The mod you are trying to view has ceased development and consequently been archived. If you are a member of this mod, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.

S.T.A.L.K.E.R. - PreSky is a Total Conversion mod for Clear Sky, set before the events in Clear Sky begin. Its goal is to provide a fresh new game experience from the point of a regular Stalker within the Zone. This basically means that the mod has complete and total freeplay from the start. PreSky combines some of the best elements and ideas from all 3 games in the S.T.A.L.K.E.R. series to produce a brand new gameplay experience within the Zone, with the sole intention of creating a more realistic Stalker experience that aims to make the player believe they are a Stalker. There is no main storyline progression to unlock new areas, or new items for the player. The Zone goes on living regardless of the actions of the player, with a virtually unrestricted alife that makes the Zone seem even more alive and real than it did before. The only storyline is the one you create for yourself.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Report RSS Global map preview - Level links (view original)
Global map preview - Level links
embed
share
view previous next
Share Image
Share on Facebook Post Email a friend
Embed Image
Post comment Comments
Cowlick035
Cowlick035 - - 174 comments

Cool! Dead City, Wild Territory and Darkscape (box is a bit off). What about Limansk?

Reply Good karma Bad karma+3 votes
Setakat Author
Setakat - - 873 comments

Could never get Limansk stable enough. Always caused random lockups that required me to kill Stalker via Task Manager.
If I removed all alife, everything was fine. Moment I put a mutant or npc on -> lockup at some point.
Dunno why the tool I used to position the maps refused to correctly do Darkscape's box... But its positioned correctly anyway.

Reply Good karma+2 votes
TheLozza
TheLozza - - 319 comments

Dead City? I've never knew it was in the old games. I hope one day you could join the mercs there.

Reply Good karma Bad karma+2 votes
Setakat Author
Setakat - - 873 comments

Present in several builds. Dunno why it was cut, awesome level. Much better than Limansk.
Undecided atm what will be in Dead City. Might be Merc's, might be mutants, or might be something else...

Reply Good karma+1 vote
TheLozza
TheLozza - - 319 comments

If you wanna keep the stalker spirit, the the buildings around the statue are occupied by mercs, the rest is just... mutants.

Reply Good karma Bad karma+2 votes
Setakat Author
Setakat - - 873 comments

I have a copy of the npc layout map for Dead City, back when it was supposed to be Freedom's base.

Reply Good karma+1 vote
Drag0
Drag0 - - 764 comments

Oh goodie!

Reply Good karma Bad karma+1 vote
Das_P0m
Das_P0m - - 539 comments

Why dont you keep some of the original CS connections between the levels?
Agro to Yantar for example? Or is it not possible to let two ways end up on one point? (wild territory goes there)

Reply Good karma Bad karma+1 vote
Setakat Author
Setakat - - 873 comments

It is possible, but I've have to create a script which makes a fake level changer interface allowing the actor to access more than one level (so we'd have Agro-Yantar-WT level changer triangle, for example). If I did this, I'd most likely have to change the rest of the games level changers to use a similar system.
As this is set in a different time period to CS, it makes sense that some paths are no longer accessible, or aren't accessible yet. I'm thinking of also having a feature where an emission will enable and disable level changers zone wide, to simulate various paths opening and closing. So these 3 way locations ( Agro-Yantar-WT) might only have 2 ways open at any given time, or they might all be closed off. We'll have to see if I decide to implement such a feature.

I'm also thinking of adding several new maps to the mod, either community made, or old SoC build maps. I have 4-5 in mind, its just trying to find out if they can fit anywhere realistically. I'm looking at that large space at the top right section of the map, the hard part is trying to arrange them so they make sense. Or I could expand the map westward, and have Dead City's leftmost exit lead to them. I don't know yet. I might decide that none of them fit anywhere, and not use them. Which would be a shame, since the old SoC build level design is actually much better than the final game's levels in most cases. All I can at this moment say is that their are no levels north of Red Forest.
Of course, like everything else, this might change.
And I have no plans to add CoP levels (tad to big for CS engine)

Reply Good karma+1 vote
Commissar1032
Commissar1032 - - 489 comments

Sorry for kinda dragging this conversation on (been a few weeks since anyone posted on this particular page) but since you were talking about the whole adding new maps why not 1935 Yantar ( it's kinda big with the whole underground in all but it would make a great Hub area of sorts for other level links.

Reply Good karma Bad karma+1 vote
Setakat Author
Setakat - - 873 comments

I have looked at it, and come to the conclusion that in its current state, it would make a decent hub between Dead City, Military Warehouses, and Rostok Bar. It doesn't have a road that I can link up to Red Forst, unless I move the Dead City link to it. My only other problem is that the level changers in the levels current form are too close to the edge of the level, meaning it is possible to look at the road just - stop.
I have been looking for a hub level to put between Dead City, Military Warehouses and Red Forest, and the only other levels I can find that would fit road and level changer wise is the 1935 era style Garbage rotated 90 degrees clockwise, or the unfinished Clear Sky version of CoP's Jupiter map also rotated 90 degree's clockwise. (Jupiter also appearing in the Southern Zone could be explained by the laws of nature, reality and physics the Zone runs on: Anything is f*****g possible. That, or the Soviets built 2 versions of the plant - alternate universe, so it is possible)
In any case, all 3 of these levels would need some serious SDK work to bring them up to scratch.

Reply Good karma+1 vote
Rumcajs93
Rumcajs93 - - 1 comments

Maybe you can change way from Red Forest to Army Warehouse's - do that the same as in orginal Clear Sky.
South way from red forest you can connect with east pass of Dead City.
Regards!

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Description

Showing off the level connections within the mod. Yellow lines indicate level connections, yellow question marks are undecided/go nowhere connections ATM.
Subterranean levels not shown.
I've also fixed the Box for Darkscape, it now shows correctly.

Had to reupload it, since I accidentally hit delete somehow on the original, and it didn't give the option to restore it, despite the message it gave otherwise.