Call of Chernobyl is a free-play sandbox mod for S.T.A.L.K.E.R. : Call of Pripyat created by TeamEPIC. It features 32 explorable maps, reworked level design and level fixes, new original level, Trucks Cemetery, Full AI and A-Life overhaul, engine and script enhancements, Repeatable task system which bases itself on A-Life events, Customizable weather environments for every map as well as surges and psi-storms from AF3, Character creation which includes name, portrait and faction selection; Several optional modes such as Ironman mode, story mode and zombie survival mode, New achievements, rankings and reputation system, PDA leaderboard and enhanced PDA statistics, Companion system with keyboard issued commands, many optional side-features and community-made addons . Call of Chernobyl was player's choice Mod of the Year 9th place in 2015 and 1st place in 2016!

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Do Something With the Unusued Section of Cordon (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : S.T.A.L.K.E.R.: Call of Chernobyl : Forum : Suggestions : Do Something With the Unusued Section of Cordon) Locked
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Nov 3 2017 Anchor

So there's a whole section of the Cordon map to the north of the western map transition to the Garbage that for some reason goes completely unused.

ss user 11 03 17 01 10 41 l01 e

I know it's a relatively minor thing, but in all honesty there could be something added to that section of the map if the level transition is moved up to the pipe at the very end of it. Maybe a couple more encampments, an anomaly field or two...what do you think?

Nov 3 2017 Anchor

There's a pipe at the end of it?

It would make sense then to have the level changer there anyway for continuities sake, since you come out at the other end of the pipe in Garbage.

Nov 4 2017 Anchor
DoctorX01 wrote:

There's a pipe at the end of it?

It would make sense then to have the level changer there anyway for continuities sake, since you come out at the other end of the pipe in Garbage.

Yes, here's a picture of it:

ss user 11 03 17 01 10 29 l01 e

That being said, there's enough empty space between where the level transition is currently and that pipe that there could be some more stuff added, like a camp or two, some stashes, perhaps an anomaly field centered around the trees to the East of the level transition before you get to the hill that separates that part of the map from the other path to the Garbage. I'm thinking perhaps a chemical anomaly for some variation since the rest of Cordon's anomaly fields are all gravitic+radiation.

I'd do all this myself, but I'm a terrible coder, and I'd need to find the time to figure out how to mod the game myself. At best, that would take me months, and that's not including the time it would take for me to actually do the modding part.

Edited by: 23r0_Gaming

J00B
J00B Bandito
Nov 8 2017 Anchor

Unfourtunate truth is that map editing is the most labour intensive modding for Stalker. Only few know how/have the patience. Borovos is currently working on an extended version of the Great Swamps and also a new build of Dark Valley based on an old GSC version, so theres those to look forward to.

I would love to see an extended Cordon particularly in this area as there is already some work here to go off.



Nov 10 2017 Anchor
J00B wrote:

Unfourtunate truth is that map editing is the most labour intensive modding for Stalker. Only few know how/have the patience. Borovos is currently working on an extended version of the Great Swamps and also a new build of Dark Valley based on an old GSC version, so theres those to look forward to.

I would love to see an extended Cordon particularly in this area as there is already some work here to go off.



I'm aware of that, though fortunately in Cordon's case most of it's already there, it's just a matter of redrawing the map borders and modifying some thing.


I'm going to take a few more screencaps and perhaps label where I think some things could go.

EDIT: So here's a pretty simplistic view of the basic idea using the PDA's map:

Cordon Expansion Idea

Edited by: 23r0_Gaming

Nov 11 2017 Anchor

Always though that area to be the distance between your spawn and AI spawn, so you can't spawn at the same spot and time as a Bandit.

Nov 11 2017 Anchor
FastCheetah5 wrote:

Always though that area to be the distance between your spawn and AI spawn, so you can't spawn at the same spot and time as a Bandit.

Nah, level changer ambush bullshit still happens anywhere and everywhere.

Apr 10 2018 Anchor

That's where all the fauna spawns at %D

BUt srslY I agree about it being badass garbage entrance

Apr 25 2018 Anchor

Good idea :)

May 11 2018 Anchor

That is exactly my thinking since I discovered this area years ago. I like the idea from the MLR mod (?) where they added the old facility of the old builds of cordon there. Its an insane large area...

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