped and instead switched to a more ''Doom''-like FPS direction while keeping the original level design, just like id's previous FPS boomfests.



* ScrewedByTheLawyers: The vinyl remaster of the game's soundtrack was supposed to come with essays written by Creator/JohnCarmack and Creator/AmericanMcGee, according to the Nine Inch Nails website ''"A certain unnamed video game publisher made it impossible to include this in the package"'', followed by links to the essay itself, which contained pixelated screenshots of the game. However, the links were later removed entirely.
* ShrugOfGod: The Enforcer enemies have a few brief lines of dialogue ("Halt!", "Stop!", "Freeze!", and "You there!"), but nobody on the development team can remember the identity of their voice actor. American [=McGee=] and John Romero have both speculated that it could have been one of them, Trent Reznor, a member of Reznor's team, or even another Id employee they've forgotten about, but neither are really sure.

to:

* ScrewedByTheLawyers: The vinyl remaster of the game's soundtrack was supposed to come with essays written by Creator/JohnCarmack and Creator/AmericanMcGee, American [=McGee=], according to the Nine Inch Nails website ''"A certain unnamed video game publisher made it impossible to include this in the package"'', followed by links to the essay itself, which contained pixelated screenshots of the game. However, the links were later removed entirely.
* ShrugOfGod: The Enforcer enemies have a few brief lines of dialogue ("Halt!", "Stop!", "Freeze!", and "You there!"), but nobody on the development team can remember the identity of their voice actor. American [=McGee=] and John Romero have both speculated that it could have been one of them, Trent Reznor, a member of Reznor's team, or even another Id employee they've forgotten about, but neither are is really sure.



** The game was also going to feature a magical artifact called the Hellgate Cube that had its own AI and would hover near the player and follow them throughout the game. The cube would react to how the player treated it. If the player treated the cube well, it would return the favour by assisting the player during combat, healing them when they were injured, and even teleporting them to a different location if a combat encounter was going badly. If the player displeased the cube, it might abandon them for a while or even deal damage to them. The Hellgate Cube idea was scrapped when it was decided to make the game more of a ''Doom''-style action shooter. Incidentally, ''{{VideoGame/Hexen}} II'', based on the same engine, includes a similar item called the Force Cube, although all it does is float around the player and shoot at enemies.

to:

** The game was also going to feature a magical artifact called the Hellgate Cube that had its own AI and would hover near the player and follow them throughout the game. The cube would react to how the player treated it. If the player treated the cube well, it would return the favour by assisting the player during combat, healing them when they were injured, and even teleporting them to a different location if a combat encounter was going badly. If the player displeased displeases the cube, it might abandon them for a while or even deal damage to them. The Hellgate Cube idea was scrapped when it was decided to make the game more of a ''Doom''-style action shooter. Incidentally, ''{{VideoGame/Hexen}} II'', based on the same engine, includes a similar item called the Force Cube, although all it does is float around the player and shoot at enemies.

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