All New Trespasser Fan Levels
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Re: All New Trespasser Fan Levels
As a veteran of Myst, Riven, Myst III - Exile, Myst IV - Revelations and Myst V - End of Ages, I don't mind a hard puzzle now and then. I just wasn't prepared for it and thought it would be another "collect key, open door" type level. Also Anne's health is right on spot when you know about it. It gives you a nice feeling of tension especially if the first thing you do is run into the hunter body with the three raptors around and wish you could somehow grab that rifle.
I found that axe on the platform next to a wrench early on, but the attachment point was wrong so Anne held it by the blade instead of the handle and I thought that it's probably just a random buggy item with no use. By the way I used the wrench to open the rusty lock on the little shed only to realize that I was probably supposed to just shoot it instead. I need to think more logical... wrenches are not used to open locks. But now that you mentioned a big palm tree, I guess I should find that axe once again. It's going to take a while to chop it down.
And don't change your level yet. Yours is not the only level that has a different health system. Maybe Lee will have a look at it if you drop him a note. He implemented other features from ATX.
I found that axe on the platform next to a wrench early on, but the attachment point was wrong so Anne held it by the blade instead of the handle and I thought that it's probably just a random buggy item with no use. By the way I used the wrench to open the rusty lock on the little shed only to realize that I was probably supposed to just shoot it instead. I need to think more logical... wrenches are not used to open locks. But now that you mentioned a big palm tree, I guess I should find that axe once again. It's going to take a while to chop it down.
And don't change your level yet. Yours is not the only level that has a different health system. Maybe Lee will have a look at it if you drop him a note. He implemented other features from ATX.
Re: All New Trespasser Fan Levels
Ok, got it now ... but after an hour of looking for the second code I fired up TresEd.
Now you have some criticism to work on for the Everlasting Jungle
- Spoiler: show
Now you have some criticism to work on for the Everlasting Jungle
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Re: All New Trespasser Fan Levels
Yeah, I knew finding that second code would be hard, so I moved it to beyond the first gate, inside that enclosure, so there will be no backtracking for passcodes.
On another note, does anyone feel like modeling for me a low-poly space rocket for my Hunter's Camp level. I know it sounds weird, but it'll make sense in the end. It has something to do with the dark secrets of Biosyn.... Unfortunately, I can't model at all and don't have any modeling programs that would make a .3ds ready for converting to a Trespasser .TPM. Here are some pictures that I would want the rocket to look like.
On another note, does anyone feel like modeling for me a low-poly space rocket for my Hunter's Camp level. I know it sounds weird, but it'll make sense in the end. It has something to do with the dark secrets of Biosyn.... Unfortunately, I can't model at all and don't have any modeling programs that would make a .3ds ready for converting to a Trespasser .TPM. Here are some pictures that I would want the rocket to look like.
- Spoiler: show
Re: All New Trespasser Fan Levels
No need to mention it...TrespasserGuy wrote:
- Spoiler: show
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
- TrespasserGuy
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Re: All New Trespasser Fan Levels
Well, here's another update on Hunter's Camp, though I think about changing the name to "The Lost World", what do you guys think? Anyway, the level has been extensively modded. A whole slew of objects and puzzles have been added. All the hunters' keys have been placed for you to find. All the hunters' boxes open. There's nothing inside them yet, though. There's a whole new sinister set of hints pertaining to Biosyn and their activity on Site B. I hope this release will excite you a lot! ALso, a new boss has been added...
http://www.mediafire.com/download/y17d2 ... mp_v.4.rar
http://www.mediafire.com/download/y17d2 ... mp_v.4.rar
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Re: All New Trespasser Fan Levels
Hey TresGuy - this level sounds interesting! Don't suppose we could see a screen?
T@#124
T@#124
- TrespasserGuy
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Re: All New Trespasser Fan Levels
Hey! Now that I'm back, I'll give a big, long review on the new level you released recently, Mountain Road, in a little bit. Check back soon - and no worries, I loved it! I'll have to give it another playthrough quickly tomorrow. I haven't tried the new Hunter's Camp level, but I'll give it a quick go as well.
EDIT: Snooped around the new Hunter's Camp a bit, it looks pretty awesome - you've come a long way! I see you've used my crappy old models of the embryo cold storage machines. You've got spinosaurus labelled as one of the species, yet in this level it seems you're using suchomimus instead..? If you want, I have a working Jurassic Park III-style spinosaurus in my files you can use for your level. There's also one in the Xmas Gift level on the main site that looks pretty awesome. Just a little nitpicky thing that I'm unsure if you were planning or not.
Also, I have a suggestion to make the tunnels even more interesting - why don't you try and add some triggers that use a "fog fade" effect (where over a sequence of several actions, the fog progressively gets closer and thicker so as to look nice without an instant transition); that way, you can limit player's view distance, as well as make things seem darker if you change the fog color to black in this trigger as well. Trespasser is long overdue to have some creepy indoor areas - last one I saw was the Venture in TC~Isle. A few distant sounds such as things banging or dinosaurs as ambiance could help to add to this area's atmosphere. Don't get me wrong, this area is fantastic and you should be very proud of it, especially with limited resources - I'm just throwing suggestions everywhere!
Oh, and the whole dam area looks great - can't wait to see what's on the other side surrounding that little walled facility.
EDIT: Snooped around the new Hunter's Camp a bit, it looks pretty awesome - you've come a long way! I see you've used my crappy old models of the embryo cold storage machines. You've got spinosaurus labelled as one of the species, yet in this level it seems you're using suchomimus instead..? If you want, I have a working Jurassic Park III-style spinosaurus in my files you can use for your level. There's also one in the Xmas Gift level on the main site that looks pretty awesome. Just a little nitpicky thing that I'm unsure if you were planning or not.
Also, I have a suggestion to make the tunnels even more interesting - why don't you try and add some triggers that use a "fog fade" effect (where over a sequence of several actions, the fog progressively gets closer and thicker so as to look nice without an instant transition); that way, you can limit player's view distance, as well as make things seem darker if you change the fog color to black in this trigger as well. Trespasser is long overdue to have some creepy indoor areas - last one I saw was the Venture in TC~Isle. A few distant sounds such as things banging or dinosaurs as ambiance could help to add to this area's atmosphere. Don't get me wrong, this area is fantastic and you should be very proud of it, especially with limited resources - I'm just throwing suggestions everywhere!
Oh, and the whole dam area looks great - can't wait to see what's on the other side surrounding that little walled facility.
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Re: All New Trespasser Fan Levels
Just stopped by to show everybody these fake box-arts of my levels.
- Spoiler: show
Re: All New Trespasser Fan Levels
Nice little box art mock-ups you did there, TresGuy. Not sure how I missed your last update.
Anyway, as requested, here's my long overdue review of Mountain Road, which I just got finished playing and am now exploring in TresEd. Behold, the Great Wall of Text, all conveniently packed into a spoiler for your viewing horror.
Map Design: 8.5/10 - Consistently well designed, and always keeps you wanting to explore. There is so much to see and do in this map, and the concentric design around the central valley is presented very well. My problem with the whole second passcode and the area it is found in brings this score down a bit, and I would have liked to see perhaps a *tiny* bit more in the terrain texture department. Great work, nonetheless.
Gameplay: 7/10 - A fun, exploration-based level with a lot to find, be it a new item, or a tool to help you on your way. This was also brought down by the couple of puzzles I couldn't complete due to them being very hard to discover the solution for, and the large amount of backtracking involved in the completion of one. A few many guns at one point as well.
Story: 7/10 - Not much of one, though I assume this is not the central focus of the level versus the action/exploration aspect. The voiceovers were integrated well, though.
Creativity: 9.5/10 - So much done well in this department, from the design of the valley, to the bridge made of some fences and wood planks, and especially the tunnel, as always. A variety of puzzles and plenty to find on second playthroughs, plus some well-placed easter eggs and use of limited resources to make something new. Excellent work here!
OVERALL: 8/10
Enjoyment abounds.
Anyway, as requested, here's my long overdue review of Mountain Road, which I just got finished playing and am now exploring in TresEd. Behold, the Great Wall of Text, all conveniently packed into a spoiler for your viewing horror.
- Spoiler: show
Map Design: 8.5/10 - Consistently well designed, and always keeps you wanting to explore. There is so much to see and do in this map, and the concentric design around the central valley is presented very well. My problem with the whole second passcode and the area it is found in brings this score down a bit, and I would have liked to see perhaps a *tiny* bit more in the terrain texture department. Great work, nonetheless.
Gameplay: 7/10 - A fun, exploration-based level with a lot to find, be it a new item, or a tool to help you on your way. This was also brought down by the couple of puzzles I couldn't complete due to them being very hard to discover the solution for, and the large amount of backtracking involved in the completion of one. A few many guns at one point as well.
Story: 7/10 - Not much of one, though I assume this is not the central focus of the level versus the action/exploration aspect. The voiceovers were integrated well, though.
Creativity: 9.5/10 - So much done well in this department, from the design of the valley, to the bridge made of some fences and wood planks, and especially the tunnel, as always. A variety of puzzles and plenty to find on second playthroughs, plus some well-placed easter eggs and use of limited resources to make something new. Excellent work here!
OVERALL: 8/10
Enjoyment abounds.
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Re: All New Trespasser Fan Levels
Thanks for the feedback. Yeah, I know I shouldn't have place the second passcode so far away from its location. I've moved that to a more logical place and I've moved the Mayan head to a more logical place.
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Re: All New Trespasser Fan Levels
Wow, looks pretty good...
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Re: All New Trespasser Fan Levels
Wow the video looked good! Maybe a bit too much dino killing for this dino-loving guy, hehe. I usually try to let the dinos live.
I gotta install my PC to try this. I haven't played Trespasser since I moved to my new apartment in january. Been too lazy to install my PC and I've just used my Mac. Now this and some other stuff got me so excited that maybe it's time!
I gotta install my PC to try this. I haven't played Trespasser since I moved to my new apartment in january. Been too lazy to install my PC and I've just used my Mac. Now this and some other stuff got me so excited that maybe it's time!
With Trespasser, you can!
- TrespasserGuy
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Re: All New Trespasser Fan Levels
Are there any good modelers out there that can be of service to me? The objective is to just take a .3ds model, knock a few polygons off of it so Tres can handle it, give it textures, and convert it to a .tpm. If anyone wants to help with this, PM me.