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 The Edge of Forever Beta Page Source Page File Size: 49.1Mb
Start room Metal hands Glass view Wooden vault
To the stars! Full power ahead Tranquil waters Vertical layers

 How to play
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
type
/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
 
/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.


 The Story
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...


 The Guardian awaits you ...
The Main Hall The Portal The Main Entrance The Vault of Knowledge


 Design
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.



 Where are the Puzzles?
  Puzzle 1
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.
Puzzle 1

Puzzle 2
  Puzzle 2
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.

  Puzzle 3
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.
Puzzle 3

Puzzle 4
  Puzzle 4
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.

  Puzzle 5
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.
Puzzle 5


 The skull-o-meter
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.

Skull-o-meter
Easy Start Window Seat Tucked away in a very high room Watching a Portcullis Lift Bottom Feeder
Are the chains distracting you? Above the Generator Buried Outside To the Stars Dont rush into the teleporter
- Please note, that the above skull layout is for version 2 of the map only.


 Map Information
Map TypeSingle Player ONLY
LayoutLinear with minor route choices along the way.
Item BalanceStart with MG and SG with maximum ammo.
Development6 month and about 1000 hours. Version - 156 (1FA)
TexturesWood, 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.
SkyboxSkybox created with Terragen, clouds blended with Photoshop.
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.
SoundsRaw sounds from http://www.freesound.org/, mixed by me with Audacity.


 Old Beta Maps
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.

Beta 2 Beta 4 Beta 6 Beta 9


 Credits
- Obsidian for help with the testing of the map and writing cool feedback reports.
- pjw for countless ideas during the development of the map and help with story / VO.
- Tom for testing the map and the idea of the skull-o-meter room.
- Tigger for help with environmental details and good advice on the lighting.
- Joel for good solid feedback on the puzzle mechanics and level flow.
- Garth for help with the testing of the map and fun watching your epic play through demo's.
- Gabriella for listening to my rambling 18/6 and for your genuine encouragement.
- Arnie and Mark for helping me out with the voice of the Guardian.
- Randy for creating q3map2, which has kept Quake 3 mapping alive for 10 years.
- Thanks David for creating the first Q3A logic document.
- id for creating Quake 3 Arena which is still an amazing engine even after all this time.


 To be continued ...
The cave Broken gates Abandoned lift shaft Next part?


Mememe
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Shape and Form -
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The Horde of Zendar -
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Castle Kaahoo -
One Thousand Cuts -
Fallen From Grace -
Single Player Mods -
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Arcane Dimensions -
AD Only Maps -
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Arcane Monstrosity -
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Grendels' Blade -
Nyarlathoteps Castle -
Obsessive Bricks -
Ogre Fortress (e2m2) -
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Multi Player Maps -
Focal Point (QuakeLive) -
Pyramid of the Magician -
Mystic Gemini -
Si'Metrik -
Chiroptera -
Indie Games -
Flipper -
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