|||One Room Challenge 2018|||

"The Alaska Incident"
By Topixtor

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                                         ***WARNING***
 IF YOU EXPERIENCE WEIRD VISUAL GLITCHES LIKE DISAPPEARING OBJECTS/CLIPPING/SEE THROUGH OBJECTS, 
PRESS F7 WHILE INGAME AND EVERYTHING WILL BE FIXED. THIS IS AN ORIGINAL TR2 DETAIL OPTION, BUT THERE 
IS NO NEED TO ACTIVATE IT IN THIS OR IN ANY OTHER LEVEL.

 This TR2 level has been built using Arsunt's TR2Main patch; included in the "Extra Options"
folder are all the activable visual options made possible by this awesome fix, like the psx 
waving inventory background, resized pickup sprites, health and oxygen bars (they are really tiny 
on higher resolutions), psx version's colors for them, and also resize for the inventory texts. 
 To activate them, just doubleclick on the one you want and click "Yes" and "Ok" to the next 
windows that will pop out. In addition, the level comes fully patched to launch in a glorious
widescreen borderless mode even on newer systems! 
Here is the tombraiderforums thread if you want more info/download the patch for your original TR2:

http://www.tombraiderforums.com/showthread.php?t=218509

 However, there are a couple of options that are REQUIRED in order to play the game the way it was 
meant to: I added them in the main folder alongside the Tomb2.exe:

1)ViewFogAlaska: this activates the custom "ViewFog" distance I made for this level in order to 
mantain the atmosphere and prevent bugs while still having a better max view distance. 
Remember that many features from Arsunt's patch are applied to every TR2 game, sometimes even if 
not patched, so be sure to activate "VewFogClassic" or Arsunt's "ViewFogRecommended" after 
finishing the game otherwise you will have my personal patch in every other TR2 level!

2)PsxFovEnable: this changes the way the camera works to match the psx version and in my opinion 
game is a lot better with it; having built and tested the level with this on, activate it in order 
to avoid possible glitches and/or have a better gameplay and visual experience overall.

POSSIBLE BUG:
 If you used other widescreen/fullscreen fixes for TR2, chances are music will not play in-game:
this could be caused by a conflict between patches; only way I know to try and fix this without 
starting to uninstall things is to just rename "Tomb2.exe" to something else, maybe "Tomp2.exe" lul

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*IMPORTANT GAMEPLAY NOTE*: some enemies might die into the snow, making them/their dropped items 
hard to see; that shouldn't be a problem, if you aren't too familiar with the TR2 engine 
it'suseful to know that this game's enemies always drop their items in the same place, wich in this 
case is at their feet.
 Anyway, there are usually no item-dropping enemies placed near snowy places, just a few of them.


NUMBER OF SECRETS: 2


STORY:
 Lara, while searching for a certain *Drilling Site* in Alaska, sights a complex disseminated with 
the "Fiamma Nera" marks (the "Xian" ones to be precise), seemingly abandoned due to the damages
caused by avalanches and some strange ice deformations that seems to be the direct consequences
of the violent ice drilling; she starts to get close to the base when suddenly something hits
her helicopter: a mercenary with an intimidating mechanichal arm is sinking it with shots! Seems 
that the area hasn't been completely evacuated yet...
 She manages to shoot and make the mercenary fall off the roof, but in turn due to the altitude
she needs to get off the helicopter while still on the base to avoid crashing, and in the haste
she loses her pistols and the majority of the supplies, leaving her only with the little she had  
in her backpack...
 
 Now she needs to find a way to escape; and what's that? An elecritified fence? Mechanical arms, 
destructive escavations... Fiamma Nera's technology has really been improving.
 She sure needs to return home in order to come up with a better plan for the assault!

KNOWN BUGS/GLITCHES:
 The only "major" problems are:
- It's somewhat easy to "glitch" into the first room's walls; this may make you bump into them while
jumping and may even make you clip out of the building! Caused by some particular geometry and the 
fact that it's all in one room.
- Objects in the underwater room tend to change light tone/color; I couldn't fix this, it seems 
some random DxTre3d glitch due to the room size;
- Enemies sometimes may act a bit strange, Divers in particular; this is due to unfixable Dxtre3d 
problems and Rview was of no use since with it "Enemy Zones" can't really be applied as precisely 
as with DxTre3d.
- Underwater currents act a bit weird; unfortunately this is another no-sense bug with DxTre3d; 
that's also why there is no "Sucking" current; only thing that *may* have fixed this would be 
to completely rebuild the game from scratch... no time for that anyway if I wanted to relase this 
for the challenge! :p
- It has been recently discovered that the main reason TR2 games tend to crash a lot is due to a
DxTre3d bug that often makes TR2 crash when Lara or certain objects touch the center of a light 
bulb, and for some other instances always related to lighting. I tried to make the game crash-free
by placing the lights inside geometry or in inaccesible places while trying to mantain the 
atmposphere, and no tester had any crash; just be sure to save often, you can never be too sure...
- Due to an original TR2 bug with snowmobiles, enemies killed while on it may not count for the 
final statistics.

TRIVIA:
 Every new baddy/object was retextured and/or modified by me (expecially proud about the new enemy 
uzis :D). If you want to use them in your own levels please let me know first. 
 I used the snow/ice textures from TR2 Gold; they may appear exactly the same as original tibet 
levels at first sight but since the Gold is set at night and TR2 engine didn't support colored 
lighting Core actually made them sightly darker and maybe a bit blueish!
 Custom audio tracks come from TR3 and TR1; a few of them were cut/modified/merged by me, sometimes 
for covering some engine/ORC limitations. If you want to use them please let me know first.


CREDITS:
- Core Design for making Tomb Raider;
- Turbo Pascal for DxTre3d, FexMerger and alongside Popov for Trviewer;
- DaroRaider for the AnimCommandFixer tool! Much needed, and did also let me use a lot more textures 
by side effect;
- Arsunt for his TR2Main patch;
- Zdimension for the TRLevelUtility script editor;
- IceBerg for the TBuilder tool;
- Bart Ramekers for the TRSound utility;
- Raider Croft and Sapper for PIXSTR v.2.2;
- Noname for the original TR2 HQ SFXs; 
- Everyone who helped me on the forums or IRL, and everyone that I may have forgot...

BETA TESTERS:
Danath, Feder, Wolf 7, DjFull, LoreRaider, Marco Ferrantino and a friend who wants to remain 
anonymous - Thanks a lot to all of you!


DISCLAIMER: 
This level was not made and is not supported by Core Design Ltd., Eidos Interactive, 
Crystal Dynamics or SQUARE ENIX.










Drilling Site is not cancelled btw