http://p212.ezboard.com/fnendowingsmiraifrm3.showMessage?topicID=135.topic
Personally, i've never liked doing the regular grid-aligned heightmaps in low-poly games like quake. If they're high-res enough, it's fine, but at low res i'd rather have edges follow the contour of the terrain. So this edge loop thing is right up my alley.
But for Q1/Q2 i try to make stuff out of chunky polyhedra rather than out of a bunch of wedges. Quake seems to handle it better and stylistically it can be nice. See
The Powersphere Quest for a great example of this chunky technique. Or my own
Concrete Dreams for a sort of blend between the chunky technique and Distruptor's wall-shearing technique.