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 Post subject: Re: Tres: Reloaded - SUM
PostPosted: Fri Dec 18, 2009 12:01 pm 
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Gallimimus
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Second Illiteration wrote:
I've just been thinking that the Summit raptors could be ANY color...because the food source they are after up there would be small birds, lizards, rodents, insects, that kind of thing. Not much need to be super camoflauged to sneak up on them.

They do still need to be camuflaged to CATCH their prey. It's easy for the prey to see a yellow-colored raptor, but not so easy to see it, if it suits the envirointment.

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Also the summit raptors should be more vicious, more fearless, because of the environment and they just have to be tougher to survive up there.

Also thinking maybe the Boss raptor feeds on the smaller raptors
Sounds pretty cool! Though, how about the ending? If the Boss is eating the smaller raptors, then they wouldn't be able to make that trap for Anne.

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 Post subject: Re: Tres: Reloaded - SUM
PostPosted: Fri Dec 18, 2009 7:42 pm 
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The previews for Trespasser said that the raptors blend into their environment (which we now know to be false :P)

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 Post subject: Re: Tres: Reloaded - SUM
PostPosted: Sun Oct 21, 2012 12:20 am 
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Did a rough map for summit, something that incorporates both the original walkthrough and the latest versions. Long time off till it could see development, but just had some ideas on the Summit.

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The flow of gameplay, could start from the lift, a puzzle in ascent could be changed so you need to re-wire a control/power box, the control could be in the lift, the mechanism is a bit rusted so jams just below the top.
A fence could line the edge, with a gate that's very securely locked, with the stairs present, which could give realistic access for raptors.
Play heads to the radio, find that the antenna needs re-configuring/repairing, at this point the player hears creaking, heads out to see the gate is open, raptor pops out from behind a shed. If the player headed that way, they'd find the stairs partially collapsed, a gap too big jump. Otherwise the player heads up a small rock ramp and up metal framework for the most part, like a large structure taking you right up to the flat area with the helipad, they cross this area to head up more stairs to the antenna and a weather shack. The antenna needs a new component, so head to the shack grab a spare, fix the antenna.
Then the player just needs to head back down, radio for help, then get back to the helipad. In the meantime more raptors have arrived and the 'big one' fight could occur in the crater, after its dead, the player just needs to get the helicopter, avoiding raptors back up the way.

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 Post subject: Re: Tres: Reloaded - SUM
PostPosted: Sun Oct 21, 2012 12:40 am 
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And have a helicopter actually come this time. :P

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 Post subject: Re: Tres: Reloaded - SUM
PostPosted: Sun Oct 21, 2012 8:08 am 
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awesome24712 wrote:
And have a helicopter actually come this time. :P


Then we could all shout at the end:
[youtube]http://www.youtube.com/watch?v=-9-Te-DPbSE[/youtube]

That would be neat to see. With raptors around your feet it could be quite an end to the game. As long as they would not fall off the edge. :P

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 Post subject: Re: Tres: Reloaded - SUM
PostPosted: Tue Oct 23, 2012 5:44 am 
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Wait, whoa, what? This is back in development?


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 Post subject: Re: Tres: Reloaded - SUM
PostPosted: Wed Jan 09, 2013 5:15 pm 
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T-Rex Killer
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Guys, these ideas are great! Keep it up, it may just happen that way... (Pssst, Tatu! Do we still have the JPOG helicopter model somewhere? Or does someone else?)

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 Post subject: Re: Tres: Reloaded - SUM
PostPosted: Wed Jan 09, 2013 7:22 pm 
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Draconisaurus wrote:
(Pssst, Tatu! Do we still have the JPOG helicopter model somewhere? Or does someone else?)


Never had that model :P


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 Post subject: Re: Tres: Reloaded - SUM
PostPosted: Wed Jan 09, 2013 7:44 pm 
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There's the crashed one at the beginning of Streams, but you probably knew that already. :)

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 Post subject: Re: Tres: Reloaded - SUM
PostPosted: Thu Jan 10, 2013 5:15 pm 
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Hmmmm, yes I did know of that one. ;) I'm curious who here has the unmutilated version from JPOG so it can be used for some sort of live-model function in Summit, if we wanted a helicopter there when Anne arrives. It's perfect for the job.

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 Post subject: Re: Tres: Reloaded - SUM
PostPosted: Thu Jan 10, 2013 5:49 pm 
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T-Rex Killer
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What do you mean by "unmutilated"?

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 Post subject: Re: Tres: Reloaded - SUM
PostPosted: Thu Jan 10, 2013 8:48 pm 
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Well, the one in JPDS is quite mutilated, as you've probably seen. It's the InGen helicopter wreck at the beginning. My Trespasser files underwent a mass extinction event within a year of my departure from here, so anything which wasn't backed up on Box.net, Imageshack, or Tatu's files (in various places) is lost to me at this time. This includes any raw JPOG models + textures (which, by the way, might prove useful for "TresCom Island").

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 Post subject: Re: Tres: Reloaded - SUM
PostPosted: Thu Jan 10, 2013 9:05 pm 
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T-Rex Killer
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What I mean is that the original JPOG model is missing some bits, IIRC...

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 Post subject: Re: Tres: Reloaded - SUM
PostPosted: Mon Jan 14, 2013 10:28 pm 
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Eh? Well no, it doesn't have a full cockpit or fully detailed seats, but that's a minor issue. I was just thinking for this, the helicopter would be there waiting, and the game would turn into cutscene once you'd almost reached the door.

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 Post subject: Re: Tres: Reloaded - SUM
PostPosted: Mon Jan 14, 2013 10:54 pm 
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I have it lying around somehwere...

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