EDIT: CE-compatible version of TresCom Anthology. See the contained disclaimer .txt file for the few features left out of the CE edit. You can edit the link into your original post for quick access if you like, Rebel.
Download size 160mbs: (Updated 04/24/20)
TRESCOM_ANTHOLOGY_A_CE:
https://www.mediafire.com/file/nsr8ji55 ... _A_CE.7z/f@Edit (REBEL): T.I. was kind enough to create the ce version of the anthology, but due to atx's addon tpa files the TresCom and Effects tpas were missing crucial sounds within the original file TheIdiot posted. Repackaged, the link above now includes all updated tpas as well as additional work done on the level during the past few weeks.
ORIGINAL POST
Sooo...is this the "finished" release that I can play to the end..? Also, I'm curious to know which version of TC~Isle is included here?
And you're definitely welcome for the help on this one! As I've said, it feels like an honour to have helped out even a little bit with a TC level. I'm glad you were able to find another use for those railroad tracks and whatever else I might have contributed.

EDIT #2: ELECTRIC REVIEW-ALOO
Alright, so I played through the entirety of Prequel, pretty sure I didn't miss anything! Hastily written review in the spoiler:
- Spoiler: show
- Overall, I felt like there were a lot of high points and very few low points (most of which involved trekking long distances). I must say that the amount of puzzle-related material is extremely impressive, there's just SO much to do in this level, and you have to ensure you check every nook and cranny. The good news is, you really want to check everywhere because there are so many interesting locations scattered around the map. The use of animations and other triggering tactics to create some of this stuff, especially the bulldozer part, really holds it up there with the other TC levels - it does definitely fit in with the rest of the series.
I also think the sheer amount of cool new models is something worth noting, and the objects which are re-used appear very tastefully. I was really amazed by some of the structures you came up with - those houses and the mine-cart house in particular. Every location felt worth exploring, even if they were empty. There are a lot of resources I think other Trespasser modders can definitely use, and some things which can also be used as examples when trying to script things. One tiny detail I really liked was that the ladders work excellently - you can walk up them simply by pressing W, or back onto them and let Anne climb down without touching the controls.
As for the variety of dinosaurs was perfect and felt realistic, though I would have liked to perhaps see a few more in the starting regions. I especially liked the fact that I could actually go back to locations to reload my guns, it made them worth keeping and also gave me an idea of how many bullets I could lay into a dinosaur before I wouldn't have any weapons left.
There are a couple of downsides, however - I still can't help but dislike the extremely dense fog, especially since there are definitely some cool vistas from which the level could be seen. I'm not sure if the fog distance could be rolled back in ATX, however, so it's not a huge deal, but it does make it hard to navigate sometimes. The other thing I disliked was the amount of walking that had to be done in some areas where nothing would really happen, the biggest example here being the dried-up lakebed. It takes quite a while to trek across it, and an unlucky player might end up having to do it a couple of times. I also ended up getting nearly stuck at the mine-cart house and walked in a circle before finding the solution, which is unfortunate as there is a lot of terrain to cover and some of it didn't really serve much of a purpose in this region (despite the really interesting section over by the lumber yard).
Anyway, don't get me wrong, I really loved the level. There's so much to do and the variety does definitely make it interesting, and there were some particular "AH-HAH!" moments which made it worthwhile when the puzzles made logical sense.
I do look forward to playing a more completed version of the level at some point as I did discover some empty areas, but for the moment this is definitely a level worth playing. I guess this is a sort of temporary alpha-stage review, but for the moment I'd give it an 8/10. With a bit more purpose to the empty areas, it can definitely be a 10.
And a bug report:
-Around the area with the T-rex, the physics decided to stop working a couple of times to the point where I fell through the walkway. Not too sure why this happened, but I re-loaded and it worked fine. I also managed to get my arm stuck in the mine-cart engine a few times somehow, possibly related to this bug.
-The keypad at the end gave me some SERIOUS difficulty...it's like the buttons were either really small, the triggers were too far back in the box, or it was just straight-up broken sometimes. Though I did finally get the passcode punched in, it was a bit of a struggle.
-I seem to remember seeing the inside of the dam modelled, but I couldn't get inside in this level. Are the doors supposed to be locked?
-The water in the basement of the warehouse doesn't quite touch the stairs, which results in a visible gap between the water's surface and the steps.
-There is a section of the fake mountainside next to the dam turbine building whose edge is a couple of inches from the surface it's supposed to be touching.