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The Edge of Oblivion is the third and last secret level of Scourge of Armagon. Designed with Deathmatch in mind, the level consists of several interconnected platforms suspended above a void. Just as in Quake 3, falling into the void is fatal. The player's task is to defeat several waves of monsters, obtain the Gold Key and reach the exit.

Quick Level Completion

Coming soon...

Walkthrough

From the start collect a Double-Barrelled Shotgun on a staircase. Behind you shoot a Button to lower an Elevator, and kill 3 Rottweilers and an Ogre before collect items. Go back to the start and kill a Grunt behind the door and collect a Super Nailgun. Go up the ramp and kill 2 Gremlins behind you.

Differences from Easy to Normal

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Differences from Normal to Hard/Nightmare

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Enemies

Type Count Notes
Easy Normal Hard/Nightmare
Horn of Conjuring Monster 2 2 2
Rottweiler 3 3 3
Grunt 5 0 0
Enforcer 3 4 2
Scrag 0 10 17
Gremlin 2 6 11
Ogre 2 5 4
Spike Mine 3 (4) 5 (6) 5 (6) In the original version, a Spike Mine doesn't count being killed on all skill levels.
Vore 1 12 23
Shambler 0 3 8
Total 21 (22) 50 (51) 75 (76)

Glitches

  • It is impossible to get 100% kills as the Spike Mine instantly explodes due to an incorrect spawning script and doesn't count as it is being killed. It is registered in Deathmatch as well. This has been fixed in the enhanced version.

Deathmatch

Differences

Coming soon...

External Links

Coming soon...

Trivia

  • This was the first suspended platform deathmatch level created for Scourge of Armagon.[1]
  • Richard Gray was originally going to title this map YES because it was inspired by Roger Dean’s artwork (especially his album cover for one Gray’s favorite bands), but the title was out-voted by the other employees at Hipnotic Software (which Gray begrudges even more so as time goes on).[1]
  • Gray’s intention, as he designed drawings and sketches for the map, was to create floating islands as seen in many of Roger Dean’s works. He was thinking about natural-looking platforms with water below and an interesting skybox, but the blocky limitations of the technology and framerate issues at the time forced him to resort to what is is merely a stretched, black skybox.[1]
  • This is one of Gray’s works of which he is most proud.[2]

Video

References

HIP3M3: Limbo Quake Levels HIP3M4: The Gauntlet
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