Earlier quoted context omitted.
>whoever coded that really was deep into the tail end of a caffeine, coding and sleep deprivation binge ;) That's most indie game devs of the period, but more so at id Software which splintered the team during Quake's development due to internal squabbles, causing John Romero and others to leave id. You can even tell that from the quality of Quake's levels which start with beautifully crafted and intricate levels, an…
You assume that the quake maps were built sequentially, but that's not the case. Since this was all new technology, the "best" maps were conceived at the end of development, after the team was familiar with the tech. You want those maps to be at the start of the game, as it's the first thing the player sees. Also, the distinct style of the last episode is easily explained by the fact that all of its maps were built b…
I had a pirate pre-release copy of Quake that I'd wished I'd saved. But in any case I do remember there were changes to the maps all over the game, so the levels were definitely not done in order. The biggest difference I remember is the ending in the final game is totally different. The pre-release had a more Doom style waves of monsters fight on a sort of giant terrace. I didn't particularly like that doom style ending, but also felt the release game's ending was kind of an anti climactic gimmick.