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Yep, got bored one day and completely reconstructed the silo vents. It's not really as difficult as you may think. The original vent clipping file was lost, of course, when Rare completely redesigned this stage. Even if you start at the bottom of the silo (room 19/25) you still can't get in normally. Instead, these codes move a slew of unused stuff from room 1, the unused bottom of the southeast silo, and redraws the room.
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So why not have the vents included in the game? Well, it does seem a little extraneous, doesn't it? After all, the new start is further along in the stage, and it's not like there's any enemies there - at least not now. Besides, the camera rotation down the side of the silo is pretty nifty. So then there's the question, why still leave it there. After all, it's a bit of memory for something you can't get to at all. In fact, it's really easy to change the room image so it and the ladder don't appear at all 8919F63C 0F00 8919F63E 1E84 8919F642 3148 8919F646 32DC (just press the GS button when the cutscene with the guard walking comes on.) Which raises the even more contentious question, why get rid of the elevator girder work but not the ladder at the start? *brief tangent* Most sites agree eroneously that the elevator was in a doorway at the top of the silo. The only reason is because if you open the ordinary door at the top of the silo you'll notice it is one of the blue doors with warning stripes on it's edges, used throughout the game as elevator doors. However, these are always doubled on elevators, and the door image at room 19/13 is in fact applied to the wall as a wall texture, not a true door or even an object at all. Also, in the few existing beta shots of the stage, doors exactly like this one are found on the silos themselves, which also coincides with the order of objects in memory. It is far too likely these were originally security doors for the silos.
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At any rate, between the beta locations left in the game and images left along walls, it's far too likely the stage saw dramatic changes along development. The additional blank walls in the NE silo all face south, which would link back to unused tiers in silo SE. Unused rails in the NW and SW silos also face corresponding silos, leading one to wonder if the four rails to nowhere led at one time to four additional labs. Too labarinthine? Too long to finish on 00 agent? Who knows. -but it is evil and suspect, and there's plenty more to find.
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