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Nexus Expansion Packs Free Trap

We had to post this massive nexus expansion pack which has over 500 trap sounds for you to go crazy with. Pair these up with some and you should be working nonstop #NoBeatBlockEver. Shout out to Cold X Beats for putting the time into creating this and dropping it for free to the community. Of course there are some generic nexus sounds in here (how much can you tweak a nexus brass?) but overall it has some juice in it. This Nexus XP Has 57 Arpeggios 21 Basses 15 Bells 17 Brass 8 Choir 7 Flutes 45 Effects 23 Gates 13 Hits 35 Leads 85 Pads 34 Pianos 6 Pizzicato 38 Plucks 25 Strings 58 Synths 15 Voices.

  1. Nexus Expansion Packs Trap Free

—, In the beginning, levels were their own separate entities, completely disconnected from one another — beat one, and you go straight to the next, no intervening events or backtracking. Later, games added the idea of a 'world map' that connected the areas: you could now travel between worlds at will, perhaps unlocking shortcuts or alternate routes — but the map was a bland, uninteresting area in and of itself, existing only to carry you from one location to the next. This concept was fleshed out and improved with the invention of the Hub Level, in which the space between the levels became a sort of pseudolevel in and of itself, using the same engine as the rest of the game, with geography and secrets of its own. The Hub Level is usually larger than the other levels but lacks the dangers, detail, and unique features that characterize the more specialized areas.

It is still essentially a gateway area, but more developed. In many cases, you'll find individual rooms which contain the entrances to each level, with the scenery in the room being similar to that of the level itself, as sort of a preview of what the level will be like. A common tack when using this trope is that the Hub Level is the area where the plot is really happening — the stages are 'side areas' of sorts. The characters only need to go into the levels in order to collect the necessary to proceed further into the Hub Level, where the usually awaits. Events that take place in the stages usually have no effect on the Hub Level. This is most frequently used in.

Usually stick to the classic device, or use the to fill the same function. Usually connect distinct, separate stages through a full size If you have to spend a lot of time in the Hub Level just to unlock the next stage, then you're looking. If the hub level happens to be where the takes place, see. Is this trope taken to the next (ahem) level.

The Hub Level may be presented in-story as a. Not to be confused with, or the. The hubs in the are gradually populated with characters as they are unlocked. And you can even pick fights against them for the hell of it. In the first, Dexter's Diner from Attack of the Clones served as the hub, while the next two installations had the famous.

In, Barnett College, where Indy teaches archaeology, acts as the hub, with various classrooms serving various purposes, such as the Art Class housing the character creator and the Mail Room being where you could purchase cheat parcels acquired in the levels. In, the Hub is the, where you can access settings and mini-games from the Bat-Computer, and explore the.

Villain Mode comes with its own Hub:. LEGO Pirates of the Caribbean has the Port as its hub.

Extra areas are opened up eventually, but the central area is where all the levels are accessed from. (both versions) has Hogwarts Castle as a big labyrinthine area with most of the collectibles in it, with the Leaky Cauldron and Diagon Alley as smaller hubs that hide all the bonus content, purchasables, and level replays.

And in LEGO The Lord of the Rings, this is taken to the ultimate extreme of having the entirety of Middle-Earth in the form of an open, contiguous landscape as the hub—well, the parts relevant to the movies anyway. The same holds true for LEGO The Hobbit. LEGO Batman 2: DC Super Heroes and LEGO Marvel Super Heroes have massive cities as their hubs (Gotham City and New York City, respectively). They're so full of stuff to do that there's as much, if not more content than the main story! Flying around is mandatory to get everything. Video Game has four mini-hubs (Brickburg, the Wild West, Cloud Cuckooland, and Octan Tower), each with a good amount of collectibles and characters in each one.

LEGO Batman 3 had several hub worlds, incluidng all the planets in the Green Lantern comics. LEGO Jurassic World has four hubs- one for each Jurassic Park movie. Rayman Revolution, the PS2 port of, had a set of three large hubworlds as an upgrade from the previous versions.

In, Mimiga Village becomes a hub of sorts as well as the once you unlock and its teleporter, though there are many plot-significant events which take place far from there. The Devil's castle in., a GCN game about Taz the Tazmanian Devil destroying wanted signs and trying to rescure the She-Devil from Yosemite Sam, has 3 hubs. One hub is for the 3 'zoo' levels, with various tutorial books. The second hub is for the 3 town level, and the third is for the 3 Wild West levels. While there is a 10th level, it hasn't a hub.

Despite being by far the largest area of the game, Dracula's Castle in is a hub of sorts, because the meat of the game is in the worlds of the paintings scattered around the castle. Totally not a ripoff.

The castle in. Uncharacteristically for this trope, it's a labyrinthine complex bigger than some of the actual worlds, the entrances to which can be a bit hard to locate. Thorntail Hollow in serves as the hub of the game world, with paths going to many places on the planet's surface, a Warpstone to send you to two of the other places, and the Arwing to take you to the chunks that are floating around out there (the planet was split into pieces before the game begins). has 6 different hubs, one for each faction as well as the peach garden. Since there's not always 5 factions fighting, not all of them are always available, and you're usually not allowed to go to any more than two of them at a time. Most games avert this trope because of how the overworld is structured. Note By the standards of a traditional hub, the only real 'levels' would be the dungeons, which usually take a long time to find The following games do play it straight:.

has Hyrule Field. One big, wide, empty field with a few secrets to find while you're running between the other areas. has Termina Field. All four major regions of the game (Woodfall, Snowhead, Great Bay and Ikana Canyon) are accessed through the field, which in turn has Clock Town in its very center.

Romani Ranch can be accessed from Termina Field as well. And these destinations aren't linked to each other at all, except for a river passageway from Ikana Canyon to Woodfall. The Sky in operates in a similar way to Termina Field. From there, Link can enter not only the three surface provinces of Hyrule (Faron Woods, Eldin Volcano and Lanayru Desert, and by extension all places that relate to them), but also several floating islands as in The Wind Waker. One of those islands, Skyloft, serves as the main core location of the Sky. Hytopia Castle Town in has Madame Coture's Shop, the StreetPass Shop, and King Tuft's Castle where levels are actually accessed. It is also the because it is where you first wind up.: Trans Town, a sleepy little port town the Straw Hat pirates arrive in.

Much of the game revolves around you creating and upgrading the buildings found in the town. In the player's souls is bound by the Nexus after dying, which is the game's hub level that connects the land of Boletaria through archstones. The games have many of these. Exemplifying with the first game: after saving the S.H.I.E.L.D. Helicarrier, the heroes are relocated to Stark Tower, which serves as a hub until the Mandarin's Palace stage. After that, they are relocated to Sanctum Sanctorum, Dr. Strange's home.

Then, after beating Mephisto's Realm, everyone heads off to Asgard (which seemingly works more like a hub than the others, since all other levels—except possibly for Niffleheim—ARE in Asgard), and from there to Attilan, when Uatu saves the heroes' bacon from Dr. After fetching the items necessary to beat him, they go back to Earth, as it is being modified by Doom, and stay at a Doom-themed Stark Tower before heading off to Latveria. In total, five hubs (or four if you count both iterations of Stark Tower as the same).

Spiritual predecessor series used the X-mansion in the first game and various temporary bases in the second. Marvel Ultimate Alliance 2 has an interesting twist on the hub levels. Since the game is about the Civil War, at the end of Act I you're forced to choose a side: Pro or Anti-Registration. Whichever side you choose determines the hub you're in for Act II: either Stark Tower, filled with SHIELD agents and Pro-Registration propaganda, or an old HYDRA base, re-purposed by Captain America as a base of operations for the Anti-Registration forces. uses the town of Doolin as a hub for getting into the various Netherworld realms and forwarding the plot in the world of the living. The sub-games of the series like to use this trope: Castle Oblivion in, The Castle That Never Was in, and Disney Castle in. The village in Arcanus Cella in.

The original had the town of Tristram, where you were given quests and sold loot. Also, every four or five dungeon levels, a portal directly to that level would open, making backtracking easier. The sequel gave us a hub in each of the four (five with the expansion) Acts: Rogue's Camp, Lut Gholein, Kurast Docks, Pandemonium Fortress, and Harrogath.

They served the same purpose as Tristram, though the portal mechanic has been enhanced with Waypoints, which allowed you to go anywhere you already visited. The town of Redmont in III: Wanderers from Ys and its remake. Most of the major areas in are directly connected to the starting town. The main plot of revolves around rebuilding it using city cores that are picked up from various levels in the world map.

The levels are not directly connected to the Bastion; rather, the hero flies to the levels from the titular Hub Level. has the Hound Pits Pub, where Corvo can discuss things with his allies and acquire upgrades before venturing into the next mission. It doesn't last the whole game, though, as one of the last missions sees the pub overrun with soldiers and Corvo trying to rescue his remaining allies. uses the titular island as a sort of hub from which the protagonist travels to other odd locations. (the sequel) similarly has a hub area from which any of the other areas can be quickly accessed, but in an inversion, reaching it is one of the main goals of the game. also does it with J'nanin, and like Myst, it uses the other ages as -retrieval levels.

continues the theme with each of the three game worlds being connected only to the first world, Tomahna. In the various game worlds are connected by interdimensional platform things to the first area, on K'veer. Finally, in, any area the player reaches can be quickly returned to from the hub world Relto, which in turn can be instantly reached from any area.

An interesting variant in: You start the game playing as; during the combat-drop at the start of the game, the Rookie gets separated from the rest of the squad, and the landing knocks him unconscious for six hours. When he wakes up, he wanders the nighttime city streets (the hub) trying to find his squad. When you find a clue as to what happened to them, the game goes into a playable where you control the squad member related to the clue you just found as the Rookie. When the flashback ends, you return to the Rookie, and go looking for another clue. It should be noted that the city streets don't allow much backtracking after each flashback mission. When the player takes control of the Rookie again, they find the previous area of the city has been locked up and the next is unlocked for them to search, thus allowing them to progress through the hub, exploring new areas after each mission. Possibly the most surreal example is in, where it even functions as a menu system and can be played as a deathmatch map.

This allowed for the hardest difficulty to be hidden within the hub. (The other three difficulties? They are the hub's entrances.). has a hub level in almost all parts of the game, one exception is the Big Gun which is a map that stands on it's own.

has a hub level for every general area the protagonist visits on his: Skidrow, Poisonville, Shipyard, Steeltown, Trainyard, Radio City. had whatever themed enemies populated the next level begin infesting the Covenant estate as a. The faction-specific Sanctuary in.

Nexus Expansion Packs Trap Free

The planet doesn't have a name, it's just NC/TR/VS Sanctuary. This is were platoons ready themselves to travel through a for a vehicle/dropship assault or use the. Weapons and ramming damaged were disabled to prevent players from fragging each other. Sadly missing in the sequel, which instead has three separate Warpgates per continent that function like a miniature Sanctuary; enemies cannot enter (or even approach) and players cannot hurt each other. The first two games had these. The one in the second game was even named The Hub.

Nexus

(2009) has this in the form of the town of Isenstadt; all locations in the game are either in or around it, and can be accessed via its streets or sewers. introduced support for hub levels to the FPS engine. Their presence both increased the areas players needed to search to find keys and triggers, and by ensuring the player would keep moving between them, allowed the side levels to be more strongly themed than would be the case if they were standalone levels as with the game's predecessor., being the last commercial game known to use the Doom engine, also has more refined hub levels with to talk to and quests to undertake.

There's usually only one way to advance the plot and acquire the story quest, and its infamous that the early sidequest leads to an inescapable trap (that was fixed in the Steam remake). was one of the first games to feature a Hub, in this case a subway station. The early has one level in the middle of the otherwise linear progression of the game giving access to a few others. However, the game doesn't really have the technology to do it properly, so to speak. It works on the same 'access a new level through a special door' basis as the more linear levels, meaning that both the hub and each of the other levels would be reset each time you entered one of them.

The Erodrome is one of the few mods of this engine to do this; it uses multiple copies of the Erodrome Station level with different entry points. Likewise for the Repository room in Tempus Irae and the Rozinante in the fan-made sequel Marathon Rubicon.: The Ground Floor.: From the Courtyard, you can reach almost every area of the Castle, and most routes will take you back there eventually. The really came into its own with Princess Peach's Castle and the surrounding grounds in, which is often cited as the. The castle even has 15 stars of its own, some of which involve navigating through bonus levels. Delfino Plaza in. It gives access to all the other levels, most of them via magical M-shaped paintings or red pipes.

A grand total of 40 (out of 120) Shine Sprites can be collected here (though 24 of them can only be purchased with the blue coins scattered on all levels in the game). The Comet Observatory in is rather small with relatively little to explore, compared to the previous two examples. 12 stars can be gotten through the bonus galaxies accessible from here. with the in, since the game returns to the world map format used in most 2-D games since.

It's a sandbox where you can practice all your moves and get basic advice on how to play the game—more like the Castle Garden from 64 than the castle itself. On first glance, the level select area in looks just like the simple maps with branching paths from the games. But you are able to freely walk around the area like you can in all the pre- 3D games in the series.

has Beanbean Castle Town as well as the areas surrounding it. uses Peach's Castle like in Super Mario 64, with warps to the past, in a (fairly) rare RPG example. has Pi'illo Castle and its grounds.

The games have, and. The series has a few Hubs. Wario Land 4 has the Golden Pyramid, and Wario Land: The Shake Dimension/Shake It! Has his, erm. has Treasure Square. ' first game uses this between levels.

At first things are linear and it seems like a gimmick, but soon the same key-collecting and powerup-collecting mechanics from the levels themselves become necessary to progress between levels, and reaching the secret level requires some backtracking in the hub. Mercifully, the hub doesn't provide any enemies or ways for you to die. The second game had a purely linear progression while the third game adopted a top-down overworld.:.

may be the first game that used the same engine in the 'between levels' segments as in the stages themselves. contains one in each world, which also provides the page image above. has a MASSIVE hub level that had more and more accessible areas as you hit switches in the levels. The hub level from Adventure returns in, where it acts like the former minus the minigames and whatnot. The Lor Starcutter is this too, which contains minigames, copy ability rooms and challenge stages.

Whoopie World in Rocket: Robot on Wheels.:. Station Square, Egg Carrier, and Mystic Ruins in. Soleanna in (split into three hubs), of the variety. Each world in the 360 and PS3 versions of has its own hub; the Wii and PS2 versions have to contend with static world maps instead.

3 features hubs for all seven zones. The 360/PS3/PC versions of has one big hub that serves as an 'interactive menu' for selecting levels/bosses, talking to Sonic's friends, accessing extra content, etc. is the only game in its series that plays this trope straight. The, and game actually made the hub location itself the main stage of the missions. There will be some few 'mini-areas' in it, but generally a lot of the missions take place in the hub itself.

The Gallery of Shame in Stretch Panic. Whispering Rocks Camp in is a good example, since the actual levels are inside the brains of the residents.

The Collective Unconscious serves as a mini-Hub of sorts, allowing you to access people's brains even when they are not present in the actual Hub. Many and games have a Hub to connect their different levels. Most Crash game hubs from Crash 2 onwards were small rooms with a bunch of doors, but had a bigger hub akin to Diddy Kong Racing. And Tag Team Racing have one hub per world.

The GBA and main console Spyro games prior to the Legend reboot tended to play with this trope. The hub levels tended to be levels in their own right as regards collectables like gems, eggs, orbs, dragons, etc., but had no enemies to threaten you.

All of them also had multiple hubs that you usually needed to get to by beating all prior levels then killing the boss on the way. All Homes in Spyro the Dragon except the Gnorc Gnexus (the hub of Gnasty's World) slowly became levels in their own right with increasingly deadly enemies and challenging platforming, while the Gnorc Gnexus was a circle with level portals attached and had no enemies whatsoever. The Artisans Home straddled the line in that it had enemies, but those enemies couldn't hurt you and only ran away.

It's also the only hubbed Spyro game that doesn't require you to beat a boss to go to the next hub. Ripto's Rage!/Gateway to Glimmer has Summer Forest, Autumn Plains, and Winter Tundra as its hub levels. Year of the Dragon has Sunrise Spring, Midday Gardens, Evening Lake, and Midnight Mountain as its hub levels. The Super Bonus World in Year of the Dragon, while technically a Midnight Mountain level and not a homeworld of its own, returns to the style of the original Spyro the Dragon homeworlds in that the world is a level in its own right, but with portals to the various minigames.

played the trope the way Spyro 1 did: all hubs had dangerous enemies along with the usual collectables. The trope ended up subverted when Stormy Beach was reached, however; that's the last supposed hub of the game and all the levels that come after it are done in a linear sequence.:. Gruntilda's Lair in the first game. Banjo-Tooie has the Isle O' Hags, from which the other levels have to be accessed to formally. The game also has lots of secret connections between levels without needing to pass through the hub, but the provided access is generally limited unless the destination is a previous level. Showdown Town in Nuts & Bolts. Rare claims it is the largest hub level it has ever created.

It's only the size of a small city, apparently., the spiritual successor has Hivory Towers as the hub world. DK Isles in. The Windy region in. Chakan: The Forever Man on the Genesis/Mega Drive. Though most games avert this trope due to the way the zones and overall design style are presented, in the case of there are some straight examples, namely in, and in the form of the Main Deck, Temple Grounds, and Main Sector respectively. It's also justified: in Fusion and Other M you're inside a space station so a hub is understandable, and in Echoes the Luminoth specifically built the great temple at the center of their other three dwelling areas on Aether, hence, the hub area. The series has the three incarnations of the Base as a hub for missions: one is set in a city deep underground (1st game), the second is more elaborate with a harbor and turrets (2nd and 3rd), while the last is a two-truck trailer, with just next door.

All of the 3D games have one of these. The second game has just one: The Media Dimension, the third has several that are also proper levels. Rainbow Cliffs in and The Outback in Bush Rescue. Regarding the latter, instead of walking around it normally, you drive around it in a four-by-four. 2 had one, aptly titled World Hub. It was rather nice to look at, partially because one of the coolest of the game's seven tilesets (called Jump Station) was dedicated to it exclusively.

You couldn't even use it with the in-game unless you hacked your level files. plays this straight with, but uses it to shed some insight on the internal nature of his journey. An early example for platformers is for the SNES. Entering the mansion leads to the. Each one leads to a different series of rooms which in another game would count as a world.

Some of these 'worlds' even connect one another. 's ship is a tiny version, with switches that lead to the level maps. features the hub in which you unlock shortcuts to deeper levels by paying increasingly exorbitant prices which you will have to pay for within at least three playthroughs.

The first has three hub worlds, each providing access to three different areas. Getting enough Power Cells in a world unlocks a fourth area which connects to the next hub world (or, in the case of the third, to the final level), giving the impression of traversing across one massive world instead of between a few disconnected areas. While the hub worlds themselves have no enemies, each one does have eight Power Cells of its own, though most are of the 'bring X Precursor Orbs to Y person' variety. has, which has several gates scattered throughout that provide access to outlying areas which act more as levels in the traditional sense.

However, unlike the first game's hub worlds, the vast majority of the game's plot occurs in Haven City, and the city itself houses quite a few of the game's missions as well. While also features Haven City as a hub world, in this game it's only a small section of the city, and it's a hub world in a much more traditional sense than the Jak II version. The pod in the first. In the third game, Manglewood, the Ziggurat, and Bunkum Lagoon each have one. They're full of prizes and the currency of the game, Collectabells, and have links to the main levels and some sidequests scattered about. originally had a single massive hub level with stages scattered around it, clustered according to theme.

This tended to confuse players as to where they should go, and as to the relative difficulty of stages, so early May 2012, coinciding with the release of the Mac version and the level editor, it was overhauled. Now, there's a small central hub containing the multiplayer, tutorial, level editor, and custom maps, as well as doors to the four areas or 'themes.' Within these, doors are arranged so that easier levels are easier to get to and usually closer to the door back to the main hub. Pinewood Heights from. The games each featured hubs, with the hubs getting more complex as the series progressed:. Dark Castle had the Great Hall, which provided a simple point-and-click choice between the 4 other areas.

Beyond Dark Castle had the Ante Chamber, a more traditional hub room where you placed the orbs collected from the main levels in order to unlock the final level. Return to Dark Castle has a hub level connecting the hubs from the first two games as well as a hub for the new levels created for the game. Uberhub Zone in is a lot linear than most examples, basically being a straight shot to the ending, with each level accessed by falling down a hole (or, in the case of the two Special Places, giant rings). Progress is limited by doors that only open when their corresponding level is cleared.

Finally, two giant rings on either side of the map access the options menu and the ending, respectively. In, New Washington is laid out like this, in contrast to the other more linear levels. Pac's school in houses both the, a screen tracking your collectibles, several characters to talk to, and finally some minigames to play. Conrad and Sally's house acts as the go-between in all of the levels in. 's final stage, the Moon Pyramid, has a central hub leading to its four sublevels,.

After completing these, you fight the Round 6 boss followed by King Drool. The central hub in is called, well, Hubbiton, and in addition to containing the entrances to worlds and sub-challenges, it also provides playground equipment you can practice your platforming on. In: Round 2, Dark Docks serves as the hub.

There are, thankfully, ducats in them, making raising the bribe money that much easier. 's co-op mode features a hub area that connects the mode's five test courses. What you can access is determined by the farthest test chamber you or your partner have made it to, with any test courses/chambers beyond that locked and inaccessible.

This effectively means that a first-time co-op player can access every test chamber from the start if their partner has completed them all, but then may find later chambers locked if they later switch to a partner who hasn't progressed as far. It also allows players to skip test chambers or even entire courses if they want. Because of this, a first-time player can literally go from the calibration course to the final test chamber and see the credits in a whopping ten minutes if they have the right partner.

In a rare example, you can literally kill your robot off by jumping into the below while in the hub, which GLaDOS proceeds to mock you or even be confused at how you died in an area tha.