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Posted

moteof_final.jpg

More screenshots and information are available on my website.

I know this is primarily a source engine site but I always hoped that some people here have a copy of Q3 lurking on their HD somewhere. This is the final release of a map that some of you may have seen over the last 8 months and wondered 'what is going on here!'. It has been a very long journey for me with countless versions and months of building but thanks to all my friends it has been an amazing experience. :)

The map features brand new high resolution textures, a large collection of new static meshes, VO+Storyline and a full custom environmental soundscape. All the source files and a detailed explaination of the map will be released next week if you are interested.

As always, constructive comments are welcome and if you have the chance to record any demo's please let me know because I would love to see how you played the map. I do understand that this will not be everyone's cup of tea because it has a very strong puzzle element but take your time and try to resist the urge to noclip around the place. The website does contain some help on how to find things if you are really stuck!

Zip File : http://www.simonoc.com/files/maps/sp/moteof_final2.zip (49Mb)

Instructions for loading / playing the map

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 and 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 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.

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...

EDIT: Fixed broken images/links

Posted

@insta, Thanks, hope you enjoy it. :)

!!! Spoiler !!!

Here is a link to a youtube video speed run through of the entire map completing everything in 4 1/2 minutes. This is really for people that don't have Q3 installed and just want to know what is going on with this release.

Be warned, this speed run through will complete everything and spoil the entire map showing all areas and secrets. Use this link with caution if you want to play this map at your own pace later on.

Posted

Just finished it!

I really enjoyed the puzzles, with the solutions being logical and being rewarded with some really neat scripting once completed. I think my favorite one is where

the buttons reset before their effect has worn off, and you have to stack the button-pushes to fill the "meter".

Its really simple once you've done it, but it took me a while to realize that it was possible.

I was sad that the astronomy-"machine" wasn't incorporated into any puzzle, since it seems that was an object that had received a lot of attention.

I didn't really enjoy finding and activating all ten skulls, since by the time I realized I had to do that I had already solved all the puzzles and it was basically a whole lot of running around. However, my girlfriend was watching TV in the background, so maybe I missed some audio cues there which would have made it a bit simpler.

Anyways, in short, really cool puzzles and a very nice graphical style, looking forward to part 2!

Oh, and according to Steam stats, I played Q3 for 0.7 hours, which is the time it took for me to complete it.

Posted

True. As I remember the source code is totally messed up and it's hard to implement something new but you can modify the menu and other stuff to make it look more single player game :)

Posted

moteof_source3l.jpg

The Edge of Forever - Source Files

Web : http://www.simonoc.com/pages/design/maps_q3/moteof_source.htm

The map source file is very large (10Mb) because I have included 200+ model files and a few of those are linked together to form other models. The model naming convention is a bit strange but the level was developered over 8 months with 156 map versions so some stuff will probably be in the wrong place. I recommend you turn on camera clipping in the GTK editor, otherwise you will not be able to move the camera around.

The map is compressed into a small space in the editor so that the light grid has a better density on surfaces. I have included map compile options in the readme file and it works fine with q3map2 version 2.16. All the Q3A logic stuff is high above the map and is colour coded via textures to show the different functions used. Once I get a free moment I will sit down and go through some of the logic stuff because unless you are into scripting or coding it will be very difficult to follow.

@insta, wow, I am glad you had some fun playing it. The map was designed for 30-60mins of gameplay, so 0.7hrs seems about right. The orrery is mostly a couple of models just rotated and twisted around. It is my nod to the film 'Dark Crystal' and their version looks even better. Most of my time was spent testing the puzzles and adding visual clues around the place for the other rooms. I would of loved to create something bigger but I hit engine limits very early on. In hindsight probably a silly idea to use the Q3 engine but it was a lot of fun to create.

@seir, yeah I was trying to create something that looked and felt different to what people expect from Q3.

@VoodooBenshee, If you get a chance, try and get hold of a copy of Q3 and check it out.

@Campaignjunkie, yep good point. If i do anymore puzzle stuff with Q3, I will look at doing a MOD next time.

EDIT: Spelling mistakes

Posted

moteof_beta_all.jpg

Website : http://www.simonoc.com/pages/design/map ... f_beta.htm

This is mostly for someone over at Q3W, but I am posting here just in case someone else is interested. I have uploaded all the old beta zip files to my website and quickly put together a web page for it with download links and a quick paragraph on the major changes in each beta.

tn_moteof_final2.jpg

What is it, Version 2!!! (The defrag release)

* Added defrag timer triggers to map. Start - first set of pillars in Guardian chamber, Finish - 'to be continued message'.

* Changed texture on secret buttons (Painted red to stand out more)

* Changed light behind switches to blue. (Should be more obvious)

* Fixed the broken fog brushwork on the front of the portal model!

* Fixed overlapping brush in puzzle room 5. (top beams)

* Fixed texture on 45 degree light fixture in puzzle room 5.

* Fixed light leak on puzzle room 5 wall. It looked like a secret wall panel.

* Changed all the light map density values for puzzle room 5.

* Fixed wood colour errors on electric generators.

* Removed light switch on shortcut between lift 2 and teleporter.

* Removed light switch on generator in lift shaft 1.

* Added broken second switch panel to top of lift shaft 2.

(Hint to player to look for the button instead)

* Broke wood beams on portcullis leading to orrery.

(Should be able to spot the button easier)

* The lights behind switches in the first room switch off quicker so players notices difference

* Changed most text messages to be less confusing about subject.

* Re-recorded a new demo showing complete walkthrough again.

* Re-arranged the order of the skull-o-meter to hint at locations better.

The list above is mostly cosmetic stuff, but a couple of people wanted to play the map with the defrag mod. I thought why not help them out with an update and also fix some stuff relating to feedback at the same time!

New Linky : http://www.simonoc.com/files/maps/q3/moteof_final2.zip (49.1Mb)

  • 2 years later...
Posted

puzzlelogic1a.jpg

I have always wondered about the idea of 3D scripting with the logic functions being defined as 3D shapes. A couple of years ago I started experimenting with a small set of entities to see what stuff I could create and the initial tests were a lot of fun.

Eventually the test maps turned into a huge single player puzzle map called Edge of Forever which consequently took forever to finish. Afterwards I was going to write an article about the puzzles in the map and then I realized, no one would be interested, the project was a crazy idea to start with!

After two years of avoiding the idea I recently found the time and energy to finish writing the article on puzzle logic I promised. Funny enough it turned out exactly how I imagined it would ... barking crazy!

http://www.simonoc.com/pages/articles/puzzlelogic1.htm

A big thank you to PJW for helping me with the proof reading of the document :)

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