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Know Your Pre-Release Builds - 1098 through 2215 |
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21:09:14 16 December 2009 |
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wolfstriked
Senior Resident
On forum: 11/02/2008
Messages: 283
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Dezodor,any chance of a video with a-life present to hold us over for awhile? |
01:18:49 24 December 2009 |
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BobBQ
2007-2017 (Resident)
 On forum: 07/30/2007
 Message edited by: BobBQ 12/24/2009 23:14:54
Messages: 3336
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Illustrated Builds - Part I
Took a lot longer than planned, but I finally made some progress on the visual component...
Build 1098
This build features - shock! - a female protagonist.
http://img24.imageshack.us/img24/3311/1098player.jpg
The player spawns next to a tarpaulin-covered tank thing with some subtle advertising on it.
http://img192.imageshack.us/img192/1830/1098tank.jpg
In combat the player is aided by three cute little robots...
http://img188.imageshack.us/img188/6941/1098friendlyrobot.jpg
...Against waves of vicious little robots.
http://img188.imageshack.us/img188/1404/1098fighting.jpg
"CRY SOME MOOOOORE!"
http://img64.imageshack.us/img64/6081/1098enemyrobot.jpg
Surviving long enough to actually see the Aztec ruins is a challenge in itself.
http://img192.imageshack.us/img192/3294/1098aztectemple.jpg
Build 1114
The player now sports the familiar stalker suit and an early version of Marked One's face. The Agroprom courtyard is a bit less cluttered here.
http://img19.imageshack.us/img19/4166/1114player.jpg
Fighting the extremely spastic proto-Spetsnaz.
http://img19.imageshack.us/img19/6089/1114soldiers.jpg
The original zombie, created by Ruslan Konovalchuk. Konovalchuk's work on S.T.A.L.K.E.R. also included such items as the robots in build 1098, the original crow and rat, and the face of Wolf. The patch on the zombie's shirt is the same as the one on the arms of the stalker suit.
http://img192.imageshack.us/img192/2086/1114zombie.jpg
Reloading the Hi-Power. The animation is borrowed from Counter-Strike's USP.
http://img192.imageshack.us/img192/7838/1114csreload.jpg
In the Cordon, meanwhile, there's not much of a presence at the southern perimeter.
http://img188.imageshack.us/img188/894/1114cordonsouthend.jpg
There are, however, some power lines and pylons.
http://img85.imageshack.us/img85/8485/1114cordonpowerlines.jpg
There is also an early version of the under-road tunnel near where the player meets Tolik in the final game.
http://img189.imageshack.us/img189/2448/1114cordonroadtunnel.jpg
Instead of a bandit carpark, there is an elevated factory with a bunch of junk scattered below it.
http://img64.imageshack.us/img64/6889/1114cordonfactoryfromad.jpg
http://img24.imageshack.us/img24/1838/1114cordonfactoryfrombe.jpg
Looking down at the tunnel from the factory. Note that the AK-74 (which looks more like a confused AKS-47) shares part of its mesh and texture with the Groza in build 1098.
http://img19.imageshack.us/img19/3593/1114cordonviewfromuphig.jpg
Looking northward from the same spot. The Chernobyl NPP appears on the skybox.
http://img188.imageshack.us/img188/5223/1114cordonviewfromfacto.jpg
The factory itself.
http://img192.imageshack.us/img192/793/1114cordonfactoryupclos.jpg
The factory was cut somewhere between builds 1935 and 2205, but this garage and damaged building were recycled into the Wild Territory.
http://img85.imageshack.us/img85/7450/1114cordonfactorygarage.jpg
These structures near the bridge were completely reworked.
http://img188.imageshack.us/img188/3987/1114cordonnearbridge.jpg
The bridge itself is also quite different.
http://img19.imageshack.us/img19/3908/1114cordonbridgetower.jpg
The checkpoint at the north end would be rebuilt as well. The road between here and the bridge is considerably longer than in the final product, though there's not much of interest along it.
http://img24.imageshack.us/img24/2660/1114cordonnorthend.jpg
Build 1154
The view from atop the Agroprom rail tunnel - the green, it burns!
http://img24.imageshack.us/img24/1257/1154agroprom.jpg
There's a semblance of an outpost at the Cordon...
http://img189.imageshack.us/img189/2848/1154cordonsouthend.jpg
...And a rookie village occupied by soldiers.
http://img188.imageshack.us/img188/6508/1154cordonrookievillage.jpg
The factory is now at a more accessible elevation.
http://img24.imageshack.us/img24/8236/1154cordonfactory.jpg
The bridge hasn't changed much, though.
http://img24.imageshack.us/img24/8918/1154cordonbridge.jpg
Build 1469
One thing I forgot to mention about build 1469 is its primitive inventory system, which can be seen even when nothing else can.
http://img85.imageshack.us/img85/6444/1469inventory.jpg
Build 1511
A regular stalker and an ecologist.
http://img19.imageshack.us/img19/9987/1511stalkers.jpg
"Psst... How long do I have to hold this pose?"
http://img34.imageshack.us/img34/3957/1511ecostalker.jpg
I don't remember ever seeing this guy in the end release.
http://img188.imageshack.us/img188/8269/1511whoisthis.jpg
An original exoskeleton stalker, hanging out inside the sarcophagus. This version persisted until at least build 2205, and the 2205 model can be used in the final game without modification.
http://img85.imageshack.us/img85/9656/1511exo.jpg
Freedom looks quite familiar...
http://img64.imageshack.us/img64/8065/1511freedomstalker.jpg
...As does Duty.
http://img43.imageshack.us/img43/2923/1511dutystalker.jpg
Captain Ivantsov's salad days?
http://img189.imageshack.us/img189/9869/1511ivantsov.jpg
A military stalker. Konovalchuk had created a version of this character as early as the Oblivion Lost days.
http://img24.imageshack.us/img24/7639/1511militarystalker.jpg
The other white meat.
http://img43.imageshack.us/img43/7230/1511flesh.jpg
An earlier stage in the evolution of the blind dog.
http://img43.imageshack.us/img43/9239/1511blinddog.jpg
"Duck, you sucker!"
http://img192.imageshack.us/img192/1407/1511sucker.jpg
The 3D inventory display is pretty cool, except that it uses the ambient light (which is invariably either too much or too little)...
http://img43.imageshack.us/img43/797/1511inventory3d.jpg
...And draws the first person weapon model over the selected item.
http://img85.imageshack.us/img85/9223/1511inventoryglitch.jpg
Drivable vehicles include manually opened doors and utterly atrocious physics. In the background, Lenin declares the revolution will be motorized.
http://img43.imageshack.us/img43/1395/1511truck.jpg
Agroprom showdown: Marked One takes on his evil ecologist twin.
http://img24.imageshack.us/img24/6018/1511fight.jpg
"This is MY world! You are not welcome in my world!"
http://img64.imageshack.us/img64/8454/1511kaboom.jpg
One of the test maps. This one was apparently meant for playing Ragdoll Roadkill.
http://img85.imageshack.us/img85/3581/1511vehicletest.jpg
The Agroprom has more detail now, at least inside of the fence.
http://img24.imageshack.us/img24/2497/1511agropromfamiliar.jpg
The Dead City is pretty impressive...
http://img43.imageshack.us/img43/8480/1511deadcity.jpg
...As are the Generators. After the level was cut, the generators themselves were incorporated into the NPP. The ground anomalies reappeared in Clear Sky.
http://img189.imageshack.us/img189/8584/1511generators.jpg
The Brain Scorcher itself didn't change much...
http://img64.imageshack.us/img64/1305/1511radarwide.jpg
...But there's no access to the underground bunker, and the area is completely walled in.
http://img24.imageshack.us/img24/5623/1511radarnotunnel.jpg
Likewise the Army Warehouses are largely finished, though the outside terrain is not and there are parked helicopters where Screw and Max are found in the release version.
http://img85.imageshack.us/img85/8725/1511warehousesuphigh.jpg
One part of the Warehouses which did change was this section on the west side, where Skull and friends will dynamite the wall in the completed game.
http://img64.imageshack.us/img64/9386/1511warehousesthiswasch.jpg
That's all for now. Happy holidays, everyone!
https://www.youtube.com/watch?v=xX9UA8fuK-c
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11:03:50 24 December 2009 |
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BuddieBBB
Senior Resident
 On forum: 01/31/2008
Messages: 883
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Lovely post BobBQ!
I still think that the 1114 Cordon looks better than the retail one. |
08:05:11 25 December 2009 |
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Drill
(Senior) On forum: 08/02/2009
Messages: 50
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Was there any info on build 1850? I heard that it's a fully functional build, but that it's locked by a password. |
21:22:32 28 December 2009 |
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wolfstriked
Senior Resident
On forum: 11/02/2008
 Message edited by: wolfstriked 12/28/2009 21:26:26
Messages: 283
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Totally irrelevant.I always feel that the atmosphere would of been better if they had the cordon stalker village situated OUTSIDE the zone perimeter.Then the bridge as it is now would of had tons of army men walking the length of the train tracks and so no chance of entry.But thru Sidorovich you get access in from one shady military person who allows people in for a price situated under the tunnel.
Another thing would of been kool is the bridge being a checkpoint and if you stand there you see military trucks filled with troops entering and leaving the zone.They of course are there to kill any stalkers who try to bring the artifacts out to sell on the blackmarket.
Instead we have a stalker rookie camp situated right inside the military outpost and a guy tryingto talk people out of going any further into zone on a megaphone while drinking vodka. Tons of military men everywhere,trucks with troops coming and going,helicoptors traversing the perimeter and sirens blazing would of really made enteringthe zone seem forbidden. |
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