"Trespassing!" A Jurassic Park: Trespasser AAR/Runthrough

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The dumbest bridge ever created. I am not even sure how this would work, because that central pillar is not going to hold up a truck due to leverage. It's something straight out of scooby doo.

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An entire demountable room teetering over the edge of the cliff, we jump from it to where the picture was taken. Before the room we grab a drum-mag AK which...We will not be able to use as every dinosaur on the map is now dead and level-transitions steal our weapons! I think it's obvious it was placed there earlier in development when seamless transitions were intended.

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Final puzzle that will take us to the final level, an elevator. The aim here is to shoot that wooden panel so it leans against the 'up' position lever. We have to do this while standing on said elevator and it'll shoot us up to the summit. I wonder what's up there...Surely raptors can't be all the way at the top of a mountain! Well that's where we're ending this level, wish me luck for the final level, The Summit.
 
Level 8: The Summit
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Thanks to the level "Pine Valley" and it's geothermal plant being cut, we're led to believe this small wind farm installation powered the park. The buildings up here are demonstrably cleaner and nicer than most, indicating they weren't stripped of their parts in the evacuation because they were too isolated. Immediately Tribe C raptors pursue us and we're forced to grab any weapon we can.

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All the damned doors are locked from the inside and we have no keycards...Hmmm...
I wonder if the solution is to jump over some placed objects like 90% of the game!

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Oh who am I kidding? Of course that's the solution. XD Jumping up here we find a catwalk of sorts we can use to get into the radio building which conveniently has an opening on the roof!

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Smashing the emergency beacon some helpful United States airforce people tell us to stay put. We actually need to go up to the peak of the mountain, staying here won't win us the game. Although I wish there was an alternative ending where waiting here for half an hour would auto-win the game.
 
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So a spooky thing about the final half of this short level, most of the guns have halved ammo counters. Spas 12 has only 4 shots instead of 8, G3 has only 10 instead of 20 and so on. This is because we aren't the first person to try getting help here, others went here for safety and something ate them. Something strong enough to handle an armed person...

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Dodging Tribe C's we go up a big metal catwalk thingy and spot this...Poor guy almost made it...But something here killed him...Uh oh...

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No raptors sneaking behind the buildings, looks like we're in the clear. They'd NEVER spawn some raptors up here despite that making little sense! Also the electric fence is very-much active and will fry you if you touch it.

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I present to you the 'final boss' of Trespasser, the Alpha Tribe C raptor! She's about twice as big as a regular raptor, with something like twice the HP of a tribe C. But that doesn't make her TOOOO strong. She's basically as dangerous as an Albertosaurus. But her two companion Tribe C normals which follow her are much more dangerous.

Hammond has a cut dialogue which mentions one specific raptor, which he states "We never figured out why it grew so large". Foreshadowing this big girl.

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The raptors are programmed to 'tuck limbs in' when they die, and she's no exception. Enemies of varying size and durability would've been nice in this game, I reckon Tribe C should've been bigger than Tribe B instead of smaller, maybe with more albertosaurs spread around too.

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The roofs of the buildings in the final are have no textures, which I always found odd, as you have to jump on boxes to exit the game.

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Going down this metal catwalk and onto the helipad ends the game, we are rescued by a helicopter and Anne keeps a raptor claw as a trophy. The end!
Hope you guys enjoyed the AAR, it was fun replaying the game. Feel free to ask any questions or discuss anything dinosaur'y.
 
Bonus: Weapon discussion
Going to add some more to this thread because I think the weapons should be discussed. I'll be using pictures from IMFDB if only because they're perfectly functional.

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.357 magnum
Found all over the island, the gun is probably the worst gun in the game. Works just fine on Tribe A's, but against B's and C's it isn't ideal because it only holds 6 rounds. I think in context of the game it's actually loaded in .38 special instead, which is why it's underpowered.
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Desert Eagle
Way better than the .357 in basically every way. Has 8 rounds, more damage and a high rate of fire. Not the best 'belt holster' weapon but its not the worst. They're pretty common too, and it makes a lot of sense that they're on the island because contrary to most video games, it's a sporting-use weapon not a sidearm for soldiers.

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Ruger Redhawk
One of the sidearms I like a lot, I think it one hit KO's Tribe A's with headshots, but it needs more for Tribe B and C. Only holds 6 rounds but it's easy to aim and hits like a truck. One thing you notice with some weapons is that their 'total damage' doesn't change from other weapons, I think with 2 extra shots the Desert Eagle matches this thing's potential damage, but being able to 1 hit KO makes it feel better.

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VP70
Fucking worthless, I shouldn't even be writing about it. It shows up like three times in the game and I'd rather a .357 magnum for any scenario. Because of a programming issue Anne will say "About empty" when it runs out of ammo, fooling you into holding onto it instead of throwing it at your foe.

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Beretta 93R
So rare ingame I don't think I actually used it in my AAR? I've used it before in the game, but it's just a VP70 with 2 extra bullets. Still worthless.

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Lindstradt tranq pistol
These guns aren't terrible, but they don't kill raptors. In a normal playthrough I might've used one or two, but for the AAR I just went full-lethal. They would be way more useful if some levels had way less firearms, forcing you to use tranqs.

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Hammond's revolver
As my AAR showed, this gun is a complete beast, six rounds of 1 hit headshot, even to Tribe B's. A little hard to aim with it because the sights aren't great, but if you fire at point blank its hard to miss. Just a shame it only shows up once...

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Calico
Probably the best 'belt slot' item in the game, it holds 100 rounds of piss-weak damage but that means you can stunlock raptors to death. Very rare though and usually only in hidden areas. I think I found two or three of them in the whole game? Now that I think about it, the number of a lot of items are about 2-3...

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MP5 (silenced and normal)
Great gun, big magazine capacity of 40 rounds lets you 'tap fire' raptors to death with accurate shots. Don't go full auto with this weapon unless you have to. The silenced version is just plain worse than the regular sort, but not TOOOO much worse. Good 'belt slot' weapon and you should never squander one of these as they'll take out a lot of raptors. I think it's supposed to have a vertical front-grip but it was removed before release for optimization reasons and because Anne never uses two hands anyways.

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MAC-10
Super high rate of fire, not very high damage, and inaccurate unless fired in controlled bursts. Probably better than any of the 'single shot' handguns, but not the best belt-slot weapon. You really want to aim for headshots with this weapon or you'll waste it's potential.
 
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SPAS-12 (Bell Shotgun)
Best shotgun in the game, granted there's only two types of shotgun. 8 shots of high power that should 1 hit KO Tribe A's. One thing about the game is I don't think they had time to model buckshot, so shotguns fire slugs instead, making aiming them a bit harder than expected. At least this one has nice sights to line up. Somehow makes a 'pump action noise' with each shot despite Anne having one functioning arm.

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Benelli Shotgun
With less damage, only 7 rounds and no sights to line up, this is a piece of shit. Weirdly enough they spawn most of these at the ass-end of the game which means you have to use this thing against Tribe C's!
Anne holds it weird too, she 'hipfires' the gun, which is all but impossible to aim unless you've used it heaps before. I'd rather a Redhawk than this crap.

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Browning Hunting Rifle
Good gun, only ten shots (more than any shotgun) but it hits like a truck. Pretty easy to aim too, but very low rate of fire. Get caught up close with this thing and you're screwed. You can get a lot worse than this weapon, but there's also a lot of weapons better than this one. Grab it if you can.

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M-14 Rifle
A vietnam-war classic, this baby holds 20 rounds that almost does as much damage as the Hunting Rifle. Faster fire rate and good sights ultimately makes for a great gun. No automatic-mode but you won't need it anyways. Always grab this if you can find it! More common than the HK91 rifle as well.

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HK91
Yeah so like an idiot I kept calling this thing the "G3", it's actually a HK91. Oops. It's basically just a reskin of the M14, holding 20 rounds, doing awesome damage and having different but also very useful sights. A bit more rare but always nab this one if you can too! I think it's based off of the nasty hunter dude's gun (the guy who is eaten by the compies) in The Lost World.

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Norinco Type 56 (drum or stick mag)
Probably the best gun in the game in either form, does good damage, has a 40 (stick) or 100 (drum) round magazine and can be 'tap fired' very accurately. A single drum-mag Norinco can clear most of a map of raptors, it's just THAT good. Because I always wanted to save it 'just in case', I ended up not using most of them in the AAR, which bothered me quite a lot. X_X

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Lindstradt tranq rifle
Same issue as the handgun version, why use this thing when I could just use a gun? I love how it's the same gun as from the movie, but it's just not practical. I wish the developers made these things more useful.

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Lindstradt "Toxic" Rifle
There was supposed to be more than one of these in vanilla Trespasser, specifically two in the Ingen town, one in The Lab and the final one in Ascent Part 1. In the end all we can use is the Ascent one. And well...Why NOT use it? It's a one hit kill on anything aside from rexes! And it lets us bag the biggest predator on the island, the Alpha Rex. Thumbs up on this one.

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.50 M82
Never used this in the AAR and it's purely static-mounted. Basically unusable because of how derpy the arm system is. In theory it 1 hit KO's raptors but good luck. There's also only like...Two in the whole game?...Again that damned two number! Bleh, don't use this thing.

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.30 Browning machinegun
A weird mishmash of M2 .50cal and the M1919 .30cal, its a lot more useful than the barret sniper rifle is.
You still can't carry it around, so that limits it's potential, but in the AAR I made use of it to kill an albertosaurus and some raptors. Use it if you can, otherwise avoid.

And that crudely sums up all the weapons and how I feel about them!
 
Well for the last week I've been modding Trespasser to make something of the 'ultimate' vanilla experience. Fixing faulty triggers, reintroducing cut dialogue, adding a couple more bossfights, and removing faulty invisible walls.

Will update when I have more information, but I do have a thread on the trescom forums if anyone wants to read progress so far.

 
Well after a month of hard work the mod actually is completed! And get this, after like two decades of Trespasser modding it's the first successful attempt to make a fan patch for the game!


Check it out! Snazzy!

If anybody here wants to give it a shot, please enjoy. I think it improves the fun by a fair margin.
 

The second iteration of my patch/mod has been released, different thread for documentation purposes.

Doesn't really change the levels much at all (a few lil tweaks here and there which I thought helped with immersion and stuff), but it DOES change the voicelines quite a lot! A LOTTA LOT in some levels, but somewhat less LOT in others.

Pretty proud of it, as it makes use of a lot of cut dialogue that really could've been left in the game.

Oh, and it adds a whole cut LEVEL that was intended for the game too!

In vanilla, there's this weird gap between the town and lab levels, as if Anne had travelled miles or something.

Why? BECAUSE SHE DID TRAVEL MILES! Through a pine forest valley! I fixed the level up, and re-added it to the game.

It even has a fun Quake Quad Damage Easter egg.
 
Going to explain a hilarious bug that I don't think anybody has really figured out until now.

There's a chair on the beach level which I didn't mention in the AAR, upon tapping the chair lightly it falls apart.

Now most people thought this was because the developers never bothered to use the 'magnet' system to make actual complex breakable objects, but this is not true at all!

The chair in question HAS a perfect set of proper magnets which should work. With one small problem...

The magnets have a lower instance number than the chair parts themselves, meaning the game engine cannot figure out how to connect the parts and thus the chair just breaks apart when touched.

Deleting the magnets, saving the map, re-adding the magnets so they occur AFTER the chair, causes them to work perfectly, fixing a bug that has existed for 26 years.
 
Released "Build 120", the newest version of my mod on ModDB. If anybody here ever plays the game, give the mod a try. It's not a huge custom map, or total conversion or anything, but a charming vanilla-like experience that uncuts a bunch of stuff, rebalances a few things, and adds a few surprises! Plus, uncuts a whole damned level which was cut shortly before release.

 
Ah this game I started out scared as a kid and didn't advance the 1st level except swim farther away from the beach and Anne said she was cold.
 
Ah this game I started out scared as a kid and didn't advance the 1st level except swim farther away from the beach and Anne said she was cold.
Heheh, yep, when you try escaping the island via swimming Anne mentions how she REALLY doesn't feel like swimming, and that "It's not like I can swim to America!"

Going to document some weapon rebalances in a bit, because I just discovered there's some interesting changes in the betas...
 
Build 103 to Retail weapon damage changes
Documenting this because I find it interesting, but weapons VERY close to the game's release had quite different stat values, at least damage-wise. For context Build 116 is the game that was released, so Build 103 is very, very close. By this point even the "Pine Valley" level was cut despite being 95% complete.
First value is damage in Build 103, second value is from Build 116.

PS&W686(revolver): 20, 18
Redhawk(revolver): 27.5, 25 (Build 103 has half the recoil too)
Desert Eagle: 22.5, 20 (again nearly half recoil)
VP70(Burstfire Pistol: 30, 15 (almost completely useless in retail)
Beretta93R(Burstfire): 32.5, 15 (and less recoil in retail compared to 103)
SPAS12 shotgun: 40, 30 (103 has 2x damage multiplier too, and less recoil)
Benelli shotgun: 37.5, 30 (103 has faster firerate too)
HK91 Rifle: 35, 20 (103 has 8 round magazine compared to retail's 20 round magazine, and has less 'push' force on targets)
Browning Hunting Rifle: 32.5, 25 (way higher ROF in 103)
M14 rifle: 37.5, 20
Mac-10 SMG: 8, 8 (103 has way higher push-force, recoil, but less range)
MP5(nonSilenced): 10, 12 (103 has more push, only 40 ammo compared to retail's 60, 50% more recoil and half the range)
MP5(Silenced): 10, 9 (same changes as for non-silenced but both have the same 150 range and same 180 push)
Calico submachinegun: 12.5, 5 (no other changes, but it's so nerfed!)
AK47(Drum Mag): 15, 15 (Build 103 has almost half the recoil)
AK47(Stick Mag): 15, 15 (Same as above, half the recoil for Build 103)

So a bunch of interesting changes, namely rifles and shotguns were heavily nerfed when they rebalanced them for retail. MP5's got weaker because they got less ammo, calico SUPER nerfed, burst-fire guns super nerfed, and handguns a little nerfed.

I feel this is the case because they tried 'actionizing' the game, adding more guns to levels and making more focus on shooting raptors a lot.
 
Trespassing 2: Electric Boogaloo (Zeno's Build 120 Patch)
Well, gonna do another run, this time with my mod so I can show off some of the changes I made to the game. Obviously I can't show off audio or anything like that, but there's a lot of visual changes that are obvious and can be captioned!

Will be starting "Trespassing 2: Electric Boogaloo" soon!(tm)
 
Trespassing 2: The Beach
Welcome back to Isla Sorna! I've wanted to do a sort of 'playthrough' to demonstrate the various changes my mod makes to the game, unfortunately due to a picture-only format I can only do so-much. But hey I reckon it'll be enjoyable none the less.

Anne, yet again, has crashed onto the beloved island and finds that it has changed since the last time she was there...

The Beach! Not a lot of changes to this level aside from a bunch of changed/added/moved voicelines. I mean you can check the patchnotes on ModDB, they're pretty long but nothing too fancy.

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Anne wakes up on the island and notices something immediately, was the plane-wheel always there?...Well okay technically this belongs in the Jungle Road with the rest of the plane parts, but because that level got changed during development and the tail moved to The Beach, the wheel can go there too!

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Hmmm, secret hidden gun? Okay this isn't even a change I made, there is a gun hidden up there in vanilla, but I made it a bit more obvious because who's going to assume secret gun on crate at the start of the level? Should be a Desert Eagle too.

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That doesn't look like a Desert Eagle to me! Yeah I replaced it with a Mac-10 because this level is a pushover anyways and I think secrets should be rewarding. Plus a line of new dialogue! Anne isn't aware of what island she's on yet.
VA5: Dear Diary. Plane has crashed on deserted island. Will die a lonely death. Well, I gotta go. Anne.
Yeah so most voicelines ingame are "VA"(Voice Anne) and "VH"(Voice Hammond). A few different ones though in there like "ANNEDINOKILL" and such.

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Another dimensional anomaly, these scaffolds absolutely weren't here before! I am certain of it!...Maybe an inspired modder ripped them out of an earlier version of the game and put them back into the game? ;D These things were a bit of a pain in the ass to set up with proper values and such.

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That bin and 'prybar' (it's a stick of rebar I think) weren't there either! Another blast from the past, brought into the game.

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Whoah, the Ingen Construction Site sign is no longer blocking the road foolishly and plants aren't underground or hovering above the ground!? What wizardry is this! Anne is shocked by the area looking more tidy and presentable. Compare it to the same sign on Page 1 of this thread for comparison.

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The "Brachiosaurus Pond" is re-added, for some odd reason it just likes to not-exist and I have no clue why. But, it is now back, for good. And what an incredible smell!

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Suspicious Desert Eagle placed between three rocks, so alluring, so desired, so...Much of a possible trap!

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And trap indeed it is, Mister Starting-Level-Raptor comes out to ambush us, but he's a trivial enemy to fight.

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Couple hits and he is down. Anne was supposed to have non-scripted dialogue here and there when she kills raptors and does other actions. But this non-scripted behavior was never added to the game which sort of sucks.

So I added some of the non-scripted dialogue to scripted enemy kills. Mostly the first of any particular species you see, or 'boss' enemies. "But Zeno, the game only has one boss!" you may say. Yeah I added a couple more...
 
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Mmmm I don't remember a VP70 being there...And I remember it being a weak piece of shit fake-burstfire weapon. Now it's a handy 18-shot semi-automatic pistol with relatively low damage! Far more useful and I actually quite like how it turned out. Uses the MP5 soundbite for it's fire-sound and it works quite nicely.

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VA47: Velociraptors. The killers.
Anne now also talks more about dinosaurs, mentioning them where possible. Funny story but you weren't supposed to have even seen a raptor until halfway or so into the next level!

Oh and instead of one raptor here, there's two now! Because I thought just two total raptors for a whole level was just too few, and they're pack hunters, right?

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VA18: Who do they think they're keeping out?
Another cut line that was supposed to be played here but removed from the actual game...Well it's back in! And unlike vanilla you can actually push open these doors to get to the next level that way. And that concludes The Beach!
 
Trespassing 2: Jungle Road
This level has quite a few changes, namely structural additions that offer alternative paths. Trespasser initially was supposed to be more 'open' and less linear. Some of this remains in vanilla, but sadly Jungle Road had an entire alternative route cut! And I restored it!

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Anne calls Hammond a 'weird psycho old guy' in cut dialogue, really a lot of her characterization was lost due to voice-line cuts...But hey, isn't that gun supposed to be a Desert Eagle!? Yes it is supposed to be one of those!

But part of my mod's balance system was differentiating 'Ingen guns', 'Hunter guns' and 'Merc guns'. Hammond probably didn't want his low-wage staff running around with top of the line firepower so some of the fancier guns have been replaced, conversely some of the shittier-guns have been replaced with nicer ones where it makes sense.

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A huge dinosaur tooth, probably from a T-Rex. This is mentioned in the strategy guide as being an effective melee weapon. In vanilla Trespasser it's a TERRIBLE weapon on account of not actually existing in the level as it was cut. But here it is, restored, and tweaked into quite an effective melee weapon indeed!

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Anne guts a raptor like a fish using the tooth, it's a little unpredictable but these Tribe A raptors are pushovers so it usually 1 hit KO's them with a good hit to the head.
VA20: I was a freshman when they had the first rumors. We watched it on the TV news in the common room, drinking cocoa from the kitchen. I said it would be nothing – just another cold fusion.
Another sadly cut line, remember that Anne like most people saw all of this stuff on the news, few probably believed it possible that dinosaurs could be brought back via cloning.

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One of the alternative-paths I added to this level, the 'scenic triceratops plateau view'. In vanilla Trespasser there's this big area with a Triceratops on a hill, but you can't get up there! I added this alternative 'peaceful' path that can be used to bypass quite a bit of the level, if you want. You do miss out on some dialogue but oh well.

Just walk through the bushes and up a hill and you're there!

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Anne cuts another raptor up with the tooth, and contrary to some information, the dinosaurs aren't really dangerous when they're dead, mouth open or not.

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Anne smashes open a small shed, shocked there's no dinosaurs inside. Yeah this line was cut and I have no clue what it was actually supposed to be used for, it IS supposed to play at this rough-location but it seems there was intended to be a larger structure here.
VA24: No dinosaurs in here. I guess this was just construction – the real facility could be miles away.

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A cool thing that was sadly cut from the game, something of a foreshadowing for the mayan ruins stuff later in the game, and maybe a bit of mysticism going on. This spooky mayan stone-head is perfectly aimed at a crashed Ingen jeep, as if he somehow caused it...He saw what happened...Didn't he?
VA34: You saw what happened, didn't you?

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Anne demonstrates her dinosaur knowledge by barely remembering the name of one of the most popular dinosaurs of all time. Another sadly cut piece of Anne's characterization that the game sorely needed more of...
VA45: Tri-triceratops, right? They don't know their names.


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Hammond helpfully explains to us what this building actually is, although technically speaking it doesn't belong here. The "Plantation House" belonged in the cut level..."Plantation House"! But hey it's here now until I fix up the Plantation House level so it's staying, reee!
VH81: A failed coffee plantation of the 1860's. Fields were marked out by stone walls. To the west, the ruins of the plantation house still stand.

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Anne appreciates the tasteful design of the Plantation House, it's a nice looking building. I'm sure in the 1860's this would've been quite comfy to live in. Hell I wouldn't mind a place with this style today!
VA65: Beautiful. Spanish colonial.
 
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So in "Trespassing!" I mentioned an M14 on the upper floors, but there is nothing else to explain why it's there. Logical solution? BONEZ! And an Ingen crate. This poor lad was probably from a nearby jeep which crashed, went up here for safety and bled out. One of his femurs is balanced off the edge and on the ground-floor there's a boot to draw your attention. Worldbuilding and intuitive design, baby!

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Waiiiiiiit a minute there's supposed to be a huge and random 'wall' of dirt that has a stream/tracks that make no sense! As if somebody reverted this area back to an older un-cut version! Welcome to the "Hidden Valley", a path that was sadly cut before release. It's intended to be a peaceful stroll through the woods, but I figured that wouldn't be 'vanilla-like' enough. So there's a couple raptors and a surprise in there waiting for you. Otherwise? A nice peaceful stroll indeed.
Had to move a metric shitload of plants so they don't float, and there's a couple cut dialogues in there too.
VA29: This is like hiking in the woods behind my house. We used to pretend we were on a spy mission.

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Surpriseeeeeeeeeeeeeeeee! It's an Albertosaurus! A whole level earlier than usual, although admittedly this is an alternative 'hidden' path.

He's a special Albertosaurus as well, programmed to be your friend to the end! And by that I mean he won't ever stop chasing you until either of you are dead. Have fun!

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Another skeleton I added, because they're so fun to place in logical areas. I wonder who ate this guy...Maybe the nearby hungry Albertosaurus! That shotgun is nifty to grab though if you're unarmed.

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Going through the 'hidden valley' ends up taking you to an exit further on into the level which unites you back to the monorail segments. I think both paths are fun in their own ways, and they both have their own fun dialogue.

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So this is a hard picture to decipher without context but remember Trespasser ONLY allows for hitboxes in the form of rectangular prisms. Normally it's one huge ugly prism that makes this complex-geometry monorail thingy into a hitbox nightmare. The central sunken 'rail' is a visual lie and items will hover a good half a foot off the ground. But notice here the gun in fact sits nice and flat? I had to replace the handful of huge prisms with a metric SHITLOAD of smaller prisms that allow for more precise hitboxes. It took AAAAAAAAAAGGGGGGGGGGEEEEESSSSSS but it worked!

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Anne, getting bored, has to ask a logical question...

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Another sadly-cut dialogue that gives Anne some more relatability. She's just a random woman with a simple education, she's not a survivalist, or a soldier, or a ninja! And she's in such an inhospitable nasty setting!
VA41: This isn't supposed to happen. This… I graduated summa. This should be happening to a… policeman, or a ninja.

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I angled the piece of wood at the end of the level so it doesn't look stupid, plus I end the level a little bit before it usually ends so you don't see the big dumb vast expanse of 'nothing' that is at the end. There's a good 200 meters of additional level you apparently were supposed to traverse and I have no clue how it was 'really' supposed to end.

But that concludes Build 120's rendition of The Jungle Road! Hope you enjoyed.
 

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