1.5 Week Mods
Moderators: TresCom Support Team, TresCom Board Managers, TresCom Developers
- Draconisaurus
- T-Rex Killer
- Posts: 14081
- Joined: Mon Dec 06, 2004 5:21 pm
- Antispam: No
- Location: Isla Sorna
- Contact:
1.5 Week Mods
Soooo I'm sure most of you have heard of and/or played the levels from Mini-Mod Mondays last year. Now that I have a laptop once more, I've been hard at work on my next ongoing project - 1.5 Week Mods (1.5WM). The first one has blasted my own socks off as I've made it.. It's amazing what you can do with enough focus, planning, and experience.
This week's 1.5WM iiiis... Temperate Rainforest.
As a bit of backstory - this mod is set on the novel version of Isla Nublar. To my knowledge, such a mod has not been made before for Trespasser. Have fun!
https://app.box.com/s/0wjglg1gl2c6d2oosxsfbjnb2ps35q07
This week's 1.5WM iiiis... Temperate Rainforest.
As a bit of backstory - this mod is set on the novel version of Isla Nublar. To my knowledge, such a mod has not been made before for Trespasser. Have fun!
https://app.box.com/s/0wjglg1gl2c6d2oosxsfbjnb2ps35q07
Re: 1.5 Week Mods
Awesome! I've always wanted to do a novel Nublar mod, but RTJP has kept me preoccupied. Am going to give this a shot right now. Will definitely be reviewing this guy.
Ah, and I also like the idea of 1.5 Week mods since this gives you a bit more time to do stuff. Hopefully it doesn't force you to work too fast this time around.
EDIT: Alrighty then, review time! I made it all the way through at pretty decent speed, so here we go:
Gameplay: 4/10 - A pretty standard Tres level involving keycards that lead to keycards, etc. The lack of lethal weapons added a bit more to this level though, as I found myself locked in interesting encounters as I tried to escape through the well-designed forests. This is a case where a few simple map design choices really add to the gameplay.
Story: 3.5/10 - This is definitely the Novel's version of Isla Nublar, and I felt that I was there by the little indications such as the choice of buildings and fences. However, there wasn't much of a real story until the end, and I was unaware of my objective until that final little bit of text told me what I was supposed to be up to. I also likely wouldn't have been certain that this was Isla Nublar had you not mentioned this in the download - perhaps a little clue or two in the level itself would have fleshed this out better and in a more immersive manner.
Creativity: 8/10 - Well, it IS the first Novel Nublar level, so it's already got that going for it. The custom buildings were really well done, and the overall choice of objects and animals was appreciated. It really felt like you had an idea and carried through with it effectively. All of the custom-made little things to see added to what could have been an otherwise overly straightforward level.
OVERALL: 6/10
“...we haven't had any accidents for months now...Everything on that island is perfectly fine.”
Ah, and I also like the idea of 1.5 Week mods since this gives you a bit more time to do stuff. Hopefully it doesn't force you to work too fast this time around.
EDIT: Alrighty then, review time! I made it all the way through at pretty decent speed, so here we go:
- Spoiler: show
Gameplay: 4/10 - A pretty standard Tres level involving keycards that lead to keycards, etc. The lack of lethal weapons added a bit more to this level though, as I found myself locked in interesting encounters as I tried to escape through the well-designed forests. This is a case where a few simple map design choices really add to the gameplay.
Story: 3.5/10 - This is definitely the Novel's version of Isla Nublar, and I felt that I was there by the little indications such as the choice of buildings and fences. However, there wasn't much of a real story until the end, and I was unaware of my objective until that final little bit of text told me what I was supposed to be up to. I also likely wouldn't have been certain that this was Isla Nublar had you not mentioned this in the download - perhaps a little clue or two in the level itself would have fleshed this out better and in a more immersive manner.
Creativity: 8/10 - Well, it IS the first Novel Nublar level, so it's already got that going for it. The custom buildings were really well done, and the overall choice of objects and animals was appreciated. It really felt like you had an idea and carried through with it effectively. All of the custom-made little things to see added to what could have been an otherwise overly straightforward level.
OVERALL: 6/10
“...we haven't had any accidents for months now...Everything on that island is perfectly fine.”
Last edited by TheIdiot on Thu Mar 23, 2017 7:35 pm, edited 1 time in total.
- Draconisaurus
- T-Rex Killer
- Posts: 14081
- Joined: Mon Dec 06, 2004 5:21 pm
- Antispam: No
- Location: Isla Sorna
- Contact:
Re: 1.5 Week Mods
Heh yes. I did have to work pretty fast during "crunch time" in order to finish it in time for this morning. But yes - the MMMs had a tendency to exceed the original timetable. Not so with 1.5WM, so far.
Re: 1.5 Week Mods
Nice work then! You don't really have to force yourself into a long crunch time, though - I'm sure people can wait the extra hours it takes for you to get some rest before a release.Draconisaurus wrote:Heh yes. I did have to work pretty fast during "crunch time" in order to finish it in time for this morning. But yes - the MMMs had a tendency to exceed the original timetable. Not so with 1.5WM, so far.
- Draconisaurus
- T-Rex Killer
- Posts: 14081
- Joined: Mon Dec 06, 2004 5:21 pm
- Antispam: No
- Location: Isla Sorna
- Contact:
Re: 1.5 Week Mods
*didn't see your feedback post edit*
Thank you! Glad it lived up to being a novel-Nublar creation. To be honest, I hadn't thought of selecting novel-specific dinosaurs... My guiding philosophy was adherence to the ambiance of the book and how I remembered it. IMO the coelophyses are perfect in the perspective I was using.. I still remember the coelophysis card from the JP toy release:
Thanks again for the review.
Thank you! Glad it lived up to being a novel-Nublar creation. To be honest, I hadn't thought of selecting novel-specific dinosaurs... My guiding philosophy was adherence to the ambiance of the book and how I remembered it. IMO the coelophyses are perfect in the perspective I was using.. I still remember the coelophysis card from the JP toy release:
Thanks again for the review.
- Deagles4life
- Brachiosaurus
- Posts: 195
- Joined: Sun Aug 18, 2013 10:24 am
Re: 1.5 Week Mods
Coool as! man I can't wait to give this a play!
Re: 1.5 Week Mods
That's exactly what I thought of too when I saw the coelophysis as well, so I guess really you succeeded in that regard!Thank you! Glad it lived up to being a novel-Nublar creation. To be honest, I hadn't thought of selecting novel-specific dinosaurs... My guiding philosophy was adherence to the ambiance of the book and how I remembered it. IMO the coelophyses are perfect in the perspective I was using.. I still remember the coelophysis card from the JP toy release:
Re: 1.5 Week Mods
This one was a bit boring, too quick to finish. Maybe because I took a shortcut to the top...
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
- Draconisaurus
- T-Rex Killer
- Posts: 14081
- Joined: Mon Dec 06, 2004 5:21 pm
- Antispam: No
- Location: Isla Sorna
- Contact:
Re: 1.5 Week Mods
Alright everyone... This 1.5WM is a couple days late.. quite worth it, though. Don't want to spoil too much so, here it is...
Temporal Trespass
https://app.box.com/s/3zgqo0pqtk93p8s38wuo43b4qwpdgqig
Temporal Trespass
https://app.box.com/s/3zgqo0pqtk93p8s38wuo43b4qwpdgqig
Re: 1.5 Week Mods
Alright! Glad to see this guy finally coming to some point of fruition. I'm going to check it out immediately.
Re: 1.5 Week Mods
Forgot to write my review of Temporal Tres! So, here goes:
Map Design: 7.5/10 - While I of course didn't really like the re-use of AS terrain, it was made up for by having some new twists and turns as well as lots of cool new areas to explore. There was never a point at which I was walking in boredom to reach the next location, and the pacing was very good. A few minor problems with object placement and texture blending are the only small problems I had here.
Gameplay: 7.5/10 - A unique main objective, concept and goal are what made this level more interesting than it could have been without such. I was disappointed to discover, however, that the gun you use carries an extreme amount of ammo that will likely never run out, and that there were no alternative methods of bringing down dinosaurs. Still, the overall objectives made this level very fun, and the placement of dinosaurs made sure there was a good balance of action and exploration.
Story: 9.5/10 - Intrigue, mystery, sabotage...these are all present in the somewhat vague story in this level. I loved the combination of the Timeline and JP stories, and all of the subtle hints at other happenings involving time travel really gave this level a sense of history that it was left to the player to discover. A nearly flawless execution of these ideas packed into a medium-length level. The quantum phone and cage teleportation ideas are what elevate it to the near perfect score I award this level as this is some really outside-the-box stuff.
Creativity: 9/10 - Hats off to you for creating all of those plant models! Those alone elevate this level to quite a high creative point, but coupled with the concept of actually going back in time as well as the cool use of stock objects to make new things really won me over. The use of the AS terrain in a new way was also well done, though this level likely would have gotten a perfect for me had it used a unique terrain as well. Still, awesome work!
OVERALL: 8/10
“In reality, time doesn't pass; we pass. Time itself is invariant. It just is."
- Spoiler: show
Map Design: 7.5/10 - While I of course didn't really like the re-use of AS terrain, it was made up for by having some new twists and turns as well as lots of cool new areas to explore. There was never a point at which I was walking in boredom to reach the next location, and the pacing was very good. A few minor problems with object placement and texture blending are the only small problems I had here.
Gameplay: 7.5/10 - A unique main objective, concept and goal are what made this level more interesting than it could have been without such. I was disappointed to discover, however, that the gun you use carries an extreme amount of ammo that will likely never run out, and that there were no alternative methods of bringing down dinosaurs. Still, the overall objectives made this level very fun, and the placement of dinosaurs made sure there was a good balance of action and exploration.
Story: 9.5/10 - Intrigue, mystery, sabotage...these are all present in the somewhat vague story in this level. I loved the combination of the Timeline and JP stories, and all of the subtle hints at other happenings involving time travel really gave this level a sense of history that it was left to the player to discover. A nearly flawless execution of these ideas packed into a medium-length level. The quantum phone and cage teleportation ideas are what elevate it to the near perfect score I award this level as this is some really outside-the-box stuff.
Creativity: 9/10 - Hats off to you for creating all of those plant models! Those alone elevate this level to quite a high creative point, but coupled with the concept of actually going back in time as well as the cool use of stock objects to make new things really won me over. The use of the AS terrain in a new way was also well done, though this level likely would have gotten a perfect for me had it used a unique terrain as well. Still, awesome work!
OVERALL: 8/10
“In reality, time doesn't pass; we pass. Time itself is invariant. It just is."
- Draconisaurus
- T-Rex Killer
- Posts: 14081
- Joined: Mon Dec 06, 2004 5:21 pm
- Antispam: No
- Location: Isla Sorna
- Contact:
Re: 1.5 Week Mods
Many thanks, TI. Glad you enjoyed the level.
I continue to insist that the use of existing Tres terrain is not a poor choice. I have various personal reasons, but a major one in this case is that it saves a TON of time; the level would have been nowhere near as long or well-oiled if time out of the 1.5 weeks had been taken to make one from scratch. I also find it critical that a fan level finally used the mysterious "hidden village" area of AS1.
I have to agree on the lack-of-artifacts disappointment; this was due to the time crunch I faced. Various other scriptings might have been done more complicatedly, were more time available.
Do look forward to the foliage assets of this level being used in future mods.
I continue to insist that the use of existing Tres terrain is not a poor choice. I have various personal reasons, but a major one in this case is that it saves a TON of time; the level would have been nowhere near as long or well-oiled if time out of the 1.5 weeks had been taken to make one from scratch. I also find it critical that a fan level finally used the mysterious "hidden village" area of AS1.
I have to agree on the lack-of-artifacts disappointment; this was due to the time crunch I faced. Various other scriptings might have been done more complicatedly, were more time available.
Do look forward to the foliage assets of this level being used in future mods.
Re: 1.5 Week Mods
Was very much looking forward to it already once you and I first started discussing such an idea back in like September, I think.Many thanks, TI. Glad you enjoyed the level.
I completely understand that, and I definitely would have nicked you a bit harder had it been a level with no set time limit. I didn't dock you any points for re-using the terrain even so because you managed to do a really good job of both covering it up and adding new paths and areas to keep it interesting. However I really do prefer to see new terrains just as much as I like to see new objects, puzzles, animals etc. so unfortunately I have to consider this a negative, even if it is a very, very small one, in my analysis.I continue to insist that the use of existing Tres terrain is not a poor choice. I have various personal reasons, but a major one in this case is that it saves a TON of time; the level would have been nowhere near as long or well-oiled if time out of the 1.5 weeks had been taken to make one from scratch. I also find it critical that a fan level finally used the mysterious "hidden village" area of AS1.
And..."hidden village" area? I thought the hidden village was supposed to be that small shrine atop the hill in PV.
Of course, you can always go back and modify it if you want to update it to perfection in the future. I'm willing to re-evaluate my score if this ever becomes the case...even just some of the Mayan props from JPDS would add the tiny bit of extra detail that would bump up the score a bit.I have to agree on the lack-of-artifacts disappointment; this was due to the time crunch I faced. Various other scriptings might have been done more complicatedly, were more time available.
Expect to see your cycads and maybe a few other plants in RTJP~Helipad - they look a whole lot nicer than the ones I currently have.Do look forward to the foliage assets of this level being used in future mods.
- Draconisaurus
- T-Rex Killer
- Posts: 14081
- Joined: Mon Dec 06, 2004 5:21 pm
- Antispam: No
- Location: Isla Sorna
- Contact:
Re: 1.5 Week Mods
That one iiiiis called the "precolonial village". The "HIDDEN VILLAGE" Tres music inspired a theory some time ago about a Spanish settlement having possibly been planned for the valley which the AS1 ruins overlook... Thought I'd *pay homage* to it.TheIdiot wrote:..."hidden village" area? I thought the hidden village was supposed to be that small shrine atop the hill in PV.
We'll see. Possibly next year.Of course, you can always go back and modify it if you want to update it to perfection in the future. I'm willing to re-evaluate my score if this ever becomes the case...even just some of the Mayan props from JPDS would add the tiny bit of extra detail that would bump up the score a bit.
- Draconisaurus
- T-Rex Killer
- Posts: 14081
- Joined: Mon Dec 06, 2004 5:21 pm
- Antispam: No
- Location: Isla Sorna
- Contact:
Re: 1.5 Week Mods
Next 1.5WM is here - Hunters Camp. Takes place in the first segment of PH (can never remember if PH is b22 or b32...), complete with voiceovers, thicker foliage, and hunter tents.
Hunters Camp
https://app.box.com/s/pdtoee3ts0tybn6dlkv96lgpfrcoc7cm
Hunters Camp
https://app.box.com/s/pdtoee3ts0tybn6dlkv96lgpfrcoc7cm