Bij Total PC hebben ze een artikeltje over de Q3Test in elkaar geschroefd. Ze lullen een eind weg over verbeteringen en nieuwe features en maken een vergelijking met Quake2 en Unreal. Hier heppie een hap:
In my opinion, the biggest improvement in graphics over the older Quake games is the consistency of the environment. Quake was far too dark for my taste, but Quake II went a little crazy sometimes with the colored lighting. Quake was just too brown, while Quake II ended up looking like a cartoon at times (not necessarily a bad thing). Epicís Unreal was beautiful, but the ability to select independent 256 color palettes per texture was abused in many areas too. In Quake3, id left behind the 8 bit textures of Quake II, and went for full 24 bit source art. The result is a new hybrid metal medieval look. The artists and level designers at id did a good job of making each map look consistent. The weapons and weapon fire are the only things that really introduce bright colors into the levels. I believe that id said that they did it intentionally as a design decision for accessibility to newbies. The darker atmosphere and deeper contrasts within the maps does tend to make the player models harder to see. Kenneth Scott, who has an absolutely amazing skinning style, uses a lot of shading on his skins. Combined with the new lighting, player models can be difficult to make out, especially with all the other graphical effects going. It would be nice if id implemented a gl_modulate type command to brighten things up a bit in the final version. There is a fullbright command in the test, but it is protected under id's new anti cheating scheme.