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Old 23-01-19, 14:42   #71
jonathanrij
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Quote:
Originally Posted by Woops View Post
I took the time to make videos of some inaccessible areas in this beta, those being the door in Lara's Home and most of High Security Compound.
Thanks for your contribution! I've added your HSC video and post to the OP.

The (placeholder) textures give the level such a conceptual feel, despite geometry and the level's general outline being very developed. It's interesting to see how much of a mess it used to be.

Last edited by jonathanrij; 29-01-19 at 13:04.
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Old 23-01-19, 16:27   #72
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Originally Posted by jonathanrij View Post
Thanks for your contribution! I've added your HSC video and post to the OP.

These (placeholder) textures give the level such a conceptual feel, despite geometry and the level's general outline being very developed. It's interesting to see how much of a mess it used to be.
You're welcome! Thank you for including the video in the OP

Yes it definitely is at a much earlier state of development than other levels. However, some areas in it look really close to the retail build, even with (near) finished textures. Which leads me to believe that they could have moved these areas from Area 51. But who knows

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Looks like the animation used for the soldiers in TLR.
It is? I did not notice that. It's interesting how they recycled assets for later games

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Looks like they build the entire level before doing the textures. I feel bad for whoever had to go back to all those rooms and fix that hot mess.
Their workflow does look a little messy. But many textures have small marks on them to hint what they're supposed to be.
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Old 27-01-19, 20:36   #73
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I just recorded Coastal Village:





I also wrote down a big list of differences compared to the final version, which you can find in the video description. This list should cover (almost) everything that got changed.

Thames Wharf and All Hallows will probably follow next, but they might take another while, as I'm lacking motivation and am already preoccupied with other things in life.
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Old 27-01-19, 21:41   #74
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The difference in lighting in the cutscenes is so drastic oftentimes... I'm thinking if they really decided it was too bright for the situation (like in the hut) or if they were trying to hide the flickering polygons...
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Old 28-01-19, 14:09   #75
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Damn! Nice work. Love the videos. I like the differences here, they're so small yet make the level so much better!
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Old 29-01-19, 22:27   #76
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I like the Shotgun in TR3 but it would have been nice to have the Shotgun from TR1 & TR2 in the game.
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Old 30-01-19, 02:49   #77
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^ Yeah I prefer TR2 shotgun though. Classic look though. I never liked TR3 shotgun, just never liked it.
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Old 30-01-19, 04:45   #78
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^ Yeah I prefer TR2 shotgun though. Classic look though. I never liked TR3 shotgun, just never liked it.
Yeah same. It's hard to explain really but the TR1 and TR2 shotgun just looks and sounds more powerful. Like it's a heavier shotgun.
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Old 30-01-19, 16:49   #79
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Yeah same. It's hard to explain really but the TR1 and TR2 shotgun just looks and sounds more powerful. Like it's a heavier shotgun.
Funny, it was always the opposite for me. TR3’s shotgun looked and sounded more powerful, where as TR1 and TR2’s shotgun seemed more simple and easygoing.
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Old 30-01-19, 19:06   #80
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Funny, it was always the opposite for me. TR3’s shotgun looked and sounded more powerful, where as TR1 and TR2’s shotgun seemed more simple and easygoing.
I guess its because the Tr3 shotgun looks more like a real shotgun. (The SPAS 12 to be specific) while the Tr 1-2 shotgun is a generic shotgun.
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