S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
X-10 and X-19 are the same lab it seems, the red forest bunker under the Scorcher
I always held that yeah, there were dozens of labs in various locations
[QUOTE=croguy;44527772]isn't X-10 a completely third lab though?[/QUOTE]
Probably there were planned to be many more laboratories, and possible some areas like Agroprom research institute were considered "laboratories" or at least secret testing grounds, even if they don't have an X-designation. There were some weird facilities running under Agroprom though, and there might've been more in the levels that were ultimately cut from the game. Also the Monolith outpost in the Northeastern part of the Red Forest in SoC might be a entrance to a secret laboratory / underground bunker, who's to tell.
[editline]herp[/editline]
Yeah, Agroprom definitely used to be a secret lab, the S.T.A.L.K.E.R. wiki(yeah, I know how dodgy it's information is, but it's references are pretty solid) confirms it :
[QUOTE=S.T.A.L.K.E.R. wiki;44527772]General Krylov: "The Agroprom Research Institute is in a good strategic location, not to mention its underground tunnels... Anyhow, some time ago we deployed a research program there to study the Zone. First we researched the anatomy and physiology of mutants. In other words, we looked for easier ways to kill them. It was a long, slow search until we accidentally stumbled on some materials in Agroprom's underground facility... Some very interesting materials, I must say. [B]Secret experiments for controlling consciousness carried out in Soviet times[/B], can you believe that? Those guys made a lot of headway in their research - [B]they even managed to instill simple commands into the minds of animals.[/B] That's what led us to suspect that someone, or something, can control mutants. Unfortunately, all of our data confirms this theory. As soon as we burn down a mutant den, they retaliate with a bloodsucker attack or a pack of pseudodogs. The faster we destroy them, the faster they come at us. I bet this is no simple coincidence... I don't believe in repeated coincidences. There's something behind all this - I'm certain of it." [/QUOTE]
[t]http://i.imgur.com/od1NFaU.jpg[/t]
[QUOTE=croguy;44527772]And if X-8 is one of the closest bunkers, does that mean that there are 7 more between MCC and X-8 and ~ten others between X-8 and X-18?[/QUOTE]
I don't know if smaller number as a lab = closer to the Monolith Control Center / Generators, but there's still the "X-7" Laboratory that was mentioned in Call of Pripyat but did not actually appear in the game proper. [t]http://img4.wikia.nocookie.net/__cb20110406002006/stalker/images/4/49/2011-04-05_00001.jpg[/t]
[editline]herp[/editline]
[QUOTE=croguy;44527995]It does leave a fuckton of labs, though.[/QUOTE]
If Lost Alpha is accepted to contribute to the canon (and why wouldn't it be, it's basically a full-fledged S.T.A.L.K.E.R. game in essence ? ) , there'll be probably enough labs or at least underground facilities that there isn't even enough X-designations in the "X 1-20" -scale.
It does leave a fuckton of labs, though. I guess if you include the Gauss Facility as an X-Lab there's some six-ish before X-8, but there's no good candidate for X-9 or for the X-11 to X-15 category as the area is just way too small. X-17 could be Agroprom as far as I'm concerned.
Turns out CS2014 is unstable as fuck, he pulled the download link
I wish they'd developed Agroprom even more. Such an awesome location. Maybe making you go back there later, opening up some areas that were previously inaccessible.
[editline]12th April 2014[/editline]
It was cool to go back there in CS for instance, and see some more of the secret stuff. That kinda stuff I mean.
[QUOTE=Beacon;44528194]I wish they'd developed Agroprom even more. Such an awesome location. Maybe making you go back there later, opening up some areas that were previously inaccessible.
[editline]12th April 2014[/editline]
It was cool to go back there in CS for instance, and see some more of the secret stuff. That kinda stuff I mean.[/QUOTE]
I hate Agroprom in SoC
There's literally nothing to do other than that Army base and empty Research Institute
[QUOTE=Danny.B;44528235]I hate Agroprom in SoC
There's literally nothing to do other than that Army base and empty Research Institute[/QUOTE]
With modded spawns it can get fun though.
Fighting inside the institute is quite fun.
[QUOTE=Gatekeeper828;44527762]I find myself to be more afraid of controllers than bloodsuckers for some reason. Something about the controller just freaks me the fuck out more than any of the other mutants.[/QUOTE]
It's the way they twitch, walk, and not to mention their menacing ugly face. And they're not all up in your face!
Someone please tell me why controllers wear jeans. Do you guys believe that some of these creatures would be creepier if they did not have clothing items? Like a burer without a cloak, an izlom without it's coat and pants, and a controller without its jeans and cloth bandages.
[QUOTE=seano12;44528528]Someone please tell me why controllers wear jeans.[/QUOTE]
They were probably civilian test subjects that were experimented on, then, when the labs went down, they broke out and began roaming the Zone ever since.
[QUOTE=seano12;44528528]Do you guys believe that some of these creatures would be creepier if they did not have clothing items?[/QUOTE]
The old Controller in it's weird diaper looks hella creepier than the current Controller, for sure, but it's also harder to take seriously in my opinion :
[t]http://i.imgur.com/3ojmQ.png[/t]
[QUOTE=seano12;44528528]Like a burer without a cloak, an izlom without it's coat and pants.[/QUOTE]
I don't know, really. I think that the clothes actually make them creepier in the sense that the worn and tattered clothes make them look more like people and to me the "creepy" part about them is that they once used to be humans possibly, and the different clothings would also indicate what they used to be (snorks being the remains of old army expeditions, burers being apparently bandits that mutated into savage beings and so on). As it is in case of the Izlom, however, they're merely masquarading themselves to look like an old man, their true form is something else.
[QUOTE=seano12;44528851]Burers were bandits?[/QUOTE]
There's no official word on it, really, I'm basically just assuming from the trenchcoats but it seems that they were some form of stalkers. The original design document (which I don't recommend reading so close to Lost Alpha release, because it has some things that Lost Alpha is going to have) builds an implied stronger connection between mutants and a stalker group.
[QUOTE=seano12;44528528] As for Izloms I always thought they were scientists that turned into mutants during the various experiments that occurred in the labs.[/QUOTE]
Yeah, there's no real official word on what the Izloms actually are, just that they were, according the the Olddocumentdesignstory.pdf , monsters with some PSI-abilities that disguise themselves to look like hunched old men in a raincoat.
[QUOTE=seano12;44528528]though I don't consider snorks very creepy or scary. [/QUOTE]
Snorks are a bit silly, considering that they all look the same, they all have the same gas mask on, and the gas masks that the snorks wear, have all the same lense broken and generally are one of the mutants that would need some serious variety in terms of skins but doesn't unfortunately have it.
Burers were bandits? I never thought of it like that, but it is very interesting nonetheless. As for Izloms I always thought they were scientists that turned into mutants during the various experiments that occurred in the labs. Yes I do agree that the clothes and various items make them look creepier especially the snorks (though I don't consider snorks very creepy or scary).
That controller concept: Is that hair on the side of its head? Am I looking at a shadow or maybe fused skin?
[QUOTE=Beacon;44528194]I wish they'd developed Agroprom even more. Such an awesome location. Maybe making you go back there later, opening up some areas that were previously inaccessible.
[editline]12th April 2014[/editline]
It was cool to go back there in CS for instance, and see some more of the secret stuff. That kinda stuff I mean.[/QUOTE]
I want something like you get to explore the normal "outside" areas (tunnels outside the labs themselves) when you go there first, later in the game you find a key and progress deeper. You're stopped by blast door, but near the end of the game you find a fitting key card and get to discover the deepest secrets of the lab.
As you'd clear areas the enemies within would change as well, so if you've cleared the first level of the lab there might be military troops protecting some scientists examining the stuff etc.
I still can't take burers seriously
I mean their abilities are cool and all and make them kinda scary to fight but all they make me think of when I see them is that some family of midgets got dropped into the zone and found the right look, tried to join up with bandits, got rejected and wandered around until an emission boiled them alive and gave them psychic abilities
[QUOTE=Bloodshot12;44528929]I still can't take burers seriously
I mean their abilities are cool and all and make them kinda scary to fight but all they make me think of when I see them is that some family of midgets got dropped into the zone and found the right look, tried to join up with bandits, got rejected and wandered around until an emission boiled them alive and gave them psychic abilities[/QUOTE]
I think I like that story more than "They were bandits that totally lost it". Their short stature, their dark cloak, and roar can make me feel a little scared if it is in the middle of the night somewhere, or x18.
Anyone got a good few lines/section of dialogue from the games that sums up Loners? I don't have the game files on my laptop :(
[QUOTE=Beacon;44529203]Anyone got a good few lines/section of dialogue from the games that sums up Loners? I don't have the game files on my laptop :([/QUOTE]
[QUOTE=Olddocumentdesignstory.pdf;44529203]Those who had not fallen under the influence and control of invisible forces, free explorers who
had dared to set off for the Zone became stalkers. Stalkers set off for the fickle world of the Zone
to research it and find artifacts. They constantly circulate around the Zone searching for the
artifacts.[/QUOTE]
I hope LA Yantar makes it so that Vasiliev's recorded speech actually makes sense.
"Oh noes, Kruglov doesn't answer, and I don't know where I am!"
*Is literally 20m away from the bunker perimeter wall*
EDIT: AA2's AKs Tactical is just OP
Is it just me or are blind dogs easily the hardest enemies in CoP? I can very easily beat everything else, its just those dogs that give me trouble
just you wait for the redogs
[QUOTE=Beacon;44530534]just you wait for the redogs[/QUOTE]
How's attaching whirlygigs on them working?
[QUOTE=Beacon;44529203]Anyone got a good few lines/section of dialogue from the games that sums up Loners? I don't have the game files on my laptop :([/QUOTE]
[b]HOWDY HO[/b]
Don't forget "Hey bro!"
[media]http://www.youtube.com/watch?v=Zyr2Uj3wAj4[/media]
i hope LA's release trailer has this music in it
The last part of the video sounds good. I hope to hear that song ingame.
So was wondering why these guys were showing up as red dots on my minimap
[t]http://puu.sh/86pBt.jpg[/t]
Turns out they were zombies.
And they weren't even hostile.
[QUOTE=Ownederd;44530857]-soc music-
i hope LA's release trailer has this music in it[/QUOTE]
I feel like SoC's music sounds like it was made with a much better library of samples than CoP's was, at least for the tracks that aren't ambient
CoP's action tracks especially feel this way, though I don't turn on dynamic music so I never hear that.
Then again, I know some of CoP's music is cut stuff from SoC so maybe that's why the ambient tracks sound better.
Now CoP is crashing seemingly randomly with this error
[QUOTE]FATAL ERROR
[error]Expression : !m_error_code
[error]Function : raii_guard::~raii_guard
[error]File : D:\prog_repository\sources\trunk\xrServerEntities\script_storage.cpp
[error]Line : 748
state_mgr.script:272: C stack overflow
lua stack:
[ 9|-1] (no value):
[ 8|-2] (string): `C stack overflow'
[ 7|-3] (string): `st'
[ 6|-4] (userdata): userdata (FEB99930)
[ 5|-5] (function): function (FC2DAA90)
[ 4|-6] (nil): nil
[ 3|-7] (nil): nil
[ 2|-8] (nil): nil
[ 1|-9] (userdata): userdata (FEB99930)
stack trace:
0023:69737365 D3DCompiler_43.dll
[/QUOTE]
[QUOTE=Whyt546;44530893]So was wondering why these guys were showing up as red dots on my minimap
[t]http://puu.sh/86pBt.jpg[/t]
Turns out they were zombies.
And they weren't even hostile.[/QUOTE]
even zombification does not stop the average slav from slavsquatting
At first going to pripyat with a monolith suit in the pitch black night during a thunderstorm in AA2 seemed more frustrating than it was worth, but as I fought my way deeper in it has a sort of survivalist charm to it.
Killing monolith, scavenging for 9x39 ammo since exosuits need higher damage weapons to be taken down and avoiding snipers since I'm out of SVD ammo, trying to sneak around, etc., all the while just barely surviving during the thunderstorm until morning
I found a VSS on a guy in a building basement before getting ambushed and I used my last medkit, and there's a certain welcoming feeling that comes with emerging from the basement, low on health, only to notice that the sky is finally being lit up by the rising sun, obscured by the storm clouds
god dammit why can't mods make cats balanced, literally every mod i've played makes the cats have ridiculous amounts of health.
I was playing Pripyat Reborn and it literally took me 5 shots from the Lynx rifle to kill a single cat
[t]http://i4.minus.com/ibmPZxBqwomKoU.jpg[/t]
I know this is a small thing but way too many modern games omit this.
When you don't have a gore system a satisfying way to show enemy deaths are bullet decals on bodies. It's just an overlay but it makes it feel like your weapon is doing so much more damage.
I always find it weird when you shoot someone in a game and there's blood behind/underneath them but not on them.
I just want to be able to see chunks of flesh missing, as well as missing limbs from grenade blasts. I know stalker won't have it, but I would like to see it in more games.
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