Submachine 10: the Exit

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Augustus
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Re: Submachine 10: the Exit

Post by Augustus »

¯\_(ツ)_/¯
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Augustus
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Re: Submachine 10: the Exit

Post by Augustus »

Question: Do you guys think the damage in the revisited areas are caused by time and space of the submachine universe or by the instability of the submachine universe?
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Sublevel 113
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Re: Submachine 10: the Exit

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I think any damage is caused both by time and dimension collapse.
Without any humans, karma influences, or subnet chaotic growth, submachine, like any normal organism is affected by time.
There also was a hint that we travelled not too early but far into the future. So when we visit old familiar areas, there's a lot of differences caused by both time and disturbence in structure of submachine.
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Augustus
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Re: Submachine 10: the Exit

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So what does that say about the time the player spend in the Submachine universe if so?
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Jatsko
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Re: Submachine 10: the Exit

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ENIHCAMBUS wrote:
Sundex wrote:
Mateusz Skutnik in 2016 wrote:To be honest - I'm not sure. But I know both these are wrong. Those locations are not arrange by their layer number. They're arranged by previous games they respond to.
Layering would be bit more chaotic. like, 4, 1, 7, 3.... etc etc.
Can we all agree that every Sub 10 locations does not have to be on its separate layer?
Maybe, its also posible that the binary portal only transports between sublayers rather than main layers of reality.
Is Sundex talking about every location in Sub10, or is this a differentiation just between sets of locations by button press (IOO, OII, etc.)?

If it's the latter and sublayers aren't a factor, then all of the button presses have to be distinct layers for the simple fact that you can change between any of them at any time and a physical change will always happen. If sublayers ARE a factor, it's hard to say because the concept of sub-layers is so nebulous and non-fleshed out, so who's to say what is where.

If it's the former, then this comes down to determining whether or not (blue) karma portals can transfer the player through layer-space as well as physical space to a different layer (or sublayer). I'm not recalling definitive proof that this question has been answered yet, though I really want it to be. (And have it be the case that we can just say blue = single layer, green = multilayer if we haven't shown already).

I don't think we should entertain the idea of sublayers until we have more information as to know what to do with them, plus Mat in his response referred to whole numbers as examples, so no indication that sublayers are relevant to that question.
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Jatsko
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Re: Submachine 10: the Exit

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Referenced recently in Sub9's thread. Don't know if anyone's explicity written it out like this before, but the Sub10 locations have interesting connections to the locations in previous games they're tied to via KP.

OOO (Angel Ruins)/Lighthouse dungeon/Basement - Notice that OOO contains lighthouse brick-like structures on the lower level. Also, this may be unintentional but I find it interesting that the location with Christian statues in it connects to a location with the well-known "Cathedral" ambience.

IOO (Royal Storage Facilities)/Loop - Time/space anomalies in IOO correspond to the anomalic nature of the loop (repeating rooms, etc.). The facilities themselves are also structured similarly to the typical Loop room, on a basic level.

OIO/Research base - I wonder if the mining operation could be seen as an expedition of a sort like the teams in the lab, or if that's a stretch.

OOI/Root - Big one here is the rusted metal architecture in both. I also wonder if something could be said about the main Root melody and how its notes seems to come from a Dorian or Phrygian scale, which are scales commonly associated with Egyptian or Arabic music. OOI just happens to have Egyptian artifacts in it. That's probably a really big stretch though.

IIO/Edge - I don't see much connection here. In order to fit this trend, I guess IIO would make more sense being paired with the lab.

OII/Winter Palace - Again, not much similarity here that I can see. SHIVA wasn't even a known concept when Sub7 came out.

IOI/Dock - Not much here either, but I somehow feel these two locations go particularly well together. Idk why.

III/Temple - Contains candles similar to those seen in the Sub9 temple, is symmetrical like a good deal of Sub9 was, and also appears to be some sort of religious structure like the temple is. Got enough going for it that the community decided to name it the Meditation Temple after all.

I dunno, that's all I got.
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Jatsko
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Re: Submachine 10: the Exit

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Just clicked with me that the infernal basement theme, the remix of Cathedral, contains a very short snippet of the spoon ambient. Nice touch Thumpmonks added there.
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Sublevel 113
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Re: Submachine 10: the Exit

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@Jatsko:
What is "spoon ambient"?
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Augustus
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Re: Submachine 10: the Exit

Post by Augustus »

I imagine that being the music that plays when you open the drawer. I believe it was in Directors Cut by Skutnik as well.
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ENIHCAMBUS
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Re: Submachine 10: the Exit

Post by ENIHCAMBUS »

Jatsko wrote:
24 Jul 2020 01:58
Just clicked with me that the infernal basement theme, the remix of Cathedral, contains a very short snippet of the spoon ambient. Nice touch Thumpmonks added there.
True.
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