7 überflüssige Dinge aus Tomb Raider IV by gabiza7

Wir von TRForge haben uns die Personaler-Mützen aufgesetzt und pünktlich Richtung Jahresende 7 Dinge aus Tomb Raider (nicht ganz so ernst gemeint) bewertet.

Kompass

Zeigt grundsätzlich in die falsche Richtung.

Handlichkeit:
Design:
Bedienung:
Orientierung:
Genauigkeit:

Fazit: geografisch völlig überflüssiger Dienstleister.


Magnesiumfackel

Ihre Existenz verleitet Bauer immer wieder dazu, ihre Level viel zu dunkel zu gestalten. Leuchtet außerdem so grünlich.

Handlichkeit:
Wasserfestigkeit:
Farbe:
Helligkeit:
Brenndauer:

Fazit: Möchtegern-Beleuchtungsspezialist, der Levelbauer und Tester in den Wahnsinn treibt.


Motorrad

Explodiert immer gleich, wenn Lara damit ins Wasser fährt. Durch Beiwagen wenig wendig.

Schnelligkeit:
Geländetauglichkeit:
Design:
Wendigkeit:
Wasserfestigkeit:

Fazit: penetranter Nörgler, der alles viel zu eng findet.


Baddy

Schießt oder sticht sofort drauflos, wenn Lara in seine Nähe kommt. Kann eine Rolle und wahrscheinlich auch Karate oder so was.

Fitness:
Reaktionsvermögen:
Umgangsformen:
Höflichkeit:
Stil:

Fazit: cholerischer Waffenfetischist mit unmodernem Kleidungsstil.


Schrotflinte

Haut zwar mächtig rein, ihr Munitionsvorkommen verhält sich aber genau diametral zur Sandhäufigkeit am Meer.

Durchschlagskraft:
Rückstoß:
Reichweite:
Kadenz:
Munitionsvorkommen:

Fazit: reservierter Ballermann (oder wohl eher -frau).


Jumpswitch

Hängt immer irgendwo rum, sodass ihn Lara garantiert nicht aufs erste Mal findet.

Nützlichkeit:
Design:
Handhabbarkeit:
Erreichbarkeit:
Sichtbarkeit:

Fazit: öder Eventmanager, der sich ruhig mal aktiver am Geschehen beteiligen könnte.


Rollingball

Rollt meistens dann los, wenn es Lara gerade nicht brauchen kann.

Gewicht:
Platzbedarf:
Geschwindigkeit:
Sichtbarkeit:
Nützlichkeit:

Fazit: fieser Stachelfritze, der sich endlich mal eine nützliche Aufgabe suchen soll.


Wenn du diesen Text oder Teile davon anderswo veröffentlichen möchtest, frage bitte uns oder gabiza7 vorher um Erlaubnis. Vielen Dank!

Dieser Content wurde im Rahmen des TRForge Adventskalenders 2012 erstellt.
Falls vom Autoren selbst nicht anders angegeben, respektiere bitte die allgemeinen Benutzungsrichtlinien zur Nutzung von TRForge-Inhalten.

Ponytail & Double Pistols by Elio

15 years ago it has begun:
playing that girl with these two guns.
We were raiding in tombs and caves,
releasing this world from the evil’s slaves

Bella Italia we have seen,
in beautiful manors we have been.
The wreck we explored in the Adria,
gaining the holy Seraph, deep inside the Doria.

Barkhang’s Monastery we were defending
and dazzling peeks we were ascending.
To reach the lands of the far east,
gaining the dagger of the dragons beast.

In Indian jungles we were
for tigers and monkeys we didn’t care.
In the hot desert we escaped our fate,
if we were slower it would have been too late.

At London’s rooftops we were climbing,
on wet roofs and doors the moon was shining.
With some cannibals we had a few dates,
introducing them to the T-Rex’ mates.

The cold Southpole was our goal,
freeing the meteorite of the devils soul.
I missed the pinguins, what about you?
No sign of yetis, whohoo!

In dusty Egypt we continue
and Lara frees Seth without any clue.
She tried to enseal him in his tomb,
avoiding Von Croy in the catacomb.

The story of Lara now has been said,
her journeys in our memories have remained.
She was lost, that’s how many thought,
but her heart was still beating clearly and loud.

We remember the philosopher’s stone,
Pierre and Larson wanted it to own,
but Lara could easily defend herself,
from Lions, Hydras and everyone else.

The Russian Military base we infiltrated,
for the mafiosi we’ve waited,
to get the holy spear under the sea,
but we had no time to drink a tea.

With young Lara we were
going through a horrible nightmare.
Ghosts and skeletons were our foes,
while the water became for Vladimir close.

Von Croy’s Industry we were spying,
for the Iris artifact we were almost dying.
The bots made our life difficult,
but in the end Werner was fooled.

Many years have passed,
the memories have lasted,
her mentor asked for a favor
but he wasn’t even our saviour.

Things happened then very fast,
and Werners heartbeat was his last.
Lara couldn’t remember anything,
but the police seeked her for murdering.

Through the ghetto we run,
into the darkness with no sun.
Bouchard we were seeking
while the informations were leaking.

We were prepared for the fight
as there was no reason to hide.
In the Louvre we broke in,
our patience was too thin.

The Tomb of the Ancients we digged out,
and with Brother Obscura we fought.
His hidden painting we stole
from this poor but strong soul.

Back in the museum we couldn’t rest
for the painting, mercenaries did their best.
Trying to claim this dark art in a mess,
for tidying up, they couldn’t care less.

A wierd mercenary we met,
and light in the darkness he shed.
It was love on the first sight,
the Knight of Truth and Light.

In Prague we visited another crimescene
and saw things no one else has seen.
Defeating the Proto was quite hard,
but we managed it, with the Perlapt Shard.

After all this fight and all this war,
I wouldn’t believe it would get this far;
but Kurtis’ destiny was unsure.
Would he survive? Would he be cured?

We hadn’t time to think about that,
with Karel we still have placed a bet.
He wanted to revive the sleeper
but we couldn’t allow him go deeper.

That was the end of the history,
but was there happiness or misery?
We will apparently never know,
but classic Lara will remain in our soul…


Translation and screenhots by Soul, Tifa & cybie

Dieser Content wurde im Rahmen des TRForge Adventskalenders 2011 erstellt.
Falls vom Autoren selbst nicht anders angegeben, respektiere bitte die allgemeinen Benutzungsrichtlinien zur Nutzung von TRForge-Inhalten.

Warum Gegner zur Weihnachtszeit in TR-Customlevels einfach gar nichts zu suchen haben by gabiza7 & cybie

Brot (in Form von Plätzchen) und Spiele (in der TR-Szene meistens TR-Customlevels) haben zur Weihnachtszeit Hochkonjunktur. In virtuellen Adventskalendern, in dem sogenannten Internet, finden sich jede Menge TR-Weihnachtslevel. In manchen davon geht es alles andere als friedlich zu: statt helfe dem Weihnachtsmann beim Zusammenpacken der Geschenke und backe den Friede-Freude-Eierkuchen (alternativ auch ohne Ei), muss sich Lara mit frustrierenden Timeruns herumschlagen und von plötzlich und unerwartet aus dem Boden schießenden Stacheln aufspießen lassen. Wir finden: es reicht, und zwar sowas von!! Wir müssen gegen diesen zunehmenden Widersacher-Trend in TR-Weihnachtsleveln angehen. Daher haben wir vier Möglichkeiten für Sie zusammengesucht, mit denen Sie Ihre Level zur Weihnachtszeit extra friedlich gestalten.

1. Setzen Sie Gegner doch mal einfach positiv ein

Zum Beispiel in Form eines Schneetigers, den Sie mit entsprechenden Patches zum liebevollen Begleiter für Lara umgestalten. Sollten Sie sich wundern, warum der Tiger Lara ab und an in den Hintern beißt, können wir Sie beruhigen: der will doch nur spielen.

2. Lassen Sie sich nicht vom Schein trügen

Scheinbar nützliche Gegenstände können zu Gegnern mutieren. Seit dem TRForge-Adventskalender 2009 wurden in regelmäßigen Abständen Hammer und Zuckerstangen mit Flügeln in Weihnachtsleveln ausgemacht, die Lara nicht gerade mit besten Absichten verfolgten…

…und gar eine Seeschlange wurde gesichtet.

3. Vermeiden Sie Timeruns, Fallen und Bananensprünge.

Denn: zur Weihnachtszeit fahren selbst Tomb Raider-Spieler ihren Kreislauf herunter und verfallen in eine Art Gemütlichkeits- und Friedensstarre – flottes Handeln und Schockzustände sind den Spielern dann zumindest bis zum 24. Dezember, an dem das neuste Ballerspiel unterm Weihnachtsbaum liegt, nicht zumutbar.

4. Setzen Sie keine Motorräder als Fortbewegungsmittel in Ihren Leveln ein.

Damit könnte der Spieler niedliche Gegner-Tiere umfahren. Geben Sie Lara dagegen lieber den Zügel eines Pferdes in die Hand.

Dieser Content wurde im Rahmen des TRForge Adventskalenders 2011 erstellt.
Falls vom Autoren selbst nicht anders angegeben, respektiere bitte die allgemeinen Benutzungsrichtlinien zur Nutzung von TRForge-Inhalten.

How to convince your level tester that… by gabiza7

… the weaknesses of your level are no weaknesses, so you do not have to change anything?

Initial situation:
The whole room of the level is completely dark.

Level designer: »That’s because of the atmosphere, because it looks way nicer when it’s dark. And if you want to have it brighter you could use the magnesium flares. Don’t worry, I adjusted in TREP that the player can have 1000 flares. If you play quickly, they last for the whole level.«

Tester: »Sure, but it could be brighter anyhow. Furthermore, black does not generate automatically more atmosphere. There should be some light effects and so on…«

Level designer: »Right, this is what I wanted to do at first, but then I read that you can save energy, if the monitor is mostly dark. And then I thought, that I could do this in my new level as well. By the way I have energy saving lamps at home…« (tells about the energy saving lamps and it is impossible that there are only standard light bulbs in the TRLE and builds no more light effects with it anymore.)

Tester: »Well, energy saving. I should try it, too. But what about this paper thin wall here? (uses a flare)

Level designer: »That’s great, isn’t it? If I use more paper walls I have much more space in my map, and more squares. Furthermore I heard that those thin walls are the new thing in architecture in the US.«

Tester: »I understand. When professional architects say it is, then it might be right.«

Short time later: »WOAH, WHAT’S THAT? HE WAS NOT HERE A MOMENT AGO!« (gets attacked by a SAS that appears directly on a square in front of him)

Level designer: »That’s an enemy, you have to shoot him.« (smiles proudly *information is exclusive for the readers of TRForge, because the level tester can’t see it in the chat)

Tester: »O RLY? Thanks for telling me. Seriously, why does he appear out of nothing?«

Level designer: »That’s clear. It is much more exciting. It is boring if you walk around and then suddenly an enemy jumps out of a crack in the wall.«

Tester: »Yes, but it is not realistic if it appears like that.«

Level designer: »That is not a problem. I can write in the readme that the people should imagine the SAS as ghosts. And ghosts can appear like that. At least I think they can. In Harry Potter they can, can’t they?«

Tester: »No idea, I never played it.«

Level designer: »No, that’s a movie or two. You can’t play them. But stop, you are right, you can play them. I always died by the snails in the second part of the PS1 version. I stopped playing it at this point. The ratings in the game magazines were not so good after all, not as good as the ratings my level will become.«

Tester: »Very (un)interesting.«

Level designer: »Hey, now you have to watch out, something great is going to happen. Look at this square over there.«

Tester: »There are many squares that all look the same. Which one do you mean?«

Level designer: »The one over there. It can’t be that you don’t see anything. Even I can see it although I built the level.«

Tester: »No, I don’t see anything particular.«

The level designer takes the Lara in the level of the tester per remote desktop control to the square that he likes so much.

Tester: »Ok. Well, it still looks like just all the other squares. What can I do now?« Impatiently uses CTRL.

Lara collects a crossbow.

Tester: »Was it here before and I just didn’t see it?«

Level designer: »No, it was not. But that is the great thing. I adjusted the code in the LE that it is invisible. But you can still collect it like in the mirror room in the level from Core Design. Isn’t it brilliant that I implemented it so perfectly into my level? I simply left out the mirror room because it is not that necessary. Besides I don’t know how to built it.«

Tester is so confused that he doesn’t know what to say. Plays on. Lara glides down a slope and falls squealing miles and miles downwards. She hits the floor and the dying animation gets played (not explained explicitly because of the younger readers).

Game Over

Obliviously the player loads the save game in front of the slope of death. He looks left, right, up, down and searches for an alternative route with surviving potential. But he can’t find anything.

Well, down the slope again. Maybe there is something to grab on.

No. Many squeels and Game Overs follow.

Well, then a closer look again. And again there is nothing.

After 100 attempts and two destroyed keyboards he contacts the level designer furiously.

Tester: »WHERE DO I HAVE TO GO? WHAT KIND OF BULLSHIT DID YOU BUILD HERE?!!!!!!!!!!!!«

Level designer (very puzzled): »Why are you so upset? You just finished the level. Don’t you get back to the start screen?«

Tester: »YES, OF COURSE. BUT ONLY BECAUSE MY LARA CONTINOUES TO BREAK….« (rants on the level designer)

Level designer: »It is meant to be this way.«

Tester (calmed down a little): »PARDON? I have never played a level in my life, where Lara dies in the end. That’s totally illogical. As players we want to be heroes and not want to see Lara die in the end.« (MoH could learn a lession from that)

Level designer: »That’s life. Or death in this case. Actually I searched in the internet if there is something to finish the level. There is a way, but I didn’t manage it because the LE is soo stupid. But then I thought I can solve it by Lara dying in the end. It is much easier that way. Whatever. How do you like my level?«

Player shakes his head (exclusive info again), disconnects ICQ to the level designer and switches of the PC.

Important:
Any form of publication without explicit and written permission by the copyright owner/author is prohibited. Of course, the private use of the trademarked content is permitted.

This content was made in the context of the TRForge advent calendar 2010.
Unless otherwise stated by the author, please respect the common user guidelines for using TRForge content.

Beta test by uranos (+ cybie & Codo)

Who plays there so late in the night dark and drear?
The tester it is, the levelbuilder is near;
He contoleth Lara confidently with his hand,
He contoleth her safely, and very elegant.

“My tester, wherefore seek’st thou thy face thus to hide?“ –
“Look, builder, the texture error close on this side!
Dost see not the texture, so blurred like stain?“ –
“My tester, ’tis the mist rising over the plain.

Oh, look, thou dear tester! oh look thou, be wise!
Not many of games will be a sight for sore eyes;
On my strand, lovely flowers their blossoms unfold,
Even enemys grace thee with garments of gold.“ –

“My builder, my builder, and dost thou not hear
The noisy sounds the enemy now breathes in mine ear?“ –
“Be calm, dearest tester, ’tis thy fancy deceives;
’Tis the waterfalls rush, not what thou believes.

Wilt go, then, dear tester, wilt go now left there?
A cutscene shall please thee, so thou can’t stop stare.
Animated maids their glad festival keep,
They’ll dance thee, and rock thee, and sing thee to sleep.“ –

“My builder, my builder, and dost thou not see,
The bad lighting at the place there, next to the tree?“ –
“My tester, my tester, now look around thou,
Many flares lie about here, to light ev’ry bough.

I love this game, I’m charm’d by its beauty and joy!
And if thou’rt carp further, then force I’ll employ.“ –
“My builder, my builder, work on it again,
Thou need to rebuild now, even if thou complain.“ –

The builder builds quickly, with terror half wild,
He removes all errors, and get very riled;
He converts his level with toil and with dread,
The level crashes, the builder is dead.

uranos

This content was made in the context of the TRForge advent calendar 2009.
Unless otherwise stated by the author, please respect the common user guidelines for using TRForge content.