![]() The pre-vis tech used on The Mandalorian? That's some of Matthias Worch's work. He'd go on to work on Sin, Unreal 2, lead level design for Dead Space 2, lead design for the legendary-but-cancelled Star Wars 1313, the forgotten gem Mafia III, and now works for Epic Games as a design lead of the Special Projects group. Two months after the release of Beyond Belief, Ritual flew Worch from his home in Germany to Dallas, Texas for an interview and hired him soon after. The Quake Map Hotel encouraged HPBs worldwide to "Fire up that tired modem, go fix a sandwich, and come back to a marathon of quality Quaking!"Īnother group paying close attention to Beyond Belief was Ritual Software (then known as Hipnotic Software), who'd just released the first official Quake expansion pack Scourge of Armagon.Crash's Quake Page praised the gameplay, highlighting that "monster placement and flow are exceptionally well done though it's hard, it's survivable".Matt Sefton of Matt's SPQ Level Heaven said that Worch ".breathes new life into the genre".Contemporary reviews of Beyond Belief were equally effusive in their acclaim: It was an instant smash hit, downloaded over 10,000 times in the first two days. The highly anticipated Beyond Belief was met with universal acclaim, and the large 7.1 megabyte download size was considered worth the additional multi-hour wait. After eight months of work on Beyond Belief, Worch released his episode in May of 1997, less than a year after Quake's release. Photo and quote source: Matthias Worch's own Beyond Belief video retrospective, link belowĭespite these headaches, Worch clearly had the skills to pull off an id-quality map pack. ![]() ![]() If I wanted a 6-sided, supposedly "round" bar, for example, that would actually be three brushes." Notice all the wireframe polygons are stretched squares. "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 because 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.
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