Return to Jurassic Park has really opened a door for more possibility concepts I could potentially think of. And since there is plenty of time for at least maybe four more big DLCs (two per year) like the Dr. Wu, Claire, and JP DLCs before. There are four basic idea concepts I have that could work out well, three of which I have already posted out here. Now, I'm here with a fourth concept to consider:

A Site B style focused DLC.​

This DLC would primarily take place on the island of Isla Sorna, with elements from both The Lost World: Jurassic Park and Jurassic Park III. This means (but not limited to) structures and vehicles based off of or inspired to what were seen in the films, a cast of a couple of characters from those respective films (including the game’s original Cabot Finch, as he’s been in all big DLCs so far), and a couple of new maps loosely inspired by locations as seen in the films.

This would mean this shall be a new era at its own right (Site B era) as not only the structures, vehicles, and cast will be different from the current eras, but so will the gameplay.

In concept, this Site B DLC would primarily focus on securing and stabilizing the island’s natural biosphere as a separate campaign like the Claire and JP campaigns, with usage new potential future gameplay elements either introduced to the whole game via big free update, or exclusively to the DLC for its exclusive era setting. Essentially, an era setting where you would treat your dinosaurs (except the Pteranodons) and your tourists in a natural wild style. Which would also mean, no fencing or so, but you would still be using some kind of barriers to keep dinosaurs at bay from reaching your “visitor area/base camp” and operation structures.

Still, as a business simulation genre type game, it should still have that business economic system in place, regardless. How? Well, I don’t exactly know at this current point to be honest, but I’m sure there are some ways they could come up with on how you can still run a business in this game without the need to make it like a theme park or a zoo of sorts as you would in the JW and JP eras.

Also, if this is, or something similar, is going to be the case, I wonder how it could potentially be balance out for Challenge Mode.
And since I wouldn't believe you would need the JP DLC for this concept to function properly, I’d imagine that the starting dinos on the maps would have their legacy skins applied (for species that do have legacy skins from the JP DLC) as the DLC idea would be mostly inspired by the later two films of the original trilogy saga, while the default base game skins remain as the normal setting.

As there is, again, what I believe more time for a few more big DLCs, there currently aren't too many big DLC Jurassic World themed concepts I could think of that could work properly for this particular game besides the three I have posted here on this forum already. So, why not another concept from the original trilogy saga? One that focuses more on Isla Sorna, Site B, than what the Return to Jurassic Park DLC did for a change of direction and proper diversity?

What do you guys think?
 
Site B is meant to be a restricted area in the film lore after what became of it from the main events of the second film. But, this game does take liberties of its own to make it its own universes in regards to the status of the islands and what they can become of them in the campaigns. After brainstorming some ideas, I think I have a solution to the business simulation genre this game is under without going too far away from its style, which is a park style simulation. Perhaps it can be a safari tourist attraction, like how you can take on safari rides to the open wilds of the African savannah of national parks. Return to Jurassic Park kinda does this concept already, but it's still a park heavy theme concept.

To make things different, I think the management can have less of the amount of guest management systems, just like how the JP era removes the Transport and Fun managment systems, I think a hypothetical "Site B era" would remove both.

In regards to building on it on such an era concept, maybe make it where you have a specific building area radius, where specific parts of the building area of the map will be highlighted where you are allowed to build (except on Sandbox). Or, you can make it like this: You can build anywhere on the maps, but all structures will have a wide radius of flat space so that the dinosaurs can still maneuver around them without getting blocked. Instead of making a park style complex like a "mainstreet" or something like that, how about make them as connectable lodge buildings via vehicle transport around the maps? I've seen images of safari lodges in Africa out in the wilderness, so why not do the same here, JP style? The lodges will be just large buildings of their own that you could upgrade to look differently and help with your guest number and possibly your Food and Drink management. But, you can also connect these tracks to other structures that I could imagine being dinosaur viewing areas akin to high hides or something. Anything that could work for this concept.

For some structures, here's what I've been able to think of:

1. Observation tower / High hide
Observation_tower.jpg


2. Ranger tower / Ranger outpost
unnamed.png


3. Fire barrier (inspired by the fire barriers from the 1997 PC game: "Chaos Island: The Lost World: Jurassic Park"
Fire Barriers.png


4. Communications Center (an equivalent to the Arrival Point, at least for one map)
tlwabout6.jpg


5. Laboratory (the Hammond Creation Lab / Hatchery equivalent where dinosaurs can be incubated and released. I'd like to imagine being similar o the hatcheries in the JP campaign, where on one map you have access to it, while you won't for the rest of the campaign.)
Jurassicparkiii19.png


6. Airport (another arrival equivalent option. Perhaps two maps can have a respective entrance building, just like how the JW era has both the Arrival Point and Operations Center.)
Sorna_Runway.png


7. Mobile Lab (I can imagine you would see a version of this moving around in cutscenes, while you wouldn't in gameplay because it becomes a structure otherwise. Perhaps it could have a multitude function to research and extract DNA, making it the first Research and Fossil building you won't place your self, maybe. Just trying to take inspirations from the JP DLC on how some things work for that era.)
ca56dbf7f4496732884cf118f290efbe.jpg
 
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I REALLY hope they do a TLW dlc. So often I see companies focus on the current installment of a franchise with a nod to the beginning but ignore all the bits in between. I really want to see the camo cars and trailers and the high hide. A '97 Isla Nublar map as well as a San Diego map would be a fun campaign. Document and capture some dinos and then build the arena on the mainland. The san diego part could introduce the classic style viewing vents/platforms (assuming they don't just use the high hide as a viewing platform)
 
I REALLY hope they do a TLW dlc. So often I see companies focus on the current installment of a franchise with a nod to the beginning but ignore all the bits in between. I really want to see the camo cars and trailers and the high hide. A '97 Isla Nublar map as well as a San Diego map would be a fun campaign. Document and capture some dinos and then build the arena on the mainland. The san diego part could introduce the classic style viewing vents/platforms (assuming they don't just use the high hide as a viewing platform)
You know, a San Diego map with the unfinished park does sound pretty cool. However, while it probably isn’t entirely impossible, I do see some challenges there to make it sound very feasible by even the smallest aspects imaginable. But hey, their self-proclaimed style of business of continuing development at post-launch has lead them to find ways around those challenges that wouldn’t have made certain stuff possible from the beginning for all their four active games, by the way.
 
Lately, I've been able to think of other structures that could work out for this concept.

For instance, the game utilizes power usage from power generating structures (Power Stations for the JW era and the Geothermal Plant for the JP era) for all other building types to function. Here, it shall do the same as well. Since this concept utilizes a new type of era, I would recommend something smaller than the others to make its gameplay more cohesive. Two examples I could think of are:

1. A power generator (inspired by the generators from the Lost World console game, where in the last two t.rex levels, you must destroy them to access, another wise unbreakable and lethal, electrical gates.)
power generator.png


2. Or a wind turbine
zli1ft5t-900.jpg


Regardless what would be planned, they should have upgrade modules you can utilize like the other power structures in-game, and they should have enough space around them to prevent the misuse of blocking any dinosaurs.

If any hypothetical water based rides are to be a thing, like the Cretaceous Cruise from Jurassic World, which I do believe has a potential chance if planned and decided, how about do the same here? In Jurassic Park III, one of the two films this concept focuses on because they're both Site B island based movies, there was that barge the survivors used to cruise the river towards the coastline before it was ultimately destroyed by the Spinosaurus.
unnamed.jpg


For Research, I was thinking of a couple of stuff inspired by Jurassic Park III, like the t.rex urine which scares away small dinosaurs but with the side effect of attracting "one really big one with a fin". Perhaps it could be something that's campaign mission exclusive like a couple of the Research stuff from the JP DLC campaign, wheere there isn;t really any true gamplay changing stuff for the whole game, or it really can be gameplay changing element for your ranger teams and transport vehicles or something. Just throwing both potentials. Another is he gas grenade Eric used to save Dr. Grant from the raptor pack to scare them way. But then again, you could just use the flairs you can utilize in-game already to draw them away. I don't know.

As for maps, a Lost World inspired map would be based on a cliff side with plains behind some placed redwoods,with also the usage of my cencept of otehr trees seen from the Lost World movie. I would like to recommend not using an all open round map like the two Isla Nublar (main and 1993) maps or with big mountain barriers in the moddle of buildable areas like the two Isla Sorna maps, but something that utilizes the buildable map barriers in a unique way. How about a small patch of placed redwood or whatever trees (scenery or object) in a small circling map barrier, so that your dinosaurs and yourself for both driving vehicles and constructing naturally know you must work your way around them, so that the maps feel more natural and unique from the other maps. Basically, using small patches of unbuildable areas in place of giant mountains, while still trying to keep the buildable areas grounded to the rest of the game. A fogy environment, similar to Isla Sorna 1993, can be a good idea, and I think that foggyness can be carried over when it gets dark, so that you never see the clear night sky and that it will always be overcast to make it really feel like the Lost World.

Here's that suggestion thread of mine for the other tree types from The Lost World: Jurassic Park for reference:

And a Jurassic Park III map I think can be unique by making a more "canyon-ous" map where you build inside a curved passage way surrounded by steep narrowing tall cliffs in a more rainforest thick environment, the environments the maps in-game already use. I like to imagine a waterfall on one side of the cliffs with a river going through and out the buildable map area 😁 . One end of an opening path to the canyon would be where you would start off, and then on the other end would be that lab you see in the third film. Still, they should be of a decent size for the sake of cohesive gameplay regardless of era.



In addition, I've also thought of a possible dino roster for newcomers with idea considerations for the usage of possible future new gameplay elements such as naturally multiplying dinosaurs that I made a while ago.
 
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I'd argue that RtJP has kind of closed this door, if they made a DLC like this, then suddenly people are probably going to think that you need RtJP to play with this stuff off the bat (being treated like a DLC for a DLC, even it isn't one, based mainly on the fact all the dinosaurs from the trilogy are already here, though there's also the JP era aspect).

If they did something like a proto-Jurassic World sort of DLC, then you probably could also sandwich in a lot of these things in there, considering potential overlap with JP3.
 
I'd argue that RtJP has kind of closed this door, if they made a DLC like this, then suddenly people are probably going to think that you need RtJP to play with this stuff off the bat (being treated like a DLC for a DLC, even it isn't one, based mainly on the fact all the dinosaurs from the trilogy are already here, though there's also the JP era aspect).

If they did something like a proto-Jurassic World sort of DLC, then you probably could also sandwich in a lot of these things in there, considering potential overlap with JP3.
You know arguably, I can agree with that. There are challenges right there like what you mentioned.

My idea to counteract that idea with the JPIII stuff from the JP DLC is stuff you can build inspired by that film like the huge barb fencing is designed to make a functional “park”. You won’t really need those for this concept I’m suggesting here because it’s an idea where you wouldn’t use enclosure stuff for your dinosaurs, but the aviary I think can be an exception with a way to have its Pteranos in your maps with this suggesting era.

As for the legacy dinosaur skins, I to agree with there being a challenge there, but considering you can use the default Jurassic World skins in the JP era setting, even in the JP campaign, that shouldn’t be too bing of a deal. What I kinda suggested on the original post above was have some of the dinos that did appear in the first two sequels, on the maps when you get there, have their legacy skins applied onto them. You still would need Return to Jurassic Park, sure, unless they find a way to make the 1997 and 2001 skins available whether or not you have that DLC already which, in my opinion, would be okay because the $20.00 (US money, from where I’m from) priced DLC will still offer a whole lot of new content. It’s kinda like how the Vivid Ankylosaurus’s skin is available from one individual from Claire’s Sanctuary to everyone, even if they didn’t do that JingleJam thing like myself.

For new dinosaurs from the JP DLC, the Compsognathus and the Pteranodon, I think should still be exclusive to that DLC, while still being available to you if you in this hypothetical DLC have that other DLC. Which is also why I suggested the Procompsognathus in the dino wishlist thread since that species is also heavily associated with the franchise since the original JP novel, and it does appear in the original 1995 Lost World novel.
 
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That's a pretty good point actually with the vivid anky, seeing as it is classed as a normal DLC on the Steam DB.

Procompsognathus is something I'm not too sure on, there's the tranquilising problem with Compsognathus already, and on the Coelophysid front, most people are pretty attached to Coelophysis itself.
 
Site B is meant to be a restricted area in the film lore after what became of it from the main events of the second film. But, this game does take liberties of its own to make it its own universes in regards to the status of the islands and what they can become of them in the campaigns. After brainstorming some ideas, I think I have a solution to the business simulation genre this game is under without going too far away from its style, which is a park style simulation. Perhaps it can be a safari tourist attraction, like how you can take on safari rides to the open wilds of the African savannah of national parks. Return to Jurassic Park kinda does this concept already, but it's still a park heavy theme concept.

To make things different, I think the management can have less of the amount of guest management systems, just like how the JP era removes the Transport and Fun managment systems, I think a hypothetical "Site B era" would remove both.

In regards to building on it on such an era concept, maybe make it where you have a specific building area radius, where specific parts of the building area of the map will be highlighted where you are allowed to build (except on Sandbox). Or, you can make it like this: You can build anywhere on the maps, but all structures will have a wide radius of flat space so that the dinosaurs can still maneuver around them without getting blocked. Instead of making a park style complex like a "mainstreet" or something like that, how about make them as connectable lodge buildings via vehicle transport around the maps? I've seen images of safari lodges in Africa out in the wilderness, so why not do the same here, JP style? The lodges will be just large buildings of their own that you could upgrade to look differently and help with your guest number and possibly your Food and Drink management. But, you can also connect these tracks to other structures that I could imagine being dinosaur viewing areas akin to high hides or something. Anything that could work for this concept.

For some structures, here's what I've been able to think of:

1. Observation tower / High hide
View attachment 162942

2. Ranger tower / Ranger outpost
View attachment 162944

3. Fire barrier (inspired by the fire barriers from the 1997 PC game: "Chaos Island: The Lost World: Jurassic Park"
View attachment 162945

4. Communications Center (an equivalent to the Arrival Point, at least for one map)
View attachment 162947

5. Laboratory (the Hammond Creation Lab / Hatchery equivalent where dinosaurs can be incubated and released. I'd like to imagine being similar o the hatcheries in the JP campaign, where on one map you have access to it, while you won't for the rest of the campaign.)
View attachment 162948

6. Airport (another arrival equivalent option. Perhaps two maps can have a respective entrance building, just like how the JW era has both the Arrival Point and Operations Center.)
View attachment 162950

7. Mobile Lab (I can imagine you would see a version of this moving around in cutscenes, while you wouldn't in gameplay because it becomes a structure otherwise. Perhaps it could have a multitude function to research and extract DNA, making it the first Research and Fossil building you won't place your self, maybe. Just trying to take inspirations from the JP DLC on how some things work for that era.)
View attachment 162951

I have thought that dinos can be incubated in the lab & all your upgrades & research can be done through the mobile lab!
 
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