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Well then - hello there,

Welcome to The Carnivores Saga, a long-standing community that originally was centered on the Carnivores video game series but has grown much larger since those humble days.
We are a community of dinosaur enthusiasts, video gamers, modders, programmers, artists, content creators and much more!

The purpose of this group is to help keep our community organized on ModDB and to assist in spreading awareness of little-known mods made by our community.

Feel free to discuss all things Carnivores, but please keep this group clean and safe for work, remember that if you wouldn't say it to your grandmother, please don't say it here.
We would also prefer that political topics and drama would not be discussed in this group, thank you.

We look forward to seeing all the amazing things our community has and will create, good hunting out there!

Hunting a parasaur in a dried out woodland


Howdy again. Things are looking a bit different around here- First off, work has been a bit more slow compared to previously so there will likely not be another report at the end of this month unless something majorly dramatic happens and this report will be shorter than the last 3, but I want to cover a few things here in regards to major updates to the mod's themes and concepts. The first part of this article will be very text heavy, but there are screenshots, concept art, and Phantasmagoria's main new composed theme later on. I have updated the mod's text description and summary to better reference the new themes and ideas, removing mention of "the Dragon' as this is no longer pertinent to the main story and themes of the mod.

First, A few weeks ago I announced Jurassic Park Revolution: Director's Cut. Not only did this mod announcement make the front page of ModDB, but it now has over 1100 views, and I would love to thank everyone for being so invested and interested in this side project of mine as well as to Tormer for allowing me to make it. This will remain more of a passion side project than my main focus and I'll pop in to work on it now and again between focusing on Phantasmagoria.

Second, is a huge announcement regarding the old creature roster. It has been dramatically changed and overhauled, with an entire new theme in mind. The original roster was almost exclusively asian dinosaur species, as the original mod of A New World was keenly focused around the Bleeding Rose Feathered Dragon, or Hadesiutyrannus/Yutyrannus cruorosa. Now that that is no longer the mod's focus, and because this asian theme had nothing to do with the overhauled name, it has been changed. As Cruentomarinyx, a strange and surreal horrific and scary dinosaur named after a folklore icon ("Bloody Mary" is part of its name), I decided to apply these as the theme to the mod's roster. The overhauled roster now entirely is comprised of strange and bizarre creatures, those with spooky/scary/monstrous names, ones named after pop culture, spiritual, or otherwise zeitgeist beings, etc. This does NOT affect the Steve Kirk/Wayne Barlowe primary fixation for the artstyle of the dinosaurs, but instead changes which dinosaurs and creatures are chosen. Further below will be a link to a spreadsheet containing the full planned roster for the first 5 maps (6 still being kept under wraps as a secret), but I will go over the core main roster and what will happen to them here;

Fukuisaurus > Scrapped > Iani (relative of Tenontosaurus) replaces it, named after the Roman god of change and transitions, to represent the change of this mod from New World.

Beipiaosaurus > Scrapped > replaced with Jakapil, a strange armored dinosaur unlike any others.

Sinornithosaurus > renamed > renamed into Adasaurus, will keep its existing concept design.

Dilong > unchanged, as it is a holdover from the original New World dating back as far as 2012, and has been in every iteration of the mod in some way or another.


Agathaumas > unchanged, as it is my favorite dinosaur and is quite bizarre.

Saichania > Reworked > Will be made into Zuul, the Ankylosaur famously named after Ghostbusters, and be given a brand new deisgn to fit with the style and aesthetics.

7th slot unrevealed > still in talks with Daubeny, but will likely be replaced.

Huaxiaosaurus > renamed > Kerberosaurus, keeps the model and skin, just renamed, a dinosaur named after Cerberus, guardian of hell.

Cruentomarinyx > unchanged, as the theme was chosen around her.

Tyrannotitan > unchanged, as it is a holdover from the original New World and "Tyrant Titan" fits the name concept, referencing the ancient greek titans.

Here's the full roster, including all secondary huntables. The entire roster has been greatly overhauled, and you may notice some changes.

First is that, due to the change in theme, the concepts and names of some of the maps have changed. Here I will share all the revised area descriptions;

Area 1: Everautumn Weald

PRIMARY INSPIRATION: New England (in particular Maine and Massachusetts), Halloween aesthetics, Rural Farmland and Autumn Forests

An island made of multiple rings that form sub-biomes around one another. The outermost ring is a craggy, rocky beach that leads to the sea with low-lying fog across the shoreline. This leads up into open wide plains with sparse ponds and trees across much of the area, forming the largest sub-biome. These large plains Around the large mountains that ring the center of the island is a dense autumnal forest with an intertwined canopy of red, yellow, orange, and green. A small mountain range forms a circle around the center of the island and just off to the top left, creating two unique smaller sub-biomes. The first sub-biome is a dark green temperate swamp with cypress trees and large ferns and murky water. The second sub-biome, the one the region is named after, is a coniferous forest surrounding a low point near the center of the island, where it becomes dense and foggy. Surveyors who visited the forest’s depths reported body aches, hearing strange noises that others could not, and symptoms similar to radiation poisoning, meaning excursions into the depths of the forest are ill-advised.



Area 2: Loch Boscovich

PRIMARY INSPIRATION: Loch Ness, Carpathian Mountains, Himalayas, Mt. Fuji

A mountainous region surrounding an enormous Loch to the south of the region. Flowing out from the loch, a river carves a canyon around the locale, cutting the area in two around the center. When DinoHunt survey teams arrived, great bridges were already in place across the river canyon, believed to be built by the Ancients, and the area was thus named in honor of the primary DinoHunt Xenoarchaeologist, Arturo Boscovich. Rocky crags overlook the lock, home to nesting pterosaurs taking a rest on their migrations, and the lowlands leading up to the mountains are densely covered in flowers, giving the area a very beautiful aesthetic. The mountains to the north are dotted with sparse bamboo and trees and crystal clear ponds, making them very hospitable regions for quite a few species of wildlife. The highest accessible parts of the mountains are quite snowy, limiting visibility amidst a high-altitude frigid forest. Strange melodic sounds can be heard echoing throughout the canyons and shores of the loch, though a source has never been properly identified, interrupting the typical calm and stillness of the area.

Area 3: Hallowed Gravewood

PRIMARY INSPIRATIONS: Slavic Pine Forests, American Redwood Forests, The Rotten Vale (in concept), Genndy Tartakovsky's Primal

A dark and dense redwood forest with a twisted history. Enormous redwood trees tower high into the overcast sky, with a dense layer of ferns and fog along the forest floor, with differing levels of thickness depending on where one is in the forest. Enormous bones of titanic sauropods dot the area, far larger than any life form currently known on the planet. These are believed to have died due to some form of disease, as it appears many died in close approximation of one another. The deaths of these giants released immense nutrients into a small forest that grew over time into one of the densest forests with some of the tallest trees on the dinosaur planet. Giant dinosaurs such as Tyrannotitan and Kerberosaurus cannot appear in the forest due to being too large to properly navigate it, leading to other dinosaurs to fill in their niches instead. Many of the forest's trees are slashed with deep gouges, marking the territory of a ferocious predator that has only been seen as great hands reaching from the darkness. The western part of the forest seems to have recently been burned and petrified, with sparse plant growth and an abundance of charcoal, making it a common site for dinosaurs to come to find extra nutrients. Surveyors who entered the forest reported hearing whispers or seeing things darting between the trees, but no two could corroborate the exact same noises, leading reports to be dismissed.

Area 4: The Riven Wilds

PRIMARY INSPIRATIONS: WWD Ep6, the Gobi Desert, Sahara Desert, MHTri Sandy Plains and Volcano

A large diametrically opposed arid expanse to the far south of the Aberrant sector. The area is divided in two as indicated by the name, with a brief transitional region between them. The Northern part of the area is a rocky, volcanic crag at the base of a volcano, featuring a mix of geothermal activity such as lava pools and tar pits, as well as an ash forest with several unique species adapted to the harsh region. It is also the nesting grounds of sauropod species in the Aberrant sector, their young finding safety in the craggy environments and consuming the nutrient-rich flora in the highly enriched ash forest. The middle of the region is a dark streak of black rock and sand where the two halves seem to have almost mixed together over millennia, creating a natural 'stroke' around both halves of the zone. The southern region is a uniquely blue desert. The sand is, for unknown reasons, entirely blue in color, with much of its wildlife exhibiting similar colors. The region is very warm due to the proximity of the volcano, though is not inhospitable or desolate, with a variety of uniquely blue fauna.



Area 5: The Devil’s Vineyard

PRIMARY INSPIRATIONS: The Red Queen’s Garden, Kudzu overtaking forests, Roses, Blood Lily Island (Deltora)

A foreboding and sinister-looking locale at the northern tip of the main landmass of the Aberrant Sector seethed in deep sanguine red. This locality is the closest of this sector to the Arctic Sector, though it is still fairly temperate, and it rarely becomes more than just ‘chilly’. Vast fields of roses grow across the region, as well as red trees and plants that seem to be ‘infected’ by these roses, which seem to be a parasitic strain of flowering plant convergently evolved to Kudzu. What isn’t seethed in deep red is instead devoid of color altogether, as if the very life essence had been drained from the land by the bloody flowers. The area is unique for its wide variety of sea life, seemingly unaffected by the spread of the roses on the shorelines. To the far east of the area is a dense, vast field of uninterrupted roses, though the few surveyors who did enter this part of the locale never left, so venturing into this region is ill-advised. Sightings of a “Devil” that tends to the roses were discussed among surveyors who looked for any signs of their missing companions in the fields before quickly deciding against venturing further into the flowers, hence the area’s name.

-

In addition, the cryptids for most areas themselves have been changed. While I will not reveal them here, or in any article for that matter going forward, I have left their names hidden in the roster sheet, with dashes representing the characters in their names, so for those who would like to theorize, feel free, it's part of the fun to hear people's theories. The cryptids are based on creatures of pop culture, folklore, and cryptozoological hunts from around the world, themed after and heavily integrated into the story, lore, and concepts behind each of the maps.

Alright, after all that text, let's get into the main prominent focus of the work I've been doing, overhauls to area 1's objects and look, continuing from the last article. Taking visual influences from games like Silent Hill, various Resident Evil games (especially 4 and 7), as well as chasing a strong Halloween feel in general, here's a bunch of pictures showing the progress regarding the map's visual overhaul in atmosphere and quality.

The plains are now far more ominous and misty, with darker plants and dying trees helping to add to the atmosphere. The beaches are now covered in rocks, with low lying fog obscuring the shore and lower parts of the plains rolling in from the sea. image 2024 02 21 005410800

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The autumnal forest now is much darker with more tightly packed trees, casting shadows on the ground.

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The conifer forest has been given a complete overhaul w/ updated trees and plants, and a new pass on the forest's fog.image 2024 02 21 005903987

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Hard to believe the ground textures have remained unchanged since A New World's alpha demo, with how different the map looks and feels now. The swamp has also been given an overhaul using trees ported from Duke Nukem Endangered Species to add to the dark and overgrown atmosphere, thanks to Golden Frog Studios for sharing these with me.

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The textures have yet to be overhauled, and will be one of the next steps, as well as the creation of further models to rough out a couple more areas of the map. There will likely need to be heightmap changes, but I plan to add some areas of interest to the valley passages between the mountains that lead to the center forest as well as some other changes, which I will not reveal at present. I am looking quite forward to fleshing it all out and finally being able to say that I have completed a Carnivores map.

I would like to also highlight some more concept art that has been drawn, by my friends TrikeDucket and MarinaTheWitch, for designs for the Mihunekisaurus, Beishanlong, Deuterosaurus, and an updated design for Phosphorosaurus:
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beishanlong2

deuterodraft2

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Lastly, and most special of all, I would like to share the new and original composition for Phantasmagoria's main theme, by my friend Gay_earth_witch (or gay_earth_witch), who has made a perfectly fitting 90s/2000s style sci-fi piece befitting mystery and danger in an unknown new and alien world with an edge and bite to it for the theme and I couldn't be more happy with it to finally have a proper original score composed for the mod, please check it out and support her work: Soundcloud.com

Thanks for reading, and have a spooky rest of the month. Until the next one, keep being phantasmagorical.

Hey, all!

So I haven't really released anything regarding Full Moon in a while because I've been busy with Carnivores: Intemperance, some addons, and other projects I'm working with. With that being said, I, as well as our team, are going to completely revamp Full Moon to give it more depth/make it look better.

The original roster as well as the style and weapons will pretty much be the same, I will add more in-game DLC dinos as well as a revamped map and weapons roster.

I have archived and/or deleted everything regarding the old release of Full Moon, though I will link the MediaFire link for the latest release down below:

Mediafire.com


We currently only have one dinosaur finished, that being the Carcharodontosaurus DLC

I hope you will enjoy the new release, I will post articles regarding updates along the way!

- oakey

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Howdy! As you might notice, I am not Tormer. I'm Dawn, creator of previous mods such as A New World, Eye of the Hunted, Primordial, and other such projects, currently spearheading the horror themed mod Carnivores Phantasmagoria, a reimagining of A New World and my other classic projects. I have received permission from Tormer to create an updated, ported version of Jurassic Park Revolution to the Modder's Edition Engine ahead of the project's 5th anniversary, with new content, performance fixes, improved balancing, and more dinosaurs, making use of the new MEE features!

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I'll run through some of the current progress of the port as well as the planned upcoming features. The first goal of the project is of course to bring JPR into the modern Carnivores modding era, in the Modder's Edition Engine. This will make the game more easily playable for more players. In porting the mod, I have had to make some alterations to the maps for them to function properly, as well as to have better overall performance. Beyond just that, I want to go above and beyond, as JPR is a very standout mod and I'd like to do it proper justice.

The second goal is to slightly update the appearance of all the dinosaurs without impacting the artstyle. Rodrigo Vega's original art and designs were borderline perfection and I do not wish to make drastic changes to them. Instead, I've given them some baked in shading and minor texture tweaks such as adding claws or fixing the eyes of a few of the animals. Here is the entire original roster with their updated textures, as well as the way they incorporate the new MEE features:

Ouranosaurus, which will now spawn in herds of up to 3 individual animals.image 2024 02 03 134445784

Styracosaurus, which can now spawn in pairs, and is no longer functionally blind.image 2024 02 05 152340916

Kentrosaurus, who has been slightly slowed down with a smaller kill radius and somewhat less aggression, while still being dangerous earlygame to be less frustrating to hunt. image 2024 02 05 152406242

Torosaurus, who has become somewhat more aggressive and can now bein herds of up to 3 animals.image 2024 02 05 152432816

Albertosaurus, who has become more aggressive and can now spawn in pairs on occasion.image 2024 02 05 152457729

Edmontosaurus, now capable of spawning in herds of up to 5 animals. image 2024 02 05 152654691

Allosaurus, who appears with overall minor changes aside from adjusted speeds. The primary change is a fix to the claw textures and the shading.image 2024 02 05 152738060

Camarasaurus, who has had rebalanced senses while still being very tanky if you cannot hit the mortal zone. Overall minimal changes aside from shading and some eye definition.image 2024 02 05 152851955

Acocanthosaurus, who not only now has proper eyes, but now only spawns at a max of 5 individuals when selected, preventing the player from being overwhelmed with them and keeping in line with their ecological niche. In later maps, they are planned to be able to spawn at random, rarely.image 2024 02 05 152951346

And lastly of the original roster, the big bad and poster boy, the Carcharodontosaurus, who now spawns at a max of 3 when selected, making for smoother gameplay and upping the impact of these apex predators when you do find one.image 2024 02 03 135337677

The original 2 ambient species, Dryosaurus and Homalocephale, have also received minor texture updates. image 2024 02 05 153200044

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That is not all, however. These dinosaurs have not only been ported into the modder's engine with updated textures, but will be receiving new variant skins that will appear rarely or on different maps, styled after the alternate skin system in Jurassic World Evolution. For example, here is an Isla Tronar variant of the Carcharodontosaurus, based on its default skin in Warpath Jurassic Park:image 2024 02 05 153410427

Using the new features of the MEE, the Outcast dinosaurs DLC will also be a part of the mod natively alongside the originals, with the outcast species appearing as random spawn huntable animals on the islands, in a manner like Jurassic Park Hunter Legends or Carnivores Legacy. However, they will all be reskinned in an attempt to match them to the original art style of the mod, as this was something I and several others found lacking about the DLC, as Rodrigo was unable to create the skin assets for Tormer for the DLC. In honor of his incredible style, I am personally attempting to replicate it as best I can for the outcast species, starting with the one I find the most important and standout to the original roster, the Deinonychus, with a skin based on the Warpath unlockable Mega Raptor skin:

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Deinonychus will be a fierce, pack hunting ambush predator that will appear on most of the islands, except for Isla Pena in order to make it less dangerous for new players, and Isla Tronar, where the Deinonychus packs fear to go...

It can be a tricky situation to be attacked by a pack, so it is wise to carry the SPAS-12 or MP5 for defense when hunting on these islands. Deinonychus are given a similar bounty to the Allosaurus, as their lethality and ability to swim between the islands makes them extremely deadly to humans, meaning if Roland can take an entire pack down, he will receive a large sum of score.image 2024 02 05 005756713image 2024 02 05 005802263

The other outcast dinosaurs will also be remade in a similar style, making use of classic Jurassic Park era designs, such as Warpath, Jurassic Park Institute, the JP Dinosaur Field Guide Book, The Lost World games, etc. Each will be given lots of care, and they will also receive their own variants.

As for some other tweaks, the weapons are going through a balance pass, to make each more standout and viable throughout the whole game. Every weapon with the exception of the SPAS-12 and LAR/Green Flame (with their already perfect accuracy) has been given better accuracy. Additionally, all the weapons with a capacity of less than 30 have been given a second magazine without the need of double ammo, meaning hunts can go on for longer and more of InGen's bestiary can be brought down. For reference, the original DEagle had 8 shots, but now carries 14 with a reload every 7 shots, with double ammo this goes to 28 total shots instead of 16.

A couple more screenshots to show the original cast with their new textures ingame:

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With all that out of the way, here is a brief summary tl;dr of the plans so far;

-Port the mod into MEE 1.06.1 (DONE)

-Balance pass on all weapons for improved gameplay

-Improved performance in every map

-Use of MEE features to create packs and herds of the various species

-Variants for every dinosaur species, both rare and per-island variations

-Reskins of the Outcast dinosaurs to be included as map ambient huntables, trying to match the original artstyle by Rodrigo

-Inclusions of a few species from JPHL with new skins to match the style to fill in additional ambient slots (Open to suggestions! Please keep any picks relevant to the JP franchise WHILE ALSO being animals that were not prominently featured in the original trilogy!)

-A new legacy-style Trophy Room made with the JPR assets to accommodate all the new variants and species

Other changes may occur as well, but that is to be figured out over time. I will not give a concrete release window for this project, as I want it to be as good as possible and be thoroughly tested before release, and I also have my own project Phantasmagoria to work on, as well as assisting on other mods, so I won't be able to solely devote to finishing this. I am open to suggestions and feedback on what could be improved from the original Jurassic Park Revolution, so feel free to message in the comments or comment in my channel on the Carnivores discord server.

I will be periodically doing progress reports and feature update articles similar to how I have been doing for Phantasmagoria as new features and substantive progress are achieved. I am so excited to be able to make this project as I am a big fan of JPR and the original trilogy's side media as I grew up playing and reading them, and I hope others will be excited too for this updated version of my favorite Jurassic Park mod.

Howdy again. A new year, and a lot of stuff has happened since the last progress report. There's a lot to get through, including an update on the mod's first release, some overhauls to existing content, and cool new stuff.

Progress and Features Document

First, I will go ahead and discuss the change in plans relating to the mod's first release. While previously I stated I would like a first beta release to be in February, I have changed my mind. I will no longer release a full beta of the project with the mod's old assets. Instead, once the old assets are sounded, I will instead release those as a separate addon file with their new skins for people to play around with or use in the old alpha demo of New World, what they were made for originally. The first beta of the mod proper will come once the core roster is modeled and animated w/ the new models and redesigns, and the first map and trophy room are brought to the level I want them to be.

Next, for the BIG new thing- the Huaxiaosaurus. A reimagining of the old Trachodon which itself was inspired by Shantungosaurus (Huax being a dubious synonym of Shant irl), the Huaxiaosaurus is a gigantic hadrosaur that is the largest dinosaur in the Aberrant Sector, growing to over 23 meters in total length and weighing up to 50 tons, even larger than some of the Sauropods of the sector. It is truly exemplary of the things that make the sector 'Aberrant'. The model was made by Will/NobodyWasTaken, and the skin by himself and I.

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Onto the next major updates, the style. First, it is important to explain the new style direction. The original game was inspired by the artstyle of Zdenek Burian, and this was hugely prevalent in the 'canon wars' era. In recent years, as we have gone more to the ideas of 'headcanons' and our own universes, we've become more accepting of unique styles and ideas within the universe. I looked to Cityscape, and its unique Todd Marshall style while still being canon to the universe overall, and took inspiration from that, and decided to go my own way similar to that. Carnivores itself was likely based on the references the original developers had access to, rather than being a strict style they decided on. If the Burian aesthetic is core to what the original creators thought Carnivores should be, Tatem would have stuck to that idea in the future with their new creatures or with HD, but they did not follow this style. So, instead, I'm going to be making Phantasmagoria in not just a 'colorful' Burian aesthetic, but instead I am going for a different aesthetic that aims to be more based on paleoartists of the time I grew up, in the late 90s and early 2000s, with the goal of making Phantasmagoria seem like it was made in the mid 2000s after Cityscape in terms of visual fidelity. The dinosaurs will be most heavily inspired by the works of artists such as Steve Kirk, Wayne Barlowe, James Field, Luis Rey, and John Bindon who were hugely influential for me as a child, as well as others of that era. Hopefully this will bring a sense of nostalgia to those who grew up with the same artists.

As for my own twist on the style, I have been increasing the darkness and contrast on some skins, with sharper details and harsher shadows that bring out more of the animal's features. For some examples, here are some of the prominent creatures I've made updated skins for following my restyle;

Xuanhanosaurus, based on Raul Martin's Allosaurus: image 2024 01 30 162737656

Agathaumas, drawing from John Bindon and James Field's Ceratopsians: image 2024 01 30 164308173

Dilong, taking inspiration from the Eotyrannus by James Field and feather textures similar to Steve Kirk's style: Dilong

Saichania, taking inspiration from Steve Kirk's depiction of the animal with a beak and its nose moved to a more appropriate place for the genus: image 2024 01 30 164629835

Now, onto the map and its changes. In accordance with the re-style, I want to ditch as many old Carnivores assets as possible, and instead use new or updated ones or objects from games or mods made around a similar timeframe to what I want Phantasmagoria to feel like (2004-2009). While the map restyle is not complete, I will walk through the process I have done so far in terms of updating it.

To start, this tree is from the mod Jurassic Park Revolution, and was ported from Zoo Tycoon 2, which I reskinned for the mod in the prior map iteration; image 2024 01 30 173252120

I learned UV map editing by taking this tree and making its UV map make more efficient space use, and then drawing a new texture for it by hand making the tree look much higher fidelity with the same model and texture space; image 2024 01 30 173358673

Next, I took a pass at the trees in the autumn forest, making them much more lush and lively, causing overlaps in the trees that creates a more alive, but claustrophobic and tangled feel while within the autumn forest. image 2024 01 30 173532688

Next, I decided the atmosphere should also change in the map to fit a more, gloomy and halloween feel that I was going for with the trees. I decided to go for a more overcast and gloomy sky, not quite 'Silent Hill' but very somber and sullen, apparently it looks like the sky from Chasm: The Rift, which is a happy accident. image 2024 01 30 173655488

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While I've not updated the textures in the conifer forest and foggy region yet, just the combination of the sky and the fog I think really brings out the area's atmosphere a lot. image 2024 01 30 173821313

Following these artstyle changes, the mod has also been ported to the MEE 1.06.1, and makes use of the new features such as herds with variations like dimorphism and rare spawning variants of the animals. Here are a few examples of the dimorphism;

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In addition, there are the dinosaur variants, such as the Albino Pinacosaurus from last report. I will be keeping these a secret for players to explore once the mod comes out, as I want to put a lot of time into making them standout and unique. These variants will be references to classical paleoart, paleomedia, games, and the Carnivores community and other creators. All the huntable species (bonus/cryptid species excepted) will have at least 1 variant, while those with dimorphism will have 1 for the male and 1 for the female, meaning dimorphic animals will have 4 possible variations to hunt down. The final product of the mod will be making use of almost all, if not all, of the 128 possible slots allowed in the trophy room. While hunting these rare variants, they will appear as a ? on the Radar (which unlike New World will be legitimately attainable, just will be expensive as a lategame unlock). Each variant will have a unique color of ? for its map, for example, if you see a white ? on the map, you will know the Albino Pinacosaurus is there for you to track down and find. While I won't reveal what they are, the other variants I have currently created for the first map have a dark red ? and a bright green ? respectively.

In order for the new artstyle to really take, that will also require the old dinosaur assets to be remade and replaced. While most of them have not received models yet, the following are all concept art for dinosaurs that will be remade according to the new arstyle, taking after artists I mentioned above;

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In addition to my own concepts, talented artists have been helping me as well. My good friends Marina the Witch and JurassicJuan have provided some concepts for the mod, and here are a few examples;

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If you want to keep up with the species that are going to be in the mod, check out the progress report at the top of the page. The full roster isn't in there as I want to keep some surprises, but I will update it frequently as stuff gets added and worked on.

One animal in particular, the mod's flagship, Cruentomarinyx, is the first creature with a new concepted redesign in the new style to have received a model created by Will/NobodyWasTaken, who I worked with to create the Gojirasaurus Remake addon for MEE (check it out if you haven't!). This model should provide good insight into the general feel and fidelity I am pursuing for the mod ahead, and I am excited for it to properly come to life with textures and animations. image 2024 01 30 174926710

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With all that, I think that covers the major progress of the last month of the project. Thank you to all those who took the time to read this and are interested in my weird spooky dinosaurs and to those that are excited for a silly project that's going on 12 years old now. I've been making this mod in some iteration or another for nearly half my life, and I am excited to see it come alive in a thorough way that really makes the best use of the engine that it can.

Anyway, enough rambling, until next time.