The aim of this mod is to add in the old locations from ShoC and Clear Sky, and to provide an enhanced and extended gameplay experience while (mostly) sticking to the vanilla storyline. At this point, the mod (v0.45 alpha)contains 37 locations total, approx. 200 weapons, lots of new armors, items, artifacts and anomalies.

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Hospital Ruins
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Pythus
Pythus - - 95 comments

Hospital* lol, looks great so far! i can't wait for it to be done!

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SQ5000
SQ5000 - - 443 comments

The poltergeist is visible more frightening as the invisible art.

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R0ADKILL
R0ADKILL - - 1,175 comments

In this hospital invalids dont use wheelchairs :o

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tykaller_
tykaller_ - - 242 comments

Those stalkers were already dead or you just killed them because as in CS, they were Monolith?

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Derranged
Derranged - - 730 comments

When you import a map from another stalker game there are no spawns. He has just added this one enemy "Maybe more" via the all.spawn.

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TheLozza
TheLozza - - 319 comments

Um dude... this is a mod... and he is working on it... for a while... if he can add new guns, mutants, lands and AI... i'm pretty sure he can add spawns...

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Setakat
Setakat - - 873 comments

Actually, you can port maps with existing spawns. Its possible with acdc tool, but easier with the SDK. Some adjustments might be required though.

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FreedomFightr
FreedomFightr - - 25 comments

Land Mines seem like a pretty good idea right now when all u haf Is a pistol and that thing coming straight at you..

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M4rked1
M4rked1 - - 900 comments

i hope that is an M1911 in your hand or it might take more than 7 rounds to put him out of his misery

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ExoMonolith6
ExoMonolith6 - - 125 comments

the poltergeist is definately more frightening invisible this thing u can see it coming from a large distance away a poltergeist when it is invisible is more likely to catch u off guard when it is invisible

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smrtphoneusr Author
smrtphoneusr - - 794 comments

You make it sound like it were 2 different creatures, that is not the case. Every poltergeist is invisible when at full health, it won't turn visible unless it's weakened.

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ExoMonolith6
ExoMonolith6 - - 125 comments

all im saying is that a poltergeist is more likely to catch u off guard when ur worrying about dodging the mountains of random miselanious stuff flying at you i think it would better if you could have it melee while invisible so it can throw stuff at u chase u and hit you

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smrtphoneusr Author
smrtphoneusr - - 794 comments

It wouldn't work like that since the class of the (invisible) poltergeist doesn't use melee weapons, which is why it can't switch back from visible to invisible state anymore either (this was possible in the early alpha builds)

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tomga1
tomga1 - - 33 comments

yeah the floating stuff scared the balls off me when i first played SoC, i was walking down a hall when: "HOLY **** THAT BARREL'S GODDAMN FLOATING!!!"

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Brca95
Brca95 - - 1,067 comments

Very nice fog effect,and this poltergeist is scary as hell...

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Chezzlor
Chezzlor - - 860 comments

I would love to see the poltergeist start using its arms to latch onto pipes and walls to make its way to you, causing a freaky wobbling effect as it chases it's victim. But alas, animation with A.I. and collision is a bitch.

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Derranged
Derranged - - 730 comments

Ha, I wish this could be done too but the engine simply wouldn't allow this sort of thing.

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D.M.E
D.M.E - - 4,446 comments

It would look good swinging after you like a monkey from overhead pipes and whatnot in tunnels etc.

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driveandkill
driveandkill - - 188 comments

Looks extremely good!

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D.M.E
D.M.E - - 4,446 comments

Looking at the comments and only one person mentioned what the shot is actually about, THE FOG So karma points to Brca95 for being the only one :)

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Antiswattt
Antiswattt - - 73 comments

actually this mod exites me more than christmas.. simply a good mod which cant be ignored..

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dynamic fog test