03-11-19, 23:20 | #21 |
Member
Joined: Jan 2006
Posts: 22,530
|
The decision to name the rooms under different Myths/Cultures was a deliberate decision according to Paul Douglas, one of the OG team members.
https://twitter.com/cnhyv/status/1188562798147555329 |
04-11-19, 00:54 | #22 | |
Member
Joined: Dec 2014
Posts: 10,492
|
Quote:
|
|
04-11-19, 01:43 | #23 |
Member
Joined: Aug 2010
Posts: 1,858
|
- Merge Offshore Rig/Diving Area
Both of these levels felt way too similar - nearly identical textures, collecting colored key cards, and fighting hoards of human enemies. I would probably cut a majority of the Offshore Rig level when merging these two levels. Diving Area is the better of the two since it had more traps at least. The only parts I would keep from Offshore Rig would be the section where Lara gets her Dual Pistols back and the giant pool room. Also, the evil giant ladder would be removed as well. - Madubu Gorge - Make kayak optional I would design the level where using the kayak would be optional. Madubu Gorge is one of the most beautiful levels in the Classic games. Imagine a path where you could explore the entire level. Of course, the non-kayak path would be more perilous with traps and tricky jumps. - Citadel Gate - Remove locusts swarm from rope swing part The rope swinging mechanics from TRIV were already challenging enough, but adding an annoying unkillable enemy is pretty cheap. I'm not a fan of the swarm enemies in general, but this is one my least favorite use of them. |
04-11-19, 02:31 | #24 |
Golden
Joined: Oct 2009
Posts: 11,535
|
|
04-11-19, 05:21 | #25 | |
Member
Joined: Jan 2009
Posts: 9,827
|
Quote:
|
|
04-11-19, 16:33 | #26 |
Member
Joined: Feb 2006
Posts: 3,429
|
So Lara starts out on a roof, goes through a church, and then even deeper underground in a subway to then appear on the top floor of Sophia's office
|
04-11-19, 17:30 | #27 |
Member
Joined: Nov 2013
Posts: 256
|
Nothing, nothing at all! They are perfect as are!
|
04-11-19, 17:54 | #28 |
Member
Joined: Dec 2014
Posts: 10,492
|
I totally forgot about that transition haha. I fix the first one but break the last. Maybe just keep the museum part of Lud's Gate as a start for City, make a way to a lift and there you go in Sofia's office.
|
06-11-19, 01:29 | #29 |
Member
Joined: Jan 2006
Posts: 1,000
|
Interesting question!
Only thing I would change would be making Maria Doria a more isolated level. It's one of the most desolate places Lara's has been and actually a tomb. Remove all the baddies (maybe keep them in the Deck) and add angry ghosts. Would be a nice break from all the combat in Tr2. |
06-11-19, 09:47 | #30 | |
Member
Joined: Nov 2017
Posts: 3,362
|
TR1: Less block pushing, and include TR3's save crystals.
TR2: Less human enemies, and include TR3's save crystals. TR3: Increased gamma on PS1 and more warning for traps. TR4: Quote:
TR5: Include the 3 Gold games to double the length, have the game played in chronological order and allow weapons and ammo to carry over between adventures. Save crystals, too. TR6: Needs countless changes, but one I'll mention is I'd get rid of the day time Parisian Ghetto levels and essentially have Level 1 be a rooftop chase with the helicopter. This would be a high octane opening where you'd move to street level to enter Le Serpent Rouge, turn on the electricity and arrange the lights as platforms to make it to the rooftop exit. A cutscene would explain events up until Level 2 being Louvre Storm Drains. |
|
Thread Tools | |
|
|