07-01-14, 20:41 | #81 |
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07-01-14, 22:28 | #82 |
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08-01-14, 09:39 | #83 |
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So back on topic..
I tried to enter the door like Aurimas said, without cheats and it worked. Don't know if any of you want to see proof on video. I can upload it if someone wants to see it. Edit: does someone know how to get in the part of the ending cutscene in the Monstrum Crimescene level? Last edited by Gia_; 08-01-14 at 09:42. |
08-01-14, 10:10 | #84 | |
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Why do you want to get in that cutscene? I actually would like to get in Cabal meeting cutscene. Maybe we would find Luther Rouzic there hidden as there is an entry about him is in ACTOR file and I did not check characters and their textures in cutscenes. Last edited by Aurimas; 08-01-14 at 10:26. |
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08-01-14, 10:47 | #85 | |
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08-01-14, 14:40 | #86 | |
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08-01-14, 17:22 | #87 | |
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09-01-14, 01:05 | #88 | |
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By the way, another interesting thing about The Monstrum Crime Scene is that when I ripped PRAGUE1.GMX files maps names go like this 18112e10-.map, 18112e11-.map and 18112e16-.map. I wonder if why after 11 it is 16, not 12. |
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09-01-14, 01:19 | #89 | |
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09-01-14, 01:56 | #90 |
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I remember reading that the pawn shop was going to be further developed. It was going to be used to buy/trade weapons, similar to a resident evil 4's merchant. I'm guessing there was going to be a pawn shop of sorts in Prague as well? Also, the herb shop was originally going to be a shop to purchase medipack / first aids and other health items. I'm pretty sure the candy bar was a last minute afterthought (almost a deliberate joke from CORE). I'm guessing randomly placed health and weapon pickups were also an afterthought because Eidos was pressuring them to release. Sounds pretty cool if you ask me. Imagine storing up on weapons and items before entering a tomb. It would have made the tombs feel more realistic (no medipack or shotgun perfectly placed at random). I remember reading that the whole Parisian ghetto was going to serve as a main hub for the majority of the game. It wasn't even half way developed thats why when AOD was released this section was basically in one of its alpha stages or so it felt like it. The character dialog trees in these sections might have been a bit deeper as well where it would effect story and characters. Also, the "I feel stronger" crap was thrown in last minute as well. Originally, Lara would gradually become stronger the more you used a move. For example, the more time you spent swimming over the course of the game the more faster she'd swim. The more you used sprint the more you would develope her sprinting skills. I don't remember the source, but I think maybe it was the Official PlayStation magazine. Also, gathering money was going to be further developed as well. For example, Lara could find a old vintage comic in the dumpster and pawn it. Also, in the fight ring at the church Lara would be able to bet on fighters ( part of this was still included although useless) and maybe even fight them because I read this is where players where going to learn the fighting controls. The randomly placed money was odd. Parisian Ghetto felt like the most incomplete section in the entire game. Also, I think Janice and the drug dealer were meant to have bigger roles in this section. I remember this game was widely anticipated at the time and EIDOS advertised the @$#% out of it in print and video commercials from Visa to G4. I remember getting stuck at the pawn shop explosion and the Wrath boss in Hall of Seasons for the longest time. Also, got stuck at climbing to the hall of season boss! but I remember that part being a pretty cool moment. The climbing in this game was cool. Great animations. I'll give it that.
Last edited by jackraider; 09-01-14 at 02:12. |
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