One interesting thing about Quake is that not only it was 3D, but it was
excessively 3D in many ways. For example, they have rendered all flames as 3D models, even though sprites and/or procedurally generated 2D flame (as used in e.g. Unreal two years later) would look much better given the very low poly counts.
https://media.moddb.com/images/members/1/240/239733/qv1.gif
Curiously, explosions were still sprite + particles. But I can't remember anything else outside of UI that was using a sprite.
Q2 took it even further - it has 3D models for explosions, and even puffs of smoke when bullets hit walls (these were simple particle effects in Q1). IIRC the only thing that was a sprite was the BFG10K plasma ball?
Back then, I just found it strange. In retrospect, I wonder if it was an attempt to associate some kind of "uncompromising real 3D" branding with id engines. It's interesting that Q3 - which was the first engine id released after they got serious competitors in that space (Unreal, Source) - switched back to sprites for fire, smoke and explosions. And Unreal especially made it a point that it wasn't just 3D, but it was shiny:
https://www.youtube.com/watch?v=zqdeyseQAP4