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Q3SP: "Map On The Edge Of Forever" By Sock
Screenshot : http://www.simonoc.com/files/maps/q3/moteof_final.jpg

sock says: "Here is the final release of a map that some of you may have seen over the last 8 months via the mountain of screenshots I have drowned this forum in and wondered 'what is going on here!'. It has been a very long journey for me with countless builds and months of building but thanks to all my friends it has been an amazing experience. :)

"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. All the source files and a detailed explaination of the map will be released next week. The website does contain some help on how to find things if you are really stuck!"

Zip File : http://www.simonoc.com/files/maps/q3/moteof_final.zip (49Mb)
Website : http://www.simonoc.com/pages/design/maps_q3/moteof.htm
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Instaling... 
Q3 for this =D 
 
Make this single player Q1 and I will totally cum for you sock. Or rather I won't if you'd prefer it, but will if you don't. 
Hmmm. 
for some reason it crashes for me with hunk_alloc error 55383388 something... wtf??? 
Spy 
make sure not to read the readme or look at the website 
Actually I Didn't Read The Readme At All 
 
 
The default value is 'com_hunkmegs 56' and it needs to be changed
to the following 'com_hunkmegs 96'


aha, i'll try ... 
Just Emphasizing... 
...that this is awesome.

Great job on the final, sock!

And, yeah, if it's not too late, and you still need to post this in other places, I'd post about the page and reading the read-me in the initial post.

I wouldn't have included a demo. But I'm an asshole like that... 
So I've Changed The Com_hunkmegs Value To 96/128 
but havnt succeed, the console still says com_hunkmegs 56 default 56
latched 96, so how to enable hunk96, vid_restart doesnt help

ps. i'm not familiar with QIII 
Restart The Game 
 
I've Just Included 'com_hunkmeg 96' In The Command Line Of QIII 
and voila it works now 
Another Crash 
When I get to the generator, my display driver (for some unknown reason) decides to crash. This sin't a hunkmegs issue, as that's high enough already. Anyone else getting this?

I'm liking what I'm seeing so far, though... 
Demos 
Played it, got stuck a lot of the time but I enjoyed it. I'll post more of my thoughts in an upcoming review. Still have a game and doom wad review to do first though!

Recorded a demo. Typed stuff in the console while I played but none of that seems to show. On occassions I'm away for a few mins (reason I split the demo in two files) So yeah, if you're patient and don't mind me wandering around aimlessly and the few 'silent' moments, enjoy my demo.

http://taw.duke4.net/quakisdemos.rar 
Btw 
thanks for the map, sock! 
Still Watching ... 
the demo's and it is really good to see what everyone is doing to find stuff. Some clues about how I created the hidden stuff:

* If you find a skull, it won't be mirrored somewhere else.
* Switches and buttons are always close together
* Always look up! (Lots of people don't do this)

@Zwiffle, if the Q1 tools were more modern with detail brushes, model support and better lighting, I would play with Q1 SP again.

@pjw, I did the video for mapcore people mostly, they won't have Q3 installed. The demo in the zip file was a poke to you, to finish your speed run! :P

@Spy, if you get the map running I would love to see a demo.

@Lardarse, that section of the map is really heavy on client traffic. Are you sure you using the latest version of Q3? 1.32B or C

@quakis, very cool demo, watched it all. I assumed when you spinned around really quickly after finding stuff it was because you were happy you got it or frustrated? 
Yeah 
Both really. I do odd things like that even in a game. Hope I didn't make you dizzy! The part with me trying to jump and couldn't do it properly (Q3 movement is too slippery for me) I just do that fustration spin + shoot... or when I'm happy I solved a puzzle. It's a habit... XD 
 
here is my demo
I liked walking through the map
puzzle solving is not my favourite part

http://www.quaketastic.com/upload/files/demos/Ankh_on_edge.zip 
 
@Spy, if you get the map running I would love to see a demo.
http://www.quaketastic.com/upload/files/demos/moteof_final_spy.rar

here's my demo, its a bit jerking and not completed :( ('bout 45min) me wandering around the level, i wish to play more maps that style of gameplay 
Sock 
just completed it and it's very impressive! the best level in the last few years in terms of atmosphere and overall style. and it's so cool it's not useless dm level noone gonna play, but something unique! cool puzzles there, true gift for quake secret fetishists :)
can't wait what's gonna happen next in this weird realm! 
Just Finished It... (Some Spoilers) 
(had to install q3 for this)

the good:

- top-notch environment art

- good secret-hunting gameplay

- nice scripted events (doors, fx, etc.)

The bad:

- centerprint messages were often terse and unclear (example: "activate generator" -- which one, there's like 15 generators in this level!)

- overall, i don't feel (with the exception of puzzle 1) that the puzzles were satisfying to solve; i generally solved them by trial and error.

Puzzles:

- Puzzle 1 felt the least arbitrary because the timing element was intuitively hinted at by the visual/audio fx. I was pleased when i figured it out.

- puzzle 2, in retrospect is just puzzle 1 without the timing element, which maybe says it should have come first. But for some reason i didn't realize the solution would involve hitting the same buttons multiple times, so it was more of an accident when i solved it (just ran around pushing everything.) Now that i've played the level through again, i realize there is a sort of "fill the power meter" mechanic that should have been indicated with a stronger visual. Perhaps 3 bars isn't enough for a power meter to make sense, maybe 5 would be better?

- puzzles 3 and 5 were basically the same puzzle, and when i saw them i guessed what they were, but actually solved them by luck on the first two button presses, without having to do a serious attempt.

- puzzle 4 was another arbitrary one, not that hard but my strategy was just to try different sequences of buttons until the generator thing changed into its next state.

Skulls: I found 7 of the 10 skulls without using the website. The three i didn't find were #1, #2, and #8. I should have found #2 and #8, because i was looking at other doorways for the exact type of trick you used for #2, but apparently not that doorway. And as for #8, i actually spent time looking through each hole in the balcony, and just somehow didn't look at the right angle to see the button.

Final thoughts: This was a frustrating map, it took me probably an hour of running around to almost solve it (except 3 skulls.) In a way, this is close to the feeling of playing any classic text adventure or myst-style adventure game, you spend a lot of time beating your head against walls.

I sound pretty negative, but i'm not sure it's actually a bad map. It might be a success, but it's so unusual it's hard for me to evaluate it. I think it has areas that it could improve on, but i'm somewhat at a loss of which improvements would be the right improvements. I guess my short list of things to look at would be: 1. more feedback in the puzzles so the player can begin to understand the mechanism, so they are less likely to solve it without knowing why, 2. visual design of puzzles should call more attention to the functional bits and less to random ornamentations. 3. help the player focus by only giving one new puzzle at a time? 
 
I think that's probably same way most people played the map. I'm actually glad the puzzles could be solved like this (trial and error approaches as countermeasure to frustration).

One thing I realized while playing the map is how much I act/proceed in predictable patterns when facing problems such as puzzle mechanisms and hidden buttons that I can't immediately solve. For example, I looked at the ceilings quite often (usually something most people don't do), and when I didn't find the remaining skulls, even searched areas multiple times out of sheer helplessness. 
Sorry For The Fugly Monsters, Had Them In The Dpmod Dir 
At First I Was Like Wow, But Then I Was Like Meh 
i agree with what metl said, but approached puzzle 1/2 in reversed order - then it all made sense. Some puzzles felt arbitrary and there weren't enough of them. Searching the skulls was random at best and frustrating at worst -- secrets should always be hinted at in some way. i had to refer to the solution for 3 or 4 of them, mostly the ones were you had to be in the one square meter of space to see them. see demo. http://www.mediafire.com/?zjoddwnanwt At the time i found them all, I was too frustrated to appreciate the ending.

Centerprint messages do reduce the immersion quite a bit, and were unclear, like metl said. in-game screens would have been much better.

Graphics were great, although (q3's fault probably) scale was an issue sometimes from some perspectives. I wish lighting had more contrast. 
Also 
i would have loved some more complex machines using the elements introduced in puzzles 1-3, 
Spirit 
what the mod is it? 
Demos 
@Ankh, @spy, thanks for the demos :)
@Vondur, thanks, glad you enjoyed it.
@metlslime, cool, ok. I thought it was good considering I was working with a MP engine. 
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