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Old 14-04-20, 12:09   #11
Greenapple968
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Originally Posted by Stryke View Post
I don't think TR3's traps were annoying at all or even hard. I just played through the entire thing myself since I could remember. It took me 13hrs.

Only parts I didn't like were the back tracking in a few levels. Although Aldwych I have to excuse. I thought the introduction could have been better. Something like TR2 where she approaches the Jungle.
My least favourite traps are the really mean ones. An example would be that switch in Coastal Village which causes the ground to ignite, setting you on fire and killing you. Another example would be that fake switch in Tomb Of Qualopec; you unsuccessfully try to pull it and then fall down and get ambushed by wolves. I know that Tomb Of Qualopec is from TR1 and not TR3, but I still wanted to mention that specific part. I think that Last Revelation is a game that went over the top with its traps, though I still like Last Revelation very much.
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Old 14-04-20, 12:45   #12
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My least favourite traps are the really mean ones. An example would be that switch in Coastal Village which causes the ground to ignite, setting you on fire and killing you.
An example of an even meaner trap in TR3 came to my mind while reading your post: the one in Coastal Village when you see a large medipack in a cabin and when you go for it you drown in the swamp it floats on.

As regards my personal feelings I don't dislike such traps, I maybe even like them a bit, because they add complexity to the game, make you think if this is only a trap or there is something else.
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Old 14-04-20, 13:33   #13
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An example of an even meaner trap in TR3 came to my mind while reading your post: the one in Coastal Village when you see a large medipack in a cabin and when you go for it you drown in the swamp it floats on.

As regards my personal feelings I don't dislike such traps, I maybe even like them a bit, because they add complexity to the game, make you think if this is only a trap or there is something else.
The medipack that you're referring to is one of the many unreachable medipacks throughout Core's Tomb Raider games. There's at least one unreachable medipack in every Core Tomb Raider game, and attempting to obtain them often results in you dying or having progress undone.
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Old 14-04-20, 13:49   #14
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I remember that stitch from Coastal Village lol. I was like, why? O_o and the quicksand medipack. I think that's what great about the classics especially TR3. Some things are done in mystery.
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Old 14-04-20, 14:07   #15
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It is possible to pick up the unreachable medipack in Coastal Village by using the flight patch. I know this is by no means a legal strat though.





Direct download link here (short MP4 video clip).
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Old 14-04-20, 14:26   #16
Greenapple968
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It is possible to pick up the unreachable medipack in Coastal Village by using the flight patch. I know this is by no means a legal strat though.

https://i.imgur.com/JEZY6pO.jpg

https://i.imgur.com/oz799Wo.jpg
I was told that this healthpack wasn't obtainable even with mods. I guess I was wrongly informed.

Are all of the unreachable healthpacks obtainable with mods? I'm aware that glitches can enable you to obtain some of the unreachable healthpacks. Are mods enough in order to obtain all of the unreachable healthpacks?
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Old 14-04-20, 20:27   #17
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It's really hard for me to find things I don't like about this game. It's a masterpiece.
  • I disliked the pink blood. Lowering gamma makes it more red but of course that applies to every other thing as well.
  • I disliked the save crystals but there is a patch out there that removes them from all levels so I just play with that one.
  • Sometimes when monkey swinging between two textures on a corner she'd suddenly let go and fall to her death. This is kinda hard to explain but I'm sure everyone experienced this at some point during playthroughs.
  • I also dislike the absence of something showing you which items you picked up. Like every other game. I know it was supposed to be in there originally but that's still a rather bad excuse.
  • There is also the world selection loop bug. After finishing the game and trying to replay the game on 'hard' difficulty you can't actually play the game as intended anymore. There is no fix to this as far as I'm aware of.

There I tried
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Old 14-04-20, 20:55   #18
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I replayed TR3 recently on PSX. And except for the Level Design I find the game quite okay.
If you've played it on an emulator, it won't be total darkness.
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Old 14-04-20, 20:55   #19
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Originally Posted by Maverin View Post
It's really hard for me to find things I don't like about this game. It's a masterpiece.
  • I disliked the pink blood. Lowering gamma makes it more red but of course that applies to every other thing as well.
  • I disliked the save crystals but there is a patch out there that removes them from all levels so I just play with that one.
  • Sometimes when monkey swinging between two textures on a corner she'd suddenly let go and fall to her death. This is kinda hard to explain but I'm sure everyone experienced this at some point during playthroughs.
  • I also dislike the absence of something showing you which items you picked up. Like every other game. I know it was supposed to be in there originally but that's still a rather bad excuse.
  • There is also the world selection loop bug. After finishing the game and trying to replay the game on 'hard' difficulty you can't actually play the game as intended anymore. There is no fix to this as far as I'm aware of.

There I tried
Am I colour blind or something? I've always seen the blood as being red.

I personally preferred TR3's save system to TR1's save system. With TR3, you had the option to save where you wanted; the only restriction was the number of times in which you could save. With TR1, you were restricted in regards to where you could save, as well as the amount of times in which you could save. Also, I feel like there were more savegame crystals in TR3 than TR1. I haven't checked that, but it does seem that way to me.

I've also encountered that issue when monkey swinging. As a way of trying to prevent this problem, I simply try my best to avoid the sides and edges when monkey swinging.

I would have preferred it if we had been shown what we were picking up. I'm sure we are able to figure it out for ourselves, but I'm still a bit annoyed that TR3 didn't contain the feature of displaying what we picked up. Interestingly, it is possible to pick up inactive savegame crystals the same way you can pick up any other item. If the game did display what we picked up, then it would have been interesting to see if the game displayed savegame crystals when obtaining inactive ones.

The issue regarding New Game+ must be annoying for people who like to do the game on New Game+. It isn't a problem for me as I usually avoid New Game+, but that doesn't take away the fact that the bug is a nuisance.

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Originally Posted by klona View Post
If you've played it on an emulator, it won't be total darkness.
I found that adjusting the brightness settings on my TV helped with the darkness to an extent.
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Old 14-04-20, 21:14   #20
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Originally Posted by Maverin
Sometimes when monkey swinging between two textures on a corner she'd suddenly let go and fall to her death. This is kinda hard to explain but I'm sure everyone experienced this at some point during playthroughs.
As far as I remember I've never experienced it. What should I do to observe it? Is it possible that this was fixed in the newest Tomb Raider III executable file?

Quote:
Originally Posted by Greenapple968
I would have preferred it if we had been shown what we were picking up. I'm sure we are able to figure it out for ourselves, but I'm still a bit annoyed that TR3 didn't contain the feature of displaying what we picked up.
For me it has never been a problem. Maybe this is because I always look to see what I am picking up before doing this.
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