Was there really no score board shown at the end of every map complex in the original vanilla version, even tho the screen holds still until you click the mouse to continue (like in Quake1)? And did the developers really didn’t patch this with one of the many OFFICIAL patches THEY released back then? Because it is really hard for me to believe that a well rounded company like id, would make such amateurish mistakes upon release and then not even fix it afterwards.
Yes there was no stat screen. My assumption is that it probably wasn’t deemed as something important, be it for the release of the game or the following updates. I suspect that in general the intermission camera viewpoint was some afterthought or “old” code remnant, especially considering the ending of the Big Gun unit just showing inside of a box with explosions going off randomly.
The 2023 re-release Quake II Enhanced added this stat scoreboard however, listing the Unit’s levels and the kills/skills stats, as well as their totals for the unit.
According to some interviews, Quake II was also somewhat of a crunch mode development (but maybe not to the degree that Quake was), so no matter how well rounded id Software was in those days, it was still a small team and the focus was most likely on more important issues. And even so, several level scripting errors still remained even in the very last update, version 3.20.
For example, just recently I learned that by December 1997 when original game was released, the development of deathmatch maps weren’t even started. And since they appeared in a patch 3.13 released in February 1998, looks like they churned out those eight deathmatch maps in ~2.5 months or so. I used to think that they already had them in process but just didn’t manage to finish by the game’s release date and only did some tweaking and polishing for a patch release afterwards.
Oh hey Gila,
yeah seems like it. But it really puts them in a bad light if they think coherency in a game is a minor to no-important-at-all issue. Specially if they had the time to put all those Easter Eggs in there.
To be honest I don’t really trust anything these old developers try to tell us nowadays in hindsight (in generell not just id). They want to make it look like they want it to be not what actually happended. I noticed this a lot in the past few years that whatever critique comes up (mostly dumb fanboy tantrums) they try to cater to that specific critic and rewrite history in hindsight so that nowadays everybody who has shit to say doesn’t feel left out. And that is not only dumb but very dangerous. But they do that for other reasons too. If we wanna go back to id: that punk ass mother…I don’t know if I’m allowed to curse here so lets just call him Miss Sally Struthers. Every word that comes out of his mouth is just uttered to gain some traction. He was never a factor and now tries to act like he was the King of all things and manipulate his viewers with his obvious lies abouth things he didn’t even witness. People like that are a diesease and are not to be trusted.
I dunno, this never seemed like a mistake or oversight to me. You only got the intermission screen at the end of a unit, but time/kills/secrets were counted/measured per map. It might have been possible to track stats over an entire unit but adding them in the final screen seems a kind of arbitrary thing when it doesn’t tally with what is being tracked during playtime
At the time they were trying to move away from past conventions so there was probably little desire to add it just for the sake of being more like Q1. I can understand the remaster adding it because it seemed to want to retroactively push the two games into the same universe