Loading...
 

sh_world

__
SH - difficulty:-
------
Practice - hub-world is smaller, less offsets and even lesser side-quests, a few missing main-levels, many main-levels are different, fewer opponents, fewer weapons, shorter cutscenes, no blood/gore, no profanity. Maximum percentage is 33%
...
Easy - hub-world is small, few offsets and side-quests, a couple missing main-levels, few main-levels are different, shorter cutscenes. Maximum percentage is 66%
...
Normal - full hub-world, all offsets and side-quests, all full main-levels, all full cutscenes. Maximum percentage is 100%
...
Unlocked - bonus hub-world content (not much), a few extra offets and more side-quests, one bonus main-level, more opponents, extended cutscenes. Maximum percentage is 100.01%
...
.
.
.

__
SH - level-types:-
------
Hub-world.
This is the dynamic "hub onion" that connects every other type of level together and gradually unfurls and unwinds to fully expand in such a way that does not make traversal much more of a task. It consists of 3 separate "maps", inner, outer north and outer south (might end up being 5, central with 4 surrounding quadrants), with all of these maps connected to each other in multiple different ways, sometimes not in a physically realistic way, like overlapping rings. Initially this hub world is revealing itself up along a complex winding snake-like path that loops back around itself many times, but slowly opens up pathways within itself and, toward the end of the game, allows the player to quickly travel in any direction.
...
Offset-levels.
These are like side-quests but are more focused on a storyline element and characters. They don't count as main levels but also don't belong in or even physically fit into the hub-world, and stand as a different map altogether. Infact, to keep the hub-world as compact as possible, they are used quite a lot and make it easy for a character to be difficult to find, but also difficult to lose as entire maps can be easily made off-limits to the player afterwards and that character now resides in the hub-world. These do not unlock cheats and are not tracked or reported.
...
Side-quests.
Like offset-levels but with an unique purpose, usually unrelated to the storyline and rewards the player with money, ammo, mods or even sometimes abilities, upgrades, weapons, and sometimes these can even be very unique or contain and easter-egg. These maps can be played on their own and are tallied on their own. They count as a percentage of the game played, but do not need to be played to complete the game's storyline progression, access all the levels and essentially complete the game with a low percentage. Side-quests can also unlock cheats and easter-eggs, and are fully reported on. These have very specific pre-determined load-outs that the player can not change.
...
Main-levels
These can consist of multiple maps and some can be quite extensive, often not physically possible in relation to the hub-world within which they are supposed to reside, minus the airport levels. They drive the theme and the storyline forward and have a distinct purpose with a distinct layout of challenges, and are less random and procedurally-driven than the hub-world, although can do anything that can do too. Main-levels start with a specific load-out the player selects, which is worth a set amount of points (not obvious to the player) that the player must select. This is based on the outfit they are now wearing and usually corresponds to when in the game the level is encountered. Typically, easier levels don't need a large load-out, medium levels have a larger load-out and are tougher, and hard levels have a smaller load-out and are tougher. Load-out and what is initially in there also changes depending on difficulty of the game which the player has chosen. These levels are specifically designed for co-op and for speed-runs that unlock cheats and other easter-eggs. A full report is issued upon the completion of these levels which tracks time, kills, secrets, accuracy, etc. These can replayed again at any time as stand-alone levels once they have been completed in the campaign. Each main-level has a distinct start and end cinematic cutscene, and some include one during the middle of a level. Although some main-levels are extended by sequential maps loaded separately, this is seamless in the game (meaning the player needn't go back to the hub-world again) but are tallied differently and accessed again separately from the hub-world and the menus, etc. Basically, a main-level can do anything the hub-world can do, except for keep a persistent world. These are all the ways in which they differ from the hub-world itself. The game itself begins in a main-level which then proceeds to the hub-world, unexpectedly.
...
.
.
.



GIF of very rough/inaccurate concept of the "hub onion":-
https://www.violae.net/temp/SH_hubonion.giflink-external

.
.
.

.
.
.



central:
apartments, alleys, sewers, passways, hotel, hospital, aece, nyketi, scrapers

north-east:
developments, airport, factories, refinery, church, graveyard, cargo, qsec, parallax

north-west:
coast, malls, plaza, towers, cyanix, mansion, docks, pines, silos, parking

south-west:
burbs, markets, gardens, parks, villa, estates, metropd, port, hotel, hospital, woods

south-east:
hood, ghetto, scrapyard, shanties, school, library, downtown, dretech, compound, complex
.
.
.
...
level00: mission 00: Virtualisation
level01: mission 01: Apartments
level02: hub: Alleys (central)
level03: mission 02: Sewers (*team: counter-op)
level04: hub: AECE HQ (central)
...
level05: hub: Hood (south-east)
level06: mission 03: DREtech ` (*escort: Levine)
level07: hub: AECE HQ (central)
level08: hub: Ghetto (south-east)
level09: hub: Burbs (south-west)
level10: mission 04: MetroPD Corpus `
level11: hub: Estates (south-west)
level12: hub: Downtown (south-east)
level13: mission 05: Xodi Compound `
level14: hub: AECE HQ (central)
level15: mission 06: Nyketi (*team: counter-op)
level16: hub: Plaza\Towers (north-west)
level17: hub: Developments\Refinery\Cargo\Mountains (north-east)
level18: mission 07: AECE HQ Siege (*team: co-op)
level19: hub: Passways (central)
...
level20: hub: Coast\Pines (north-west)
level21: mission 08: Cyanix Labs (*team: co-op) (*escort: Dennet)
level22: hub: Malls (north-west)
level23: hub: Markets (south-west)
level24: mission 09: Yto Villa (**counter-op)
level25: hub: Gardens (south-west)
level26: mission 10: MetroPD Arrest (*team: Detective)
level27: hub: Shanties\Woods (south-east)
level28: hub: Scrapyards\School (south-west)
level29: mission 11: Library (*escort: co-op) (*team: Disciple)
level31: hub: Hotel\Casino (south-east)
level30: hub: Hospital (central)
level32: mission 12: Factories (*team: co-op)
level33: hub: Church\Graveyard (north-east)
...
level34: hub: Airport Depart (north-east)
level35: mission 13: Parallax
level36: hub: Airport Return (north-east)
level37: hub: City War (central)
level38: hub: Institute (south-west)
level39: mission 14: Q-Sec (**co-op)
level40: hub: City War (all)
level41: mission 15: Purge (Mansion) (Banker)
level42: hub: City War (all)
level43: mission 16: Purge (Complex) (General) (*team: Parallax)
level44: hub: City War (all)
level45: mission 17: Purge (Scraper) (Senator)
level46: hub: City War (all) (end) > :level50
...
.
.
.

side-quests: casino, stadium, coast, woods
pickups: towers, silos, pines, scrapyards, cargo, shanties
.
.
.














World scale metrics
---------

scale from Radiant to Blender/NeoAxis = 'a 64th' = 0.015625 (x64 back)
1 NeoAxis unit = 64 idTech units / 8 idTech units = 0.125 NeoAxis units
player height - 116 units / player eye-level - 106 units
1in=1.57u / 1cm=0.62u / 1u =1.612cm / 1u =0.62in
1 inch - 1.6 units / 1 foot - 20 units
1 metre - 40x1.6 = 64 units / 3.33x20 = 66.6 units
116 (2.54cm = 1.6units) / 1cm = (0.62 units) / 112 = 182cm / 113.5 = 183cm (6ft) / 192 = 10ft?
1 unit = (/2.54) (0.96inches?) / cm->-in = 2.54 / ft->-m = 3.280
1024x-1536x - store/flat / 2048x-3072x - residential / 4096x+ - rsd.big/corporate
(storey) 01=256 / 16=4096 / 32=8192 / 40=10240 / 60=15360 / 80=20480 / 100=25600 / 112=28672
...
.
.
.




SH training mission rooms:-

01) empty room with door
"move through the door..."
02) falling blocks make you sprint (hallway)
"try moving fast..." "try moving faster..." "mind your stamina..."
03) low-ledge and downstairs hurts
"better to be careful here..."
04) stay out of sight (wall)
"don't let it get you..."
05) stay out of sight/sound (shadow)
"don't let it see you..." "move slowly..."
06) stay out of sight/sound (patrol)
"always stay behind it..."
07) stay out of range (run)
"don't let it catch you..."
08) hinge-doors, physics, items, button-door
"time to reorganise..." "check your inventory..."
09) crouch/prone, ladders, ledge-creeping, fall-damage, velocity (physics) damage
"better to be careful here too..."
10) crouch/double-jumping pits, wall-jumping and mantling ledges
"try extra jump force techniques..."
11) crushers and moving platforms (death)
"timing is everything..."
12) GUIs, unlockables, security, item-use (puzzle)
"now it's time to use your head..." "open this container..."
...

SH training mission arena:-
- learn basic combat (high and low attack) (+double)
- learn to dart (double dir)
- learn to lean and roll (double lean)
- learn to crouch and roll (crouch+double dir)
- learn third-base slide (sprint then sprone)
then...
- basic weapon with unlimited ammo (shoot some targets)
then...
- fight the red-orb with 3 bullets (plus 3 alt ammo) and basic combat.
(red-orbs pulse red energy at you as a short-range explosive attack (makes you trip))

.
.
.







objectives / inventory / stats / map&notes





.
.
.