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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Readyus
Readyus

Maybe some ambiental sounds or sound guitar music.
Otherwise is pretty good

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smrtphoneusr Author
smrtphoneusr

guitar/harmonica music is coming from the npcs themselves, ambient sounds I will have to create, as nothing existing in the original game would truely fit. And there will be some radios, of course.

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krabbitnl
krabbitnl

Maybe you could use some of the sounds from Metro 2033, i loved the ambient sounds in that.
And since this is a non profit mod (right?) i don't think it would pose much of a problem in regards to copyright and what not.

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jiffster
jiffster

Looks great, much less Orange!
Will there be any missions/monsters related to this area or is it purely for some down time?

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smrtphoneusr Author
smrtphoneusr

missions yes, monsters no.

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Voroseeg
Voroseeg

why so quiet and lazy people over there? if i'm there i would be searching the tunnels until find epic stuff

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Erik313
Erik313

This level is turning out to be pretty good. It looks even more like Metro 2033 with the gray concrete platforms, tunnels and the large rusty metal gate.

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N.Aaroe
N.Aaroe

So I like how you really keep sharing this level in relation to all the well deserved possitive feedback that you get.
It is also very obvious that you react upon the constructive feedback that we give you. I.e. you just satisfied my personal suggestions.
So, what method made 86% of all the former orange illumination go away?

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smrtphoneusr Author
smrtphoneusr

a lot of it went away by simply removing the campfires, which you can still see will throw yellow light at the walls, but I also changed the color of the light bulbs which was pretty much hit or miss, since those color values are set in some cryptic hexadecimal code.
Like I said on youtube I still want to add flickering to some of the lights and probably place a few alarm lights, so that it doesn't feel as static as it does now.

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Roh
Roh

Really nice looking. Like the lighting.

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Baryonyx
Baryonyx

Very impressive. I love the underground areas in stalker. For me it never had enough. A subterranean world, the perfect place to have a stalker base safe from the outside. I can imagine setting off from there down some creepy tunnel to try and hunt some mutants in the dark. A claustrophobic hive of underground structures. Possibly some parts built as secret soviet facilities... possibilities are endless.

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N.Aaroe
N.Aaroe

Having read Metro2033 I propose that a sentry guard is posted by every opening for this camp.
Otherwise it would be hard to find relaxation when a mutant is able to launch itself at anyone in a matter of seconds.
I don't know your limitations but you could even have the sentries demand a small fee if you are not an ally to this faction camp. Like a symbolic fee for the possibility of a 'safe' rest

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smrtphoneusr Author
smrtphoneusr

that's not a bad Idea, I'm uncertain how well the ai map is accessable on those railway tracks though. But it could be done in a similar manor as the robbing scene from CSky when you first enter the garbage (only with an additional option to decline the fee and walk away).

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N.Aaroe
N.Aaroe

If it's manageable it would add a feature that I personally would love.
At least it makes much sense to post the sentries as a starter.

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smrtphoneusr Author
smrtphoneusr

If it turns out to be impossible on this map (due to ai map issues) I could still do it on the other side of the entrance (on another map that leads to this one)

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N.Aaroe
N.Aaroe

That wouldn't ruin the idea for me. Good luck!

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nashathedog
nashathedog

It's a shame there's not lot's of routes in and out of this area. It would be good if the hole in the wall led some where plus the train track bit you visited after near the end as well. It would make a great hub and open up a ton of quest opportunities.

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smrtphoneusr Author
smrtphoneusr

more routes would make the place more vulnerable, that's why I kept only one exit. Plus the level ends where I put the walls^^

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torenico
torenico

Very interesting. I think it would be better if you place some wrecks and these hanging anomalies thingies, make the place a bit more ghostly and abandoned, of course, some smoke in the air or just a bit of fog will do the job.

Place shouldn't be clean too ;)

I know its WIP, but i feel the traders are too exposed. Would you add a small metal wall before them? a fence?. Take Sidorovich's place as an example, he's well protected.

It will surely be a great scenario once you start filling it with more objects!

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0800
0800

lookin gd, but i still think that the traders' locations seem a little too organized and thought out. Although its gd, there should be less traders, and they should be more 'randomly placed' e.g. not have them located only in the openings along the main hallway - possibly have one next to the bar, another located in an abandonned train carrage..., so that each trader has his own 'feel' :)

+ some random anomlies in all the dark corners, e.g. in the part with the broken wall

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Chezzlor
Chezzlor

Well designed haven for stalkers. Besides the added details you are planning in order to spruce up the place, perhaps you can have a few of the stalkers standing or choose to when you speak to them. Also walk around etc.

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Clear_strelok
Clear_strelok

This level looks really interesting, but i just have a couple of questions: Is there going to be a background that explain the presence of this level (Maybe a simple PDA or a veteran stalker in the bar to explain how and why some stalkers decided to move here ?) and/or some quests ?

Also, i personnaly think it would be great to add Snorks and Burer screaming sounds to the level sound channel. This could constantly remind the player that humans are not the only occupants of these soutterains and bring back the oppressive atmosphere of the Shadow of Tchernobyl underground levels. (And maybe, If you want to go further, the players will be able to talk with a NPC that can no longer sleeping due to theses screams and switches gradually into madness)

(And I know, theses suggestions are a little fanciful)

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0rpheus
0rpheus

lol I though you were going to sleep in that safe xD

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Cowlick035
Cowlick035

It could use more NPCs and NPC movement, just to make it seem a bit busier.

Other than that, great work. I look forward to seeing any more progress, and hearing the ambient noise of course.

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smrtphoneusr Author
smrtphoneusr

yeah, lots of stuff was left to do to make it less static. My current version is already much more advanced, but I don't like to show completely finished stuff to keep things interesting for the release.

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Spetsnaz_Reaper
Spetsnaz_Reaper

I was just wondering if the trades will each be selling their own unique stock? Like trader B will be selling something at cheaper then trader A. Or trader A sells something that no other trader sells. If you get my point. Nice work as always. :)

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smrtphoneusr Author
smrtphoneusr

yes, definitely, the traders across the maps will each have their own area of expertise and prices will vary in certain areas based on how much demand there is.

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Sn4rk
Sn4rk

Isn't that guitar music a soundtrack from Witcher 2?

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smrtphoneusr Author
smrtphoneusr

doubt it, it's a CoP vanilla sound.

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SQ5000
SQ5000

nice this is a dream of a mod keep up the awesome work

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AoXo
AoXo

If I may make one small suggestion is would be to have the ambient sound effects from the Agropom underground in SoC. My memory of that underground is "oh god this is scary" and there's a part early on with a spinning light and that's pretty much all you can hear except for some pipes and distant sounds.

Anyway, I think that really scary sound, coupled with the usual NPC chatter and sounds such as guitars, and maybe even a radio broadcast as in the Bar would create a very interesting set of sounds that contrast between the usual scary harsh reality of the Zone, as well as the relative safety of camps.

Hope that made sense. Anyway, I really like the idea of this underground metro base.

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Taurinaator
Taurinaator

Was that the Nano Suit at 1:25?

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smrtphoneusr Author
smrtphoneusr

No, it's a regular Seva, there are no Nano Suits in my mod, those should remain in Crysis.

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