If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

Proto:Quake (PC)/Qtest1/Monsters

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Proto:Quake (PC)/Qtest1.

Enemies

Coding and models for enemies exists in the game's files, but are not placed in any of the official maps. However, a hack made before Quake came out put all of the working enemies in the test1 map, allowing the player to check out the state enemies were in at the time Qtest1 was released.

In general, if an enemy has a melee and ranged attack, it will prefer to use the melee attack no matter what. Also, none of the enemies have unique sounds; instead, they use the player's sounds.

Grunt

The Grunt is in the game, but it has a temporary texture and it lacks the recoiling in pain animation when shot.

Prototype Final
Great textures. Fun fact: The Quake manual says these guys are programmed to orgasm when they kill someone.

Ogre

The Ogre fires a nail with almost perfect accuracy instead of grenades and has a different skin.

Prototype Final
Looks a bit too clean to be an ogre. Someone needs to take a shower!

Demon/Fiend

The model and code exist for the Demon, but it is unknown if it can be put into the game.

Prototype Final
He looks like a tomato. Now he looks evil.

Knight

The Knight behaves the same as the final, but has a completely different running animation.

Prototype Final
That doesn't look safe. Glad he took a lesson in properly handing a sword.

Shambler

The Shambler has a slightly different skin, and its electricity seems to have less range than the final one does.

Prototype Final
Almost there. Done!

Spawn

The Spawn behaves much differently in Qtest; instead of jumping towards the player at high speeds, it slowly crawls up and will attack only if the player is right next to it. Its attack does no damage and it does not explode when killed, making it completely harmless.

Wizard/Scarag

Wizard firing the orb

Its projectile is completely different in Qtest1; instead of firing low damaging but high speed green things, it fires a sprite-based explosive weapon. When it starts firing, the sprite will appear in front of the Wizard for about a second, then fly towards the player at high speeds. When it hits something, it explodes and will cause splash damage to anything near it. Interestingly, the Wizards can be killed by its own projectiles if the player touches the projectile while its in front of the Wizard over and over.

Prototype Final
Give me a detailed underbelly please! Thank you Mr. Creator!

Zombie

Model exists, but it only has one frame of animation and a temporary skin.

Prototype Final
*insert Coming Soon! .gif here* The most dangerous zombies out there are the ones that throw pieces of their ass at you.

Vomitus

Strange blob-like enemy with a temporary texture that doesn't do anything until you shoot it. Once shot, it'll behave exactly like the Spawn does; slowly chase you and do a harmless attack when it gets right next to the player.

Did the world really need a bigger version of the Spawn, which is the biggest pain in the ass enemy out there? No, it didn't.

Vore/Shalrath

A completely different model for the Vore enemy can be found in the game's files. It has the final Vore's head, but its body is shaped like a robed wizard than the spider thing in the final. It has complete animations, but no textures. It doesn't seem to be possible to summon this enemy in the game.

Prototype Final
Straight from a teenage boy's sketchbook Looks way better.

Serpent

This enemy was completely scrapped in the final, but appears in Qtest1. Its model has only a temporary texture, so it is impossible to figure out exactly what it was supposed to be. In-game, it is a small thing that behaves like the Spawn, but moves much faster.

What the hell is this supposed to be?

Dragon

A complete model and a .qc file for a dragon can be found, but it is not possible to summon it into the game. During the game's development, the dragon would appear in one stage to attack from the skybox while flying outside the player's reach. This enemy does not exist in the final version of the game as the enemy didn't fit within the polygon budget with any scenes of the game.[1] The dragon would be resurrected - in a way - as the final boss of Mission Pack 2.

Quake: Showing tolerance for blind and legless dragons since 1996

Rotfish

The Rotfish's model is in the game, but most of its animations are completely messed up.

This character is so unforgettable I forgot to add it until I was looking back at the pics I took of enemies