

You can backtrack through either teleporter if desired. On the left side, at the middle of the hall, is another teleporter window, which sends you to the final area. Walking into the window will teleport you into a dark corridor that has two Fiends in it, along with a Double-barrelled Shotgun, Nailgun, and two shell boxes. You start off in a square room that contains five Megahealths and has a round glass "window" across from the slipgate. The Wind Tunnels serve as episode 3's secret map instead of E3M5.ĭespite sharing the same name, this level is completely different than the one used in the final game. "The" was dropped from this map's name in the final, since it is too long and draws over both the secret count and edge of the screen. Its likely that the Shambler was removed because it has a nasty tendency to get into fights with the Vores because it is right behind them, which makes the final section much easier than it should be. The last area is a bit different compared to the final version there is a pillar to the left and right of the teleporter, and a Shambler spawns behind the Vores as soon as the Vores appear, while in the final two Fiends appear when the player gets to the center of the bridge. Satan's Dark Delight is in E3M5 and The Wind Tunnels are the secret level. The Haunted Halls are in the E3M4 slot instead of E3M7. (Source: Planet Romero - Quake Birthday Surprise) E3M4: The Haunted Halls The Thunderbolt uses the Rocket Launcher's world model.They'll be replaced with a unique spiky purple model in the final.

The Vore's projectile uses the same model as the fireballs in lava and the ones that Chthon throws.The sprites themselves are actually (poorly) converted from Doom. This is the same sequence that was used in Qtest1. Instead of a white particle effect, a greenish sprite sequence is used after teleporting.The Biosuit doesn't appear to be textured, yet.This makes them appear to glow in dark areas. Several pixels on the axe texture use fullbright red palette indices, rather than normal ones.Quitting the game from the menu exits without showing a confirmation.The menu uses a noisy clanking sound when choosing an option and the cursor only blinks.Given the reference to "his hair," it's most likely an inside joke regarding John Romero's often-long hair. Instead, there's a single-screen placeholder that includes a strange hidden message at the bottom. The retail Help/Ordering screen hasn't been implemented yet.
