As a mod author, I have one thing concerns me about Quake3 and Unreal
Tournament: as multiplayer-only games, will they be lacking the
hardcoded special effects that Quake2 and Unreal had included for levels
and enemies in their single player missions? For example, in Gunslinger
Quake I use a globe of darkness that was originally coded for an
opponent included in one of the mission packs. How versatile and
controllable will the lighting and particle effects be? In Quake2 they
we predefined and hard to manipulate, but at least there were lots of
them. I'm curious to see how things work out.