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Comparison shot.

 

I just resized the Rex model for the raptors and the vehicle is in place of the triceratops. Scale looks out in Cryengine because the plants in Crysis are so big. For more intimate areas, i will scale down the plants.

Its views like this that make it all worth it. Realtime water particles wash down the wall and into the pool below.

This is an all new location that is not far from the starting Beach Resort area. This helipad is where island visitors would have landed directly and then been taxied to the resort by car.

 

I thought it was kinda silly that visitors would have landed at the Town, docks, or some other location and then have to travel all the way to the resort, so this is my more logical solution.

This shot shows how a typical open area looks.

 

This area is in Jungle Road (second level) and is off to the right of the monorail path, near where you find the first stego.

 

Off in the distance where the fallen tree is, is where the lone Trike can be found in the original level.

 

My inspiration for this kind of design are the forest around where i live. Large sheets of granite break up through the hillsides offer a great variety to the landscape, with dead trees and large boulders filling in the gaps.

You cant deny that being able to see Mt Watson from anywhere on the island is very cool.

I haven't worked on the town again since i got the basic layout sorted, but its already looking pretty cool!

Its nice to be able to see all the way down the end of that valley, the Mountain in the distance and also into Hammond's house. Once things are textured and finished, it should be pretty cool!

This shot shows the cave that opens up into the raptor canyon.

 

I'm using a combination of voxels and rocks to create nice varied rock walls, with a bit of an erosion look to it. POM provides an extra layer of detail on the ground, giving the appearance of lots of little pebbles everywhere.

 

Although the canyon looks very lush here, its really only this opening area that has this much vegetation, its mainly to create a nice entrance for the player to walk through.

 

I want the player to feel as if they are a really exploring a lost world for the first time, so i want the odd bit of "beautified" design that provides a bit of a cinematic experience. I call these scenes "master sword moments", because i always think of Links Awakening when you enter the sacred forest and see rays of light coming through the trees, rolling fog, and small animals running off into the woods. Only here it will be curious raptors snapping their necks around to see who just walked into their territory.

 

A nice "oh wow" moment, followed quickly with "oh shit".

Here you can see a bit of a difference between the old version and this new one.

 

Please note that the helicopter is just a placeholder and is not only the wrong type, but it doesn't give a very good reference of scale for this canyon.

I thought i might as well add a basketball. Its just a golf ball scaled up with some dodgy textures, but at least you can play with it. Nothing but net times infinity ;-)

Here is how the Raptor Canyon looked in the original game.

 

Not many plants, and not a lot of detail.

This is a reference for the next image.

 

The perspectives are a little different, but the big green tree in this image was in the way so i had to move back a little. I'll have to start taking photos in Trespasser using fly mode rather than in TresEd as the terrain LOD is a little extreme in TresEd and causes some issues.

This shot is not as high quality as i used a different screen capture method to help retain some of the water detail.

There are no rolling waves on the ocean yet, just basic ripples and motion, but hopefully with some work i can get the 3D waves from earlier versions of the game working. These were removed from the final version of Crysis for some unknown reason. Its a shame because they were awesome and can still be seen in the original levels as black lines.

 

Update: I have waves working!

  

The swag I pulled from this year's Gamescom. I only went after non-paper based freebies. Here's the list:

 

Mass Effect 2/Dragon Age poster

Batman & Catwoman face masks

3 Dragon Age inflatable swords (the packs kinda look like giant condom packets :P)

DJ Hero shades (very cool btw)

2 Crytek/CryEngine3 lanyards

2 Lego Rock Band sweat bands

2 Lego Rock Band lanyards

2 Scottish Raving Rabbids playing the bagpipes.

 

Plus various t-shirts not in the pic, Rock Band: The Beatles, Mass Effect 2 and Battlefield: Bad Company 2

1080p - 8x MSAA

PS color + contrast adjustment.

This is the waterfall in the second level of Trespasser, Jungle Road, you follow the monorail supports for a few hundred metres before passing a small wooden construction shack and then enter a large clearing where a Triceratops is being attacked by two Raptors. There is some pixelation on the leaf texture, but with high res textures this can be fixed. I'm currently not using any high resolution texture or model packs.

Here is the view from the lookout that's in Jungle Road. This lookout is a bit of a secret but can be found with some thorough exploration.

This W.I.P shot of the construction site in Jungle Road, should give you an idea of how i plan to recreate these kinds of scenes. The road here loops around the construction shack and heads back the other way. Just out of shot, the road actually splits at a Y (when coming from the monorail terminus) and continues to the left of the screen and runs parallel to the monorail supports, adding a bit of variety to the levels progression and follows a more realistic path through the terrain. Players are free to explore as far as they could in the original level, maybe even a little further, with a lot more detail everywhere of course. The Wooden construction shack is just an Out-House structure that i've covered with some lianas to give it the appearance of overgrowth. All outside objects and structures will have a layer over top that can be toggled, so they have a layer of overgrowth like this automatically applied. That way i can have a model for a section of monorail track that can be placed up in the air on some supports (out of reach of the plants) or on the ground covered with overgrowth, adding a lot more visual variety to everything. The monorail supports are just some wall components that i will replace later with actual models. They will vary a little in size and condition and there will also be a lot less of them upright, with some of them fallen over or just not built yet. There will be some sections of monorail track that will be in place on the supports, and players who are observant and observant will find ways to get up on them and possibly find some hidden items.

Isla Sorna is a volcanic island, so many of the beaches and cliffs feature exposed volcanic rocks and pebbles. To the right a little plover can be seen running across the beach. There are also small crabs, and a turtle somewhere.

I've posted several different shots of this scene before, each time with subtle changes to the design and lighting. I think its a great way to show how the lighting is progressing.

 

The dino is just the Rex model scaled down to raptor-ish size.

This is an all new area, still very WIP and missing a lot of details that were lost recently to an editor crash.

This shot is of the InGen Resort Construction site, looking back towards the beach. Directly behind the "camera" is the site office, which will contain the first clue about where you are. The yellow excavator you can see in the distance will actually be replaced with one of the hydraulic lifters that were in the original game. Most likely the larger one that was at the end of Industrial Jungle. This will be one of the games first little puzzles, where players can climb sections of the construction materials, and get onto the lifter, then up onto the first floor of the structure.

Here is my version of the previous shot.

 

I want to clarify that you wont encounter a raptor here in my version, not till later.

 

The see-saw puzzle has been removed, because i find it highly unlikely a vehicle would have been able to taxi visitors from the monorail terminus to the resort if it was in the way.

-Nvidia DSR = 6880x2880 (5K 21:9)

-SweetFx

-Camera Tools by Frans Bouma

This scene from the second Trespasser level Jungle Road, shows a small wooden construction shack, some monorail supports and track, and some boxes and building materials scattered about. There is a road that runs along side the monorail supports for most of the duration of the level, this road often ascends some very unrealistic slopes and at times even passes right underneath huge boulders.

Players will need to exit this enclosed area the same way they did in the original game, but once they are on the other side of the wall, they have a pretty open path to progress through the Jungle Road.

 

This angle shows the new road heading off up the hill, which is a bit of a short-cut to the town (later on) and is also the rear entrance to the JP3 Embryonic's Administration buildings which are just over the hill. This rear entrance will be closed off, but players will be able to walk down and have a look, or continue walking up the road and look over the entire area, giving them a bit of a heads-up of whats to come, providing they can see anything through the trees that is. A gate will stop players from progressing towards the town, forcing players to head back and follow the path of the monorail.

 

There will never really be a right and wrong way to go, but players will discover that some paths are more dangerous than others and although they might be able to skip past whole areas and maybe even avoid the dangerous sections, there will be important items that they will miss making progress difficult later on.

 

As much as it would be nice to let players freely explore the island in any order they like, the reality is that complete freedom is confusing. Despite the open nature of RPG's, you still have a mission objective that guides you and you generally have access to a map and instructions and clues form NPC's. On an island like this where you're alone and have no real map, and no mission objectives or information provided by NPC's, it would just lead to confusion as the player aimlessly wandered around, trying to work they actually had to do. Sure it may provide hours of gameplay, but it would be hours of frustrating laborious gameplay.

The dead leaves in the foreground are a dead banana tree that im using as dead palm leaves. When i have my own dead palm leaf models, ill replace them all with a couple of clicks.

 

Decals make a difference to the sand, and some new plant species spice things up a little.

Here is where you encountered your first raptor. There was a strange see-saw type puzzle you had to pass to get over a small ledge and then over the hill towards the monorail terminus.

 

The ground textures here are unusual, they appear to be grassy sand type textures, which is strange considering how far in-land this is. They are used in later areas too, so i assume they are meant to be white stones or pebbles.

 

There are a lot of palm trees here, which is a bit silly. There should have been more regular trees with just a few palms in between. Most people associate lots of palms with the beach, but it is possible to have them in land of course, but perhaps not this dense.

 

Viewing this level in TresEd, you will notice the surrounding hills are void of trees, yet there are some hills that are densely covered with billboards. Its quite chaotic at times and it really makes me wonder what the hell happened to these levels, because i imagine the artists who originally made them, would have never left them in such a state.

 

If only i could get my hands on whats left of the Trespasser development data that still exists. I would love to see these levels before they were butchered.

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