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Clear Sky - Things not used that could have been

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  12:30:18  1 November 2008
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cyberdaemon
Senior Resident
 

 
On forum: 01/08/2005
 

Message edited by:
cyberdaemon
11/01/2008 12:42:23
Messages: 353

---QUOTATION---
How about the Northern exit to the Army Warehouses? There are Monolith stationed there and a road, but as we all know, there's that stupid psy field that you can't even get near, much less past. Feels like one of the many radiation fields in SoC that were put up specifically to keep you off the edges of the map. But if there's nothing out there, why station Monolith soldiers there?
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It doesnt lead you to red forest.I played this area with god mode and its just an edge of a level.I dont know why monoliths are there , but i think its most because theyr attacks on freedom have failed so far.They can quietly prepare for all sorts of actions there without fear of counter attack.

I think that spaces between maps should be removed and you simply merge levels together as if the spaces between them didnt exist.That way there will be less open fields and more buildings as this zone really needs more buildings.Garbage was total garbage by offering us only one area with 2 buildings (large train terminal and other building is toilets near it) I want more villages and more open buildings.Too many buildings are closed or leveled to the ground.

One reason why game should take place before clear sky is that you get to play the areas like military warehouses , before many building were destroyed.

LuxZg : i think that bar and wild territory should be merged into one level by the way.These are so close anyway and its better off without loading between them.
  12:49:52  1 November 2008
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Danlo
The Lazy Writer
(Resident)

 

 
On forum: 10/21/2008
Messages: 5198

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hehe, lets add a swimming feature and take a dip in the cooling pond, and I find it funny that GSC moved Pripyat south of the NPP but you can still see Pripyat just to the west of the NPP
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you do realise that in reality Pripyat is north/north west of the NPP (I've had a look on Google Maps quite abit as I was researching a novel I'm writing based around Stalker:SOC)

I used to think that the map was just upside down but the river is on the wrong side.

The West of the NPP is the river (its why they built there lots of water needed for old fission reactors - or even the new ones as well)
  21:46:11  1 November 2008
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LuxZg
Lux's PDA workshop
(Resident)

 

 
On forum: 09/26/2008
Messages: 1301
@dirtdart - that road from Army warehouses leads to old Red forest (or Radar, or Brain Scortcher, any way you like it). Ofcourse, that level does not exist in CS, but see my map, if you've played SoC before you'll remember it right away.
And wasn't NPP Monolith's "secret" hideout in SoC?

@cyberdeamon - yeah, I agree about merging Bar and Wild territory. It's same urban area anyway, and it was weird they got separated in SoC. I just drew it separate cos it was like that in the game.. but agree - having it together would be much nicer. They are both small levels anyway (compared to Swamps especialy)

@Danlo - well, that's called artistic freedom
  22:39:22  1 November 2008
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
11/01/2008 22:40:31
Messages: 25729
Clear Sky - Things not used that could have been

It's funny how the largest Level in SoC that also utilized the smallest
section of actual Play Area is totally missing from the Clear Sky Zone.

TS
  03:17:49  2 November 2008
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
11/02/2008 3:28:08
Messages: 25729
Clear Sky - Things not used that could have been

Agroprom - Snork Lair and Tunnel System
There is a gigantic Snork Lair deep inside the Agroprom Underground.
It has a massive Tunnel System with multiple entry points that all can
be seen when you first enter the Underground among each of the short
hallways spaced among the Flame Jets. They are just out of your reach
to enter but the Snorks use them easily. All of these Exit/Entry Points
connect to each other and all go back to the Gigantic Snork Lair that
could have been a really cool place to go for Mutant fighting, a Quest
Item or additional Storyline activity. Instead we are rushed through
the Flame Jets to scamper up some Ladder to go meet the Controller.

Agroprom - Underground Flooded Section
What a waste to be rushed through this entire Area with a Timer to
scamper up a second Ladder and only get to glimpse the only living
Rodents in the Game. Flooding the Underground means you never
get to return and going back to ALL the Underground SoC Levels is
something I liked to do multiple times since all of them got reinfested
with more Men or Mutants. One of the funnest things to do was to go
to Strelok's Lair in reverse. It would have been easy to Flood this and
simply flush it out or drain it so we could return. The really large
room where the Controller was I found my favorite but so short
a visit and it really should have had all the Snorks in there too.
The Timed Section to run to the Ladder I found the hardest part
of the Game so far but probably only because I was trying to Loot
4 Purple-Icon Stashes ( PP Ammo, Walker Pistol, OG-7V Round, etc )
within the time to grab them, get past the Rodents and up the Ladder.

More to Come~

TS
  04:59:23  2 November 2008
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Packrat
(Senior)
 
On forum: 06/23/2007
Messages: 137
The underground areas of dark valley where the mercs come from. i have found 5-6 entrances other than the one you blow up. It looks like there should be a full blown underground base there but we cant visit it.
  00:10:31  5 November 2008
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Three Mile Island
Senior Resident
 

 
On forum: 11/04/2008
 

Message edited by:
Three Mile Island
11/06/2008 17:47:43
Messages: 2271
In Yantar there's no fence in the north-east corner. I you continue in that direction you'll reach the end of the map (an abyss). If you instead turn left you'll eventually approach Yantar's exit point to Red Forest from behind (you can also go there from the noth-west). But just before you're at the exit point, a new level will load without asking for confirmation.

It seems you end up in places that are inaccessible from the ordinary game, such as behind exit points. Taking a few steps in the wrong direction makes yet another level load without warning.

I've tried this a few times now, and have arrived at the northern part of Military Warehouses, the beginning of Limansk on the sniper Hill by the lowered bridge (where I could pick up a few SVG rifles), "Vanishing Valley"(?) (close to the Garbage entrance, alas the map ends soon in the other direction), and Dark Valley outside the fence(?).
  02:47:42  5 November 2008
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shifter
Senior Resident
 

 
On forum: 06/20/2008
Messages: 2413
i walked right into that Monolith 'dead-end' place in the Military Warehouses. no idea why, i didn't have cheats and normally you die without even any psi HUD warning. just D.E.A.D.

i suppose it was intended to have a little fight there or maybe even have some of the old area linking back into the red Forest we have now. time ran out i guess like so much of the game.

only once so far, in several completely different games, have i seen the Stalkers and Monolith get busy at the Barrier. Freedom sometimes hold that point but Duty doesn't seem to spawn or travel into there. too calm!
  00:08:02  24 December 2008
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
@cyberdeamon - yeah, I agree about merging Bar and Wild territory. It's same urban area anyway, and it was weird they got separated in SoC. I just drew it separate cos it was like that in the game.. but agree - having it together would be much nicer. They are both small levels anyway (compared to Swamps especialy)


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funny thing is - if you've ever checked out the TZ for the bar in SoC, much of WT was already layed out, you can pretty much follow the "road" through the TZ that, in Rostok, goes from the Rostok entrance, through the Merc sniper hangout, through the train yard, past the Merc construction crew, through the burner tunnel, and follow the curve that would lead to Yantar.

There are very few buildings, and no real terrain shaping for the valley where the road leads to Yantar in the Rostok level - but it's almost all there, as if they originally intended for the two levels to be combined.



---QUOTATION---
In Yantar there's no fence in the north-east corner. I you continue in that direction you'll reach the end of the map (an abyss). If you instead turn left you'll eventually approach Yantar's exit point to Red Forest from behind (you can also go there from the noth-west). But just before you're at the exit point, a new level will load without asking for confirmation.

It seems you end up in places that are inaccessible from the ordinary game, such as behind exit points. Taking a few steps in the wrong direction makes yet another level load without warning.

I've tried this a few times now, and have arrived at the northern part of Military Warehouses, the beginning of Limansk on the sniper Hill by the lowered bridge (where I could pick up a few SVG rifles), "Vanishing Valley"(?) (close to the Garbage entrance, alas the map ends soon in the other direction), and Dark Valley outside the fence(?).
---END QUOTATION---




As to this level changer, we had a thread going over at ZSG about it:

[link]http://stalker.heroesradio.com/Forum/viewtopic.php?t=2389[/link]

if you get to page 2, I have posted that the level changer in Yantar yields predictable results - that is, if you enter the changer at a certain point, it'll take you to a certain level . . . I still have the pic on my HDD if anyone is interested . . .

to continue that, the "unmarked" changers on the other levels also lead to specific points, and therefore have predictable results as well . . . although I didn't get much further with taking screenshots, and the other locations are a little harder to work out due to lack of any major landmarks nearby . . .

it's like a developer's tool that was accidentally left in - a way they could move from one area to the next without covering large distances.




There's one thing about Limansk that has continued to drive me nuts - in the middle of Limansk, a little ways after the merc/monolith shootout - you come across a plaza littered with dead bodies . . .

my system will slow to a crawl here, and your mini-map will show 12-15 NPCs nearby, but no dots ever pop up on the map . . .

for the life of me, I can't figure out where all these other NPCs are - the thought crossed my mind that perhaps it's all the dead NPCs registering, as if they weren't scripted correctly . . . but no other "dead" NPCs, in either game, do this . . .
  01:14:00  24 December 2008
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Three Mile Island
Senior Resident
 

 
On forum: 11/04/2008
Messages: 2271

---QUOTATION---

As to this level changer, we had a thread going over at ZSG about it:

[link]http://stalker.heroesradio.com/Forum/viewtopic.php?t=2389[/link]
...

it's like a developer's tool that was accidentally left in - a way they could move from one area to the next without covering large distances.

---END QUOTATION---


I read somewhere on this forum that in SoC the NPCs use special passages to move around, maybe these level changers are used for that?


---QUOTATION---
for the life of me, I can't figure out where all these other NPCs are
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It's not the Monoliths that come out of the cellars?
 
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