Wow, okay, so...this is pretty damn cool. Even for a pre-alpha, I already really like the direction you're taking. Each area has something interesting to see, there's a bit of exploration here and there, and the overall level design just looks really great! And I like what you've done with the unfinished level areas from my original unfinished level you based this on, it was a nice surprise to see you left in the few little areas I made originally in ShadowedLands.

I get a really great vibe from what I've seen so far, not to mention the remaining areas I checked out in TresEd (which are just...really, really incredible for a lot of reasons that I won't spoil). The whole level gives me serious RTJP vibes, it really reminds me of what I'd envisioned for some of the later levels, like RTJP~Camp. I'm glad to hear that you seem to have used at least some parts of the RTJP TPA files as well, plus a number of its models...I'd hoped those would be of use to someone one day.
And I think once Draco comes back around, he'll definitely like to see the later part of this level...
My only suggestion so far is to add maybe a couple more encounters, voice overs, or musical cues around the level for a release version. I did feel that in a couple of the "walking" parts, it could have benefitted from something to listen to, or perhaps an enemy to deal with...that narrow cliff road would be an interesting place for an triggered attack from both the front and behind.
I'll also note that, since this uses the ShadowedLands layout, the canyon you go down at the start of the level was meant to be a cave with ancient paintings of humans fighting dinosaurs on the walls. The big canyon you put the lake in that is overlooked by the Safari Lodge buildings was meant to be filled with some kind of aquatic enemy, and you'd have had to jump between rocks in the pond and solve a puzzle to escape. And finally, the place beyond the end level trigger was going to be a massive Mayan maze, filled with traps and enemies, where you'd have to find 3 keys to open the door to the exit. I figured I'd mention this since it might inspire you in some way, since you say you're a bit strapped for creativity at the moment.
I do hope to see this finished in the future as I think it could be your best level yet!
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EDIT: well, I downloaded it, tried to play it, and it would crash in certain places. I could avoid crashing by looking in another direction. After trying a few things, I deleted the grass and it works fine now.
Hmm, surprisingly this time I didn't get any crashes whatsoever, or any instability. Don't know if it's the .ini settings at it again or what, since I did notice that TresGuy seemed to avoid having a lot of clipping grass objects which usually tends to be the case...perhaps it would be worth releasing a "low-detail" version of levels that use 3D grass without those meshes since they seem to be troublesome?