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-   -   Create a Classic Competition 2019 (https://www.tombraiderforums.com/showthread.php?t=223038)

tombraiderxii 10-07-19 01:47

thanks everyone <3

I havent been this motivated in a long time haha :D

I'm just scared to do the proper underwater sections. I might delegate them to caverns deep underwater caves connected by the labs.

TRExpertgamer 10-07-19 03:09

Quote:

Originally Posted by Tombraider95 (Post 8106527)
If it was a 20x20x20 or One Room Challenge, I probably would have entered, but I don't have enough time to build another level at the moment :cry: Maybe next time! Looking forward to seeing what people build though!

You're so jealous about it!! :ton::vlol:

AgentXP 10-07-19 14:53

Quote:

Originally Posted by DaroRaider (Post 8107905)
I have a level prototype of 5 minutes of gameplay which is inconcluse, is it possible to go on working on it for joining the competition? :confused:

If it's only five minutes worth, so around the amount you could have built in real-time since the competition began, and it fits the classic rules, that should be fine. :tmb:

Baslakor 10-07-19 23:28

I am searching for TR1 (specifically Egypt) doors and items like the ankh, scarab, etc.

EDIT: nevermind, found them here. http://driber.net/trlefaq/gm/trwads.html

disapearing-boy 12-07-19 14:55

Another WIP object - I gave much needed legs to this Statue from the Title Wad. The legs were scaled up from the statue of Horus in the final level.:)

https://i.imgur.com/0mdJ67I.jpg

The legs came out too bright - not sure what's causing that. Anyways he's too tall - I have to split the object.

Raider99 12-07-19 20:07

Ooh I might give it a try. :D I don't have a specific setting, but it's supposed to be a mix of Nevada base levels, rig levels, underwater, something partially inspired by Bioshock's Rapture. :p (just the atmosphere, no way I can recreate a city for this) I'll see how it goes... :ponder: Doing some kind of "splicers" in style of classic games could be tricky tho. :titaklikestocreate: In case I go crazy and way beyond competition's rules, I'll just keep it for something else. :vlol:

EDIT: In short, as I envisioned it, it's meant to be an underwater research labs complex where some experiments went horribly wrong.

croftyboy 12-07-19 21:07

I don't know if I can finish it but still, I am going to try! I am thinking about building a TR3 India style level.

Baslakor 13-07-19 01:57

Quote:

Originally Posted by Raider99 (Post 8108950)
Ooh I might give it a try. :D I don't have a specific setting

That does sound very, very specific though! :ton:

Erikku 13-07-19 14:09

The screenshots in this thread are pure eyecandy :cln:
I remember the first create a classic competition and it was amazing!
Sadly I can't participate this time, but good luck everyone and have fun!

noonbob 14-07-19 08:01

All these projects looking great! I love this Classic theme.

Quote:

Originally Posted by Feder (Post 8107443)
First area completed :D

https://i.imgur.com/duscgBd.png

Still haven't decided what type of enemies to put :ponder: RX-Tech guys or mutants? ... or both :mis:

I absolutely love your levels Feder, can not wait for this to release ;)

Teone 14-07-19 09:01

Quote:

Originally Posted by Erikku (Post 8109063)
Sadly I can't participate this time

What a shame! :( In the previous competition your Dragon Statues game was great. I loved the particularity that if you kill monkeys in that game then something different happen then if you let them be. (I wonder by myself: maybe Dino got inspired from that? No, Dino's conception was earlier)

bigfoot 14-07-19 09:43

Amazings screens in this topic :eek: !!
@ Tombraiderxii, I love your sleeping with the fishes inspired level :jmp: !!

For me I also use the sleeping ocean rocks textures and also cleopal textures and I'm very happy of the result :) !!

https://nsm09.casimages.com/img/2019...6816311364.jpg

Just the colors, I'm not 100% happy but I don't want a dark level even if the city is sunken in the sea :o .

Also don't ask to me how the arches make to stand up :vlol: (after the cataclysm who destroy the city and nearly 2500 years under the sea) ... but it give a magical effect to the place :p !!

LoreRaider 14-07-19 11:16

^ you should really use darker colours, just a little darker, otherwise it breaks a bit the immersion (also using new dark reflections with FLEP patch :p )

New shot from this area :D
https://i.imgur.com/2IvkFFa.jpg

tomblover 14-07-19 23:18

I'll give this a go, if it can hold my attention for long enough... :vlol:

https://i.imgur.com/LTirsTd.png

https://i.imgur.com/jJZePDY.png

Temple of Hathor, inspired by this little "newspaper clipping" ad circa TR3. :D

Gaga 15-07-19 04:16

Love everything i'm seeing so far guys! :hug:

Quote:

Originally Posted by tomblover (Post 8109471)
I'll give this a go, if it can hold my attention for long enough... :vlol:

[IMG]https://i.imgur.com/LTirsTd.png[IMG]

[IMG]https://i.imgur.com/jJZePDY.png[IMG]

Temple of Hathor, inspired by this little "newspaper clipping" ad circa TR3. :D

I LOVE THIS IDEA.

FreakRaider 15-07-19 09:35

i would wanna take part but i‘d have a question to the object limit

could i use meta to change the geometry? or bake objects into geometry? all while ensuring it still feels classic? because tbh 12 objects would be not enough for me

Feder 15-07-19 15:50

Quote:

Originally Posted by tomblover (Post 8109471)
Temple of Hathor, inspired by this little "newspaper clipping" ad circa TR3. :D

Excellent idea for a Tomb Raider Spin Off :p also the screenshots are just amazing :) and since we're sharing our progress, here is a little trip to the re-opened RX-Tech mines

https://i.imgur.com/qqyAiXt.png

tomblover 15-07-19 21:27

https://i.imgur.com/eT441rg.png

https://i.imgur.com/SzqscpR.png

There we go! The first screenshots were just from a test build - I went for a stretch, as it were. This is the same concept but more to my liking. :ton:

The ceiling's just wallpaper city, but I keep putting off fixing it. :vlol:

Thank you to everyone for your lovely comments! <3

Sabatu 15-07-19 21:55

ENTRANCE TO THE ATLANTEAN KINGDOM

https://i.imgur.com/Q08YFBH.png

ATLANTEAN DEEP FALL ( LIKE TR 1 ATLANTIS )

https://i.imgur.com/XgejuPf.png

LAVA SLIDE

https://i.imgur.com/s2VDPED.png

RANDOM LAVA CAVE

https://i.imgur.com/glekxjL.png

Osvaldo 15-07-19 22:32

https://images-wixmp-ed30a86b8c4ca88...7AbGLpGsgtWd9o

Una captura del avance que llevo, es probable que pronto el nivel esté terminado. :3
//-------
A screenshot of the progress I have made, it is likely that the level will be finished soon. :3
(Google Translate)

SrDanielPonces 16-07-19 15:32

Quote:

Originally Posted by AgentXP (Post 8107308)
EDIT: SrDanielPonces Someone was asking about the use of the TR5 slingshot as a weapon, and I said that was ok, so I'd say use your discretion. If it's e.g. a new puzzle hole and it fits with the classic theme of your level in your opinion, you can use it as part of your new object allowance.

As for actual Lara moves, the guidelines are to include moves from TR5 or the faster shimmy/climb up.

Oh, in that case I think I'm skipping this one. I like to be innovative and add new features to my levels (not new direct animations for Lara, but new interactable objects which require completely new animations, as well as puzzle cutscenes etc)... so maybe this competition is not going to be for me ahah

Good luck to everyone else!

Dustie 16-07-19 15:59

Honestly, I think that should be allowed... if it's to the same extent as with your ORC level then I don't see why it would be a problem, Core also used special dedicated animations which were executed either "on the fly" during Lara's interaction with objects (like the trident statues) or as separate cutscenes (like the shovel digging or chloroform cloth ambushing).

I feel like the "classic" feel comes from the texture and model assets and new interactions with objects do not disrupt it.

Might be worth settling this topic out now, while it's still early.

SrDanielPonces 16-07-19 16:04

^ Yup, that's exactly the kind of stuff I like to implement in my levels. It's up to Agent to clarify whether that's allowed or not.

tomblover 16-07-19 16:10

I'd like to use the extended crawlspace flexibility set for my level - is that verboten, then? Going for a TR3.5 vibe...

AgentXP 16-07-19 17:24

@SrDanielPonces I would say that your ORC was very much in the spirit of this competition, so if you create another level like that, then it should be fine. :tmb:

I very much enjoyed that level, but don't remember any different animations apart from the cog puzzle :ponder: (and that sort of addition is fine in CaC)

Quote:

I feel like the "classic" feel comes from the texture and model assets and new interactions with objects do not disrupt it.
^ My thoughts exactly Dustie :)

@FreakRaider Just in case there is misunderstanding, you are allowed to use more than 12 objects per level - you are only allowed to include around 12 NEW (not TR1-5) objects in your WAD, to keep the level feeling classic.

As for meta, if people want to use it to merge objects and improve level performance , then that should be fine :tmb: - However, I'm really not sure that creating HD custom geometry with meta is in the spirit of this competition, same as having too many extra HD objects. The idea is that people create a level using mainly CLASSIC assets... so it really depends on what you plan on doing with meta...

dcw123 16-07-19 18:01

Been away on holiday so haven't done much since last time..

Great work everyone - can't wait to play all of these levels :D

Reggie 16-07-19 19:12

Quote:

Originally Posted by AgentXP (Post 8110235)
As for meta, if people want to use it to merge objects and improve level performance , then that should be fine :tmb: - However, I'm really not sure that creating HD custom geometry with meta is in the spirit of this competition, same as having too many extra HD objects. The idea is that people create a level using mainly CLASSIC assets... so it really depends on what you plan on doing with meta...

I would assume custom geo is ok though? Like half width walls, arches/columns? Even in TR1 they were using objects to flesh out what couldn't be achieved using the grid like the columns in the Damocles room, the Hammer in Thor, the myriad of objects in Natla's Mines and memorably the Sphinx face.

I have a pretty clear idea of what to go for but I can see how customisation is necessary based on context.

FreakRaider 16-07-19 19:22

agentxp i meant merging objects into geometry or possibly changing the shape of some things, no new hd objects.

thanks dir clarifying!

Topixtor 16-07-19 19:36

Waited a bit because I wanted to see if things started working, but now I'm pretty sure I will end this in time! :)

I'm going for a Monastery level (TR2 engine) :D

SrDanielPonces 16-07-19 19:55

Quote:

Originally Posted by AgentXP (Post 8110235)
@SrDanielPonces I would say that your ORC was very much in the spirit of this competition, so if you create another level like that, then it should be fine. :tmb:

I very much enjoyed that level, but don't remember any different animations apart from the cog puzzle :ponder: (and that sort of addition is fine in CaC)

That's great to know! The only animations I added was the cog ones indeed, and these are the kind of animations I am reffering when I mention about "new content"! I obviously still want to keep the classic looks and gameplay.
---

I'm very happy to attempt continuing this adventure!
I've already tweaked a bit of the Lara skin I tweaked last year :vlol:

https://i.imgur.com/ynA21BE.png

dcw123 16-07-19 20:19

^ Loving this.. I always had a soft spot for the Maria Doria levels..
I just love underwater levels in general, we need more of them :)

I also love the unfiltered textures - sometimes I think having Bi Linear on makes the level seams more noticeable.. gonna test both and see which looks best - but at the end of the day, the player can alter this themselves anyway in the menu options

As for custom objects - I've kept mine to a minimum, and they only use textures from the TR4 TGA/WAD to keep the same 'look'
Such as the 2 tile wide bronze arches, I made a 1 tile wide version too.. and some extra stairs with different textures.. small things like that
Improvements to existing objects to make them look better - such as adding a handle to those bloody floor trapdoors LOL - I remember the first time playing not realising Lara can interact with them and looked for a switch to open them like in tr1-3

I'm also going to play around with and test some TR4 traps - but use them in new ways.. and see what works, and what doesn't.
For example those pesky cogs with the climbable pole which is impossible to avoid damage on.. you know the ones hehe
Well I'm gonna test other ways of Lara getting around these.
Also some cool, more dynamic puzzle ideas involving water/fire - in which Lara can see changes happening to the level a lot more.. not gonna spoil too much

LoreRaider 17-07-19 12:44

So I have a question
I was looking at the editor screens of TR3, and this screen caught my eye because of that rock texture, which we don't have :)
https://i.imgur.com/IUgDilX.png
I was thinking, can I use that texture in my level even if it's not on the retail data files? The texture was made by Core itself so it shouldn't be a problem :p

DVDSpike 17-07-19 13:02

I don't think I'll join but I was wondering where to get the original WADs from?

disapearing-boy 17-07-19 13:33

Quote:

Originally Posted by DVDSpike (Post 8110508)
I don't think I'll join but I was wondering where to get the original WADs from?

Websites like trsearch and Lara's Level Base usually have most wads.

https://www.trsearch.org/objects
http://laraslevelbase.org/index.asp

AgentXP 17-07-19 15:02

Quote:

Originally Posted by LoreRaider (Post 8110500)
So I have a question
I was looking at the editor screens of TR3, and this screen caught my eye because of that rock texture, which we don't have :)
https://i.imgur.com/IUgDilX.png
I was thinking, can I use that texture in my level even if it's not on the retail data files? The texture was made by Core itself so it shouldn't be a problem :p

Looking at the cascade file, I thiiink it may be this texture recoloured, or at least similar...

https://i.imgur.com/7bdFs8W.jpg

^ That is in the cascade tga in the extra texture folder of the original editor :)

nusretsirin 17-07-19 18:19

I'm in as well. I've been trying to use TRLE for 7 years but never made a single level since then. I'll try my luck here. I'm planning to make a Jungle themed level in India, just like we played in the first level of TR3.

Good luck all! :)

dcw123 17-07-19 19:37

Quote:

Originally Posted by LoreRaider (Post 8110500)
So I have a question
I was looking at the editor screens of TR3, and this screen caught my eye because of that rock texture, which we don't have :)

I was thinking, can I use that texture in my level even if it's not on the retail data files? The texture was made by Core itself so it shouldn't be a problem :p

You could always just cut out the texture direct from this image and resize it up to 64x64
It might be a little blurry but it could work. I've done this before and it seemed OK

SrDanielPonces 17-07-19 22:14

I don't want to show any gameplay content to the players so they get to fully experience it blindly, however here's a screenshot of what I'm doing:

https://i.imgur.com/aUjiQ4M.png

EDIT: Ingame

https://i.imgur.com/QSWeS5Y.png

LoreRaider 18-07-19 10:34

New shots from the streaming of yesterday night, I made such a huge work
So... new area, the village!
https://i.imgur.com/tJQMSG7.jpg
https://i.imgur.com/IEzD5Xi.jpg
https://i.imgur.com/chQqGVm.jpg

Feder 18-07-19 13:32

Nice! :tmb: looks even better than the original Coastal Village level.


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