TrespasserGuy's Unfinished, Unreleased Levels
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- TrespasserGuy
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TrespasserGuy's Unfinished, Unreleased Levels
This was a project that I started in February of this year. I abandoned it halfway through May to focus on contributing to the 20th Anniversary Community Level. I got pretty far with it, and even commissioned TheIdiot to create some new models for me. Credit for the suspension bridge and all the railroad accessories goes to him. I'm releasing the level as is. You can travel around the greater part of the island, but I think it crashes in CE with the draw distance all the way up. Just make sure to keep it down. Also, you can only play this level in CE. Twilight cannot run this due to some objects going over the normal poly count that CE can surpass. Be sure to look through the level in TresEd. I tried to make a lot of movie locations from The Lost World, such as the pine forest that Dieter dies in , and the Long Grass the hunters died in. The plan was to have Anne eventually reach the Ops Center. Take a look at it! I've worked really hard on this for the short time I did, and I want you guys to see it.
http://www.mediafire.com/file/1hxd7x8j6 ... V.zip/file
http://www.mediafire.com/file/1hxd7x8j6 ... V.zip/file
Last edited by TrespasserGuy on Sun Nov 04, 2018 10:19 pm, edited 1 time in total.
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Re: TrespasserGuy's Abandoned 20th Anniversary Level
The screenshots look pretty good, T.G. Downloaded, so I'll give it a look. Been playing the 20th anniversary
level off and on, somewhat gave me an incentive to put some more work into the ruins level I released some
time ago.
Don't feel bad about not finishing (or abandoning a project), we've all been there and for various reasons -
level off and on, somewhat gave me an incentive to put some more work into the ruins level I released some
time ago.
Don't feel bad about not finishing (or abandoning a project), we've all been there and for various reasons -
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
Re: TrespasserGuy's Abandoned 20th Anniversary Level
Awe, so you're not going to finish it? Was looking forward to giving this one a go and seeing my models in action! Even if you can't get it finished for the 20th Anniversary anymore, would you consider finishing it off eventually?
The screenshots look really cool. In fact, they're...strangely familiar. Looks similar to my Beach HD and, judging by your description, that one small level I made of all Isla Sorna compiling all of Tres into a smaller level. Those foundations in particular are quite interesting - a bit more detail and cluttering and they'd be perfect for Beach HD Mk. II. Still, even if it is cancelled, I'm eager to explore and see what you've done.
The screenshots look really cool. In fact, they're...strangely familiar. Looks similar to my Beach HD and, judging by your description, that one small level I made of all Isla Sorna compiling all of Tres into a smaller level. Those foundations in particular are quite interesting - a bit more detail and cluttering and they'd be perfect for Beach HD Mk. II. Still, even if it is cancelled, I'm eager to explore and see what you've done.
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Re: TrespasserGuy's Abandoned 20th Anniversary Level
TI, I think you'll be quite fond of the terrain, if you know what I mean I quite like your decision there, TresGuy. Really nice level! Lots of fun locations. However.. Exploring in the foundation-dimension worked fine, but when I went off in the opposite direction, I kept getting crashes. Unsure why. Perhaps post your CE settings (trespasser.ini)? That might make it work.
Re: TrespasserGuy's Abandoned 20th Anniversary Level
So I gave this a go in CE and didn't experience any crashes or performance issues, unlike Drac. All of my CE settings for Draw Distance-type stuff are set to the defaults so that might be it. In general I don't think custom levels should be played with those values turned up at all.
Anyway! I spent quite a bit of time exploring this level, making sure to check out every nook and cranny I could. In general, I really enjoyed what I saw. Will cover my exploration in point-form as I look around further in TresEd since I don't want to review this level in an unfinished state as I'm hoping to see it eventually finished:
Excellent work overall, TresGuy!
Anyway! I spent quite a bit of time exploring this level, making sure to check out every nook and cranny I could. In general, I really enjoyed what I saw. Will cover my exploration in point-form as I look around further in TresEd since I don't want to review this level in an unfinished state as I'm hoping to see it eventually finished:
- Spoiler: show
Excellent work overall, TresGuy!
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Re: TrespasserGuy's Abandoned 20th Anniversary Level
Nice review TI - I'd like to give a more thorough response, myself, just as soon as I have a CE settings file which won't cause the level to crash on my end...
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Re: TrespasserGuy's Abandoned 20th Anniversary Level
Thanks for all the feedback guys! maybe some day I'll get around to finishing this level. But before that can happen, I gotta figure out a way to reduce the crashing when walking around the path on the right at the start of the level.
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Re: TrespasserGuy's Abandoned 20th Anniversary Level
What you could do is to make sure the debug log setting (LogDevInfo=XX) is set to like 100 and post the debug text file the game generates when it crashes.Draconisaurus wrote:Nice review TI - I'd like to give a more thorough response, myself, just as soon as I have a CE settings file which won't cause the level to crash on my end...
Hey TI, while I know it could be related to system specs, could it be possible it works for you cause the 4 gb patch help? I don't think Draco is using it.So I gave this a go in CE and didn't experience any crashes or performance issues, unlike Drac. All of my CE settings for Draw Distance-type stuff are set to the defaults so that might be it. In general I don't think custom levels should be played with those values turned up at all.
Active project: Trespasser: Isla Sorna
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Re: TrespasserGuy's Abandoned 20th Anniversary Level
Hmm, do you have occlusion objects in the level? If you plonk a few of those down under the mountains, it might help.TrespasserGuy wrote:Thanks for all the feedback guys! maybe some day I'll get around to finishing this level. But before that can happen, I gotta figure out a way to reduce the crashing when walking around the path on the right at the start of the level.
That's a possibility, but I'd like to know if it's anything in the .ini file first. The 4GB patch doesn't seem to reduce crashing which is present without the patch though, it more or less just makes the game run smoother.tatu wrote:Hey TI, while I know it could be related to system specs, could it be possible it works for you cause the 4 gb patch help? I don't think Draco is using it.
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Re: TrespasserGuy's Abandoned 20th Anniversary Level
Hey guys, here's another unfinished level of mine. The premise is that you are Norman, a.k.a. the guy from Drac's Cursed Arena level, and you were driving on a foggy road somewhere in the state of Maine, when all of a sudden your truck runs out a gas. You then had to traverse the wooded landscape in search of a fuel source for your car, when all the while Zombie Raptors from JPDS were stalking you.
I didn't get a lot done but a few puzzles still exist. You actually can find a gas can, but I never made an end level trigger that makes the level end when you bring the can to the car. Oh well Maybe someday.
http://www.mediafire.com/file/0l1e5g4d2 ... L.zip/file
I'm gonna have to rename this thread like "TresGuy's Unreleased, unfinished Levels"
I didn't get a lot done but a few puzzles still exist. You actually can find a gas can, but I never made an end level trigger that makes the level end when you bring the can to the car. Oh well Maybe someday.
http://www.mediafire.com/file/0l1e5g4d2 ... L.zip/file
I'm gonna have to rename this thread like "TresGuy's Unreleased, unfinished Levels"
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Re: TrespasserGuy's Unfinished, Unreleased Levels
Well then. Another one of those way-too-much-space-without-much-in-it levels. At a smaller scale I'd say it looks promising, and surprisingly similar to a bit of the original "CursedForest" mod idea of mine, which the "CursedArena" level was a spin-off of. Basically an HP Lovecraft level. As well, my idea was going to rig up a vast teleport trigger system which would randomize large-scale locations around the map each time you started the level.
Re: TrespasserGuy's Unfinished, Unreleased Levels
Checked out the TL level, and while I can see that it clearly isn't in a hugely finished state, there were some things I immediately noticed that I liked and didn't like:
- Spoiler: show
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Re: TrespasserGuy's Unfinished, Unreleased Levels
Didn't see the gas station or ruins in my ingame flyaround.. Neato. Also the level appeared overly-large from the fog covering up the distance.. making it feel a little more empty than in TresEd. My two cents.
- TrespasserGuy
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Re: TrespasserGuy's Unfinished, Unreleased Levels
Welp, here's one more unfinished level from the archives. I'm sure some of you are aware of my Mountain Road mod. Well, here is what was supposed to be its sequel, Everlasting Jungle. I'm pretty sure I put in a ingame teaser to this when I released MR. I never got around to finishing Everlasting Jungle, so you really can't complete it. You can explore a decent amount of the level though. Keep in mind when playing through this that this level was abandoned a long time ago, and does not reflect my level of modding right now. The last time I touched these files were in 2016~2017 iirc. A part of this mod includes some poorly executed areas from JPIII, like the water-truck Eric hides in and the Pteranodon aviary, and a whole hodge-podge of brain-farts and stolen ideas from past modders Well anyway, I present to you Everlasting Jungle :p
http://www.mediafire.com/file/scrpmljwv ... 9.zip/file
http://www.mediafire.com/file/scrpmljwv ... 9.zip/file
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Re: TrespasserGuy's Unfinished, Unreleased Levels
...Whooooaaa. Just got done playing, then TresEd-checking. First unfortunately I need to note, for some reason almost none of the physics in this level worked. I'm not sure why, possibly something to do with the building-block method used in some places. But I could walk through everything, and the dinosaurs remained inactive except the Camara at the beginning. Very unfortunate. But, I explored most of the level on foot regardless. I absolutely love this design, was always wondering what was around the next corner. Kudos on being the only other modder from Nem to release a level using pushes as maze-paths, that looked nice (though I only realized they were physical in TresEd). The JP/// stuff was great, that's a nice start on the Aviary. Not sure how far SI got but it's the most I've seen in any released content. What was that green theropod by the Aviary? Forgot to check its name. And where'd you get it?? Again, lovely level design and choice of assets.
In TresEd I discovered I'd missed the entrance to an underground facility. Investigating, I found... Well I won't spoil here, but that was totally unexpected and fairly impressive. One or more of machf's CAnimals might have gone nicely there.
Anyway, it's clear you spent a lot of time on this mod. Seems to have been your training for future endeavors. It's fun to know that such things were being made when we didn't realize, and important that they eventually see the light of day. So sad that the physics don't work. Also, been years since I saw anything new using TC~Isle trees/trnobjs. Cheers!
In TresEd I discovered I'd missed the entrance to an underground facility. Investigating, I found... Well I won't spoil here, but that was totally unexpected and fairly impressive. One or more of machf's CAnimals might have gone nicely there.
Anyway, it's clear you spent a lot of time on this mod. Seems to have been your training for future endeavors. It's fun to know that such things were being made when we didn't realize, and important that they eventually see the light of day. So sad that the physics don't work. Also, been years since I saw anything new using TC~Isle trees/trnobjs. Cheers!