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 Post subject: Tres: Reloaded - PL
PostPosted: Sun Jul 12, 2009 12:02 am 
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T-Rex Killer
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This thread is for discussion and progress reports on Plains Reloaded.
Going to keep this short, basically the plan is that the level pics up where IT reloaded leaves off, where Anne soon comes upon a small rail station which was used once upon a time to transport the railroad freight from the Harbor to Burroughs. The railroad will go off into a cave in the mountain, with the entrance collapsed a few meters in. The rail station is protected by a boarder fence, and to the North lies the entrance to the Plains up on a hill. Beyond this is a vast expanse of plainsy stuff, dominated by herbivores, tribe-A raptors, and Albertosaurs. Amidst all this is a very overgrown trail, leading from the town/rail station, but it soon becomes clear that this is not necessarily the best path through the expanse. Power pylons that lead from the town to the rail station continue through this plain, all the way to the Hydroelectric Dam. Before the dam comes a downed smuggler's plane, guarded by a lone roaming albertosaur. Also in this area lies a hill of gravel, centered around a power pylon, atop which a baby stego wanders amidst foliage and construction equipment. Further on and up a hill is the control station for the dam, but a vital component is missing which will allow the player to cross it - a broken lever sits on the floor of the building, in such a mangled state that it's clear it will never fit back into place. Anna must search for a replacement component in one of the many piles of construction junk spread across the Plains. When she finally does, she jams it into the control panel, successfully operating the dam controls to open the floodgate. Inside, she finds an emergency lever which lowers the bridge above on the dam, allowing passage across. Also inside here are the remains of Harold Greenwood, and his electronic device built with plans he found on the Internet, which Anne tucks away in a random pocket. She then crosses the bridge and proceeds up the hill to the PV gate. The road continues up towards Mt. Watson, here, but an avalanche has crumbled the road leading towards it... The PV gate is sealed with a passcode.. ;)


*Note: Rather than a broken lever, it might be fun to have some sort of power component, I dunno a transformer or something, as the missing piece. If anyone can think of a proper element of the power supply to the control panel that could be reasonably carried across a plain, please let us know.

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 Post subject: Re: Tres: Reloaded - PL
PostPosted: Sun Jul 12, 2009 12:38 am 
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"Plans he found on the Internet"... the device may not work at all, but you may be able to scavenge parts from it. A capacitor, for example. So better switch the order around...

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 Post subject: Re: Tres: Reloaded - PL
PostPosted: Sun Jul 12, 2009 12:50 am 
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Hmmmmmmm..... Maybe. That's not a bad idea, actually, but read my Lab thread.. (perhaps the two ideas could be combined somehow)

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 Post subject: Re: Tres: Reloaded - PL
PostPosted: Sun Jul 12, 2009 2:36 am 
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No, keep them separate... I said "capacitor" because it was the first type of component I could think of, but it could as well have been "transistor", "fuse" or "coil", to mention a few. No weighing puzzle here, just taking the component from the device and using it on the other thing.

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 Post subject: Re: Tres: Reloaded - PL
PostPosted: Sun Jul 12, 2009 2:38 am 
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Well yeah, I didn't mean that, I didn't think you or I meant a lab capacitor.. I mean.. you'll see in the Lab thread. The bit about plugging the modem in.

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 Post subject: Re: Tres: Reloaded - PL
PostPosted: Sun Jul 12, 2009 4:31 am 
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*double, since I know machf read the other one*

Actually...
It can't be the device from Harold, because you can't get to Harold until you've fixed the dam console. :yum: I was just thinking and realized that..

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 Post subject: Re: Tres: Reloaded - PL
PostPosted: Sun Jul 12, 2009 2:14 pm 
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Draconisaurus wrote:
Power pylons that lead from the town to the rail station continue through this plain, all the way to the Hydroelectric Dam.

Wait, these power pylons only go from the dam to the rail station, right? They don't replace the power pylons from the power plant to the town, do they?


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 Post subject: Re: Tres: Reloaded - PL
PostPosted: Sun Jul 12, 2009 5:08 pm 
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Nick3069 wrote:
Draconisaurus wrote:
Power pylons that lead from the town to the rail station continue through this plain, all the way to the Hydroelectric Dam.

Wait, these power pylons only go from the dam to the rail station, right? They don't replace the power pylons from the power plant to the town, do they?

Um? I think you're confused, with the retail version. There's been lengthy discussion already about how IJ3 is now within the Plains, as some suspect may have been the original intent.

VH88: The pylons ran for kilometers, one every.. hundred meters or so. I built them to last. Running east from the plant, they climbed the valley before descending south into the plains.
The power pylons climb Pine Valley, up to the top, before descending southward into the Plains, until they reach the town (in the version I'm setting up, they happen to pass through the rail station, first). They do not make a sharp turn like the ones in TptDac's PV run - they follow their exact path in the demo. Why else would there be pylons in the Plains?

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 Post subject: Re: Tres: Reloaded - PL
PostPosted: Sun Jul 12, 2009 7:29 pm 
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Draconisaurus wrote:
*double, since I know machf read the other one*

Actually...
It can't be the device from Harold, because you can't get to Harold until you've fixed the dam console. :yum: I was just thinking and realized that..


That's why I said "switch the order around"... use the components from Greenwood's device to fix something else.

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 Post subject: Re: Tres: Reloaded - PL
PostPosted: Sun Jul 12, 2009 8:10 pm 
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Draconisaurus wrote:
The power pylons climb Pine Valley, up to the top, before descending southward into the Plains, until they reach the town (in the version I'm setting up, they happen to pass through the rail station, first). They do not make a sharp turn like the ones in TptDac's PV run - they follow their exact path in the demo. Why else would there be pylons in the Plains?


Dude, I already debunked that years ago. The pylons that make the final climb were added for the demo. Check them out in TresEd. Their mesh numbers should make it obvious as well as the power lines themselves (they are new single cable models that go all the way up, while the original power lines are double cable models that stop by the trailer in the demo). They deleted the set of power lines that went over the hill and into IJ3 (which I'm still convinced is part of the "plains") and extended it up to the top of the hill to make it seem that the road connects to the Town on one end and the Lab on the other. Purely for the visual effect. Those pylons weren't there in PV. The way I have it in the version of PV that I released is probably the closest we've got to where the power lines were supposed to go.

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 Post subject: Re: Tres: Reloaded - PL
PostPosted: Sun Jul 12, 2009 10:13 pm 
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hppav wrote:
Their mesh numbers should make it obvious as well as the power lines themselves (they are new single cable models that go all the way up, while the original power lines are double cable models that stop by the trailer in the demo). They deleted the set of power lines that went over the hill and into IJ3 (which I'm still convinced is part of the "plains") and extended it up to the top of the hill to make it seem that the road connects to the Town on one end and the Lab on the other.

Jesus.. I am confronted with evidence in strong support of that claim. Looking at object numbers and such is just the sort of reasoning I would use. Also note - the pylons which extend toward the top do not have proper footing. They are half sunken in the ground and crap.. that's just not right. >__< Well then! Good that you pointed out these facts to me in time.. It will probably mean some reworking of the Plains terrain. The trouble is going to be that we simply cannot have IJ3 accessible directly from the town as it is in the retail. I'm going to have the stretch the Plains over that way.. and remove about half of the ridge which separates the town area from it, a ridge which is in the real map of cocos island... what a drag.

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 Post subject: Re: Tres: Reloaded - PL
PostPosted: Mon Jul 13, 2009 1:08 am 
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Uh... what's wrong with entering the town from the other gate close to the Ops building and exiting through either of the other ones? One leads to IJ3, the other to the dam road, but both would meet by the dam (remember the cul-de-sac) and could be part of the same level... IJ3 being an alternate route to the "plain" Plains.

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 Post subject: Re: Tres: Reloaded - PL
PostPosted: Mon Jul 13, 2009 1:26 am 
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Well... It's a possibility to be explored.. But have you downloaded and looked at my current release of IT Reloaded? Just to keep in mind that the gates are not quite the same as they used to be. And I mean.. I was going to put all the IJ3 stuff into the "plain" Plains. I'm not sure I would have enough things to fill it with to make it look interesting, otherwise...
Other than that, I do like the idea of yet more alternate routes through the game.. it does seem to be a theme for Tres: Reloaded.

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 Post subject: Re: Tres: Reloaded - PL
PostPosted: Mon Jul 13, 2009 5:05 am 
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Not exclusively, I must say... (hint, hint)

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 Post subject: Re: Tres: Reloaded - PL
PostPosted: Mon May 08, 2017 8:24 pm 
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*digs into the sand to find old thread*

All this plains research going on finally convinced me to work a bit on the actual level. I am running two plans for PL - one version is to be essentially nothing except the MAX scene as-is with terrain sculpted to fit the contours shown by the heights of ingame objects. The other is to be a version of PL which links with IT and PV, and which includes dinosaurs, guns, and working PL puzzles as described in the walkthrough etc.

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