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Clear Sky - Things not used that could have been

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  02:01:27  31 October 2008
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
10/31/2008 8:42:14
Messages: 25726
Clear Sky - Things not used that could have been

There's a whole lot more to Clear Sky than meets the Eye.
Things that are there you cannot quite get to or other things
used only once and appearing to only have been partially used.
This is a List I will start that I will add to and others can too. A lot
of this is only my opinion so not everyone will agree or see the same.

Marshes - Clear Sky Scientific Outpost
As the only location outside the Clear Sky Base that seems to have any
Scientific Equipment, a Trailer and Observation Tower, it is a shame that
this location is not used in the Storyline anywhere besides the initial
Emission Blowout with Scar. This isolated Island location should have
been remanned with Clear Sky personnel and have been a destination
to deliver supplies, get Quest Items & to help from future Mutant Attacks.

Marshes - Cave
The best Easter Egg in the entire Game. But no story behind it or any
mention of this anywhere. ( unless I missed it ) I have heard it called
Doc's Cave & Scar's Cave but other than the Detector and Gravi Artifact
it is not really used in the Storyline. Would have been nice to have a
Stash Chest there and finding something written or a PDA for the Story.

Marshes - Cemetary Vault
Can't get in but I can see a large room with a bunk bed inside. This
could have been used like the Room in the Garbage Level where the
Door does not open until the Storyline opens it for you to be mugged.
It has a great location to tie it into the supernatural or Storyline about
the history of the area before the Hydro-Electric Dam was built that
flooded the Marshes back in the Soviet Era I believe in the 1950s.

More to Come~

TS
  04:34:00  31 October 2008
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
10/31/2008 6:02:10
Messages: 25726
Clear Sky - Things not used that could have been

Red Forest - Snork Cave north of the Tank
It's not real deep but it does have a small chamber that could have
been the site of a Quest Item to recover with the Snorks waiting to
surprise. I can't help thinking there was some original intent to use
this since we find that Father Valerian's body lies just outside of it.

Red Forest - Tunnel Road with Fork
Sure Strelok blew up the Tunnel of the fork to the west but looking at
the PDA Map where exactly was this going? Only a footbridge seems to
connect to it and for such a major road it doesn't seem to go anywhere.
The fork going to the right descends and is blocked with a gated door.
Where was this going beneath the Forest Preserve? It appears like it
might connect to the section of roadway found beneath the Mine where
the Poltergeists originate. This also would explain the bathroom that
is found underground in that same section and why they seem to be
related but again that would mean both roadways from the fork would
be going the same direction, one above the ground and the other one
beneath the ground both going to Limansk. Notice how the same type
of door at the fork is the same found in the section beneath the Mine.

Red Forest - Mine Shaft connecting Tunnels
There are two gates that prevent passage deeper inside the Mines that
look very cool but not as cool as actually using them since they actually
connect to each other. Would have been a lot more fun to open this up
and have fought Men & Mutants a lot deeper in the Mines since even
those tunnels end up in the expected usual pile of debris and dirt fill.

Red Forest - Forester's Mine Shaft Elevator
An Elevator so detailed it looks like it should work. The Elevator Shaft
descends into a large room far below that is unused. This would have
been a great place to use the Elevator and have the shafts connect to
other parts like the Snork infested tunnel south of the Devil's Claw or
even the other Mine nearby. There could have even been a tie in to the
other part of the Red Forest that's so close by with the Brain Scorcher.

More to Come~

TS
  06:35:48  31 October 2008
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Joe[GSC]
S.T.A.L.K.E.R.
(Resident)

 

 
On forum: 04/16/2007
Messages: 1869

---QUOTATION---
Clear Sky - Things not used that could have been

There's a whole lot more to Clear Sky than meets the Eye.
Things that are there you cannot quite get to or other things
used only once and appearing to only have been partially used.
This is a List I will start that I will add to and others can too. A lot
of this is only my opinion so not everyone will agree or see the same.

Marshes - Clear Sky Scientific Outpost
As the only location outside the Clear Sky Base that seems to have any
Scientific Equipment, a Trailer and Observation Tower, it is a shame that
this location is not used in the Storyline anywhere besides the initial
Emission Blowout with Scar. This isolated Island location should have
been remanned with Clear Sky personnel and have been a destination
to deliver supplies, get Quest Items & to help from future Mutant Attacks.

Marshes - Cave
The best Easter Egg in the entire Game. But no story behind it or any
mention of this anywhere. ( unless I missed it ) I have heard it called
Doc's Cave & Scar's Cave but other than the Detector and Gravi Artifact
it is not really used in the Storyline. Would have been nice to have a
Stash Chest here and finding something written or a PDA for the Story.

Marshes - Cemetary Vault
Can't get in but I can see a large room with a bunk bed inside. This
could have been used like the Room in the Garbage Level where the
Door does not open until the Storyline opens it for you to be mugged.
It has a great location to tie it into the supernatural or Storyline about
the history of the area before the Hydro-Electric Dam was built that
flooded the Marshes back in the Soviet Era I believe in the 1950s.

More to Come~

TS
---END QUOTATION---





Where the f**k is a cave in the swamps?
  06:54:54  31 October 2008
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shifter
Senior Resident
 

 
On forum: 06/20/2008
Messages: 2413

---QUOTATION---
Where the f**k is a cave in the swamps?
---END QUOTATION---



in the far North/West corner where the train carriages are. you need to find a break in the fencline to get that far north.

-----
i also wanted the mines to be more open.

there are plaenty of places and things that don't seem to 'do' or mean anything.

i want the underground labs open again. even if it was just to go for another look, without any stiry relevance. at least a bit of mutant fighting perhaps.

i think the devs ran out of time really badly. it is going to take the next installment to hopefully bring back in all the areas and tie a nice story around the whole world.
  08:37:28  31 October 2008
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fma
(Senior)
 
On forum: 07/31/2007
Messages: 80
TS,

I come here every 24 hours or so to read your posts while I play a third or fourth (soon fifth) time through this game.

Always interesting.

Some of your writings are downright invaluable.

Not exactly sure what I wanted to say besides keep posting, I'm positive a lot of other folks read your musings without responding.

Cheers, F.M.A.
  10:19:34  31 October 2008
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LuxZg
Lux's PDA workshop
(Resident)

 

 
On forum: 09/26/2008
Messages: 1301
@TS - nice ideas, and nice posts.. As usual

I was thinking about next STALKER, if it's possible and all that.. Maybe they'll make you play a role even further back in the past, with you being a soldier that is sent to rescue scientist or something, getting parachuted to the cneter, and trying to get out of the zone alive, and still help those you encounter.

Second option would be AFTER S:SoC - when Zone gets cleared (let's say it's after the "happy ending" ) but people start to pour from all over the place exploring the new "Zone" which has no anomalies, but is an evil place non the less since everyone wants to go there and get the artifacts (which would still exist, and would be values as diamonds or something like that even if some of their "magic" properties vould be gone together with the removal of the Zone)

In both of those scenarios you could have your wishes made true. Enabling the Mines, Caves and combining the levels from both STALKER games.. Hell, there is enoufh material to make both Stalker III and STALKER IV
  16:53:04  31 October 2008
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cyberdaemon
Senior Resident
 

 
On forum: 01/08/2005
 

Message edited by:
cyberdaemon
10/31/2008 16:59:58
Messages: 353
There is too many buildins we cant enter in Limansk.I always want to go to indoor in any city maps and more indoor equals better map for me at least.

Instead of making different agroprom underground areas open , they should try to make it as open as possible so you can go trough all of it , the SOC part , CS part and even beyond.

Yantar has too many buildings you can never enter.If you walk around there , most of the buildings are just plane crates , with no entrance.There should have been many of them open at least partially if not fully.

agroprom neutral base has 2 buildings that you cant enter.It also has a small underground area , which should connect to the rest of the underground areas in some way.

First Red Forest - i hoped it will be in game so i can explore the power plant and the closed entrance parallel to the road to pripyat.Also what is inside that long tunnel and the area leaving to inside that mountainside.

I actually hoped to see a rostok in game with more indoor and accessible areas than ever before.

There should also been more underground bunkers or hideouts like that one under bridge in swamps and less "camps" with just a trash in it.

The army warehouses entrance to red forest has a tower in it you cant reach due to the level change field being there.I wanted to look this area closer.And by the way , i would also wanted each level change "field" to be little more away from the level so i can walk more before getting to choose do i want to change the level or not ?


---QUOTATION---
@TS - nice ideas, and nice posts.. As usual

I was thinking about next STALKER, if it's possible and all that.. Maybe they'll make you play a role even further back in the past, with you being a soldier that is sent to rescue scientist or something, getting parachuted to the cneter, and trying to get out of the zone alive, and still help those you encounter.

---END QUOTATION---



Off course the scientists would be dead or turned into snorks because im not planning to carry or lead some idiot NPCs trough the whole game.Unless they are picked up by helichopters.And as about snorks , you would figure out how they came to existence and why is there nearly an endless count of them with all of them wearing masks and clothes ?
  16:59:58  31 October 2008
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Kry
"Order of the Liquidators"
(Resident)

 

 
On forum: 04/26/2007
Messages: 254
Yeah, there are way too many buildings we cant enter. It would be way more interesting and atmospheric to be able to enter some of the houses and find like stuff from people who used to live there and so on.
  17:00:45  31 October 2008
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cyberdaemon
Senior Resident
 

 
On forum: 01/08/2005
 

Message edited by:
cyberdaemon
10/31/2008 17:06:34
Messages: 353

---QUOTATION---
Yeah, there are way too many buildings we cant enter. It would be way more interesting and atmospheric to be able to enter some of the houses and find like stuff from people who used to live there and so on.
---END QUOTATION---



I also remember now that there is a house next to foresters house you cant enter.

And some farms in swamps that can not be entered.

As about army warehouses , there are some buildings are well.Not to mention i hate how they added so many anomalies to that army warehouses and bloodsucker village and they shoulnt change the tower , it looked way better with that spiral stairs than long ladder
  18:05:55  31 October 2008
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Kane4
"Order of the Liquidators" and Dez0wave Tester
(Resident)

 

 
On forum: 07/17/2008
 

Message edited by:
Kane4
10/31/2008 18:06:37
Messages: 12552

---QUOTATION---
Off course the scientists would be dead or turned into snorks


---END QUOTATION---



LOL! Never heard that before!
 
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