Monday, 20th September 2010

Trespasser Walkthrough From 1997! – Part Three – Plantation House

Time for the another part! Plantation House. I hope this is a level you guys actually discuess for once..

Situations which have been planned but not designed yet will be marked with an asterisk: *

Plantation House

Having crossed the gorge, Anne is left on the final support of the monorail at the top of a ridge marking one of the foothills of Mt. Crick, just to her west. This is her first sight of the interior of the island, and it should be breathtaking – from here she can see Mt. Watson off in the distance, probably make out the plains, and get a good look at some of the terrain she is about to enter. The view of the town should be blocked by the rise between it and the Plantation House area.

*Down the hill

Anne can follow the remnants of another dirt road down off the side of Mt. Crick. The jungle here is getting a little darker and the mist getting heavier – it is no longer quite so comforting a place to be wandering through.

*Dinosaurs on parade

When Anne reaches the bottom of the hill, the road suddenly empties out into a large clearing, and this clearing is filled with dinosaurs! A triceratops family is peacefully grazing off to one side while an albertosaur lurks farther back in the trees, before making a sudden charge. The combatants will disappear down a slope to the northwest, and Anne would be wise not to follow.

*Just when you thought you were safe

Anne needs to cross the open area – she probably saw the construction area (below) from atop the railway, and knows the town is in that direction anyway. However, as she crosses the area, she is very exposed. The player may not feel this, but when the stegs suddenly all look up from their grazing, and perhaps issue a warning call, she should begin to question her safety.

Sure enough, two raptors are stalking her from the border of the woods. One is quite small, actually a child, and is just learning to hunt by observing its parent, so they aren’t quite the ruthless killing team seen in the films. However, as soon as they get close enough, the larger one will rush from cover towards Anne. There are many sticks and rocks littered around this area, and if Anne isn’t already carrying something, she will have ample time to prepare, while the adult raptor circles, making occasionally lunges. The young raptor will lurk just outside the combat, waiting for an opportunity. The adult raptor is fairly easily discouraged if the player hits it a time or two, and if Anne hits the child at all, it will flee, and its parent will run after it.

If the player isn’t very inventively combative, they may try to flee. The raptors can easily overtake her, however, so the only safe bet is to flee toward the stegs, who are on guard, and will ignore Anne and attack the raptors if they get too close.

*Hunter camp

If the player chooses to head east instead of north across the open plain (or comes back in that direction later) they will come to a valley cul-de-sac where the hunter camp from The Lost World was set up. Although the base was wrecked and abandoned, it is still full of useful items, and the defensive perimeter the hunters set up is still mostly intact.

The perimeter consists of a series of pit traps and dino-sized bear traps. Some of the pit traps are still concealed with dead branches and other foliage, but others yawn open. None of these defenses will prove fatal to Anne: the pits conveniently have enough garbage at their bottom that Anne can always make a staircase out if she falls in, and the beartraps hinder her movement if they clamp on to her leg, and require a fair amount of time to remove, but will come off. The perimeter mainly exists to slow the player down and give them something new to think about as they walk along.

Within the hunter camp many burned vehicles and flattened tents are strewn about the area. In a crate or a not-quite-so-wrecked vehicle Anne will find her first gun, and possibly a dino prod (electrical shock stick). Elsewhere there is a map which reveals the location of the Manor House and an alternate approach to the InGen town.

Construction Site

If the player heads almost due north across the open area, trying to follow the dirt road that led down from the mountain, she will come across a valley where the other end of the monorail was being built. This is an obvious entrance to the town, but unfortunately the valley has been sealed by a huge landslide which also brought down the monorail.

However, there is something for the player to do here – an extremely long piece of plywood (part of a form) extends horizontally from the top of the last monorail support. In this case, the player can get at it by dragging crates from their nearby position to make a stack next to the portable toilet or construction office, climbing up on top of the trailer, and using something suitably long (like a piece of rebar with a stick clamped to the end by a dino trap, for instance) to knock the wood down.

*Mysterious walls

Some old stone walls (European style) trace partial lines through the jungle to the west of the open area and construction site. If Anne is curious enough to follow them, she will come upon a foundation of a tiny building and a very old path running behind a stream, which leads southwest to the Plantation House

*At the house

At a bend in the river, the ruins of an ancient Spanish plantation house offer a tempting place for Anne to explore. If she has already been to the hunter camp, she knows that the hunters had marked the house as a location for a possible secondary base, and she should be even more tempted to explore.

*House puzzle

*Albertosaur attack

At some point while Anne is inside the house, she will hear the angry roar of an approaching Albertosaur. This half-sized version of a T-Rex will proceed to rip the house apart, knowing Anne is inside. The player must avoid the obviously weak rooms and walls of the house, and stay towards the center (or maybe get in to the basement) until the dinosaur eventually gives up and moves off. Possibly some active interference on Anne’s part may encourage this behavior – such as luring the dinosaur into attacking very unstable parts of the structure which will collapse, hurting it.

*To the shore

When the Albertosaur has left the area, Anne can feel free to explore around some more. A fairly obvious path leads further southwest, away from the house. Near the shore, it terminates at a 5m cliff, likely too tall to safely jump down, and anyway, the player would be stuck on the beach if she jumped down and survived.

*Down to the beach

Getting the hook

Once Anne makes it down to the beach, she will discover the remains of the wealthy family’s picnic from the beginning of The Lost World. The tables, chairs, and other items have been strewn about by recent high winds, and some things have even become lodged in the surrounding trees, like a very long, sturdy-looking boathook. Anne must get this down by throwing stuff at it, or possibly gathering other debris around the beach like the picnic table and making a stack high enough to reach it, or at least reach it with a pole (somewhat like the construction area puzzle).

*Balancing beam

Please discuss everything HERE

Have fun

Monday, 13th September 2010

Trespasser Walkthrough From 1997! – Part Two – Jungle Road

Time for the next part! This time it’s Jungle Road. Since the beach was so small, I hope you guys have alot more to discuess for this level!

Situations which have been planned but not designed yet will be marked with an asterisk: *

Jungle Road

The jungle is a marked contrast to the beach – suddenly the player enters a quiet area thick with growth. This close to the shore, the jungle is relatively well lit, with golden sunlight penetrating the canopy. Only the lightest mist floats among the trees, and all in all it should be a safe-seeming area. The surf sounds become muted and then disappear altogether, and the player is left following a narrow, overgrown dirt path.
Jungle Road is, obviously, a jungle area. It need not be said that the Jungle Road area is one of the most crucial areas in the game – it is where we introduce the player to the beauty of the island, and to our style of gameplay. The high concept is to provide them here with a section of jungle to wander around where they can see picturesque scenes and solve interesting physical puzzles, in a relatively unthreatening environment.

Overall Structure

After leaving the starting beach area, players enter the Jungle Road area through a narrow pass in the east. There is an extremely faint path leading you through it, remnants of a dirt road that used to lead from the beach to the construction zone. You go up a rise, and for a moment there is a level area – through the trees you can barely make out the monorail terminus – basically two big slabs of concrete, with a roof overhead supported on pillars.

The eastern part of this area should be relatively open – hills and depressions divide it up, but there isn’t a forced path – you can follow the monorail or not. Later on, the only way to go is along the monorail track, forcing you to pass a series of puzzles, which lead you to the Final Exam area. It’s also possible to keep exploring west, where you can find a few dinosaurs, a small Mayan ruin, and the southwestern beach – all described below. A view of the overall layout is provided in Jungle Road Plan.bmp.

Monorail Terminus Area

The rail terminus is a simple structure – two concrete platforms, with a few pillars supporting a simple roof. It is all now thickly overgrown with vegetation – it should be hard to spot among the trees and ferns, until you’re right on it. It was once intended to be the drop-off point for visitors (scientists and VIP’s) staying at the Site B Visitor’s Center on the beach. Signs read, “Please watch your step,” and “Welcome to InGen’s City of the Future!”

It is surrounded by a high protective wall, intended to keep roaming dinosaurs away from disembarking passengers. Walking further on, players will eventually be forced to encounter wall, as it encloses the entire terminus area.

The gate in the fence should be huge and exciting, like the big ones in the Jurassic Park film (see photo ref, jurassic_gates.jpg) — not exactly the same (having it say “Jurassic Park would probably just confuse players,) but in the same spirit. Hammond built it that way to impress his visitors, and it should also give players a thrill to pass through it.

The gate is locked fast, by a bar on the other side. However, observant players will notice that the door is held in place by hinges, whose pins can come out (see hinge.jpg). Knocking out the pins is the key to proceeding – this will be slightly unrealistic, but hopefully not too bad. They should be in plain sight, but not all reachable from the ground – players will need a pole or a long stick to get the top ones.

Monorail Track

The monorail was never completed – InGen put up the supporting piles and a few sections of track before abandoning Site B entirely. There should be some grandeur to this ruin – decaying pillars rising through the jungle.

So what the players find is an overgrown dirt path, barely visible now, but marked by tall concrete pillars, and occasional pieces of construction materials or equipment. At the time of its building, the path of the monorail was cleared of major trees, but the jungle has had 8 years to reassert itself since then. Constructing the track this way will provide a trail for players to follow towards the civilized areas of the island. At times, the player should be unable to see where the path leads – they must just continue in the same direction, and eventually spot the next pillar. In a few places, the actual monorail track stretches overhead. In others, it has fallen down (shoddy or partial construction, combined with the extreme weathering of the jungle climate).

A description of the track construction can be found in monorail sketch.psd. We also have quite a bit of monorail photo reference, in the monorail reference folder. As to the precise structure of the monorail track and supports, it may not be precisely as we’ve drawn it — I will leave that to the ex-Disney employees.

Make-out Rock

Rock and Clearing – at the top of a small hill, there is a large boulder with a clearing around it, providing a cool view of the surrounding area. The kind of place teenagers would go to make out, if there were any teenagers, and there weren’t any man-eating dinosaurs around. The hill is steep, but in one place, a log is balanced on the edge of a ledge, and pulling the log down creates a ramp to scramble up.

Safety Phone

This is sort of like a police call box – a metal box, with a speaker grill and a big button to push.

Pressing the button produces a few short rings, then a voicemail voice: “Thank you for calling InGen Technologies, creating your future, today! An operator will be with you shortly.” Tinny elevator music follows, then it repeats after about 10 seconds, then silence.

Stack of Cans

We’ll have a few of these – paint cans, fuel barrels – stacked up, so starting players can have the fun of knocking them over.

Construction Shack

Beside the tracks, a small plywood shed has been hastily constructed. It was used to keep the worker’s tools out of the rain when they were off shift. It is little more than a rectangle, about 1.7m by 1.7m, by 2.5m high, and a door takes up most of its front side (the side facing the tracks). The plywood of the shack has grayed and begun to curl as old plywood does (represent in the texture if possible, otherwise just ignore this detail) but it is still sturdy enough to keep Anne out. The plywood was nailed to a frame of 2x4s, visible on the inside of the shack when Anne opens the door.

The door itself is held closed with a rusty padlock, and if Anne hits it hard enough with a board or a stick, the lock will break, allowing her entrance (small hammer, ideal for the purpose, can be found nearby). Inside the shack are just a few bits of debris, including an axe-handle. On the rear wall is a faded map of the projected course of the monorail – this should be a surveyor’s map of the lower half of the island, with the town towards its top, marked “Burroughs,” and the beach where Anne started the game at the bottom right marked “Landing, 5F, 1988” A red line marks out the course of the railroad between the station (see the Terminus area) and the town.

Objects:
Hammer – the personal-sized kind
Axe handle – a piece of wood, sadly missing the sharp cutting bit.
Map of monorail route

First Lifter Puzzle

Here, the terrain slopes sharply up, making it difficult to climb. Fortunately, an abandoned person-lifter stands next to a section of completed monorail. Amazingly, it is still functional – players can turn a switch and start it up. The only problem is, the controls in the “basket” no longer work – players will have to use a stick to work the controls at the base, while standing in the basket. The controls are very simple – on/off, up, down, rotate left, rotate right.

Mayan Face, Jeep

In a shadowed, rocky gorge, a stern Mayan face (see photo ref) looks down on a crashed jeep – two eerily parallel ruins.

The jeep is a standard InGen model, a remnant of the hunting expedition from the Lost World – fleeing in panic, a hunter veered off the path of the monorail, and bounced out of control on a group of boulders. The jeep is on its side, and players can give it a push if they want, sending it down to the bottom of the gorge.

The jeep should be balanced so that you can push it over, sending it crashing to the bottom of the depression.

Fallen Trees

Two big fallen trees cross over each other, forming two levels of walkway for the player.

Still Pool and Rocky Cliff

This is an area off the beaten track, where players can relax and check out our water technology – a pool backed by some picturesque rocky cliffs.

Stacking Boxes Puzzle

An elevated stretch of monorail proves to be the only up a steep incline. We will place some debris around the area – boxes, oil drums, and planks, and let players construct a sort of scaffolding to climb up to the track itself.

Game Trail, Triceratops Encounter

A game trail leads away from the monorail track, just before it turns north. It leads through the jungle, across relatively even terrain, to a sunny clearing, where players can find a lone triceratops, grazing.

Nearby, there is a place where players can scramble up the hillside to a shelf of rock. A log (.7m thick, 8 m long) projects out over the ledge above, and players can pull its end down to create a ramp leading upwards. From there, players should be able to make it to the hilltop.

Mayan Pavilion

At the top of the hill, there is a small Mayan ruin – a 25m by 25m area is paved with flat stones, forming a sort of plaza at the top of the hill, from which players can view the whole area. 4 crumbling columns form a square roughly 10 meters on a side. Players will also notice the remnants of a fire roughly a year old – now just a charred place on the stones. Nearby, under the shelter of a leaning stone, there is a hunting rifle with 4 shots remaining in it.

Secret Beach

In the southwest corner of the Jungle Road area, there is a second beach. It is a rocky area bare of trees, harsher and less tranquil than the starting area. It should be beautiful, but in a kind of harsh and lonely way – not like the idyllic starting beach. An piece of an airplane, perhaps the wing or tail, has washed up on the rocks – a remnant of Anne’s own vehicle.

House of Cards

(see House of Cards.bmp)
Players following the monorail path will find an impasse here – a depression followed by a shelf in the terrain. On the ground in front of them, 5 large sheets of thick plywood, leftovers from some temporary mini-shelter. To pass, players have to build a small platform out of the plywood, by leaning them against one another like a house of cards.

This is one of those puzzles we’ll just have to try out to see if it works)

Albertosaur Chase

Walking down the hill toward the Final Exam area, players will hit a trap which will create an Albertosaur nearby. We will try to motivate the albertosaur to pay no attention at all to the player, but simply charge past him across the path and keep going, moving much faster than Anne is capable of – the idea is to startle players and give them a mysterious brush with a dinosaur, but nothing more at this point.

The “Final Exam”

To climb the ridge out of the Jungle Road area, players need to climb up onto the intact section of the monorail, and walk along it. This involves solving a series of puzzles, which will teach the player about our game and our interface, and make sure they are ready to play the more difficult sections ahead.

Getting onto the Monorail

There is a portable one-person construction lifter here, the same kind people have been using to paint the DWI building recently (or whatever they were doing) – see lifter.bmp. It starts out in the extended position, high enough to reach the monorail track, but when players step on it, their weight causes it to collapse, gently. When they get off, it returns to its extended position. Players need to learn to brace it in position before getting on, using the boxes and wooden debris found in the area.
There is also a switch in the basket, which unlocks the joint at the base, allowing the arm to swivel.

Along the rail

Proceeding along the monorail, players will encounter a series of small obstacles:
— stacked crates and debris, which players can just smash or push aside
— a construction plywood platform, whose walls block the way. Players must smash it down to proceed!
— an enclosed plywood or metal platform, perhaps built to protect some crucial operation from rainfall. This lies at the other end of a gap in the rail, preventing Anne from jumping across. Anne must break it apart before proceeding.
— 2.5-meter gap. Anne can barely make this, with a running jump. Helps teach players their jumping limits. The gaps can be ornamented with bits of rebar or other internal reinforcements sticking out of the concrete.
— 3.5-meter gap. Anne cannot jump this. Nearby debris on the rail should include: several 4-meter lengths of rebar; a piece of plywood. These can lie across the gap to form a usable bridge.
— 3.5-meter gap, part 2. This time the tools are different: a heavy piece of concrete, some 3-meter rebar, and some more plywood. The concrete holds the rebar in place, since it can’t rest on the opposite edge, and thus Anne can build a partial bridge, and jump the remaining meter or so.

see jungle road.max and final exam obstacles.bmp for diagrams of how these puzzles will be laid out.

Getting down off the Monorail

It’s about 5 meters up, too far to jump down. The final 30 meters of the monorail track are not complete – only some of the concrete is there, the rest is plywood. The final support pillar is about 2 meters away from the end of the plywood section – the plywood section is held up by flimsy temporary supports, a wooden scaffolding. See jungle road.max, and monorail end.bmp.

The plywood section and its supports will be built out of breakable magnets, so that it should be possible to destroy the supports, and then put enough weight on the plywood itself that it sags and eventually breaks, giving players a controlled fall, something they can survive.

Please discuss everything HERE

Have fun

Monday, 6th September 2010

Trespasser Walkthrough From 1997!

For the next 11 weeks, I’m going to post one level each Monday. The parts I will post, is from a walkthrough written in 1997, revealing some of the original layout of the game.

Part One – Beach

Situations which have been planned but not designed yet will be marked with an asterisk: *

Beach

The beach introduces the player to our game, and will play up the important aspects of what Trespasser is all about: beautiful scenery, our plot as provided through voiceovers, and physical interaction.

Beauty
The player begins on a beach in a sheltered lagoon. The air is warm and still, the sky is a cloudless pale blue, and it is the most perfect tropical summer day imaginable. To the north, the island landscape begins – a lush jungle, misty hills and deep valleys invite exploration. To either side, the beach stretches away, terminating in steep cliffs that prevent passage. Ultimately, the only way to go is inland.

The beach also offers an intriguing ruin, or the traces of one – a partial concrete foundation is sticking up from the sand and the shallow water – clearly it was once part of some extensive building project (in fact, it was going to be the InGen Visitors’ Center, a massive hotel-like building – only a part of the foundation was ever completed).

Plot
The plot and reason for gameplay will be triggered when Anne sees some concrete blocks on the beach, with InGen markings. (Presumably, the Anne has already said something like “Where am I?” just as the player first gets control). Here, the player learns that she’s on the Site B island, and also learns just where the Hammond speech is coming from, via a speech by Anne stating that she remembers reading Hammond’s memoirs.

*Your first objects
Some objects lie on the beach for the inquisitive player to pick up and start toying with, such as pieces of concrete, sea shells, and logs.

*Awesome view
The player can climb the concrete blocks to get an awe-inspiring view over the jungle trees.

*Leaving the beach
(Puzzle to leave the beach? Perhaps beach is fenced with that dune-drift-preventing fence and the entrance to the forest has a gate which the player merely needs to open, making it the absolutely simplest puzzle possible – I agree it is somewhat lame to fence off the whole beach, but this does solve our immediate problem of ensuring that players go down the right path.)

Please discuss everything HERE

Have fun

Sunday, 29th August 2010

End of Summer Special — TC_Trilogy Beta Released

If you’ve been sweatin’ from the summer heat, prepare to crank your AC up another notch before you fire up this smoking-hot trilogy! Hand-delivered by the mailman himself (what? yes, just this morning — no, I haven’t been sitting around playing all for myself this past week), make sure you grab this level while the bandwidth is still there.

TC_Trilogy is a single package containing the revamped first TC_level, the highly innovative and acclaimed TC_Isle, and the follow-up level TC_Rescue. Replay or play for the first time Anne’s alternate journey from Site B. What better way to introduce a Trespasser fan to all the awesome fan work here at TresCom than installing this package for them.

Download from here now!

Monday, 9th August 2010

Complete Trespasser Soundtrack With Bill Brown’s Promo Now Online!

Sorry about the much too long of a wait for those who heard about this coming, but it’s finally here! Not one but two versions of Bill Brown’s memorable score to our favorite game, in the best sound quality ever heard before!

First up is the actual promo itself, sequenced to play with the tracks overlapping each other like a suite. Then I did my own edit of the complete soundtrack, with some re-sequencing, filling in some of the missing pieces, some bonus tracks, and giving some tracks their clean openings/endings so they can be heard as single tracks. Both versions now have their original names.

So make your way to my site today to check it all out!

Wednesday, 30th June 2010

New Trepasser Developer interview

Yes that’s right today we have a new interview for you guys conducted by or one and only member Tatu with Philip Salas who was an Art Director for our much loved game.
Check it out Interview with Philip Salas

A big thank you goes out to Tatu for taking the time to do this interview and Philip Salas for taking the time to answer the questions.

Hilwo’s Abandoned photography website back online! 

That’s right Hilwo took some time to put his awesome Abandoned Photography website back online.
Here it is Abandoned Photography Website 

Trespasser T-shirts? I want one!! 

Once again our member tatu go in contact with one of the trespasser testers called Tony, who was kind and took some pictures of these!

tshirt2

This is what he had to say about the image above:
“This is a white, cotton t-shirt used as bonus gift for customers who pre-ordered the Jurassic Park game “Trespasser.”
The inset image is the Trespasser logo as it appears over the left chest on the front of the shirt”

t_shirt1

“This is a customized, red, embroidered bowling shirt given to each of the team members who worked on the Jurassic Park game “Trespasser” at DWI. My shirt is customized with the name “Hawklord” embroidered above the pocket. Note the bowling figure on the collar. TRESPASSER
65,000,002.5 years in the making”

A big thanks to Tony for these awesome images.

Trespasser Soundtrack complete version!

That’s right Tatu has been quite busy lately once again he got in contact with the one and only Bill Brown and Bill being the awesome guy he is gave use the official track list for the soundtrack

msb

With this great news machf was able to update and find the missing music files in the TPA check out this topic for more info on this great discovery!

FULL Music List!

JPDS Exclusive images for all! 

Yes Draco was kind today he took some time off from hunting raptors in the forest and gave use some exclusive images of JPDS check them out for yourself:

Yep looks cool doesn’t it? Well I have some bad news when hunting raptors in the forest, Draco accidently fell in a dinosaur trap and yeah… sadly that means no JPDS…
Nah just joking! He is working on it as we speak and is hoping to release it soon.

Beats the summer: TresCom is going to make you sweat!

Beats the summer: TresCom is going to make you sweat!

Behold! Unknownst to most fellow TresCom members, the team behind the great first TC~Isle and TC~Level has been silently working on a new treat!

Unfortunately, no one but the developers were allowed a first look. But this is going to change! Luckily, I found these tidbits on the web (tihi, whoever of the devs thought they could hide stuff from me is just dead wrong… uhm… about… ANYTHING!). Anyhow, lets take a look, shall we?

I was told, three more are scattered around here somewhere, so how about a little game? The first to publish these on the TresCom Forum shall receive a special rank of his choice for a day!

Better yet: After approaching the fellow developers, I was informed that these images may hint towards something big to come…

Now tell me: Who needs the sun anyway?!

Wednesday, 9th June 2010

New models renders found!!!!!

I came across some new never seen models renders about an hour ago.

Please check THIS topic

😉

Tuesday, 8th June 2010

New Jurassic Park Game?

So, everyone is still waiting for a new Jurassic Park game huh? The wait is over! The company Telltale has revealed that they will be creating a new series of episodic games based on Jurassic Park!

Read more HERE

Thanks goes to Nem for this info!

Monday, 7th June 2010

New Trespasser Images and tatu

Hello, most of you know me from the forum as tatu. It’s my honour to tell you that I’m going to help with the site, so I can guarantee that you will see updates.

In the meantime, check out these kick-ass new images I manage to get HERE