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Recap / Quake II: Development Levels - ECTS '97

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Much like the E3 '97, these levels show how Quake II looked like when the game was shown in the European Computer Trade Show in 1997.

These demo levels comprise early versions of "Outer Base", "Comm Center", "Detention Center", "Power Plant", "Comm Satellite", "Launch Command", "Upper Mines", "Processing Plant", "Pumping Station 1" and the cut Deathmatch level kmdm3.


These levels show examples of:

  • Adaptational Early Appearance: Machinegun Guards and Barracuda Sharks appear in "Outer Base".
  • Anachronism Stew:
    • Much like the E3 demos, the levels are period-accurate while the monster behavior and skins come from the 2023 remastered version.
    • "Launch Command" features Brains. But not the regular kind, but the Beta Class Brains from The Reckoning.
  • Early-Installment Weirdness: The levels here play as you mostly expect they do in the final game. But there are still some oddities.
    • The Adrenaline corridor in "Outer Base" is severed, and its chamber is now a dark chamber without utility.
    • The lack of keys means that the Red Key door in "Comm Center" opens as soon as you align the satellite dish.
    • The lack of keys in "Detention Center" allows you to explore the whole level. There's also no yellow laser controls, and what should be the Grenade Launcher room is an empty room accessible by shooting a wall.
    • There's no Super Tank in the beginning of "Power Plant", but rather a huge water pool. The lack of a Red Key also means you can travel through the whole level freely.
    • Unlike in the main game, in addition to Flyers and Icari, it's possible to find weapon guards, Enforcers and even a pair of Tanks in "Comm Satellite". The latter replace the Hornet in said area. There's also a forcefield in the satellite dish area that prevents players from being killed by being thrown to space.
    • The Black Hole is missing in "Launch Command". There's also no Easy Level Trick, as the window that exposes the computers to.the outdoors is sealed. Lastly, both levels of the central area are connected between each other; as a result the coolant pool lacks the coolant.
    • "Processing Plant" has you take the reverse path, starting from where the end is in the main game, and go all the way back.
  • Explosive Decompression: The launch doors in "Comm Satellite" still kill anybody who steps on them.
  • Kaizo Trap: An Iron Maiden awaits at the end of "Power Plant".
  • No Ending: The unit ends in a Deathmatch level with no exit switch.
  • Teleporting Keycard Squad: Destroying the Gladiator in the Red Key area of "Detention Center" still spawns three Flyers.
  • The Unfought: Due to a lack of triggers, two Medics at the end of "Detention Center" remain trapped, requiring the use of noclip in order to kill them.
  • With This Herring: Every level gives you the Shotgun, Machinegun, Chaingun, Hyperblaster and Railgun with plenty of ammo, as well as a Body Armor.

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