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An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Dead City is a location that was cut from S.T.A.L.K.E.R.: Shadow of Chernobyl.

AttributesValues
rdfs:label
  • Dead City
rdfs:comment
  • Dead City is a location that was cut from S.T.A.L.K.E.R.: Shadow of Chernobyl.
  • The name of this long-abandoned city is lost to memory. It was once a booming metropolis, a thriving center of commerce and culture. A large wall surrounds the city, effectively isolating it from the outside world; the only access is through the long-forgotten sewers, which are narrow and dangerous. Once inside, one finds a place as dismal and desolate as any in every suspense story ever told. Also, rumors abound that some hideous monstrosity roams the streets. * "Defibrillator Upgrade" * "Lost Research Data"
  • Dead City is a barren city map with many buildings, its canyon like layout and small map size make it perfect for close range combat. With plenty of cover and few positions that give line of sight for long range weapons, knife fighting bots such as Vityaz equipped with an Thunder and two Pinatas, Boas with an Orkan and an Thunder, Rogatkas with twin Orkans or Tarans, Gl. Pattons with 4 Pinatas, and the DB setups for the Griffin will easily excel here.
sameAs
Leader
  • 22(xsd:integer)
dcterms:subject
Factions
  • 22(xsd:integer)
dbkwik:s-t-a-l-k-e...iPageUsesTemplate
dbkwik:stalker/pro...iPageUsesTemplate
Appearances
  • soc
Characters
Type
  • Urban area
ImgSize
  • 330(xsd:integer)
buildings
dbkwik:warrobots/p...iPageUsesTemplate
abstract
  • The name of this long-abandoned city is lost to memory. It was once a booming metropolis, a thriving center of commerce and culture. A large wall surrounds the city, effectively isolating it from the outside world; the only access is through the long-forgotten sewers, which are narrow and dangerous. Once inside, one finds a place as dismal and desolate as any in every suspense story ever told. Signs of decay are everywhere, from the cracked and crumbling infrastructure to the rusting hulks of vehicles that sit forgotten in the broken streets. The desert climate of the outside world has overtaken the wall, and immense sand drifts sit nestled against the bases of the neglected buildings. A silence so complete hangs over everything and lends the environment an air of suspense so impenetrable that even a wind-tossed weed rolling past or the snap of a dry twig can make even the most experienced explorers and adventurers twitch. Past the crumbling suburbs is the decayed remains of a once vibrant and bustling community. The shifting sands have stripped street and traffic signs of any indication of past function, and the lack of significant landmarks makes navigation almost impossible. Of those who enter the city for one reason or another, most get lost in the maze of unmarked lanes and alleys, as almost every building looks like the one before. Many others have succumbed to exhaustion from climbing over piles of rubble and the knowledge that every corner is a potential death trap. Also, it's a well-known fact that the city is populated by packs of mutants both large and small, hoarding everything valuable they find, either from the environment or from victims. There are many locked doors that lead to rooms which may contain items of value or use, such as ammo, medical supplies and objects useful for sale or trade. In some places there are rare items of extreme value, such as cases of clean drinking water, stocks of food, tools, gasoline and oil, engineering supplies, even Feltrite Crystals. Also, rumors abound that some hideous monstrosity roams the streets. * "Defibrillator Upgrade" * "Lost Research Data"
  • Dead City is a barren city map with many buildings, its canyon like layout and small map size make it perfect for close range combat. With plenty of cover and few positions that give line of sight for long range weapons, knife fighting bots such as Vityaz equipped with an Thunder and two Pinatas, Boas with an Orkan and an Thunder, Rogatkas with twin Orkans or Tarans, Gl. Pattons with 4 Pinatas, and the DB setups for the Griffin will easily excel here. Medium range weapons are also useful especially on the long open areas on each side of the map. But the large amount of cover will make it difficult to avoid being ambushed or flanked by robots with more powerful short range weapons. Long range weaponry such as the Kang Dae or Gekko are extremely limited use except perhaps when positioned up on beacon D and B. However a Zenit, Noricum, or Spiral can prove to be useful due to the extreme amount of cover and the fact that these weapons can, with practice, ignore cover. Being the smallest map, slower medium robots can easily capture beacons and travel to the enemy's spawn point. So light robots specialising in beacon capture are less vital than usual. However well armed Cossacks are can be particularly troublesome for their ability to jump over and behind cover, harassing opponents and forcing less agile robots to continually recapture lost beacons. Beacons usually change hands more often on this map than on any of the larger maps. Players will want to be especially vigilant of the beacon indicators as in the heat of intense short range combat they can easily miss that their beacons are being over run.
  • Dead City is a location that was cut from S.T.A.L.K.E.R.: Shadow of Chernobyl.
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