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#31 |
Tomb Raider
Join Date: Aug 2008
Location: Poland, Warsaw Gender: Male
Posts: 11,485
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I guess probably because all an experienced team could do is what we have right now while unofficial projects can only do but a fraction of what TRAOD offers.
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#32 | |
Archaeologist
Join Date: Aug 2019
Location: Parisian Backstreets - ‘Rue de Paititi’
Posts: 1,625
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And ‘poor and small’? ![]()
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*inhales* Welcome to my most modest dwelling! *sighs* ~ to a spambot... >.> |
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#33 | |
Historian
Join Date: Mar 2015
Location: United Kingdom
Posts: 362
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"D'you know, it's going to be real pleasure to shut you up." |
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#34 |
Legend
Join Date: Jun 2007
Location: Germany
Posts: 25,771
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I believe they did have some sort of standalone program to place level meshes, obejcts, triggers, etc. in but yeah, the bulk of the level building wasn't actually done in that. And in any case, recreating the mechanics and levels in a modern engine seems like the best way to go, considering how many limitations AoD's engine had and how outdated it would be by today's standards. Just imagine playing through Parisian Ghetto without the loading screens!
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Wozu zuhören, wenn man reden kann? Last edited by Zebra; 06-10-19 at 17:04. |
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#35 | |
Professor
Join Date: Feb 2009
Location: Northwoods of Wisconsin
Posts: 3,362
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If I were going to remake the game, I would definitely build off of the original levels (the game has SUCH a great art style - better than Legend IMO even if Legend is technically superior in texture resolution/fidelity) but expand on them massively. |
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#36 |
Professor
Join Date: Dec 2013
Location: Caves
Posts: 3,049
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It was extracted, I think Nakamichi gave LD the extracted level. It's been ages since then but I seem to remember him saying that on the phone...
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Could I love him? |
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#37 |
Explorer
Join Date: Feb 2015
Location: Italy
Posts: 818
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^correct
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