Return to the Zone in S.T.A.L.K.E.R: Wormwood, a high-difficulty survival-oriented realism modification for GSC Game World’s S.T.A.L.K.E.R: Call of Pripyat. Wormwood builds upon the core Stalker experience, enriching the latest in the cult game series with brand new survival mechanics, intense and realistic gunplay, new missions, levels, fleshed-out building interiors and much, much more.
Another comparison shot to show what we're doing around the Jupiter Plant - you'll notice the total removal of the barbed wire fences, and the addition of a lot of new geometry to the level to give it more life.
Right now, we're quite busy with real-life stuff, hence the time between the last updates. Exams and coursework have been taking our time up, but soon it will be Summer and more time will be spent modding!
We are however still in need of modelers to help flesh out building interiors - the more help we have, the quicker the mod can be released! If you know anyone who can help, please do send me a message :)
Redux definitely looks more like STALKER.
This statement is true.
@Beac,
Also see you fixed the stretching cloud issue? ;)
Agreed. Somehow vanilla CoP looks like "plastic" compared to SoC and CS, the atmosphere is not really the same anymore. :(
Hmmm, maybe keep the fence, but broken down on some points?
Still looks way better :D
Who would put a fence in the middle of the road anyway...
EXACTLY. Jesus GSC, it really wasn't hard to flesh out the extra area, just laziness there...
"Keep it up!"
I'd keep some fences so that if you want to get to some spots you need to figure out how to get there, Really it'd need doing in conjunction with whatever reason your going there, unless it's purely about just opening up the space. The thing with that is whether it's worth doing in such detail, Smart did it in some places but after doing it the first time there wasn't much point in doing it again. I think it would be better in places if it was more like a maze where you need to find your way through and around for a reason. The changes above are awesome but lok at the work involved and the gain.
I'd like it much better if hazards (mutants or anomalies) rather than fences prompted me to seek an alternative route. How rare would wire cutters be in the Zone anyway? :P
I understand your points, but eventually the entire plant will be expanded and open for exploring - for instance, the factory building in the background of this shot. Opening up this area adds more space for gameplay, and will make sense since you'll be able to access buildings using it :)