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These are the original maps included in the trade show demo version of the game, modified to work on the final version of the engine. While they won't be the same experience as playing the original version, these levels accurately represent the state of the game at this time.

—iD Vault

Summary[]

An early version of Quake II was exhibited at the E3 Trade Show in June 1997 at the Georgia Dome in Atlanta, Georgia, several months before the game's full release later that year. It contained ten levels, most of which are early and shortened versions of levels that would be included in the Quake II single-player campaign.

With the release of the 2023 remaster of Quake II, a playable version of this demo is included - it can be found in the iD Vault, in the Development section. The ECTS Demo, which would be exhibited a few months after the E3 demo, is also included.

Levels[]

Jail (jail_e3.bsp)[]

  • The level's name is "Jail", while Final Version has Main Gate.
  • E3-version shows only small segment of the map, which starts at the entrance of middle guarded area where extra security measures are taken (in Final Version it's the place, where you could by pass by walking directly via it or go swim the way throught water tunnels).
  • There's no Alarm button right at the entrance.
  • The red lights textures have glow effect on them.
  • On the left side of entrance there are windows to outside area, not seen in Final Version (there is wall in Final).
  • Different background texture.
  • Going to the right and then to the stairs on left there's window, which was cut in Final Version (as in Final Version this building is inside hills).
  • There's one more explosive barrel which has a lot of health and hard to destroy.
  • There are no lasers, what toggled by alarm button.
  • There are no human detector in central door leading to next area with lasers on floor (upon activating alarm).
  • Instead of platforms with lasers coming from floor upon activating alarm, there are tall pillars on their places. And there's no button deactivating the lasers and alarm.
  • E3-version after this area with lasers.


The Torture Chambers (jail4_e3.bsp)[]

  • The article ‘The’ was subtracted from this level’s name in the final version.
  • This version starts at the entrance to Cell Block B on second floor.
  • The level has less doors separating areas from each other. And some of the doors were replaced by force fields. The passages with force fields have extra bulging fences around them.
  • After turning on left and following the corridorplayer may encounter bridge on third floor, which serves not much purpose, expect standing Enforcer. The bridge is possible to visit from the area with marine on "Crest".
  • On first floor of this area there's no way to go back to intersection leading to Cell Block A or return to the previous level, as there are two cable-like pillars from floor to ceiling. There are two more prison cells, total 6. While Final Version has only 4.
  • In this Cell Block B the force fields are enabled, the only way for the player to go by-pass them is to go to sewers.
  • The sewers area more simplified in this version and has no unique Sci-Fi style opening doors.
  • The sewer tunnel is not flooded by water and water has different texture. The tunnel is longer in Final Version and the player has to swim his way up, while in E3-version there's elevator in center area of Crest with crucified marine.
  • The marine is not present at Crest, and another part of Crest is already in active position, meaning whoever was supposed to be inside is already splashed. The Crest's design is little bit more different, horrific with extra spikes. There's no water under Crest, since there's elevator
  • The computer what activates the Crest has different textures and has glow effect.
  • From this area it's possible to go to the bridge (mentioned in previous part of this article) where lone Enforcer stands.
  • There are extra buttons disabling force fields, while Final Version has doors which are opened by default.
  • The next area where player might go from Crest has no computer present and the force field is on.
  • Player must go to the hole on right from Crest to and destroy the computer there to disable force fields. This section has been completely cut from Final Version (probably, because it's not obvious where to go).
  • There's no elevator from first floor leading to third floor in next area what has nothing in particular interest (?). Also this area has been redesigned in geometry, there are extra horrizontal pillars on ceiling, and passages between areas lack of bulging fences. There are also extra ligts in this area.
  • The bottom corridor what suppose to lead to the area with marine in a cage above lava has no door leading to this supposed area.
  • Level end button is located on third floor in corridor what supposed to lead to the area with marine in a cage.

Pumping Station (waste_e3.bsp)[]

  • The level is named "Pumping Station", without additional number "1" like Final Version.
  • The start area is different, player starts in a room with reservour with moving walls(?) and has to jump inside and move into small tunnel to get to the first corridors, what present in Final Version.
  • The next area where player encounter's Gladiator for the first time on this level has more simplified ceiling and crates. The explosive barrels are placed in different places.
  • The next area with elevator has water instead of toxic water, the ceiling is simplified too (flat). On the left side there are no explosive barrels, but one single pipe leading to above, the same pipe is on right side too. Under the pipe there is toxic water hollow. The elevator has square design.
  • After the elevator the geometry is different too. There's no ceiling, but open sky. Pipes are placed differently, it's possbile from this area to get raised by another elevator on platform, where yellow armor is found.
  • There's no secret with broken pipe and in this area there's no crates where player can jump upon them.
  • The next corridor with Tank has crate placed on platform not seen in Final Version.
  • Pumping Station One area has pumps in same alighment to each other. Also different button activating Pumping Station One. There extra small reserveraus with transparent glass which are filled with toxic water after player activates the button

Mine (mine_e3.bsp)[]

  • The level's name is "Mine", while Final Version has Upper Mines.
  • The level starts in corridor before the outside area.
  • Big red doors are present nearby entrance (restored in Remaster) to outside central area with working ventilation (while in Release version it is disabled by default).
  • The place where Megahealth is located in Final, could be reached without extra jumping, as there is path to it under stairs.
  • The area leading to supposed exit leading to Mine2 (Borehole) has two wind tunnels instead of elevator, which are located in a little different position and designed in style of a cave in hill with open sky part. One wind tunnel is functional. The bottom part of wind tunnels is designed differently too, unlike final, and it's leading to dead end, as no exit (or supposed exit) is present here.
  • Area with hole filled by lava, has extra exposed to lava parts of floor, also floor beneath it designed a little bit differently. Nearby the hole there's extra metallic construction in wall. Lava has different texture.
  • The next place with gas exploding from pipes has no pipes, it's designed different. The player must pass this area from right side, while central part is covered with stone.
  • Next room where there's supposed to be button deactivating gas explosions, has no button. The single pillar on left is not connected to ceiling. There's extra monitor on right, not seen in Final Version. And the level ends in this room.

Space (space_e3.bsp)[]

  • This level is early prototype of The Reactor (Power2) and set up in Space's orbit.
  • The level starts after the door which opens only after player retrieves Data CD.
  • It uses different textures, the most noticeable is switch from red to greenish wall textures.
  • Some of the window areas were replaced by pipe textures in Final Version.
  • The reactor is placed in different place and the level ends in this Reactor area.

Bunker (bunk_e3.bsp)[]

  • The level's name is "Bunker", while Final Version has Ammo Depot.
  • The level is overall darker.
  • The start area has not been done yet, the player spawns in the place where he should activate first button to open door, the E3 version has nothing of it, behind the player's spawn is simple corridor.
  • In this's E3 Version start area it lacks of crates and there's no door to the next bridge area. Also there are no lights on ceiling, but extra lights added on walls. Also there are two containers in this area.
  • The next area where player supposed to activate bridge is redesigned. As there's no need to activate bridge, as it's already in place. The bottom part is flooded with water. There's no extra floor on left with crates. From this point player can go directly forward to the zone which was cut (in Final Version there's elevator). On right side there's still same corridor.
  • Going forward to the cut segment will result in player reaching scrapped zone with elevator leading to the second floor. Also there's functional ventilation above elevator. There's button on floor nearby the place of the button in Final Version, but this time the button activates another bridge, on third level. While there's no bridge in final version, because it has connected floor from beginning of the level, but the area is reachable in different way.
  • Going to right as in Release version, there is change on corridor after corner. It's less wide than in Final Version, by the size of stairs leading to button which triggers container to destroy the door. In the bottom of corridor there is new corridor on right, what leads straight the famous bridge above lava.
  • In this area with container destroying the door, there's no secret under floor in corridor. The shootable button what suppose to deactivate the barrier is not functional, as there's no barrier, and it's placed on left from Final Version. Some of the containers in this area could be destroyed. The crates have different placement, more linear.
  • The next corridor after the destroyed door has conveyer with vertical placed containers and no crates. Also it's possible to return back to Start area by jumping above the conveyer and going to cut corridor (the one that has elevator to second floor).
  • Going forward to the corner there's empty corridor without crates.
  • After this there is area with two elevators, which are present only in Final Version. It has different design, the bottom part has been flooded with water, there are more exposed to water parts of surface. It's possible to go from this area to right forward to the bridge, as there are three passages in the wall.
  • The area with with two elevators and two crates suspended on supports is present, but it's design is more simplified at E3 Version and the button what moves crates to the ground is opening unknown(?) door, as the message appears "Door opened".
  • The bridge area is pretty the same as Final but with minor differences. The bridge's cables have no extra segment above the support. Going under the bridge does not as secret, but it's overall the same place. The elevator is shorter here, probably it was extended in final version, so player could not fall down. And there's no button that lowers the bridge into water. The bridge leads back to the area with the destroyed door.
  • Returning back to start area on third floor, there are extra fences with lights. While in Final version there are no fences, and lights are placed in ceiling.
  • The next corridor has no crates, but water segment and the corridor itself is less wide. There's no ladder leading to corridor beneath it.
  • In next area where player supposed to go to Supply Station and after this Warehouse, has only way done to Supply Station, as Waterhouse way is partially complete, as it leads just to the wall. Also there's big ventillation on the left side wall. There's no sign above the way to Supply Station.
  • In next exit area there is a place for secret on the right when player lowering down after the stairs, but its unfunctional and has no laser beams. And the crate what leads to the secret is not explodable. The door leading to exit has different texture and designed a little bit different.


Warehouse (ware1a_e3.bsp)[]

  • The level's name is "Warehose", while Final Version has Supply Station.
  • Player spawns in area full of crates, some of them (yellow, tall ones) could be destroyed. This area was heavily redesigned in Final Version, as the next room with "Train" has been moved to another place. And this area with crates was redesigned into countryyard with glass roof.
  • In the next corridor the player goes into the Control room area with train. This room too was heavily modified. There's no windows on ceiling, the room is more "open" and bigger. The train has extra wagon and wagons has containers, one of them has open payload bay, where Cran is loading the weapon container into wagon-container (?). There's button what could drop down the weapon container and which leads to destroying the wagon.
  • Power cube is called "fuse" here and the access to fuse is opened after player presses the button which leads the train to ram the gates. Upon activating the button, the lights above gate change light level more frequent than in Final Version.
  • There's right gate from where train supposed to come, but its unfunctional.
  • The scene of after train crash has more detailed damage.
  • The walls nearby tracks have different texture.
  • There are lasers separting the train and control room.
  • No button present on tracks what raises the ladder, there's ventiliation tunnel for that, where level ends.

Warehouse 2 (ware2_e3.bsp)[]

  • The level's name is "Warehouse 2", while Final Version is just Warehouse.
  • The level starts in the area where player supposed to place 4th Power Cube in place.
  • Door behind player's spawn has different texture.
  • E3-version has no elevators and conveyer, has surface connected to each other.
  • The middle crate what has explosive crate inside it, has texture of explosive crate.
  • Instead of Power Cube location there is button which does lower elevator in the place of button what triggers the explosive crate to be moved.
  • On the first floor there's huge container, what doors can be opened in three ways out.
  • Single elevator leading from first floor to second floor is placed in different place and has different texture.
  • The door what opens after being exploded with explosive crate is replaced with huge gates. Behind the gates there's empty square room with lone Light Guard. (It probably was cut for E3 Version).
  • Behind the button which moves the explosive crate, there's elevator leading to third floor, where Exit Button is located. This section of map was completely removed in final version.

Lab Hub* (lab_e3.bsp)[]

*While most of the levels are recognisable to players familiar with Quake II's single-player campaign, the Lab Hub was not used in the game's later release.

The only partially recognizable area is the place where tables (beds) for the test subjects located.

Factory (fact_e3.bsp)[]

  • The level's name is "Factory", while Final Version has Receiving Center.
  • Only small segment of this level is shown in E3-Version, the player is spawned in the tube leading to lava area with bridges.
  • The lava has different textures, the buttons are different. There's open ceiling section.
  • There is different texture in hollow in wall between two tubes.
  • There are extra pillars on walls, what were removed in Final Version, with only single one pillar left.
  • There are extra pipes in lava and two buttons instead of one under lava. The second one button raises lava level back.
  • The ceiling's supports in middle of area has extra details, which were simplified in Final Version.
  • The next tube is turned on left, while in Final Version there is ladder. And by this the level ends.


Content[]

  • It seems that Medium is the only difficulty setting; the player is not given a choice.
  • The player isn't given mission objectives via the Help Computer.
  • A fairly limited arsenal of weapons are available; the Blaster, Shotgun, Machine Gun, Chain Gun, Hyperblaster, Railgun and Disruptor.
  • A limited set of Strogg enemies are encountered: Shotgun Guards, Enforcers, Gunners, Parasites, Berserkers, Technicians, Gladiators and Tanks.
  • The levels don't contain any official secrets, although some hidden items can be found.
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