Trine 3 map - Mountains of Derrin

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Published on ● Video Link: https://www.youtube.com/watch?v=omVO67OwLF4



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Mountains of Derrin is made by TheraNord, very talented and very productive author who gave a lot of enjoyment for these games. He made many maps for Trine 3, Trine 2, one map for Trine 1 and few maps for Shadwen. There's also great screenshot of work-in-progress map I've seen here https://twitter.com/TheraNord/status/810594226438344704 I'm still waiting for it and hope to see it released in one form or another.

There's is a nice introduction. Owl is really a special animal. Reminds of the giant one from The Eternal Night Finale Part II. It would be cool to be able to explore the place where the owl flies through, but we have to go opposite direction instead.

The puzzles are very challenging, I liked them a lot. The fights are also very enjoyable: every time there's something new.

The scene is very detailed. I like vines around the pillars. Shadows provide extra detail and atmosphere, flags and leaves on the wind prevent the environment from looking static.

Excellent design, challenging puzzles, amazing cutscenes and scripting. Very well done, looks very professional, very surprising with its originality: does things you wouldn't think are possible. I highly recommend you to play this map.

The book looks great: it captures attention and you instantly recognize its interactivity. Books tell interesting story, it's told through poetic messages, which is a nice nod to Trine 2.

01:40 - Thought I would only destroy one branch with one shot, but somehow took down all of them. Surprising. It's rewarding if you look behind the brick since there's a trineangle. Few moments later you find more trineangles if you go to the dark corner instead of following the light.

02:12 - Too bad you can't push an elevator with a box, and the only solution is to jump. Would be really nice if there was an alternative solution for more variety - use a box to push it.

02:50 - Orb of power? Probably related to our search for artifacts of power.

03:35 - The skeleton commented by Pontius is a nice idea, but I didn't notice it at first and was wondering why he suddenly talks about protecting knee with arrow.

05:00 - Almost every situation calls for a box? Sadly, not the elevator.

05:40 - That orange light source at the statue is what I have mistakenly seen as a trineangle.

05:50 - The fallen tree trunk with invisible wall doesn't look convincing because it's not high and realistically it's possible to jump over it. The fight is though out well: if you push enemies into abyss it counts as kills.

08:18 - Pot with a skull and pile of bones with a skull look great together. The mountain is constructed very nicely. Looks very natural and you have to look really hard to spot seams where one thing is inserted into another. Maybe you can hit the big roots with arrow and the whole wall would collapse? No? Well, one can dream :)

09:55 - Huge distant landscape with castle and towers is very impressive.

13:08 - If you climb here, cutscene starts before you can pick up the trineangle. Position of cutscene starting trigger requires attention.

16:50 - Too bad you can't see how the rocks are getting destructed, because by the camera they are orbstructed.

17:50 - It's funny that when sorcerer falls, thief falls shortly after, it's like instant karma.

Next puzzle made me scratch my head on the first playthrough. Then falling outside the level and respawning to the left made me realize that I'm supposed to go back and enter the opened door! Maybe I shouldn't treat ability to fall outside the level as a flaw anymore... Sometimes simple thing such as backtracking a bit to see what's changed is very hard to notice.

Room with the puzzle has nice lighting and perspective. The hole in the window looks like you're supposed to climb and crawl through it, but there's an invisible wall.

20:20 - Prompt for interactive action looks great. I had no idea you could do something like this in Trine 3. You can swim but there's nothing to explore underwater.

Last boss fight makes it hard to play as Zoya because there's a collider in front of the camera that prevents you from aiming. Turns out, this can be worked around by getting behind enemies, which is pretty fun.







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