"Those are all Quake 2 textures with a bit of messing about to fit the theme - since doing this I've figured out how Quake 2 RTX materials work and modded it to load higher resolution models in maps so could improve on this a lot. There are a few free photorealistic texture packs out there that include stuff like that but would need some adjustment (roughness/specular, normal and metal/chrome maps) to make them materials in Quake 2 RTX." -Rroff
"'We've built an entire world. It's not like Quake — four episodes of unrelated crap — we've built a planet and a race of aliens. We have areas in the game that people can identify with — bunkers, hangars, warehouses, power stations and stuff. And then we've established missions and goals for each area. We wanted people to believe they were in a real place.' This is Tim Willits talking. He's lead level designer on Quake II."
"Mark Krynsky said: 'December 5th 1997 at the Puente Hills Mall in Los Angeles California. I helped cover the event for GameFan.com.' Check out his amazing photos of the id Software team at the Quake 2 Release Party!"
"Edge: Where did the idea for Wolfenstein 3D and Doom originally come from? John Carmack: They were both examples of gameplay looking for a game. We designed the user interaction and display technology to be as cool as possible, then worked a game around it. Wolfenstein was a homage to an old favourite, but Doom is just a killer environment with no pretensions of having a real story."
"Our Chaos Theory: fire a BFG in 1997 and you get CHAOS in 2021… The reason Quake and Quake II get more coverage than other games is simply because of the way in which gamers embrace playing them. No other games have been mutated in so many ways as Quake and Quake II have. So if you're sick of hearing the word Quake — bad luck. You'll be hearing a lot more of it in the future."