Idea: Opening up Limansk

Genion23
Scavenger
Posts: 1
Joined: 03 Oct 2015, 21:37

Idea: Opening up Limansk

Postby Genion23 » 03 Oct 2015, 22:56

This is an idea I had to make Limansk, that was designed for the linear Clear Sky gameplay, fit the freeplay aspect of Call of Chernobyl more with just some minor tweaks.
I tried to do it myself but I don't have the skills to do it so I hope some experienced STALKER modders or maybe even the devs would have the interest to do something like this.
The only thing I could do was to remove some vehicles in the level editor but that still left me with all the invisible walls around the level that I couldn't edit because I don't have 3DS Max or Maya or anything. Also after 11 hours of compiling I noticed severe lag in the map that wasn't there before.

So here're some ideas to make the map less linear:


In the northern part of the map, just above the river, the only way you could go to advance was through this building.
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Removing some fences and vehicles around it would open up some paths:
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The same goes for the construction site:
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This part could also be improved to allow for easier backtracking:
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And some more paths in the southern area of the map:
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(this part would need a new fence/wall so the player can't walk out of the map into the unfinished distant areas (red))
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These anomalies would have to be removed to open up this part of the map: :anom:
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Thanks for reading.

Borovos
Adventurer
Posts: 289
Joined: 06 Jan 2014, 13:36

Re: Idea: Opening up Limansk

Postby Borovos » 04 Oct 2015, 07:56

Hello,

I started something like this long time ago. I didn't finish it because I wanted to extend the city.

The idea is good for sure.
Quel est ton choix? Quel est ton but? Mettre des droites ou jouer de la flûte?


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