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This map is designed for
Quake 3 Arena 1.32
and IOQuake 3 and does not require any special MOD in order to
play correctly. I would highly recommend that you turn off various elements of the default HUD so that the playing
experience is as immersive as possible and follow the loading instructions below:
Place moteof_final.pk3 |
in your /Quake III Arena/baseq3/ folder |
Start quake3 Arena |
icon on desktop |
Hit ` key |
usually next to the number one key, left hand side |
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/g_gametype 2 |
This mode will get rid of the awaiting player message |
/cg_drawgun 0 |
Stops drawing any player weapon on the screen |
/cg_drawstatus 0 |
Removes the ammo, health and armor status |
/cg_drawfps 0 |
Turns off the fps counter in the top right corner |
/timelimit 0 |
Stops the map ending if an existing timelimit has been set |
/fraglimit 0 |
Turns of the fraglimit on the bottom right side of the screen |
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/map moteof_final |
loads the map, can be done via ffa/tourney menu as well |
Hit ` key |
will close the console if still open |
If the map fails to load with the follow error message
ERROR: Hunk_Alloc failed
then you need to change the memory amount using the following console command:
'/com_hunkmegs 96'. After typing the command, restart the game and load the map again.
If you feel the lighting of the map is too dark, you should change the screen gamma
to a brighter value. Please note that the gamma console command only affects the display
if the game is full screen. (the game fills up all of the screen, no window border)
The console command to adjust gamma is '/r_gamma 1.0' (default value)
A good starting point for something lighter is 1.3 and a lot brigher would be 1.5.
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Far across the Dead Sea, beyond the shores of white sand are The Dragon's
Teeth--heartless mountains consumed by cold howling winds and separated by
valleys of icy fog. Nestled deep within is a small rocky pinnacle upon which
rests the palace of The Guardian, the architect of the Vault of Knowledge.
For centuries people have visited the Guardian hoping for blessings and the
chance to take the Trial of Knowledge but few have been granted the wish. After
many wars and natural disasters the location of The Guardian eventually slipped
from people's memories and was lost forever from maps. Only legends remain telling
of the trial and the strange machines that seem to crackle with the power of the skies.
For years you have dreamt of finding the Vault and gaining the treasure of the ancients
but the mountain paths have just led you round in circles. One day, while searching
the northwest mountain peaks, you discovered a hidden trail marked with small
piles of stones covered in unusual symbols. Something looks familiar and you suspect
you have seen these symbols before in ancient books, but your memory is fading
and you are not sure anymore.
After days of walking past countless marker stones, the trail eventually descended
from the higher peaks towards a misty valley. Far off in the distance you could see
a small hill with what seemed to be a manmade structure on the top but you will need
to get closer to find out.
The trail leads down into a dense forest shrouded in a thick miasma that chills you to the bone.
The boughs creak and groan but there is no wind, just the fog blocking out the light above.
Several days pass and eventually the winding trail leads upwards again, out of the mist.
You stand before a small ornate building with glass on all sides.
You enter the main door...
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The Guardian awaits you ...
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This is a single player experience ONLY and there are no plans for
adding bots or multiplayer support to this map. The environment is designed with
countless visual clues of what to do next and will require the player(YOU)
to look up to find them! There is no time limit pressure and the level
can be played at any pace.
The environmental detail comes with a price and that is extremely
high poly counts in most areas of the map. The average poly count for the map is
between 20k-30k and will require a modern day PC in order to reduce any
FPS problems.
The main puzzles are made up of two state objects (on or off) which are
linked together to create more interesting problems. All of the puzzles
are setup with custom sounds and visual effects so that it should be
easier to see and hear what is going on.
The solution for every puzzle is always linked to something that is blocking
your path, this could be a door, a floor opening or a new route forward. Two of the
puzzles are randomly setup each time you load or re-start the map, so if
you play the map several times it should be a slightly different experience everytime.
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Puzzle 1
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On the left hand side of the ground floor is a room with three bay
windows overlooking frozen mountains surrounded by fog.
The room contains a large amount of machinery which is
glowing, sparking electricity and connected via cables running across the
ceiling space. Next to the central machine is a doorway leading to a lift
shaft which is blocked by a portcullis.
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Puzzle 2
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On the right hand side of the ground floor is a room with a large upper floor
balcony and an ornate wooden skylight far above.
The room contains a couple of transformers sparking electricity and connected
via cables running across the floor to a large machine in the middle. Next to
the central machine is a doorway leading to a lift shaft which is blocked by
a portcullis.
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Puzzle 3
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On the first floor next to the main lift is a diamond shaped room with huge
metal chains hanging down from the ceiling and lit by an ornate wooden
skylight high above.
The center of the floor has a large wooden iris surrounded by buttons and
the metal chains seem to be locking something in place. Below the iris is
a sunken pit with some machinery which appears to be switched off.
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Puzzle 4
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At the far end of the first floor is a large room with
three giant bay windows and two doorways leading to a wooden
walkway around the outside of the building.
At the center of the room is a large machine which is sunken
into the floor and waiting to be brought to life.
Around the edge of the room are transformers crackling with electricity
and seem to be connected together via switches.
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Puzzle 5
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On the first floor behind the main lift shaft is a dark room with
wooden walls and a curved balcony lit by a small window and an
ornate wooden skylight high above.
The center of the room is filled with a wooden monolith and
huge metal coils that pulsate and hum with energy. Perched like
gargolyes around the top are glowing pylons of energy that
flow around the sides like steps.
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Hidden away within the walls of the Vault of Knowledge are the skulls of power. These elusive
magic items need to be shot at by the player and returned back to the Guardian in order for the
final objective to be unlocked, the caves below the Archmage Palace.
Once the puzzle machines have been solved and the returning teleporter to the Guardian is active,
the skulls decorating the walls around the initial portal have a secondary function. Each skull found
in the Vault of Knowledge is linked to a skull in the Guardian chamber and shows the player
how far they have progressed with the final objective.
The large image below shows all of the skulls in the Guardian chamber labelled with a number that
corresponds to the small thumbnails underneath. When the mouse cursor is put over the top of the
thumbnail a small text hint will be displayed to the whereabouts of the skull. For a more detailed
image of where the skulls are located, click on the relevant thumbnail.
- Please note, that the above skull layout is for version 2
of the map only.
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Map Type | Single Player ONLY |
Layout | Linear with minor route choices along the way. |
Item Balance | Start with MG and SG with maximum ammo. |
Development | 6 month and about 1000 hours. Version - 156 (1FA) |
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Textures | Wood, metal and stone are photo sourced by me.
Electricty and plasma effects are originally from Quake 3 by Id Software.
Orrery cloud texture by Ydnar from shaderlab.
Books, rock and broken glass decal are from cgtextures. |
Skybox | Skybox created with
Terragen, clouds blended with Photoshop. |
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Story and VO |
By me and pjw with Arnie Swekel as the voice of the Guardian.
VO recorded by Mark Kilborn and effects added by me. |
Sounds | Raw sounds from
http://www.freesound.org/, mixed by me with
Audacity. |
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The Edge of Forever had a lot of private beta versions
before being released. I recently got a request to see what the old private
beta maps looked like and I thought other people might be interested as well.
So I created a list of all the beta maps with a short paragraph highlighting
what changed, which can be accessed by clicking on the images below.
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Obsidian
for help with the testing of the map and writing cool feedback reports. |
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pjw
for countless ideas during the development of the map and help with story / VO. |
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Tom
for testing the map and the idea of the skull-o-meter room. |
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Tigger
for help with environmental details and good advice on the lighting. |
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Joel
for good solid feedback on the puzzle mechanics and level flow. |
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Garth
for help with the testing of the map and fun watching your epic play through demo's. |
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Gabriella
for listening to my rambling 18/6 and for your genuine encouragement. |
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Arnie and Mark
for helping me out with the voice of the Guardian. |
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Randy
for creating q3map2, which has kept Quake 3 mapping alive for 10 years. |
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Thanks David for creating the first Q3A logic
document. |
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id
for creating Quake 3 Arena which is still an amazing engine even after all this time.
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