- Spoiler: show
- First I started on the ridge overlooking the first valley from the recently uncovered PH level, albeit with more foliage... and a hunter's Jeep! Going over to the Jeep I noticed an M16, which I picked up. Next I made my steep descent down into the valley using the giant broken tree. Once in the valley, I noticed the vanilla Tres Parasaur, accompanied with an appropriate Anne voiceover. Next I turned to the right to find a lone Triceratops, some Mayan ruins, and another abandoned hunter jeep. Finding nothing more of interest to look at, I took a sharp turn left and made my way through a small ravine filled with dinosaur skeletons. Coming out of the ravine, I found myself in the Hunters' Camp, where I promptly disposed of a few raptors, and picked up an AK and, what I later found out was, a Smith and Wesson M76. Continuing on with my trek, I mowed down a few more raptors with my AK and headed towards the rock puzzle that when completed grants you access into the wide open plain that was also in the original PH level. But, first I made my way to a large alcove hiding off the beaten path, where a large female T-rex was waiting for me. I quickly killed the rex, and in the process lost all of my ammo, so I finally went over to the rocks, knocked a few crates down, and completed the level, which loaded me into the actual PH level.
In my second playthrough of the level, after noticing a bit more things to do in TresEd, I went up the cliffs of Mt. Crick that I somehow missed in my first run of the level. On top I found a few Mayan ruins, a Calico pistol, and a death trigger that I accidentally walked into
So overall, I enjoyed the level for what it was, an expansion of the PH level with hunter objects strewn about. I also liked the added foliage which made the level all the more interesting. It seems to me that you're going to try to do the same thing for the rest of Plantation House, or else you wouldn't have the level load trigger at the end. I hope to see a denser, and more exciting version of that part of PH in the future.
1.5 Week Mods
Moderators: TresCom Support Team, TresCom Board Managers, TresCom Developers
- TrespasserGuy
- Parasaurolophus
- Posts: 362
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Re: 1.5 Week Mods
Very cool Draco! Earlier I played this level, so here's my overview of it.
- Spoiler: show
- Draconisaurus
- T-Rex Killer
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Re: 1.5 Week Mods
Thanks for the feedback, TG! I do indeed intend to release a new version of PH sometime, for Tres Reloaded... Don't know when I'll actually get to that, though. Got RuinTown going, and the 1.5WM project to keep up with.
- Draconisaurus
- T-Rex Killer
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Re: 1.5 Week Mods
Next 1.5WM is here. This week: Rex Rampage River. It primarily draws inspiration from the play-as-Grant boss level of JP: Rampage Edition for Sega Genesis. Find out what lies within...
Rex Rampage River
https://app.box.com/s/n8t00gs622894g204jheln34zwz8hs5f
(PS: requires ambient/effects/stream TPA files from retail Tres)
Rex Rampage River
https://app.box.com/s/n8t00gs622894g204jheln34zwz8hs5f
(PS: requires ambient/effects/stream TPA files from retail Tres)
Re: 1.5 Week Mods
Haven't gotten far yet, but it looks really cool!! I love Rampage Edition
Re: 1.5 Week Mods
Well, holy crap, this level is so cool...hopefully I'm not blinded by nostalgia when I write this review, but, here goes:
Map Design: 6/10 - It sure looks exactly like the Genesis game, but I couldn't help but feel that the look of the level was so good that it feels a little bit wasted, considering the level is simply a straight path with no deviation, and the challenge of navigation is nonexistent. Perhaps a branching path or two could have been included to promote a bit of exploration - however, I do get that you were going for a recreation of the Genesis level, so I can't fault you too much for that.
Gameplay: 7.5/10 - This one is completely unique in its gameplay, as I have never seen another level quite like this. Fighting off the Rex while rafting down the river and trying to reach the end is a really fun idea, but it felt a little bit weighed down by the length of the level (a little bit too long) and the lack of any challenge other than dodging left and right. What you get is essentially a Trespasserified version of the Genesis level, by the book.
Story: N/A - The level doesn't really have much of a story as it is a clone of the Genesis level, which was very simple in its concept, and I believe that it does not need to as this is not a fundamental part of what Draco was going for. Therefore, this category will not be counted into the final score.
Creativity: 10/10 - Well, there you have it, a perfect score. You did everything right here - clever use of assets, cool level concept, and a great conversion of the Genesis game into Tres format. The level felt wholly original and looked great, and I had a blast just looking around at all of the neat things you came up with considering the limitations, from the raft, to the "cave", the fire...everything. Awesome job.
OVERALL: 8/10
For the perfect RRR level experience, please play the following music in the background on loop:
[youtube]https://youtu.be/e1fF3DSErK4?list=PL334D909F9489D942[/youtube]
(Ugh, why won't it show the video as it's supposed to? I took the link from the "Share" button and everything as usual...)
- Spoiler: show
Map Design: 6/10 - It sure looks exactly like the Genesis game, but I couldn't help but feel that the look of the level was so good that it feels a little bit wasted, considering the level is simply a straight path with no deviation, and the challenge of navigation is nonexistent. Perhaps a branching path or two could have been included to promote a bit of exploration - however, I do get that you were going for a recreation of the Genesis level, so I can't fault you too much for that.
Gameplay: 7.5/10 - This one is completely unique in its gameplay, as I have never seen another level quite like this. Fighting off the Rex while rafting down the river and trying to reach the end is a really fun idea, but it felt a little bit weighed down by the length of the level (a little bit too long) and the lack of any challenge other than dodging left and right. What you get is essentially a Trespasserified version of the Genesis level, by the book.
Story: N/A - The level doesn't really have much of a story as it is a clone of the Genesis level, which was very simple in its concept, and I believe that it does not need to as this is not a fundamental part of what Draco was going for. Therefore, this category will not be counted into the final score.
Creativity: 10/10 - Well, there you have it, a perfect score. You did everything right here - clever use of assets, cool level concept, and a great conversion of the Genesis game into Tres format. The level felt wholly original and looked great, and I had a blast just looking around at all of the neat things you came up with considering the limitations, from the raft, to the "cave", the fire...everything. Awesome job.
OVERALL: 8/10
For the perfect RRR level experience, please play the following music in the background on loop:
[youtube]https://youtu.be/e1fF3DSErK4?list=PL334D909F9489D942[/youtube]
(Ugh, why won't it show the video as it's supposed to? I took the link from the "Share" button and everything as usual...)
- Draconisaurus
- T-Rex Killer
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Re: 1.5 Week Mods
Thanks for the review, TI. After reading your review, I have to agree about the linearity failures. As with TT, time constraints cause this sort of issue... 1.5 week mods take 1.5 weeks or they wouldn't be 1.5 week mods. After your review I also feel I would have done well to have made the boss RaptorCs more of a threat..
(PS: never got a review from ye on the previous 1.5WM..)
(PS: never got a review from ye on the previous 1.5WM..)