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 Post subject: Re: Isla Muerta - Site C
PostPosted: Tue Jul 04, 2017 10:56 pm 
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T-Rex Killer
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Actually I used the canon shape of the island as the basis for the terrain.

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Won't spoil beyond that.

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 Post subject: Re: Isla Muerta - Site C
PostPosted: Wed Jul 05, 2017 1:58 am 
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Albertosaurus
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Location: Canada, eh?
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Actually I used the canon shape of the island as the basis for the terrain. Won't spoil beyond that.

:wink: Sounds awesome! That's all I wanted to know.

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 Post subject: Re: Isla Muerta - Site C
PostPosted: Mon Jul 10, 2017 5:47 pm 
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Albertosaurus
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Long long ago I started playing around with an idea for a set of smaller levels that branched off from a "hub" level if you will, and that idea had been basically based off of playing some of Dinos Crisis 2. The idea was that you are dropped off at a small port on the island, that has shipping containers and animal cages and a check in building that security would have used. Then there was to be I think 3 ways of exiting the port, each leading to a different level/set of levels. As you completed these levels and backtracked, there would be changes to the hub level. Of course, it never got very far due to my limited modeling/modding capabilities, but it's cool to see something with the feel of Dino Crisis. There were certain aspects of that series that would be neat additions to a trespasser mod.


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 Post subject: Re: Isla Muerta - Site C
PostPosted: Mon Jul 10, 2017 9:52 pm 
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T-Rex Killer
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Sounds cool.. Dino Crisis puzzles are no joke, going to have a difficult time figuring this aspect out. So far all I have are keycards and (planned) security passcodes.

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