"Literally every single brush in Beyond Belief is a rectangle - it's a cube, pretty much, which was then squashed and stretched. One of the chief limitations of Quest was that it could could not brushclip, meaning that. For some, the transition from 2D or 2.5D game engines into true 3D befuddled the brains of creators.Īs he began work on Beyond Belief, Worch was forced to settle on the Quest map software for Linux becuase it was the only map editor released to the public at that time. Computers were incredibly slow by todays standards, so constant frame-rate compromises compromised visual aesthetics. Documentation on the Quake engine was limited. The early days of Quake mapping were challenging - the tools either didn't exist or were arcane to use. The minimal idBase texture set for QuakeĪ well-known Doom modder in Germany named Matthias Worch took direct inspiration from the id episodes of Quake and decided to create his own episode in a similar style - an unofficial Episode 5 that he titled Beyond Belief. In the Quake modding scene, when a mapper would build a series of these maps and release them as a level pack, the community would consider it a new unofficial episode for Quake. So you tended to battle through military bases, solid castles, ancient ruins, metallic dungeons, and abstract Lovecraftian mazes. By modern standards, each level in Quake was small- or medium-sized and hewed closely to a theme determined in part by texture limitations. Each episode was seven or eight maps long, and normally started off with a military base that the player invades to take a slipgate to the themed episode area. Among the Quake mapping community in the late 90s, there was a certain reverance towards the official four episodes included in Id Software's seminal game.
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