So, the Geo-plant and the harbor were part of the same level and it was called "Shore." Makes sense.
Crane VS T. Rex reminds me of the Bobcat Loader VS T. Rex scene from Carnosaur.
That's all I've had time to read so far.
Wow, the forums have been really dead lately. Surprising considering the update of the TresCom Level and this walk through. I'm moving to our new house in less than 2 weeks and have been busy packing, so that's why I haven't been very active.
hppav wrote:Or Carnosaur 2 where they used the loader to push it down a 150 foot plot device.. I mean shaft.
nice.
I will read it later.
*Ultra-secret island area
Some cool easter egg, possibly additional puzzle to get it.
I find that interesting.
*Dead T-Rex
Not a puzzle as such, but a T-Rex skeleton for Anne to find with blown-up skull to back up the story of the hunter who blew himself up to kill it while it was chomping on him.
What story? Maybe I missed something?
*Sunken tug
Find briefcase
A sunken tug seems like a cool place to explore. to me, it is rather interesting that all it says is find briefcase. hmmm.
If you aim low, it's always going to end up with something rubbish. There's no point designing something worse if there's a possibility for it to be better. If it's successful, it's better than having something fully working but badly designed.
LtSten wrote:If you aim low, it's always going to end up with something rubbish. There's no point designing something worse if there's a possibility for it to be better. If it's successful, it's better than having something fully working but badly designed.
Absolutely true, but I think it's weird that a two story building seems to be viewed as more of a challenge compared to the other, more complicated ideas.
Well at the time I guess they didn't really know the limitations of the engine they were building.. if there was even half an engine in 1997. Seems to be something that hadn't really been done before in '97? At least, not in a 3D "FPS"-type world.
LtSten wrote:Well at the time I guess they didn't really know the limitations of the engine they were building.. if there was even half an engine in 1997. Seems to be something that hadn't really been done before in '97? At least, not in a 3D "FPS"-type world.
The engine was started to built in 1998.
Active project:Trespasser: Isla Sorna Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
LtSten wrote:Well at the time I guess they didn't really know the limitations of the engine they were building.. if there was even half an engine in 1997. Seems to be something that hadn't really been done before in '97? At least, not in a 3D "FPS"-type world.
The engine was started to built in 1998.
Whoa. I never would have guessed it was that late. I suppose it all makes sense now,.
..didn't they get a bucketload of work done in the last month/two months, like, virtually all stability with the engine and level stuff? Not sure now...
Why was the engine not started on until that late, anyway? Seems a bit weird.
LtSten wrote:..didn't they get a bucketload of work done in the last month/two months, like, virtually all stability with the engine and level stuff? Not sure now...
Why was the engine not started on until that late, anyway? Seems a bit weird.
Actually that's on key with most developement teams nowadays, however they really were pushing every spare second out of the project, that was one reason it failed as a Dev has mentioned, they planned far to big and left so little time after planning to do any of the hard work to get the engine ready. I bet it was entirely possible to do many of the things they wanted, but lack of time ultimately became the spanner in the cogs.
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