Trespasser Walkthrough From 1997! - Part Eight - Shore

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Trespasser Walkthrough From 1997! - Part Eight - Shore

Post by machf »

Discuss part eight of the walkthrough here.

Posted on Main Page http://www.trescom.org

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Re: Trespasser Walkthrough From 1997! - Part Eight - Shore

Post by Nick3069 »

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.
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Re: Trespasser Walkthrough From 1997! - Part Eight - Shore

Post by machf »

I guess all those sounds with "SHORE" in their names make more sense now, huh? As well as the construction trailer from the harbor...
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Re: Trespasser Walkthrough From 1997! - Part Eight - Shore

Post by hppav »

Or Carnosaur 2 where they used the loader to push it down a 150 foot plot device.. I mean shaft.
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Re: Trespasser Walkthrough From 1997! - Part Eight - Shore

Post by makairu »

hppav wrote:Or Carnosaur 2 where they used the loader to push it down a 150 foot plot device.. I mean shaft.
nice. :lol:
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
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Re: Trespasser Walkthrough From 1997! - Part Eight - Shore

Post by NoTrespassing »

The release is missing a lever, however, so Anne needs to find a stick which will fit into the hole, and use it to throw the release.
They're dreaming.
Perhaps the lab gate is opened by a multi-part device, which can be assembled from parts around the harbor.
Really dreaming.
*Dock Offices
The offices are a two-story affair (if possible)
Oh, but that's the thing that's pushing the limits of the game. :lol:

Nick3069 wrote:Crane VS T. Rex reminds me of the Bobcat Loader VS T. Rex scene from Carnosaur.
Me, too. Terrible movie, though.
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Re: Trespasser Walkthrough From 1997! - Part Eight - Shore

Post by LtSten »

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.
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Re: Trespasser Walkthrough From 1997! - Part Eight - Shore

Post by NoTrespassing »

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.
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Re: Trespasser Walkthrough From 1997! - Part Eight - Shore

Post by LtSten »

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.
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Re: Trespasser Walkthrough From 1997! - Part Eight - Shore

Post by tatu »

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.
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Re: Trespasser Walkthrough From 1997! - Part Eight - Shore

Post by NoTrespassing »

tatu wrote:
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,.
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Re: Trespasser Walkthrough From 1997! - Part Eight - Shore

Post by LtSten »

..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.
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Re: Trespasser Walkthrough From 1997! - Part Eight - Shore

Post by RexHunter99 »

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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