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Old 30-05-12, 18:59   #31
bekim
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Originally Posted by darksoul View Post
Hey guys, i found this video on Youtube, and i never see this level before, it's a secret level? or what? looks very cool!

http://www.youtube.com/watch?v=kUVFRVB_7qA
cmon its easy just download this savegame from stellas walkthrough
http://tombraiders.net/stella/files/...s_complete.zip

edit :whoops too late
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Old 01-06-12, 19:04   #32
Avalon SARL
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Why does this level has a dark feeling to it different from the levels of the game?
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Old 02-06-12, 14:38   #33
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I think the early verison of the game was a little bit darker in places. If you watch Developer Diary Part 1 closely, you can see that The Lost Valley initially was a lot darker and resembled in style TR1's valley more. For whatever reason, they decided that was not good and brightend it up and added more vibrant colors. My guess would be that the Anni engine didin't really work well with the old colors design.
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Old 03-06-12, 05:33   #34
Avalon SARL
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I think the early verison of the game was a little bit darker in places. If you watch Developer Diary Part 1 closely, you can see that The Lost Valley initially was a lot darker and resembled in style TR1's valley more. For whatever reason, they decided that was not good and brightend it up and added more vibrant colors. My guess would be that the Anni engine didin't really work well with the old colors design.
This secret level was designed by the Anni engine and it was dark. They should not have brightened the levels up like that.

If you play the game with the commentaries on, when comparing TR1 to TRA, they were talking alot about how mean and evil the developers were in TR1 and how they thought remodeling the levels to what they are now made more sense to them and made it easier for the player, so it was them who decided that and they seem to be afraid making the game as difficult and evil as before;

with TR2013, thankfully they have changed their minds
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Old 03-06-12, 07:49   #35
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This secret level was designed by the Anni engine and it was dark. They should not have brightened the levels up like that.
My point was that it may look nice in Styles Unit since it shows just a small fragment of the area and it works that way fine. I mean look, they initally tried to make the whole Lost Valley look like that (moody, rainy just like in TR1) and it looked far less impressive (watch that Dev. Diary), so they decided to go for bright wide open space with livley looking vegetation, etc.

Listening to the commentaries I thought they remodeld certain levels just because the new engine called for it. For example, they talk about how the pillars room in Midas Palace was evil in TR1, but honestly it would make no sense to leave it as it was - with Anniversary system, jumping straight forward from one pillar to the other would be ridiculously simple, so they had to change it. Same goes for couple of other areas they had to redesign in order to make things work more sensibly with Anniversary engine.

But you will get no argument from me with Cistern - obviously they chose to simplify it down, as well as whole Atlantis level.

I still like the game, though.

Last edited by MIrage; 03-06-12 at 08:02.
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Old 03-06-12, 09:56   #36
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Well TR1 Lost Valley was bright and open apart from the draw distance problem. I do not recall anything moody about it or any rain in any part of TR1. I really liked the style units version, but the final one was fine.
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Old 03-06-12, 10:20   #37
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Oh yeah, I know that there was no rain in TR1's LV (they couldn't pull off atmospheric effects at the time either, could they?) but (presumably) with Anniversary they tried to add it to justify the darkness of the area; because, I would argue, that the original Lost Valley was more sinister looking but that was only due to technical limitations (distance fog, pitch black darkness of the sky) - and they initally tried to recreate that atmosphere (I think it's clearly visible in those snippets of the early version of the game in DD1).

EDIT: OK I just watched that Dairy again and there's no sign of raining either there Oo, but undoubtedly it had the colors toned down compared to the final version.

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Old 03-06-12, 19:35   #38
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Using TRAloader, TRAfly and The Cheat Engine 6.2, you can get into all the cutscenes. Some cutscenes need the fly cheat, so it is worth switching it on before loading the cutscene.

Here is a new video of mine showing exploration of the cutscenes using the TRAloader's cinematics....

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Old 03-06-12, 23:03   #39
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^One of the best things about anniversary! Lol this is the only game I know where it is that easy to get into cutscenes.
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Old 06-06-12, 20:09   #40
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Default Breakdown of my above video

CINEMATIC...... NAME ............ (TRAFLYCHEAT)........

1 Nevada bomb site........ (TRAfly Needed throughout)
2 Calcutta hotel and office... Hotel (TRAfly not needed)office at distance(TRAfly needed)
3* Natla rooftop and office .... Rooftop (TRAfly not needed) office & lift (TRAfly needed)
4 St Francis folly........ Folly hill top(TRAfly not needed)mountains(TRAfly needed)
5 Cave entrance .......... (TRAfly Needed throughout)
6 Natla condemed ......... (TRAfly Needed throughout)
7 Scateboardkid & car...... Starting area (TRAfly not needed), the rest(TRAfly needed)
8 Bike Pursuit............. (TRAfly Needed throughout)
9* Atlantis Island .......... Start (TRAfly needed), some of Island (TRAfly not needed)

In other words, keep the TRAfly cheat handy at all times, when entering a cutscene

* These two cutscenes do have stable savepoints as mentioned previously, but we are still looking for more stable savepoints for the other cutscenes, thus avoiding the need for the cheat engines (no puppet show method).

PS...They may not exist, as lots of us have explored this already, but you never know, there are always suprises to find in Tomb Raider.
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