Sadly, the adventure never continued… and now it’s already 2026. It left me wanting more.

I also really loved the ambiance of a Medieval/Gothic style astronomy tower in the sky with enough books lying around everywhere to attract the whole Ravenclaw House! The skybox and lighting gives me the feel as if this map takes place early in the morning, though I could understand if for some it seems like it takes place in the evening.
If I ever return to making maps for Quake 3, the puzzles and dialogue give me ideas if I ever take a crack at making my own single player map. 4.5/5 from me, because I think SP puzzle maps are better with traps along with puzzles, and strategically located bots like in Lo sota Olt. Encore!!
///Edit: It works on my clean installation, looks like developer install holds too much pk3's to start TEOF here...
Edited 1.57 hours after the original posting.
PS: It took me a while to find all the switches. :P
PS2: Hoping for Part 2, if possible.
com_hunkMegs is set to 176 I think.
And yes, I use version 1.32 of Q3
Some things that might help everyone load and play the map better that are mentioned in the readme file and on my website, but who reads that stuff anyway! :)
Memory Problems
The map requires the default memory settings to be changed so that the level will load correctly. If the map will not start from the menu please check your memory settings with the console command.
The default value is 'com_hunkmegs 56' and it needs to be changed to the following 'com_hunkmegs 96'
I recommend that certain HUD elements are turned off to enhance the atmosphere with the following commands. Do not turn all HUD elements off because the map still uses center print text for information on what to do.
cg_drawgun 0 Remove gun from screen
cg_drawstatus 0 Remove all health/ammo/armor numbers
cg_drawfps 0 Dont need to know about FPS! :p
timelimit 0 Zero just incase set before
fraglimit 0 Removed fraglimit from screen
One weird thing: make sure you reload the map from the console or skirmish menu when you're restarting it (don't just click restart). The custom shaders in the map (which are significant to the puzzles) don't seem to refresh if you simply restart it.
I made it to the end, after a few hours of playing on hangover :P Damn, those hidden buttons and skulls! The final section of the map, when you find all the skulls and the gate is open, is even more awesome than the other sections... I'm looking forward to part II, if Sock ever finds the time to work on it... (I hope he does).
Few months ago, after playing Portal, I was thinking about doing an adventure map, but I dismissed the idea after few tests. Dammit, now I'm thinking of revisiting it. What you do with those entities is quite incredible.
Anyways, off to get those last two skulls.
10
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