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Quake III: Revolution

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Title Screen

Quake III: Revolution

Developer: Bullfrog Productions
Publisher: Electronic Arts
Platform: PlayStation 2
Released in US: March 27, 2001
Released in EU: April 6, 2001


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.


Quake III: Revolution is a port of Quake III Arena to the PS2 with content unique to this version. It features a single-player campaign with character stats and skins unlocked through progressing in the campaign that give you higher stats, new game modes, and new characters.

Hmmm...
To do:
There's a treasure trove of unused voices lurking in the SDTs. Lots of voices, bits of cut Q3A material, and even the unused voices get credited in the end. There's also figments of greater crufty ambitions like Catch the Chicken mode, Nail grenades, Chainsaw/Powermace/Stungun melee weapons, references to climbable ladders, etc.

Chat Bubble Sprite

Q3R-balloon4.PNG

Since you can't have text chat. nor can the bots initiate any chat, this sprite goes unused.

There are also three chat bubbles from earlier in Quake III Arena's development, the last image also appearing in the earliest available prototype.

Early Loading Screens

A bare background with text, as well as a mockup image of a loading screen.

Early Copyright Screens

An image of an early copyright splash screen, reflecting an earlier interface design, and two placeholders for French and Italian copyright screens.

Company Logos

Unused static screens of company logos are present. The game uses videos for the logos instead. Bullfrog does not appear at all.

Catch the Chicken

Q3R-DK2-Chicken.png
Q3R-EADM6-Chicken.png

Remnants of a scrapped Catch the Chicken game mode remain in a level header image for The Keeper and Asylum.

Unused Map

Q3R-L MiniDM4.png

The thumbnail image reflects The Very End of You, but in reality the map is an earlier version of the first arena in Arenas of Pain. The interface's name for this map is Space DMZ.

Scrapped Maps

House of the Desolate, the first arena in Hero's Odyssey was slated to become a small arena map for multiplayer. Only these images remain.

Similarly, the third arena in Arenas of Pain where the Vadrigar is first fought was to become an arena for Single-Weapon deathmatch. The map seems fully functional, so it's unclear why it was scrapped, as it only seems to lack a thumbnail

The game also contains a few .arena files with information for maps and gamemodes that aren't actually present in the game such as Malevolent Cathedral, another map by Dan Haigh, who designed House of the Desolate

malcath.arena:

{
map			"malcath"
longname	"Dan Haigh's Malevolent Cathedral"
fraglimit	10
type		"ctf"
} 

paulj.arena:

{
map                     "pjctf5"
longname        "Assassin's Roost"
type            "ctf, oneflag, harvester, obelisk"
}

{
map                     "pjctf6"
longname        "Teamwerkz"
type            "ctf, oneflag, harvester, obelisk"
}

{
map                     "mp_q3ctf2"
longname        "Troubled Waters"
type            "ctf, oneflag, harvester, obelisk"
}

{
map                     "mp_q3ctf2"
longname        "Troubled Waters"
type            "ctf, oneflag, harvester, obelisk"
}

q3tourney6_ctf.arena:

{
map                     "q3tourney6_ctf"
longname        "Across Space"
type            "ctf"
}

tim.arena:

{
map                     "space_ctf"
longname        "Space CTF"
type            "ctf"
}

{
map                     "tim_mpctf2"
longname        "Tim CTF2"
type            "ctf"
}

{
map                     "tim_mkc"
longname        "Tim CTF2"
type            "ctf"
}

{
map                     "mpq3ctf1"
longname        "Mpq3ctf1"
type            "ctf"
}

{
map                     "mpq3ctf4"
longname        "Space Chaos"
type            "ctf"
}

{
map			"tim_tourney1"
longname	"The Courtyard"
type		"tourney"
}

xian.arena:

{
map		"mptourney1"
longname	"The House of Decay"
type		"tourney"
}

{
map		"mptourney4"
longname	"Evil Playground"
type		"tourney"
}


{
map		"mpteam3"
longname	"Inner Sanctums"
type		"CTF"
}

{
map		"mpteam7"
longname	"The Capture Chamber"
type		"CTF"
}

{
map		"mpteam2"
longname	"Fallout Bunker 0225"
type		"CTF"
}

{
map		"mpq3ctf3"
longname 	"Return to The Stronghold"
type		"CTF"
}

Unused Skins

Quake3Revolution Hunter UnusedPortraits.png

The character Hunter has additional skins in LINKFILE.LNK with numbering that follows the pattern of other unlockable skins (which is 00 through 04 appended to the end) despite not being a playable character in the single-player campaign.

Quake3Revolution Hunter UnusedFeathers.png

The feather textures used for the skins. The alpha has been channel separated and is displayed below.

Quake3Revolution Hunter UnusedFaces.png

The face textures used for the skins. The alpha channel has been separated and is displayed below. There are four texture files present with the leveled skin name pattern, although one of them appears black when forced onto a wall.

Quake3Revolution Hunter UnusedBodies.png

The body textures used for the skins. The alpha channel has been separated and is displayed below.

Quake3Revolution Hunter UnusedEnvMaps.png

The unused environment maps. Judging by the portraits, the blue environment map (hunterenv03) goes to the blue skin, and the purple environment map (hunterenv04) goes to the purple skin. Judging by the filenames, these were to be applied underneath the blue and purple skins as an environment using id Tech 3's shader system, which would cause them to shift as the character's position relative to the camera changes, creating a metallic effect.

Unused Sounds

T-DOOM.SDT

Unused English Doom voices.