Submachine 10 and beyond Theories and Suggestions
- ENIHCAMBUS
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Re: Submachine 10 Theories and Suggestions
^I think I'm going to picture him like that from now on. XD
ENIHCAMBUS: State of the Art Scanning!
- collinbollin
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Re: Submachine 10 Theories and Suggestions
https://www.youtube.com/watch?v=4txVqr1eNwcThunderDasher wrote:
The creator of the first Submachine, mayhaps? The one that has been described as being a cool guy?
...Like, really cool guy.
(Yes I'm that weird)
*takes a shot of karmic water* who's ready for some submachine
- Sublevel 114
- layer restorer
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Re: Submachine 10 Theories and Suggestions
*continuing my theory about 705 rooms*
but wait, if we will make trackback and revisit locations from Sub1-Sub9, Mateusz won't have to draw them!
just small changes - and voilà!
-------------
bump:
strange thing. Offtop thread became official Sub discussions thread. alongside with MAT location
Oo
but wait, if we will make trackback and revisit locations from Sub1-Sub9, Mateusz won't have to draw them!
just small changes - and voilà!
-------------
bump:
strange thing. Offtop thread became official Sub discussions thread. alongside with MAT location
Oo
- ENIHCAMBUS
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Re: Submachine 10 Theories and Suggestions
ENIHCAMBUS: State of the Art Scanning!
Re: Submachine 10 Theories and Suggestions
...yeah... XD
- ENIHCAMBUS
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- RuloCore
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Re: Submachine 10 Theories and Suggestions
At this point I honestly think the only way of seeing previous Sub (0-9) locations in Sub10 is if the plot develops into a colliding mess of the subnet and everything goes chaotic or something, or if we use previous teleportation methods.
It would be cool if at the end there was no end and you could choose between two game finales:
1. playing one more chunk of game with puzzles trying to get to the exit at Sub1's basement going all back and passing all the seen locations (temple, plan, core, edge, root, lab, lighthouse); that would be Ending 1 (the traditional escape way)
2. another finale when you realize there's no exit, more explanations and solving plot questions, etc that lead to a conclusion; that would be Ending 2 (the cinematic ending that actually solves more questions than Lost finale)
It would be cool if at the end there was no end and you could choose between two game finales:
1. playing one more chunk of game with puzzles trying to get to the exit at Sub1's basement going all back and passing all the seen locations (temple, plan, core, edge, root, lab, lighthouse); that would be Ending 1 (the traditional escape way)
2. another finale when you realize there's no exit, more explanations and solving plot questions, etc that lead to a conclusion; that would be Ending 2 (the cinematic ending that actually solves more questions than Lost finale)
Re: Submachine 10 Theories and Suggestions
Why? We now know we have an entire unexplored Layer 8, what if we could get to the other games('s new versions) through there?RuloCore wrote:At this point I honestly think the only way of seeing previous Sub (0-9) locations in Sub10 is if the plot develops into a colliding mess of the subnet and everything goes chaotic or something, or if we use previous teleportation methods.
Ordinarily I wouldn't like double endings (I prefer a closed story), but if the second one is "secret" then I'd have no problem with it.RuloCore wrote:It would be cool if at the end there was no end and you could choose between two game finales:
1. playing one more chunk of game with puzzles trying to get to the exit at Sub1's basement going all back and passing all the seen locations (temple, plan, core, edge, root, lab, lighthouse); that would be Ending 1 (the traditional escape way)
2. another finale when you realize there's no exit, more explanations and solving plot questions, etc that lead to a conclusion; that would be Ending 2 (the cinematic ending that actually solves more questions than Lost finale)
- Sublevel 114
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Re: Submachine 10 Theories and Suggestions
just please: no open endings.
please
no
please
no