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The Edge of Forever - Source files
Web :
http://www.simonoc.com/pages/design/map ... source.htm
The map source file is very large (10Mb) because I have included 200+ ASE files with relevant map files and a few of those are linked together to form other files. The ASE 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 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.
@AEon, I just ran out of entities and could not add anymore to the map. I thought of at least another 5 places I could of created more secrets but Q3A has hard code limits. I could of got around this limitation with a MOD, but I wanted this to work with base Q3 as well.
The pacing at the end is weird because after I created puzzles 1-5 I hit the engine entity limits and had no chance to create anything else. The map had already been cut down in size twice before and I just wanted to finish the map and move on. The orrery is my nod to 'Dark Crystal' the film and is just something fun to find, a visual treat for playing the map close to the end. I originally wanted the orrery to rotate and be something you solved by aligning the planets but that is just light years ahead of vanilla Q3.
I tried to make every teleporter unique in style so that it was easy to describe them to someone else. The teleporter back to The Guardian room is suppose to be very industrial and feel like it was manmade. It certainly does not look as special as the Guardian portal. It probably could of had more detail added to it because I did not spend a much time on that room compared to others.
Puzzle 1 is usually completed by people running around like a headless chicken madly pecking at switches. It seems to be a favourite style for people and FPS games.
Puzzle 2 is the tricky one that actually requires players to observe, think and stop playing the map like a traditional Q3 map. It is the one puzzle that catches everyone out because you have to take note of the visual clues and re-use switches. This is very similar in style to puzzle 4 with multiple switches being re-used several times to complete something.
Puzzle 3 / 5 can easily be completed by random chicken effect. The real fun is to try and spot the patterns and complete it logically in two moves from beginning to end. Sadly these puzzles show quiet clearly how vanilla Q3 is just terrible for puzzle creation.
Puzzle 4 is a scripted event with some button mashing to advance each stage. No special puzzle logic, it is just something cool to look and listen too as the machine changes and develops into something else. I had a lot of fun making this one and all the people that saw it for the first time, always had a grin on their face when it was complete.
@^Ghost, if you want to convert parts of this to defrag maps then have a look at the source. Hope you have fun with the map file and come back to Q3W with screenshots!
@InsaneKid, OMG that screenshot is ugly, you really need to fix your version of quake to have a lower gamma setting or just get a better monitor. Hope you enjoyed the map glowing at you!
@neoplan, all the sounds are custom made from raw sound files. I used a crazy amount of them and I really should credit all the different sources but I don't know which one's I have used anymore. I downloaded a ton of stuff from
http://www.freesound.org/ and I recommend you check the website out. Amazing stuff.
@Pat Howard, I have been waiting for your feedback and I was wondering what you thought of it. The Guardian voice is by a friend of mine and it was worth the wait to get it recorded. It really makes the map shine and makes the environment/story much more interesting. The map is full of subtle clues to how things work and ways to help anyone solve puzzles. I think the clues should of been stronger (visually) but that is probably why nowadays anything that is remotely interactive or useful has a huge glow around it
Thanks for the kind words everyone, it does mean a lot to me after such a long time in development.

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