Submachine 6: the Edge
Re: Submachine 6: the Edge
Some notes from Mur have dates that hint of a timeline, but I don't know if it's consistent.
- ENIHCAMBUS
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Re: Submachine 6: the Edge
But wasn't a secret in Sub9 telling us that there's a constant time loop or something?
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Re: Submachine 6: the Edge
Of course! Dammit, I forgot about that.- How is it possible, that people are still coming through the loop and trying to turn off the defense systems? After all these years...
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Re: Submachine 6: the Edge
My theory Strikes Again.Babylon wrote:Of course! Dammit, I forgot about that.- How is it possible, that people are still coming through the loop and trying to turn off the defense systems? After all these years...
"What has happened before will happen again. What has been done before will be done again. There is nothing new in the whole world. ”
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Re: Submachine 6: the Edge
Found a room conflict in the Tunnels:
If you look at the map--second row from the bottom and third from the left--there's a pipe you look at head-on. If you follow the progression upward to the room with two wheels, if the game was in 3D then that room would occupy the same space as the room that has the dragon's head lever sticking out of the ground.
![Image](http://vignette1.wikia.nocookie.net/submachine/images/d/d7/TunnelsMap.png/revision/latest?cb=20100713035342)
If you look at the map--second row from the bottom and third from the left--there's a pipe you look at head-on. If you follow the progression upward to the room with two wheels, if the game was in 3D then that room would occupy the same space as the room that has the dragon's head lever sticking out of the ground.
![Image](http://vignette1.wikia.nocookie.net/submachine/images/d/d7/TunnelsMap.png/revision/latest?cb=20100713035342)
Re: Submachine 6: the Edge
There are some like that in the lighthouse sewers too.
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Re: Submachine 6: the Edge
Yeah, I think some parts of the sewers/tunnels are skipped because they irrevelant and could be only a waste of time for the player. The distances between the different screens tend to vary a lot.
In Subnet 747 for example, Player skips a screen that was present in Sub5 becuase It could be empty now.
In Subnet 747 for example, Player skips a screen that was present in Sub5 becuase It could be empty now.
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Re: Submachine 6: the Edge
747: True, and that will always bug me. ![Sad :(](./images/smilies/icon_e_sad.gif)
But those parts aren't irrelevant to me, trying to graph them out
@Vortex: Like which? I didn't find any conflicts there.
![Sad :(](./images/smilies/icon_e_sad.gif)
But those parts aren't irrelevant to me, trying to graph them out
![Evil or Very Mad :evil:](./images/smilies/icon_evil.gif)
@Vortex: Like which? I didn't find any conflicts there.
Re: Submachine 6: the Edge
You can see the map in the SubWiki, there are pipe paths that collide.
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Re: Submachine 6: the Edge
You are forgetting that pipes can be skewed in third dimension.