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 Post subject: WayForest
PostPosted: Fri Dec 18, 2020 8:09 pm 
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T-Rex Killer
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Joined: Mon Dec 06, 2004 5:21 pm
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Location: Portland, OR
Hello all. Some weeks ago after TLI1 began being too much to work on, despite its very small gameplay area, I began working on a more traditional-type Tres mod without so much puzzle planning, but still with the environmental work I wanted to work on. As well I'm trying to move beyond dino slaying as a feature of my new levels. I have rarely used MegaJungle pines when starting new levels up, and I have some idea now that it was because I didn't like the MegaJungle terrain as the basis of a pine environment. The old PV concept art is too deep! So I have started this mod using MegaJungle pines, some Lone Hunter foliage, and classic Trespasser pine terrain textures.

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Another fun part is that I really have no idea what the level is about, just a feeling. Even less stress.

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I have started making a little stone cabin to go in it. I'm not even sure what century it's from.

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Huh, if anyone has ideas, I'm listening. Level ought not to be too large by the end. It might be finished in January, or the end of Spring, can't say.

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 Post subject: Re: WayForest
PostPosted: Sat Dec 19, 2020 3:58 am 
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T-Rex
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Location: Canada, eh?
The only suggestion I can give is to do whatever you feel like doing, and don't do anything that's going to stress or exhaust you. :) Let the level flow and we'll see where it goes!

MegaJungle definitely needs more pine forest-type stuff. There is a single pine needle ground texture in that level, but it's very rudimentary and doesn't look quite right alongside the jungle textures. I'd like to make a lot more ground textures overall for those assets...there are a few new ones so far in CloningFacility.

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 Post subject: Re: WayForest
PostPosted: Sat Dec 19, 2020 5:34 am 
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T-Rex Killer
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Location: Portland, OR
Flow modding sounds like a thing. :statue:

New MegaJungle terrain sounds nice. Whenever computers aren't stressing! I've been on a bit of a break myself.

TI, any ideas come to mind with the level? I'm keen to put things in if people suggest them and they click.

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 Post subject: Re: WayForest
PostPosted: Sun Dec 20, 2020 5:24 am 
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Brachiosaurus
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Nice approach to modding Drac, it's good to not have a concrete plan and just let the level naturally flow and develop. If you're gonna put that stone cottage in, might I suggest having a little field next to it, with some stone walls around it? :)


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 Post subject: Re: WayForest
PostPosted: Sun Dec 20, 2020 5:46 am 
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T-Rex Killer
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Hmm! Well I'm not much of a farm person unless I'm recreating one for accuracy. Buuut I love gardens.

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 Post subject: Re: WayForest
PostPosted: Sun Dec 20, 2020 2:50 pm 
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-=TresCom Developer=-
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Location: That country nobody likes (you know the one)
Have a poison flower in the garden, like the one in the star trek episode that turns and shoots out poison spores. Have a
fireplace inside the cottage ready to light. Light a match, throw it into the fireplace, the flame erupts. Anne could say,
'it's warm'.

There's infinite possibilities, Drac, just follow your own imagination.

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 Post subject: Re: WayForest
PostPosted: Sun Dec 20, 2020 7:08 pm 
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T-Rex Killer
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I'm about it! Those are both great, thanks.

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 Post subject: Re: WayForest
PostPosted: Mon Dec 21, 2020 5:57 am 
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T-Rex
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Location: Canada, eh?
I like Rebel's ideas a lot. Make it a "for-fun" level, have some neat little tricks here and there like that.

If you're in a gardening mood, you could create a big, walk-through garden with dinosaur statues (using still-posed, stone-textured dino models) or something, like at the Crystal Palace or those "Dinosaurs Alive" attractions they have at amusement parks.
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 Post subject: Re: WayForest
PostPosted: Mon Dec 21, 2020 6:18 am 
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T-Rex Killer
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Huh! 1800s Iguanadon vision statue sounds great! :statue:

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