Mini-Mod Mondays
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Re: Mini-Mod Mondays
Must play... but school is coming in an hour... NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.
Oh, a Raptor got 'em!
Re: Mini-Mod Mondays
Sweet! I'll give the level a playtrough later today. The screenshot looks quite nice, and I'm loving the ground textures.
Woah, you start school in August? Awfully early! Our public schools all start the second week of September and college begins the first week. For some reason I always thought most places in North America started in September...Shep wrote:Must play... but school is coming in an hour... NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.
Re: Mini-Mod Mondays
Perhaps it is just different times of getting out. Either way I think most school have the same time of school days including the breaks for christmas and all that jazz.
Oh, a Raptor got 'em!
Re: Mini-Mod Mondays
Hmm, well, most of our schools finish in early June, but it's been pushed back recently. However, my upcoming college year only runs from September to April.Shep wrote:Perhaps it is just different times of getting out. Either way I think most school have the same time of school days including the breaks for christmas and all that jazz.
ANYWAY! I gave your level a playthrough, Drac, and I have to say that I really liked some parts of this level and really disliked others. I overall enjoyed it more than disliked it, but there are a couple of problems that hold it back that I'll mention in the review. Be warned, this one is long!
- Spoiler: show
Map Design: 5.5/10 - Lots of great design and looks in this level and some truly sexy terrain textures were great to see. The places to see made me motivated to push forward, though some of these empty spaces did feel a bit too long and empty. The re-use of Ascent 2's mountain section did feel a little bit cheap to me, though (no points deducted for that).
Gameplay: 4/10 - While there is quite a bit of jumping-related gameplay and a challenging section of path, there isn't a whole lot of interesting gameplay in this level, largely due to the amount of empty space between puzzle sections. I do also appreciate that you tried to do something without any dinosaurs at all.
Story: 4/10 - The initial idea of a guy rowing to the mountain was neat, and the implications in the final building are actually quite intriguing. However, I do feel that perhaps more relating to that final building could have been spread throughout the level as sort of a foreshadowing of what was to come at the end.
Creativity: 7/10 - The new terrain really did me in as it looks awesome, and the use of assets was almost top-notch. The final building was also a really neat decision and the fact that the level is mostly unrecognizable as AS1 is quite an achievement. Additionally, the whole idea of a Trespasser level WITHOUT dinosaurs is something unique in its own right; however, I feel that the lack of enemies did hurt the level a bit. I also felt that the setting was quite realistic due to the way everything was designed.
OVERALL: 5/10
"Welcome...to really quite normal island!"
(Also, in case you're wondering where this "overall" score comes from, I just take the four numbers I gave to the other categories and divide them by four.)
- Draconisaurus
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Re: Mini-Mod Mondays
Thanks for the review, TI, as always
I have no shame in using Tres-sourced terrain for new levels. To me it is as an exploration of Trespasser elements, giving new life to old things and seeing what new places they can be taken to.
I have to agree that there ought to have been more to break up the path to the top, but not too much more. "Welcome...to really quite normal island!" is fairly accurate to the creation, and it was meant to be as such, but yes. I was adamant and successful in not including dinosaurs or InGen in the final product... The idea is a sort of Tres level in the real world. I would def. have put more locations around if given more time.
Theeee way that the final building acted for you is a mystery to me. The endgame trigger does not fire unless all 6 room-location triggers have fired... which is only supposed to happen if.. you enter those rooms/triggers. And erm... The side doors are both locked/frozen. I quite don't understand what happened. @_@
I have no shame in using Tres-sourced terrain for new levels. To me it is as an exploration of Trespasser elements, giving new life to old things and seeing what new places they can be taken to.
I have to agree that there ought to have been more to break up the path to the top, but not too much more. "Welcome...to really quite normal island!" is fairly accurate to the creation, and it was meant to be as such, but yes. I was adamant and successful in not including dinosaurs or InGen in the final product... The idea is a sort of Tres level in the real world. I would def. have put more locations around if given more time.
Theeee way that the final building acted for you is a mystery to me. The endgame trigger does not fire unless all 6 room-location triggers have fired... which is only supposed to happen if.. you enter those rooms/triggers. And erm... The side doors are both locked/frozen. I quite don't understand what happened. @_@
Re: Mini-Mod Mondays
That IS very strange as I just checked again and the side doors opened, but so did the front ones this time! And the endgame trigger worked correctly this time, but upon restarting, it ended right as I walked inside. I also checked in TresEd to see if the values were fine and they all checked out. I wonder what happened? Tres has been acting weird for me recently though, not playing voiceovers and some triggers not working. I must have messed something up in the CE options.Theeee way that the final building acted for you is a mystery to me. The endgame trigger does not fire unless all 6 room-location triggers have fired... which is only supposed to happen if.. you enter those rooms/triggers. And erm... The side doors are both locked/frozen. I quite don't understand what happened. @_@
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Re: Mini-Mod Mondays
Next mini-mod... This one rather stands alone I think. Lots of sand... Lots of silveriness... Lots of... Well go find out.
Silver Shore
https://app.box.com/s/aym1rmax0ez3nmsoaaowwyq756uuheuj
Silver Shore
https://app.box.com/s/aym1rmax0ez3nmsoaaowwyq756uuheuj
Re: Mini-Mod Mondays
Woah. Okay. Will definitely give this a go. Ghost trees?
EDIT: Played through it, here's my (hopefully shorter) review!
The verdict:
Map Design: 2.5/10 - Not really a whole lot going on map-wise, and the use of IJ with little difference from retail doesn't really help much. I also didn't find any really neat locations to explore on my journey, and the dead ends I went to had little of value.
Gameplay: 5/10 - The ghost trees made it a bit of a challenge to maneuver when fighting enemies, which was unique, but aside form that the only thing I found really great were the special Raptors, which just straight up made my day, so bonus points for the new, unique challenge in there (even if they aren't the most dangerous enemies).
Story: 4/10 - I feel like there was more to this story than meets the eye. It's almost as if I were in Stegoland, except a more drab, sinister place than that. I was able to infer my own story, but would still like to see a few hints as to what is going on here.
Creativity: 8.5/10 - This is just great stuff. The Raptors alone are worth half a perfect score, and the weird trees and portapotty teleporter were quite fascinating. However, would have liked to see a bit more detail on the terrain as well as perhaps something more than just an almost exact retail IJ.
OVERALL: 5/10
"When I was little, I dreamed of a time when the entire world was covered by a desert ghost forest. Machine-gun armed dinosaurs stalked in the gray nothingness, among silent, transparent swamptreejh's, pelapalms and v-type instances."
EDIT: Played through it, here's my (hopefully shorter) review!
- Spoiler: show
The verdict:
Map Design: 2.5/10 - Not really a whole lot going on map-wise, and the use of IJ with little difference from retail doesn't really help much. I also didn't find any really neat locations to explore on my journey, and the dead ends I went to had little of value.
Gameplay: 5/10 - The ghost trees made it a bit of a challenge to maneuver when fighting enemies, which was unique, but aside form that the only thing I found really great were the special Raptors, which just straight up made my day, so bonus points for the new, unique challenge in there (even if they aren't the most dangerous enemies).
Story: 4/10 - I feel like there was more to this story than meets the eye. It's almost as if I were in Stegoland, except a more drab, sinister place than that. I was able to infer my own story, but would still like to see a few hints as to what is going on here.
Creativity: 8.5/10 - This is just great stuff. The Raptors alone are worth half a perfect score, and the weird trees and portapotty teleporter were quite fascinating. However, would have liked to see a bit more detail on the terrain as well as perhaps something more than just an almost exact retail IJ.
OVERALL: 5/10
"When I was little, I dreamed of a time when the entire world was covered by a desert ghost forest. Machine-gun armed dinosaurs stalked in the gray nothingness, among silent, transparent swamptreejh's, pelapalms and v-type instances."
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Re: Mini-Mod Mondays
Glad ye liked it
- Spoiler: show
I don't quite understand? How did the trees affect maneuverability?The ghost trees made it a bit of a challenge to maneuver when fighting enemies, which was unique,
What in your opinion made them not-dangerous? They seem more dangerous than normal raptors, at least..but aside form that the only thing I found really great were the special Raptors, which just straight up made my day, so bonus points for the new, unique challenge in there (even if they aren't the most dangerous enemies).
Re: Mini-Mod Mondays
Yeah, I've wondered that for a long time, too. I've just never been able to come up with a reason to use this action aside from a quick test where hitting a gun against something hard enough caused it to misfire. Will definitely be handy if we ever get humans working...Definitely the feature new-thing for this level... It's like, why haven't we thought of this before? The fire-gun actiontype has been sitting around for ages (I am quite sure Big Red created it in answer to my request to use it for guns at the EA in JPDS) and we already have enemies walking around who could be wielding them.
Agh! This didn't happen in my playthrough, he went right after me.I especially like the raptor shooting up the para
They were somewhat hard to see. I found that quite interesting and fun though.I don't quite understand? How did the trees affect maneuverability?
They just didn't hit me at all...they aren't particularly good at aiming. I was sniping them before they got a chance to come at me as well.What in your opinion made them not-dangerous? They seem more dangerous than normal raptors, at least..but aside form that the only thing I found really great were the special Raptors, which just straight up made my day, so bonus points for the new, unique challenge in there (even if they aren't the most dangerous enemies).
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Re: Mini-Mod Mondays
Hmmm well, I suppose if you treat them as if they're going to aim at and kill you, they might seem weaker. Practically of course, they are however dangerous normal raptors are + a spray of gunfire wherever it looks..
Re: Mini-Mod Mondays
I guess the trick is just to destroy them before they get a chance to come at you then. Come to think of it, I'd hate to be caught on an open field with them coming after me. That would be the place where their full deadly potential is realized.Draconisaurus wrote:Hmmm well, I suppose if you treat them as if they're going to aim at and kill you, they might seem weaker. Practically of course, they are however dangerous normal raptors are + a spray of gunfire wherever it looks..
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Re: Mini-Mod Mondays
Hmmm perhaps we should do that sometime...TheIdiot wrote:Come to think of it, I'd hate to be caught on an open field with them coming after me. That would be the place where their full deadly potential is realized.
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Re: Mini-Mod Mondays
I love this MMM idea!
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Re: Mini-Mod Mondays
Drac, how in the hell did you create that level in 5 days? I like
the concept of a mountain pass. Noticed our little piggy there
too, and what a nice little campfire burning along. I'll I needed
was a beer or two, would have stayed longer.
the concept of a mountain pass. Noticed our little piggy there
too, and what a nice little campfire burning along. I'll I needed
was a beer or two, would have stayed longer.
Castaway Final Release Link: https://www.mediafire.com/file/ro5qzl88 ... l.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file