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Q1Puzzle: Ascending And Descending.
Or was it "Asshanding & Dazending"?!

This is a small medieval/realism puzzle map, complete with cramped rooms and oversized furniture. It's based on M.C. Escher's print of the same title, albeit without the visual paradox or any other weird styles for that matter. It's a bit of a blend between my very first Quake map, Scragbait's Fall Cleaning, and Lower Forecourt.

The gameplay is slow and focuses on key-hunting and finding secret areas. Requires a little thinking out of the box at times, but not excessively so. Try to discover, figure out and remember the hint messages.

It has a very open, nonlinear layout with terrible visblocking resulting in a high polycount and the risk of packet overflow on older engines. I recommend Fitzquake or one of its forks, but if you must play it with a vintage port, consider using some corpse removal mod.

Originally, it was supposed to be a quick and simple turtlemappish level to be released on Halloween or Christmas, but it dragged on and I ran into all sorts of technical problems (limit-related) which eventually made it a very frustrating experience - hopefully it won't be for you. Demos are appreciated.

Screenshot
Download

Note: There's quite a bit of compatibilty issues, be sure to check the readme for information. Most importantly, this map does not work with DirectQ 1.9.0 (use 1.8.8(1) instead), and Darkplaces users must set sv_gameplayfix_ q1bsptracelinereportstexture 0.
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Twsited And Brilliant 
I think that I started this map over the summer but I wasn't able to finish it before things got busy. It has been on my mind since then and I finally decided to tackle it again. I had made some great progress before but this map is so convoluted that I couldn't easily pick up from my last save, so I started fresh.

Somehow I was able to complete it within a reasonable amount of time. This time, the routes and secrets came more naturally to me. Even then, I was surprised every single time that I managed to find a secret, rune, or a new route. The fact that you managed to squeeze all of this into a tiny space and generally cramped architecture was nothing short of amazing.

The hints were great. I found 2/3 secrets although I could've sworn I heard the secret chime 3 times (bookcases, nailgun, and mega health at the top). I'm really glad that I didn't look up a walkthrough or get any outside help. You said that it requires thinking outside the box but I still feel like I might have done things incorrectly. Nevertheless, I can't really imagine any other solution apart from what I did.

Even though I was a little frustrated on my first attempt many months ago, I loved the hell out of this map and it's absolutely one of my favorites out of the many maps that I have played so far. It's crazy how you managed to design something like this - really challenging and strange but still pretty fair. This is the kind of map that I'll be revisiting and recommending to anyone interested in Quake. 
 
Screenshot link doesn't seem to work 
Glad To Hear That 
I think the lesson learned (hopefully) is to make things more obvious even if they seem too easy to the author himself. Originally some of the secrets were a little bit easier to spot, but then I thought they'd be too obvious so I changed it back. Of course, it's only obvious if you know exactly where to look.
And now I get purpled every time I fail at a puzzle... 
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