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 May 20 2012, 1:17pm says:

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

+4 votes     reply to comment
smrtphoneusr Author
smrtphoneusr May 20 2012, 3:26pm replied:

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.

+4 votes   reply to comment
krabbitnl Jan 18 2013, 6:06pm replied:

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.

+1 vote     reply to comment
jiffster May 20 2012, 1:26pm says:

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

+2 votes     reply to comment
smrtphoneusr Author
smrtphoneusr May 20 2012, 1:29pm replied:

missions yes, monsters no.

+6 votes   reply to comment
Voroseeg May 20 2012, 1:29pm says:

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

+2 votes     reply to comment
Erik313 May 20 2012, 1:40pm says:

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.

+2 votes     reply to comment
N.Aaroe May 20 2012, 2:01pm says:

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?

+3 votes     reply to comment
smrtphoneusr Author
smrtphoneusr May 20 2012, 3:03pm replied:

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.

+3 votes   reply to comment
Roh May 20 2012, 2:09pm says:

Really nice looking. Like the lighting.

+2 votes     reply to comment
Baryonyx May 20 2012, 2:13pm says:

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.

+3 votes     reply to comment
N.Aaroe May 20 2012, 2:45pm says:

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

+6 votes     reply to comment
smrtphoneusr Author
smrtphoneusr May 20 2012, 3:07pm replied:

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).

+4 votes   reply to comment
N.Aaroe May 20 2012, 4:02pm replied:

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.

+4 votes     reply to comment
smrtphoneusr Author
smrtphoneusr May 20 2012, 4:11pm replied:

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)

+4 votes   reply to comment
N.Aaroe May 20 2012, 4:24pm replied:

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

+4 votes     reply to comment
nashathedog May 20 2012, 3:10pm says:

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.

+3 votes     reply to comment
smrtphoneusr Author
smrtphoneusr May 20 2012, 3:24pm replied:

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^^

+2 votes   reply to comment
torenico May 20 2012, 4:16pm says:

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!

+1 vote     reply to comment
0800 May 20 2012, 6:47pm says:

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

+2 votes     reply to comment
Chezzlor May 20 2012, 8:45pm says:

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.

+2 votes     reply to comment
Clear_strelok May 21 2012, 3:09am says:

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)

+2 votes     reply to comment
0rpheus May 21 2012, 3:13am says:

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

+2 votes     reply to comment
Cowlick035 May 21 2012, 4:22am says:

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.

0 votes     reply to comment
smrtphoneusr Author
smrtphoneusr May 26 2012, 9:32am replied:

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.

+1 vote   reply to comment
Spetsnaz_Reaper May 21 2012, 5:51am says:

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. :)

+2 votes     reply to comment
smrtphoneusr Author
smrtphoneusr May 26 2012, 8:16am replied:

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.

+1 vote   reply to comment
Sn4rk May 21 2012, 11:40am says:

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

+1 vote     reply to comment
smrtphoneusr Author
smrtphoneusr May 21 2012, 2:01pm replied:

doubt it, it's a CoP vanilla sound.

+1 vote   reply to comment
SQ5000 May 22 2012, 3:31pm says:

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

+1 vote     reply to comment
AoXo Jun 23 2012, 11:24pm says:

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.

+1 vote     reply to comment
Taurinaator Jul 22 2012, 7:51am says:

Was that the Nano Suit at 1:25?

+1 vote     reply to comment
smrtphoneusr Author
smrtphoneusr Sep 9 2012, 5:57pm replied:

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

+1 vote   reply to comment
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May 20th, 2012
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