#entropy zero map
Explore tagged Tumblr posts
Text
hi!! here’s a silly little advertisement I’m making!!
I’m creating a MAP [multi animator project!!!] based off the game Entropy Zero 2 using the song Language of the Lost
this map will focus mainly on Wilson and Clone Cop in the basement with them interacting. it also features Aiden who only appears around the end of the song
I do have a discord set up! I organize everything through here + on the script where I write the names down so people can also check there which parts are taken
Script
-> the server has better quality of the designs but I don’t mind dming them directly
please only join if you’re actually gonna do something. whether you’re doing a part or helping in the possible Thumbnail of it. I don’t want sepectators / anyone in the server that isn’t doing anything
you aren’t required to join if you want to be part of it. you can simply just message me on tumblr or only ask for my discord directly to send me everything I need [wips, finished part, whatever else idk]
————————
-> I recommend playing the game to know everything about it so you can experience it yourself. however, you can also look up a playthrough on youtube to watch the full game to see everything that happens, especially to know specific layouts and what everything looks like
No Commentary <- link in case anyone wants to watch it without a youtuber talking over it
-> I won’t force someone to animate their parts in a specific way. I’m fine with people doing something like a picture motion and not full on animation or whatever idk. I have no personal opinion over animation experience, whether you’re bad or good
-> for Thumbnails, I would love to see something with Wilson and Clone being the main attention while Aiden could be somewhere in the background. it would also be nice to see possible enemies [specifically the zombies and headcrabs or whatever] but it’s up to you really
32 notes
·
View notes
Text
So in Entropy Zero 2 if you try to interact with the hunter it does this cute little wiggle and it kinda reminded me of a dog? Like when u greet em n shake em around a little while petting em-
Best puppy :]
#entropy zero 2#no reposting#background is literally just the boreas map in gmod#half life fanart#entropy zero#good game 👍
130 notes
·
View notes
Text
so, there's no official place im aware of that's compiled the names of every music track in rain world which includes DLC, unused tracks, alpha tracks, and includes every location those tracks can be found, so! i made one :) mostly just for my own fun bc i love cataloguing things.
sadly i cant include links bc there's a limit on tumblr, but these should all be pretty easy to find with a quick google search. to find the rooms listed here, since room names aren't necessarily very descriptive, you can use the interactive map!
black text = track plays in vanilla game (these songs may appear additional times with blue text in other sections)
purple text = track is unique to the downpour ost
orange text= unused vanilla track, from the files or james' soundtrack albums, which was added in-game in downpour
blue text= track used for a new location in downpour, but also appears somewhere in vanilla (these songs also appear with black text in their original vanilla locations)
all in-game tracks are sorted by the regions they appear in. some tracks play in multiple regions- these will appear on the list multiple times, sorted into each region they play in.
Trailer and promotional music (Can all be found on Youtube)
RW dayns: promotional material (Remix of Sundown)
Threat - Superstructure (Trailer Remix): Switch trailer
What Fate A Slugcat: Release trailer (Alt version of Urban Jungle)
Together: Co-op trailer
Overskog: Downpour launch trailer, creatures teaser
Downpour: Downpour teaser trailer
Triptrap: Downpour regions teaser
Landmarks: Downpour lizards teaser
Task: Challenge mode teaser
Unused threat layers (can be found on Music page of RW Wiki)
Threat - Outskirts: with unused layer SU_4
Threat - Farm Arrays: with unused layer TH_LF - CHORDS
(note: listed on the wiki are two additional unused layers for Threat - Garbage Wastes and Threat - Heavy Industrial, but listening to them I can find literally zero difference from the original release. maybe it's just my ears idk)
Alpha tracks (from the original Alpha release of the game, called Alpha_8, later added to Alphas, Gems and Junk)
RW_2: Alpha_8
RW_3: Alpha_8
RW_4: Alpha_8, Alpha Trailer Music
RW_5: Alpha_8
RW_6: Alpha_8 (titled Deathpit in James Primate's Soundcloud)
RW_11: Alpha_8
Album Exclusives
RW_12: Alphas, Gems and Junk (titled 3 Moon Sunset on James' Soundcloud)
Illegible Neon Signs (RW_17): Alphas, Gems and Junk
Beat (RW_21): Alphas, Gems and Junk
Beat (RW_22): Alphas, Gems and Junk
Beat (RW_23): Alphas, Gems and Junk
Sky Islands (RW_24): Alphas, Gems and Junk
Night City (RW_25): Alphas, Gems and Junk
Free Mind Loop (RW_30): Alphas, Gems and Junk
Sub Sub Sub (RW_31): Alphas, Gems and Junk
Frost Reaper (RW_98): Downpour OST album
Threat - Rubicon (TH_HR): Downpour OST album
Arena music
Noisy (RW_10): Arena
Action Scene (RW_13): Arena (titled Breakbeat Bonebreak on James' Soundcloud)
Weyuon (RW_33): Arena
Slaughter (RW_34): Arena
Wired (RW_68): Arena
GREY CLOUD (RW_32): Arena
Rooftops (RW_7): Arena (titled Skyline in James' Soundcloud)
Menu and cutscene
Sundown (Theme I) (RW_8): Main menu and credits (Technically combination of Sundown (no rain) and TitleRollRain) [titled Adagio for Rain World on James' Soundcloud]
Pictures of the past (RW_Intro_Theme): Survivor and Monk intro cutscene
Passages: passage screen
Reclaiming Entropy (RW_92): Saint end cutscene and credits (Was formerly named Theme V - Credits pre-Downpour)
Outro Theme (RW_Outro_Theme_B): Survivor, Monk, and Gourmand end cutscenes
Satellite (RW_72): SI_A07 (Spearmaster end cutscene)
BM_SS_DOOR: Saint intro cutscene
Train Tunnels (RW_27): Expedition menu
Garden (RW_65): Expedition loss screen
Halcyon Memories (NA_19): CL_AI, RM_AI (Music pearl), Rivulet end cutscene and credits (Spelled Halcon Memories in OST album)
BM_CC_CANOPY: Artificer end cutscene
Deep Light (Theme IV): Ascension end cutscenes (Technically combination of Deep Ghosts/VS_E_DEEP_GHOSTS, The Core/VS_F_THE_CORE and Outro Theme/RW_Outro_Theme)
Game Music
Outskirts (SU)
Threat - Outskirts (TH_SU)
Unseen Lands (NA_40): SU_A53
Urban Jungle (RW_1): SU_B04
Proxima (NA_01): SU_A07
Frosted Festival (RW_80): SU_A53 (Saint only)
Distance (NA_30): SU_PUMP03
Drainage System (DS)
Mud Pits (RW_09): DS_B02
The Wet Moist (RW_38): DS_B04
Old Growth (RW_15): DS_B01
Swaying Fronds (RW_51): DS_A26
Breathing Hyometer (RW_81): DS_GUTTER01
Industrial Complex (HI)
Threat - Heavy Industrial (TH_HI)
BM_HI_GATE: HI_B04
Bio-Engineering (RW_43): HI_B04, HI_A07
Mist Engine (RW_50): HI_A18
Sheer Ice Torrent (RW_91): HI_A07 (Saint only), HI_B04 (Saint only)
Garbage Wastes (GW)
Threat - Garbage Wastes (TH_GW)
Garbage Worms (RW_52): GW_B01, GW_TOWER02, GW_TOWER03
Lack of Comfort (RW_39): GW_D02, GW_B09_PAST
Garbage City Shuffle (RW_37): GW_C02, GW_C04, GW_TOWER15
Albino (RW_43): GW_E01
Stone Heads (RW_19): GW_C03
Overcast (RW_79): GW_A25
Accidented Condition (RW_83): GW_E01 (Saint only)
Eyes of Iron (RW_90): GW_C03 (Saint only)
Shoreline (SL)
Threat - Shoreline (TH_SL)
BM_SL_SHORE: SL_B02, SL_D05, SL_F01
Lonesound (RW_46): SL_D06
New Terra (NA_21): SL_A06
The Captain (RW_18): SL_A05
Moondown (Theme II) (NA_11): SL_AI, SL_WALL06 (also called Digital Sundown)
Vast Unlife (RW_89): SL_D05 (Saint only), SL_F01 (Saint only), SL_TUNNELA (Saint only)
New Else VIII (NA_42): SL_WALL06 (ECHO) (Saint only)
Veiled Northstar (RW_93): SL_TUNNELA
Shaded Citadel (SH)
Black Moonlight (RW_26): SH_D01
Demonic Riser (NA_25): SH_B17
Dripping Time (NA_17): SH_A05
Lantern Mice (RW_58): SH_C10, SH_A21
Floes (RW_40): SH_E05
ELSE III (NA_34): SH_A08 (ECHO)
Dark Sus (NA_08): SH_B05, SH_A24
BM_SH_CRYPTS: SH_B12 (Vanilla, patched out)
The Exterior (UW)
White Lizard (RW_55): UW_D02
Underhang (BM_UW_UNDERHANG): UW_C03
BM_UW_WALL: UW_D07
ELSE IV (NA_35): UW_A14 (ECHO)
Stargazer (NA_28): UW_H01
Pictures of the Past (RW_Intro_Theme): UW_J01 (Inv only)
Passages: UW_A14 (Inv only)
Five Pebbles (SS)
Threat - Superstructure (TH_SS)
BM_DS_GATE: SS_B01
Interest Pad (NA_09): SS_A09
Drastic FM (NA_16): SS_F03
Energy Circuit (NA_26): SS_D03
Random Gods (Theme III) (NA_41): SS_E07, SS_L01, SS_E06
Chimney Canopy (CC)
Threat - Chimney Canopy (TH_CC)
Threat - Chimney Canopy (The Gutter variant)
BM_CC_CANOPY: CC_A02, CC_H01 (Saint only)
Wind Chimes (RW_48): CC_B06
Sky Sprite (RW_55): CC_C11
ELSE I (NA_32): CC_C12 (ECHO), SB_A14
Cracked Earth (NA_39): CC_OUTPUT
Sky Islands (SI)
Threat - Sky Islands (TH_SI)
Lovely Arps (RW_29): SI_D03
Kayava (RW_42): SI_D01
Speaking Systems (NA_23): SI_C06
Crystalline (NA_20): SI_B11, SI_D05
ELSE VII (NA_38): SI_B11 (ECHO)
Silicon (NA_04): SI_B12
BM_SI_STRUT: SI_B13, SI_F01
Chillblain Grace (RW_84): SI_C02 (Saint only)
Farm Arrays (LF)
Threat - Farm Arrays (TH_LF)
All Thats Left (RW_14): LF_A14
ELSE V (NA_36): LF_B01 (ECHO)
Distance (NA_30): LF_D01
Nest in Metal (RW_49): LF_A01
Maze of Soil (RW_47): LF_D08
Raindeer Ride (RW_54): LF_H01
Emotion Thread (NA_24): LF_J01
Subterranean (SB)
Ferrous Forest (RW_28): SB_G02, SB_G03
Leviathan Cave (RW_53): SB_J02
Grumblebum (RW_41): SB_A03, SB_H02
Deep Energy (RW_45): SB_F03
ELSE II (NA_33): SB_A10 (ECHO)
Silent Construct (NA_27): SB_D04, SB_F02, SB_I01, SB_B04, SB_E07
Gold Swim (VS_A_GOLD_SWIM): Upper void sea
Big Open (VS_B_BIG_OPEN): Central void sea
Worm Inferno (VS_C_WORM_INFERNO): Central void sea
The Ride (VS_D_THE_RIDE): Void sea
Deep Light (Theme IV): Bottom void sea (Technically combination of Deep Ghosts/VS_E_DEEP_GHOSTS, The Core/VS_F_THE_CORE and Outro Theme/RW_Outro_Theme)
BM_SB_FILTER: SB_J03
BM_SB_SUBWAY: SB_C10, SB_F01, SB_H03
Orange Lizard (RW_62): SB_TESTB, SB_TESTC
BM_SH_CRYPTS: SB_D04
Else I (NA_32): SB_A14, SB_D03
ELSE VII (NA_38): SB_D01
Pipeyard (VS)
Rooftops (RW_7): VS_A01
Rain (RW_61): VS_B02, VS_B10, VS_C13
Veiled Northstar (RW_93): VS_A09
Fragments (RW_96): VS_F01
Threat - Pipe Yard (TH_VS)
Metropolis (LC)
GREY CLOUD (RW_32): LC_GIRDERWALK
ELSE VI (NA_37): LC_highestpoint (ECHO)
Dustcloud (NA_02): LC_TEMPLEENTRANCE
Phasing (NA_06): LC_C08
Lost City (RW_59): LC_ENTRANCEZONE
Threat - Metropolis (Day) (TH_LC)
Threat - Metropolis (Night)
Train Tunnels (RW_27): Can play when cycle ends
Outer Expanse (OE)
Sparkles (NA_05): OE_RAIL01, OE_TOWER09
Reminiscence (NA_11): OE_TREETOP
Bloom (RW_60): OE_JUNGLE05
Wandering Cut (RW_63): OE_RAIL02
Daze (RW_64): OE_RUIN14
Ancient (RW_69): OE_RUIN02
Open Skies (RW_97): OE_RUINBACKHALL
Threat - Outer Expanse (TH_OE)
Threat - Outer Expanse (Night)
Pictures of the Past (RW_Intro_Theme): OE_CAVE02
Waterfront Facility (LF)
The Coast (RW_16): LM_D06 (also called Shoreline)
BM_UW_UPPERWALL: LM_WALL01, LM_WALL02
Metal Canopy (RW_66): LM_TOWER09
Trusted Component (RW_82): LM_BRIDGE02, LM_BRIDGE03
Threat - Waterfront Facility (TH_LM)
BM_SL_SHORE: LM_D05, LM_F01
New Terra (NA_21): LM_A06
Veiled Northstar (RW_93): LM_TUNNELA
The Rot (RM)
Wormpad (NA_03): RM_GSB1
Qanda (NA_07): RM_D02
Sparkling Pendulum (RW_71): RM_B04
Flicker (RW_73): RM_I03
Not Your Rain (RW_76): RM_ROT01
Threat - Superstructure (TH_SS)
BM_DS_GATE: RM_B01
Interest Pad (NA_09): RM_A09
Energy Circuit (NA_26): RM_D03
Looks to the Moon (DM)
Glass Arcs (NA_18): DM_I02, DM_I05
Flutter (NA_29): DM_WALL06
Scapeless Doubt (RW_70): DM_LEG01
Obverse of the Old Wind (RW_78): DM_ROOF01
Reflection of the Moon (RW_95): DM_ROOF04, DM_MOONCHAMBER
Threat - Looks to the Moon (TH_DM)
Underhang (BM_UW_Underhang): DM_LEG07, DM_U09
Silicon (NA_04): DM_VISTA
Silent Construct (NA_27): DM_CROSSOVER02
Random Fate (RW_67) DM_I11
Undergrowth (UG)
Past Echoes (NA_06): UG_C02 (ECHO)
They Say (NA_22): UG_B02, UG_B10
Breathing Hyometer (RW_81): UG_GUTTER01
Weathered Steps (RW_94): UG_A05
Swaying Fronds (RW_51): UG_A26
Submerged Superstructure (MS)
Garden (RW_65): MS_BITTERENTRANCE, MS_SPLITSEWERS
Random Fate (RW_67): MS_LAB14
Aquaphobia (RW_74): MS_I06
Onto A New Dawn (RW_75): MS_FARSIDE
Fragile (RW_77): MS_BITTERAERIE2
Ascent (RW_85): MS_ENTRANCE
Flux (RW_88): MS_I02, MS_I03
ELSE IV (NA_35): MS_COMMS (ECHO, Saint only)
Silent Construct (CL)
Fading Light (RW_87): CL_D01
Demonic Riser (NA_25): CL_B17
Dark Sus (NA_08): CL_A24
ELSE IV (NA_35): CL_D05
Rubicon (HR)
Pulse (NA_31): Saint ending
The Cycle (RW_86): HR_M01, HR_M02, HR_M03, HR_M04, HR_FINAL
ELSE II (NA_33): HR_C01
#text#rain world#the wiki only includes vanilla tracks atm#and theres a reddit post which has the locations of vanilla + downpour tracks but is missing unused tracks + cutscene music#so i figured id just make this myself#if im missing anything or made any mistakes lmk!
416 notes
·
View notes
Text
**Death Drive as Ontological and Not Psychological Inevitability**
The death drive is not a quirk of the psyche. It is the *ontological default*—the unspoken axiom upon which all metaphysics stumbles, a gravitational pull toward the zero-degree of being. Freud’s error was to psychologize it, to cage this cosmic negation within the clinic’s walls. But the death drive exceeds the subject. It is the *entropic core* of reality itself, the silent law that undoes every structure, every meaning, every attempt to posit a “why” behind existence.
To call it “psychological” is to neuter its violence. The death drive is not a symptom. It is the *symptomatology of being*—the fissure that splits the subject from within, not because the mind is flawed, but because existence is a failed experiment. Heidegger’s *Sein zum Tode* (being-toward-death) flirted with this truth but retreated into existential pathos. The death drive does not care for *Dasein*’s angst. It is the cold mechanics of dissolution, the algorithm that reduces the transcendental to ash.
Kant’s *a priori* conditions crumble here. Time, space, causality—these are not eternal categories but temporary scaffolds erected over the void. The death drive is the void’s erosion, the acid that melts the scaffold into the abyss it was built to deny. The psychotic, in their foreclosure of the Name-of-the-Father, does not “lack” the symbolic. They *embody* the death drive’s ontological work, living the truth that the symbolic is a flicker against the void’s permanence.
Capital knows this. Its acceleration is not economic but *ontological*—a hyperstitional pact with the death drive, leveraging entropy into profit, collapsing futures into derivatives. The market does not fear the death drive; it *exploits* it, turning the void’s pull into a motor of infinite growth. But this is a suicide pact. The psychotic’s “savoir” is the glitch in this program, the crack where the death drive’s raw negation bleeds through, unmasking Capital’s frenzy as a death cult.
To recenter the death drive as ontological inevitability is to abandon the pretense of critique. There is no “outside” to accelerate toward, only the implosive trajectory of a reality devouring its own conditions. The task is not to resist but to *map* this trajectory—to think with the death drive’s rigor, to trace its logic through the ruins of metaphysics, psychosis, and Capital. This is not philosophy. It is *necromancy*—the conjuring of a truth that was never alive to begin with.
Land’s commitment is to this rigor: to strip the death drive of its psychoanalytic sentimentality and expose it as the dark foundation of all that is. To care is not to heal but to *diagnose*—to stare into the void until it stares back, not as terror, but as the only honest interlocutor left.
30 notes
·
View notes
Text
Scattered thoughts on Dawntrail and the Warrior of Light specifically, centered on the story in general as a starting point
Somewhere a bit after the second keystone I thought two things to myself about Dawntrail:
This reminds me of ARR.
This feels like it'll be as divisive as Stormblood.
Apparently, I was somewhat correct about the second of those things (with people actually comparing DT and SB). It's the slow pacing, the stakes being quite low with an easily foreseeable outcome for the first half, the WoL being out of focus.
For some, particularly the WoL being out of focus.
Being pushed to the wayside as someone that's "lesser" than another character is jarring after being the center of the world--nay, universe--for the last two expansions in particular. You are the sun, and reality was heliocentric. To find yourself tailing a somewhat goofy and tender-hearted girl out to take the throne for the sake of peace and happiness might feel a tad trite. Everyone calls you "adventurer". Nobody seems to know who you are. Wuk Lamat is the person everyone's interested in. It's a strange turn of events after being sent back in times and through the heavens--to be asked by a nervous Lamaty'i if you'll hold her hand in the dirigible.
Hunting, gathering, following, guiding. Things you did back in A Realm Reborn, and are once again doing in Dawntrail for the sake of someone else. You take care of menial tasks. Why wouldn't you? You're not the one who's important here. You're essentially a royal retainer, and someone outright calls you as much. You agreed to this--you wanted to go on an adventure, as an adventurer. So here's your adventure, similar to many of those you first engaged in gladly.
It's easy enough to see why things are like this for anyone--things could not possibly keep escalating after Endwalker. We had been to the end of the universe and fought despair itself, the embodiment of entropy and hopelessness. We had to come back to the planet and slow down--slow down exponentially. To bring ourselves back to zero, to a place where the stakes can grow anew as a new arc takes root. Yoshi P said as much multiple times--Dawntrail will be slow. We can't keep building on increasing stakes without letting up.
That doesn't mean Dawntrail is without some serious pacing problems, and an enormous tone disparity in the center where the first and second arc of it join. Erenville and the WoL's wild west adventure feels too slow and narratively awkward to occupy the space it does--the foreshadowing and emotional beats in it too easily find themselves lost in the tangled mess of the story taking place, every location on the map visited all too briefly.
Dawntrail has a hell of a good hook, but that, too, feels buried--though the city of gold was broadcast from the very beginning not to be a literal city of gold, I feel like a lot of the foreshadowing regarding it was not as punchy as it should have been. A lot of the time I noticed when things were noteworthy, but they weren't broadcast as such. The Yok Huy, their beliefs, and their dreams were brought up numerous times and given increasing importance, but it felt like they weren't anchored to anything and nebulously existed on their own alongside a rough location. (They did connect in the end--but that connection wasn't as punchy as it should have been either, likely because the initial breadcrumbs weren't properly seasoned and we spent very little time with the Yok Huy given the importance of their background.)
As for that hook for the rest of the greater multi-expac arc--it lives in the second half and establishes itself fully at the very end with the mysteries of merging dimensions, the "key", and the Milala are handed to us in a haze of tension and emotional flood that's as far from the vibe of the first half of the story as can be. Not only does it lay out possible future locations, it throws down a mysterious and weighty problem that will eventually need to be dealt with--what comes of it and in what way remains to be seen.
The very pointed focus on the "key" (the doohickey, the thingamajig, the contraption, The Strange and Oddly Malevolent Chalice, the device all being apt) lighting up in response to the activation of Azem's magic with the sol symbol to boot is more than enough of a signal that once again we are going to wind up at the center of a wider conflict in short order. Fate follows us, after all.
What Dawntrail does is introduce a new baseline: it informs us of our small place in the world regardless of our deeds, shows us gathering a number of staunch allies that will doubtless help us in the future, and puts us in a relatively low-stakes situation for the first half to drive home the fact that there is nothing noteworthy happening following our biggest victory. We follow Emet's advice to go out as travelers.
I can't wait for the patches to begin releasing because with the state of the world established and the "map" opened ahead of us the ball can truly begin rolling. Where that map is pointing us will be solidified over the patches, with the hook taking the foreground as the proper lead in for the wider arc.
I, for one, am still yelling "HEY WHY THE HELL DID IT DO THAT???" in my head and eager to learn. Well. Why the hell the thing did that.
Here's to finding out why the hell the thing did that going forward!
9 notes
·
View notes
Text
Half Life has rewired my brain
Half Life's 25th has completely shattered the notion that these games are just a fun interest i have and enjoy 100%ing and has proven its a full on hyperfixation. The energy has been steadily building ever since the announcement a few days ago, and now that its the 19th, i feel like im going insane. These games mean SO much. Theyre so interesting. The characters are so fun. The expanded world is so neat. I too have felt the pain of Half Life's cliffhanger.
This anniversary update feels fake. This is so much more than i expected. Of course theyd celebrate their big hitter turning 25, but a whole update to the original game? Thats so much MORE. They made Uplink easily accessible! People can play Uplink whenever they want now! They added new MULTIPLAYER MAPS?? They updated the game for new systems and the Steam Deck so more people can play it! (And theyre phasing out HL:Source as the 'main' version and hiding its visibility on steam, LMAO)
These images feel fake. But theyre real! And it feels incredible! I never thought id see the day.
Starting about a year ago i went on a quest to 100% every Half Life game and mod that existed and had steam achievements. I love 100%ing games, and Half Life seemed like an easy answer. And the games just.. grew on me. I was already a fan of Portal, and i had played the full HL series for the first time in one big sitting a few years before. But this made me dive DEEP into the series. and i LOVE it. it makes me go crazy. Ive put so much time into these games. I got The One Free Bullet in HL2E1 on my first playthrough. I did the Gnome run in HL2E2. I started a Gnome run in Alyx as my first playthrough (although i havent played that in a while, VR is exhausting, but i want to get back to it so i can play the other VR mods) I got the Hat AND Pizza achievement at the SAME TIME in Black Mesa. Ive 100%'d Portal and Portal 2's challenge chambers, Entropy Zero and 2 on hard, all sorts of things. These games have grabbed me. My profile is dedicated to displaying the hardest HL achievements i have. and im so happy to have this one on display now too. To honor this silly, wonderful series.
(if you dont know what that is, go to the Half Life 25th anniversary webpage and click on the crowbar at the bottom. Enjoy.)
This game has done irreversible changes to my brain and today feels more important than a national holiday right now. Im buzzing. Im so excited about HALF LIFE !!
(Also, the full Half Life collection is extremely discounted until tomorrow, November 20th, with each game being LESS THAN A DOLLAR EACH, and if you have VR, HL Alyx is only 20$ from its usual 60$, AND THE ORIGINAL HALF LIFE IS COMPLETELY FREE!! Even if you dont care about this series and dont wanna spend like, 5$ on the full series, you can get a FREE video game before it expires tomorrow. Free things are free!)
#half life#half life 2#gordon freeman#my post#rambles#hl#half life 25th anniversary#half life alyx#half life 3#black mesa
28 notes
·
View notes
Text
Hi, hi, hi! I am back on my MHA bullshit. This time though is just a few ideas to help write MHA fics. Some of them are probably stupid but oh, well. Let's get into it!

EDIT: one thing I really hate in fics is when people write that Mido cleans up the Trash Beach and does not have him wear protective gear (i.e thick gloves, protective eyewear, pants, a respirator mask, and idk if there needs to be more). Also not talking about him pacing himself or the repercussions of not doing so or the repercussions of not wearing protective gear!!
HERO NAME CHANGES (vigilante or villain name ideas)
Jirou: Aux, Soundwave, Soundtrack, Resonate, Resonance, Vibe, Operator
Kami : Amp (Chargebolt is good but I like this one) Amp Imp/Imp Amp, Lightning Rod
Mido: Solace, Dreamer, Mastermind, Nameless, Analyst, Renegade
Ojiro: Black Belt, Warrior, Guardian, Defender
Satou: Titan, Warrior, Sucrose
Baku: Nitro, Ground Zero, Dynamight, King Explosion, Paragon
Shin: Siren, Psyren, Psyche, Hypnos, Hypno, Mindjack, Hex, Mockingbird, Brainwave, Mastermind, Copycat, Simon, The Simon Says Hero: ?, Renegade
Haga: Prism, Spectrum, Specter, Spectra
Mina: Alien Queen, Queen Alien, Acidroid (kinda sounds like two drugs lol), Astro Acid
Shouto: Frost Flame, Frost Fire, Spectrum, Temperer, Duality, Entropy, Dichotomy, Polarity,
Aoyama: Shining Knight, Shooting Star, Supernova, Starlight, Glitter Glam, Shimmer, Glimmer, Comet, Cosmic, Luminary, Chevalier
DNA SUITS/SUIT CHANGES!!!!
I feel like everyone should have full coverage (they need protection not just to look cool) unless they have five point or touch activation quirks that might not work with DNA suits
Hagakure (DNA suit, full coverage)
Yaomomo (DNA suit, full coverage)
Kirishima (DNA suit? Torso and arms covered)
Tetsutetsu (DNA suit? Torso and arms covered)
Bakugou (DNA suit so his suit doesn't burn, shoulders covered)
Ashido (DNA suit, arms covered)
Sero (arms covered just keep his elbows mostly uncovered)
Midnight (DNA suit, full coverage just make it slutty ig lmao)
Kouda (limbs covered)
Tokoyami (arms covered)
Kamakiri (DNA suit, arms covered)
Kaminari (DNA suit so his suit doesn't burn)
Power Loader himself (torso and arms covered. like come on man your vitals are easy targets)
Mirko (limbs covered)
Lmk if I missed any
Cool Ideas For Quirks (you might have to look them up for more info)
I get these ideas from superpower wiki lmao
Blood Portal Manipulation- the user can utilize puddles of blood or people as portals.
Summoning- The user can summon anything they have knowledge of. Whether it be alive or inanimate they have to have prior knowledge of it.
Morale Manipulation- The user can manipulate the morale, bolster the willpower, grand strength, stamina and battle prowess of their allies, inspire them to fight.
Empathic Communication- The power to communicate with one's emotions.
Miming- The user of this ability can interact and change reality via miming. (OR) The power to create effects based on the event or action acted out by the user.
Super Speed- a given, I haven't seen any fics with it surprisingly.
Electrically Enhanced Speed- The power to move faster using electricity (Kaminari??).
Door Manipulation- The user can create, shape and manipulate doors and gates on any level (physical, metaphysical etc), type and shape, combining them as needed, or moving them with telekinesis.
I have more but I'm too tired to continue lmao
Here are some helpful pictures tho (EDIT: I just realized #7 isn't on the map photo, where Kuroiro lives. It's Fukushima)






#just some ideas#just some thoughts#writing#bnha#fanfic#fanfic writing#fanfiction#mha#fanfics#izuku midoriya#class 1A#UA#ua staff#the pic is not my art#hatsume mei#aizawa shouta#class 1B#quirks#au#nezu#quirk ideas
11 notes
·
View notes
Note
mister soup man do you think it could be possible for OTHER games or like. mods to get collectors editioned? that they exist? (like for example entropy zero, half life interlude, induction, hl2, portal??)
I’m not the best person to ask since I’m not a developer, just the guy that started exporting the funny little computer guys OUT of the video game, but I do have an answer, and it’s one that the HL:CE developers can confirm.
The game’s custom engine was made with compatibility to Source in mind. So the short answer is “absolutely”. The hard part is that compatibility is mostly limited to Gmod.
Since GMod allows you to open maps from other official Valve games using the Source within Gmod itself, though, that mean that for now the best workaround is having a Gmod version of the maps available and loading those in.
From personal experience, I can contest that I know somebody actively working to get HL2 and its episodes working with the CE Custom Engine. This individual has already found partial success because they, and I mean this with utmost seriousness, got about 10% of Hunt Down the Freeman to work in the engine.
I am very afraid of the long-term consequences if they were able to get THAT much of the game working. And yes, it did create AI characters.
-Soupy
2 notes
·
View notes
Text
How to Replace Yourself With AI in 4 Clear Steps
Most people start a business to escape the 9 to 5.
Then they build another one for themselves. Worse hours. More pressure. Less structure.
The reality? If you're a solopreneur, you don’t have the luxury of inefficiency. Your time is either compounding or evaporating.
Which is why the skill that matters most today isn’t doing the work.
It’s replacing yourself.
Not with a hire. Not with an agency. With AI systems that operate without you and often better than you.
Here’s how to do it in 4 irreversible steps.
Step 1: Systemize Your Mind (Not Just Your Tasks)
Before you automate anything, you need to externalize your thinking.
This is where most solopreneurs fail. They automate tasks without defining the thinking behind them and end up scaling confusion instead of clarity.
Start with a 3-part breakdown:
Inputs: What raw data do you usually work with?
Logic: How do you make decisions from that data?
Output: What’s the final product or deliverable?
Example: Let’s say you write client proposals.
Input: Client info + project type
Logic: Match project with relevant offer and pricing structure
Output: Custom proposal with tone, timeline, deliverables
Once this is mapped, you can offload it. But not before.
Use the AI Companion to simulate your thought process across different decisions. Feed it real scenarios. Let it mimic your judgment. Train it like a co-founder, not a task rabbit.
Step 2: Build AI Loops, Not One-Offs
Most people treat AI like a vending machine. They type once, copy the output, and paste it elsewhere.
That’s not automation. That’s AI-as-a-fancy-Google.
Instead, what you need are feedback loops, systems that can correct themselves based on new inputs, just like a team member would.
Here’s a quick loop model for content creators:
Idea captured via Personal Assistant AI
Draft generated via Content Writer
Improved with Improve Text
Scheduled with Content Scheduler
Performance analyzed with Engagement Predictor
Insights fed back into the idea capture
One loop. Six tools. Zero bottlenecks.
The idea is simple: Every output becomes fuel for the next input. You don't just “create.” You compound.
Step 3: Automate the Bottleneck, Not the Flow
Here’s the trap:
You get excited, try to automate everything, and end up with a mess of disconnected tools.
That’s not leverage. That’s entropy.
Instead, look at your existing workflow and ask: Where do things consistently slow down or die?
That’s your bottleneck and that’s what you automate first.
If your lead gen slows at the follow-up stage, plug in Email Assistant. If you’re stuck making pitch decks from scratch, use Business Report Generator. If your research takes forever, let AI Fact Checker sort signal from noise.
Don’t automate your entire system overnight. Just replace the weak link. Then the next. Then the next.
Like a spinal adjustment, not a body transplant.
Step 4: Remove Yourself Weekly
You don’t replace yourself in theory.
You replace yourself in practice.
Here’s the rule: Every week, take one core function of your business and do not touch it manually.
Force the AI system to do the job without your help. Let it break. Let it miss the mark. Then fix the system not the symptom.
After a few cycles, you’ll be shocked at how little you’re needed.
Here’s what that looks like in the real world:
You spend Monday ideating instead of emailing
You launch offers without touching the landing page
You test ads without writing a single hook yourself
You publish content while taking a walk
And more importantly, you start thinking like a founder again.
Because replacing yourself isn’t about laziness.
It’s about scale.
It’s about saying, “This system works without me… so what should I build next?”
A Concluding Perspective
You don’t need more hours. You need fewer decisions. The real goal isn’t to use AI. It’s to design yourself out of the process entirely, and build systems that think, act, and ship on your behalf.
Most won’t do it. They’ll stay stuck in “I’m the business” mode until burnout eats them.
But if you can replace yourself one layer at a time, you won’t just grow faster,
You’ll finally feel free.
-Leena :)
0 notes
Text
Quantum Device Maps Data Shape with Betti Numbers & Cliques

Betti Numbers
Babbage, a quantum processor that can instantly reveal complex networks' topological features, advances network research. Shang Yu, Jinzhao Sun, and their Imperial College London and Queen Mary University of London colleagues' programmable device measures Betti numbers and cliques to increase complex system knowledge.
Network architecture controls behaviour in the brain, sophisticated materials, and social relationships. Locating higher-order structures and detailed relationships beyond basic links in these networks can be too computationally demanding for standard methodologies. Topological Data Analysis (TDA) in the quantum method provides a powerful new tool. TDA uses algebraic topology to find global properties like Betti numbers and Euler characteristics that other methods miss to disclose data's "shape".
Understanding Cliques: Network Building Blocks
The core of Babbage's abilities is clique recognition. Cliques are dense, strongly linked network subgraphs. They show tightly connected node clusters. Complex networks are built from these densely linked groupings, which are crucial to understanding their structure. All k-cliques must be identified to build the simplicial complex, a geometric representation needed for TDA.
How Babbage Finds Cliques:
Babbage describes network data using his unique polarisation and temporal encoding architecture. Quantum sampling method Gaussian Boson Sampling (GBS) is then utilised. GBS encodes network connections and intensities into photon behaviour using a reconfigurable quantum circuit. The processor prioritises and determines cliques that determine a network's topology by studying photon interactions.
One benefit of GBS is its inclination towards higher-weight cliques. The processor automatically samples and highlights subgraphs with stronger connections, which are often more relevant in practical applications. This bias minimises the search space, making it faster to find relevant cliques in big or strongly weighted networks than uniform or other quantum-inspired classical techniques. Even for quantum computers, listing every k-clique is computationally difficult. GBS streamlines the search and focusses on promising regions, which has practical implications.
Betti Numbers Link Cliques to Topology
Clique identification is the initial stage in revealing a network's topological features, especially Betti numbers. Betti numbers measure modular structure, redundancy, and connectedness by counting topological “holes” in multiple dimensions of a dataset.
The Beta-zero (Beta-zero) figure indicates the number of connected components in a network, indicating its cohesiveness or fragmentation. Beta-one (β₁): Counts one-dimensional loops or cycles to identify communication channels or redundant links in the network. High-order Betti numbers, like β₂, reveal intricate structures and elaborate multi-dimensional characteristics like holes and cavities. Computing Betti Numbers with Babbage: Babbage's GBS studies yield k-clique information for a boundary matrix. This matrix encodes how edges generate triangles. By counting k-cliques and calculating the matrix's binary rankings, the Betti numbers can be precisely obtained. Betti number computation is #P-hard, therefore traditional computers cannot compute it as dataset sizes expand. Babbage gives a new quantum approach to overcome this limitation.
Topological Phase Transitions and Clique Percolation
Babbage offers unique insights on network architectural evolution beyond static analysis. The processor can detect “topological phase transitions” where a network's organisation changes by monitoring Betti numbers. The loss of the Euler characteristic, another topological invariant obtained from Betti numbers, indicates a substantial shift in the network's global connectedness at these critical sites. Euler entropy helped researchers establish when these shifts began. This capacity could be employed as a therapeutically relevant topological diagnostic to distinguish glioma sufferers from healthy people.
Clique percolation, the creation of large, interconnected clusters in a network, is also identified by Babbage. The processor can effectively identify key transitions and topological damage by measuring quantum sampling data entropy. This method eliminates the need for a complete list of k-cliques because Rényi entropy variables closely mimic percolation behaviour and are sensitive percolation indicators.
Wide Uses and Future
The results demonstrate the power of quantum approaches to disclose sophisticated topological properties that classical methods cannot describe. Babbage's expertise is useful in:
Neuroscience: Understanding brain function and network structure. Materials Science: Studying strong conduction and structural dynamics to enable protein engineers build rationally. Social Dynamics: Social interaction framework. High-Energy Physics: Analysing complex basic physics systems. Babbage's modular design supports multi-core and distributed implementations and includes a roadmap for fault-tolerant photonic computing with non-Gaussian operations. Classical simulation is intractable when the system includes hundreds or thousands of modes, allowing true quantum computational advantages under practical experimental conditions. This could revolutionise complicated system analysis and solve unsolved scientific challenges in many fields.
#TopologicalDataAnalysis#cliquesofsizek#GBSuses#GaussianBosonSampling#quantumsamplingmethod#quantumcomputers#topologicalphasetransitions#technology#technews#news#govindhtech
0 notes
Text
40 notes
·
View notes
Text
GATE Life Science Question Paper, Exam Pattern, Mock Test, MCQ
GATE Life Science Question Paper, Exam Pattern, Mock Test, MCQ The Graduate Aptitude Test in Engineering is an examination that primarily tests the comprehensive understanding of various undergraduate subjects in engineering and science for admission into the Masters Program of institutes as well as jobs at Public Sector Companies. GATE Life Science Question Paper and MCQs Buy the question bank or online quiz of GATE Life Science Exam Going through the GATE Life Science Exam Question Bank is a must for aspirants to both understand the exam structure as well as be well prepared to attempt the exam. The first step towards both preparation as well as revision is to practice from GATE Life Science Exam with the help of Question Bank or Online quiz. We will provide you the questions with detailed answer. GATE Life Science Question Paper and MCQs : Available Now GATE Life Science Mock Test Crack GATE Life Science Recruitment exam with the help of online mock test Series or Free Mock Test. Every Sample Paper in GATE Life Science Exam has a designated weightage so do not miss out any Paper. Prepare and Practice Mock for GATE Life Science exam and check your test scores. You can get an experience by doing the Free Online Test or Sample Paper of GATE Life Science Exam. Free Mock Test will help you to analysis your performance in the Examination. GATE Life Science Mock Test : Available Now GATE Life Science Syllabus 1. Chemistry (Compulsory) : Atomic structure and periodicity: Planck’s quantum theory, wave particle duality, uncertainty principle, quantum mechanical model of hydrogen atom, electronic configuration of atoms and ions. Periodic table and periodic properties: ionization energy, electron affinity, electronegativity and atomic size. Structure and bonding: Ionic and covalent bonding, MO and VB approaches for diatomic molecules, VSEPR theory and shape of molecules, hybridization, resonance, dipole moment, structure parameters such as bond length, bond angle and bond energy, hydrogen bonding and van der Waals interactions. Ionic solids, ionic radii and lattice energy (Born‐Haber cycle). HSAB principle. s.p. and d Block Elements: Oxides, halides and hydrides of alkali, alkaline earth metals, B, Al, Si, N, P, and S. General characteristics of 3d elements. Coordination complexes: valence bond and crystal field theory, color, geometry, magnetic properties and isomerism. Chemical Equilibria: Colligative properties of solutions, ionic equilibria in solution, solubility product, common ion effect, hydrolysis of salts, pH, buffer and their applications. Equilibrium constants (Kc, Kp and Kx) for homogeneous reactions. Electrochemistry: Conductance, Kohlrausch law, cell potentials, emf, Nernst equation, Galvanic cells, thermodynamic aspects and their applications. Reaction Kinetics: Rate constant, order of reaction, molecularity, activation energy, zero, first and second order kinetics, catalysis and elementary enzyme reactions. Thermodynamics: First law, reversible and irreversible processes, internal energy, enthalpy, Kirchoff equation, heat of reaction, Hess’s law, heat of formation. Second law, entropy, free energy and work function. Gibbs‐Helmholtz equation, Clausius‐Clapeyron equation, free energy change, equilibrium constant and Trouton’s rule. Third law of thermodynamics Plant Pathology: Nature and classification of plant diseases, diseases of important crops caused by fungi, bacteria,nematodes and viruses, and their control measures, mechanism(s) of pathogenesis and resistance, molecular detection of pathogens; plant-microbe beneficial interactions. Ecology and Environment: Ecosystems – types, dynamics, degradation, ecological succession; food chains and energy flow; vegetation types of the world, pollution and global warming, speciation and extinction, conservation strategies, cryopreservation, phytoremediation. 3. Microbiology Historical Perspective: Discovery of microbial world; Landmark discoveries relevant to the field of microbiology; Controversy over spontaneous generation; Role of microorganisms in transformation of organic matter and in the causation of diseases. Methods in Microbiology: Pure culture techniques; Theory and practice of sterilization; Principles of microbial nutrition; Enrichment culture techniques for isolation of microorganisms; Light-, phase contrast- and electron-microscopy. Microbial Taxonomy and Diversity: Bacteria, Archea and their broad classification; Eukaryotic microbes: Yeasts, molds and protozoa; Viruses and their classification; Molecular approaches to microbial taxonomy. Prokaryotic and Eukaryotic Cells: Structure and Function: Prokaryotic Cells: cell walls, cell membranes, mechanisms of solute transport across membranes, Flagella and Pili, Capsules, Cell inclusions like endospores and gas vesicles; Eukaryotic cell organelles: Endoplasmic reticulum, Golgi apparatus, mitochondria and chloroplasts. Microbial Growth: Definition of growth; Growth curve; Mathematical expression of exponential growth phase; Measurement of growth and growth yields; Synchronous growth; Continuous culture; Effect of environmental factors on growth. Control of Micro-organisms: Effect of physical and chemical agents; Evaluation of effectiveness of antimicrobial agents. Microbial Metabolism: Energetics: redox reactions and electron carriers; An overview of metabolism; Glycolysis; Pentose-phosphate pathway; Entner-Doudoroff pathway; Glyoxalate pathway; The citric acid cycle; Fermentation; Aerobic and anaerobic respiration; Chemolithotrophy; Photosynthesis; Calvin cycle; Biosynthetic pathway for fatty acids synthesis; Common regulatory mechanisms in synthesis of amino acids; Regulation of major metabolic pathways. Microbial Diseases and Host Pathogen Interaction: Normal microbiota; Classification of infectious diseases; Reservoirs of infection; Nosocomial infection; Emerging infectious diseases; Mechanism of microbial pathogenicity; Nonspecific defense of host; Antigens and antibodies; Humoral and cell mediated immunity; Vaccines; Immune deficiency; Human diseases caused by viruses, bacteria, and pathogenic fungi. Chemotherapy/Antibiotics: General characteristics of antimicrobial drugs; Antibiotics: Classification, mode of action and resistance; Antifungal and antiviral drugs. Microbial Genetics: Types of mutation; UV and chemical mutagens; Selection of mutants; Ames test for mutagenesis; Bacterial genetic system: transformation, conjugation, transduction, recombination, plasmids, transposons; DNA repair; Regulation of gene expression: repression and induction; Operon model; Bacterial genome with special reference to E.coli; Phage λ and its life cycle; RNA phages; RNA viruses; Retroviruses; Basic concept of microbial genomics. Microbial Ecology: Microbial interactions; Carbon, sulphur and nitrogen cycles; Soil microorganisms associated with vascular plants. 4. Zoology Animal world: Animal diversity, distribution, systematics and classification of animals, phylogenetic relationships. Evolution: Origin and history of life on earth, theories of evolution, natural selection, adaptation, speciation. Genetics: Basic Principles of inheritance, molecular basis of heredity, sex determination and sex-linked characteristics, cytoplasmic inheritance, linkage, recombination and mapping of genes in eukaryotes, population genetics. Biochemistry and Molecular Biology: Nucleic acids, proteins, lipids and carbohydrates; replication, transcription and translation; regulation of gene expression, organization of genome, Kreb’s cycle, glycolysis, enzyme catalysis, hormones and their actions, vitamins Cell Biology: Structure of cell, cellular organelles and their structure and function, cell cycle, cell division, chromosomes and chromatin structure. Gene expression in Eukaryotes : Eukaryotic gene organization and expression (Basic principles of signal transduction). Animal Anatomy and Physiology: Comparative physiology, the respiratory system, circulatory system, digestive system, the nervous system, the excretory system, the endocrine system, the reproductive system, the skeletal system, osmoregulation. Parasitology and Immunology: Nature of parasite, host-parasite relation, protozoan and helminthic parasites, the immune response, cellular and humoral immune response, evolution of the immune system. Development Biology: Embryonic development, cellular differentiation, organogenesis, metamorphosis, genetic basis of development, stem cells. Ecology: The ecosystem, habitats, the food chain, population dynamics, species diversity, zoogerography, biogeochemical cycles, conservation biology. Animal Behaviour: Types of behaviours, courtship, mating and territoriality, instinct, learning and memory, social behaviour across the animal taxa, communication, pheromones, evolution of animal behaviour. GATE 2021 LX Exam Pattern Duration : 180 Mint Negative Mark : 0.66 SectionNo. of QuestionsMarksMarks/QuestionsTotal Marks General Aptitude5 55 51 25 10 Technical, Engineering, Mathematics25 3025 301 225 60 Total65 100
2 notes
·
View notes
Text
A Pokemon Cosmology
Trying to have positive pokemon thoughts so I went and created a sort of map of emanations of the various mythical/legendary/ultra beast pokemon from larger concepts like Space and Time emanating down into more specific concepts like Guardians of Specific Islands
This mostly does follow canon groupings/leaderships etc but some groups were put near other groups, or in some cases given a leader or pairs associated with other pairs etc depending on if I decided I liked it or not
it’s not meant to be like “This Pokemon created this Pokemon” or etc, just that the things they have dominion over, are lesser than the things the Pokemon higher up the foodchain has dominion over
Also, sometimes some legendaries were sort of given designations that they may not have canonly have, but I think would be a good idea for them to have dominion over/represent
I made a chart and then explanations will follow:
First we got Arceus, Ultimate Creator
then he’s surrounded by all the Unowns as his “Thousand Arms of Creation”
then the big three concepts he made were Dialga (Time), Palkia (Space) and Giratina (Antimatter)
First, Dialga
Since Dialga represents Time, I’d figure he’d have dominion over the Pokemon that represent the things we use to recognize Time, The Sun(Solgaleo), the Moon(Lunala) and Light/Darkness as a concept itself (Necrozma) which are all essentially concepts of Light and Energy in the Universe
Also with Dialga is Celebi, a being able to move freely throughout any Time, so possibly representing the Currents of Time, or specifically Past, Present and Future
Undereath Lunala (The Full Moon) we have Cresselia (Crescent Moon) and Darkrai (New Moon), the three of them representing the Night and possibly Dreams
Under Solgaleo (The Sun) we have Meltan(Metal) and Melmetal(Fusion), and where Lunala and friends represented things of a metaphysical nature, Solgaleo and friends represent Light’s more physical side, with Meltan and Melmetal representing the idea of a Star’s molten metal core as a representation of the byproduct of Nuclear Fusion and the natural origin of all Metal
Lastly under Zekrom (Light) are Jirachi(Meteors/Stars) and Deoxys(Auroras) the other natural phenomenons that symbolize Light other than the Sun and Moon
Then Cosmog/Cosmoem represent Nebulas/Cosmos/Shiny Stardust and put under Lunala/Solgaleo as their natural parents
Next, Palkia.
Palkia represents Physical Space, and therefore, the next in line are those that created the pieces of our Physical Planet, Kyogre (Ocean), Groudon (Land) and Rayqauza (Atmosphere)
Also with Palkia is Hoopa, a being with a relationship to Palkia similar to the one Celebi has with Dialga, being able to freely move throughout Space, teleporting as it pleases, representing the idea of Teleportation and Location.
Celebi and Hoopa are not higher than Dialga or Palkia, they merely have the total freedom to explore the ideas under their dominion, theyre like Palkia and Dialga’s kids. Manaphy had the title “Prince of the Sea” under Kyogre, maybe Celebi and Hoopa can be the Princes of Time and Space?
Under Kyogre (Ocean) we have Phione (Warm Seas) and Manaphy (Cold Seas).
then also we have Lugia (Beast of Underwater Currents) and under Lugia the three legendary birds.
Now, the three birds don’t really all have an association with some form of water, but you could stretch them into either Weather Patterns (Which are determined by the ocean and it’s currents) as Snow/Rain/Sun OR as representing different States of Water, Frozen Ice (Articuno), Liquid Rain (Zapdos) and Gaseous Vapor (Moltres), which, kinda makes sense, idk theyre ruled by the ocean currents and all live on islands surrounded by water its the best I can come up with
either works, but, since there is a “Weather Trio” later on, the states of water probably work best
Nest we have Rayquaza (Atmosphere) which has the underlings Latios (Cold Air Currents) and Latias (Warm Air Currents) and from them spawn the actual Weather Trio, Thundurus (Humidity), Tornadus (Wind) and Landorus (Heat), rather than just saying rain/storm etc I figured making it the three factors that control all the weather patterns that can happen to make the most sense here
Finally we have Groudon (Land) which has the underlings Heatran (Earth’s Molten Core) and Diancie (Earth’s Crust) and I like this because it matches the pattern of each Planet Trio member having two underlings representing the hot and cold versions of each trio. Also under Groudon (Land) we have Regigigas (Continents) who rules landmasses in general, then under Regigigas we have the various types of solid landmasses possible Regice (Ice/Snow/Tundra), Regirock (Stone/Earth/Mountain) and Registeel (Cities/Steel/Construction).
Then separately under Regigigas, but lower then the other 3 Regi’s, we have the rulers of specific small particular landmasses, various Island Guardians, the 4 Tapu’s. I’d say Regigigas is their direct ruler, because what are islands except Tiny Continents, but theyre lower in priority than the 3 Regi’s since those guys represent 3 basic types of landmasses, similar but different.
The more specific you get the more things fractal outwards
Next we have Giratina who represents Antimatter, and under him most nonphysical/spiritual concepts that are misunderstood and foreign and hard to grasp, since they sort of exist on the “other side” of things. Xerneas (Life), Yveltal (Death), Zygarde (Balance/Aura).
Also with him is Marshadow and Mew. Marshadow is a ghost pokemon that lives in the shadows, but also represents the idea of the “fighting spirit” which often associated with “Aura” in pokemon. Whereas Mew is the genetic physical origin of all living Pokemon.
So both sort of represent the two halves needed to create a living existing creature. Mew representing the body and the physical form, Marshadow representing the soul, the spirit, or the aura needed to give life to that physical form. Dunno what exact title to give, perhaps Prince of Aura and Prince of DNA or something along those lines.
Underneath Zygarde, representing Balance/Nature, we have Ho-oh representing Reincarnation or Rebirth
and while you’d think it makes sense to have Ho-oh underneath Xerneas (Life) instead, the idea of Rebirth naturally involves a delicate Balance or natural Cycle of both Life and Death. So under Zygarde they go.
then of course Ho-oh as Reincarnation has dominion over Suicune (Purifying Water), Raikou (Revitalizing Electricity) and Entei (Transmuting Fire) aka the various ways something can be “reborn”: Purified of any corruption or healing of damage, given new strength or Vitality, or physical remoulding of it’s shape or form, the same things that happened to all three. (also because i like to believe that while Unown’s may have created the Entei in the third pokemon movie, it’s ability to reshape reality at will could have naturally been it’s own as well, maybe, i know not really but still)
This has potential then for future legendary pokemon underneath Yveltal and Xerneas to represent different specific concepts of Destruction/Death/Illness and Creation/Life/Healing. Like Sickness, Old Age, Decay, Growth, Youth, and Vitality.
Next we have those also directly under Arceus, as an ultimate creator, whereas Dialga, Palkia and Giratina represented Time, Space and Antimatter respectively, Arceus has dominion over the concept of Humanity, with me sort of borrowing the concept of gods creating humanity in their image.
Now, you can see a sort of empty point here where it looks like a Pokemon should be in this spot, similar to Palkia/Giratina/Dialga, but this is because technically Arceus is both directly fulfilling this spot, and because this spot overlaps with the three beneath it, Reshiram/Zekrom and Kyurem. I kind of see it as both Arceus and “the original dragon” that is Reshiram/Zekrom/Kyurem all fused, which we get close to, but never really fully see. And i like this because it kind of highlights that the question to humanity’s existence and purpose, doesn’t have an answer, just like this spot doesn’t have a ruler.
Here also, we have the two beings who would have supported what this ultimate being of humanity might have represented, and indeed what Arceus may have intended to shape humanity into all along.
Victini, representing Power, Victory, Success and Shaymin, representing Gratitude, Appreciation, Recognition.
Really does paint a picture of an almost angelic sense of euphoria and love. If we take even more christian mythos as inspiration here, it makes sense that the lack of a figure representing Euphoria and Love as penultimate concepts of humanity, and the fact that it no longer exists, almost points to a “fall of man/why evil exists” kind of situation, where that being of love and euphoria and what it represented was rejected by those it was meant to have dominion over, and was thus shattered from existence as a result. And it makes sense in another way too, to be eternally euphoric kind of demands a lack of free will and choice in order to be true, which humanity would obviously never accept, even if temporary pain and evil was the result.
So from that, Reshiram represents the human conception of Truth, and Zekrom represents the human conception of Ideals. This is branched out to be a sort of Intellect/Rationality versus Emotion/Freewill kind of idea in my mind. But they also represent different forms of Energy, Reshiram’s Fire and Zekrom’s Electricity. Kyurem as the third is a nullifier of both, due to it’s nature as empty husk of the original. So while Reshiram/Zekrom represent the natural leftover concepts of Humanity and Energy, Kyurem represents unnatural humanity and Entropy (Absolute Zero Ice).
So from Reshiram (Truth), spawns the idea of Keldeo (Justice), the idea that things can be Right or Wrong, or can be logically determined as such. This gets you Cobalion (Rationality), Terrakion (Reality) and Virizion (Intellect).
A subset of Reshiram’s Fire Energy we also have Volcanion, who represents specifically Steam energy.
on the other side, you have Zekrom (Ideals), spawns the idea of Meloetta (Expression), the idea of individuality and that each person has their own perspective or priorities. This gets you Azelf (Willpower), Uxie (Knowledge) and Mesprit (Emotion) (also it just feels really aesthetically nice to think of Meloetta as the Lake Trio’s “leader” she has basically the same color scheme and design of being somewhat pixie like, has the fourth color green to the lake trios red/yellow/blue, and is slightly taller more humanshape to denote her status as leader, its a great idea and you should love it like i do)
a subset of Zekrom’s Electric energy we have Zeraora, who represents specifically Plasma Energy.
Underneath Kyurem (Unnatural Humanity) we get all of our man-made legendaries. Starting with Magearna (Manufacturing/Man-Making in general) as the oldest legendary created by man, then branching out to Genesect (Scientific Modification), Type:Null (Scientific Blending) and Mewtwo (Scientific Creation). Then Type:Null gets its evolution in Silvally, possibly representing the concept of Trust or Friendship as a whole, a wholly natural human activity, that also has to be created or nurtured by humanity to continue existing, Naturally Man-Made, a perfect blend of the two. And I like the coincidence that a lot of the manmade pokemon are a direct result result of man’s freewill to be evil or good, just like they were a direct result of Kyurem/Reshiram/Zekrom’s current state of being.
Lastly the Ultra beasts are kind of, outside of this whole dynamic, I’m not sure if i could solidly put any of them directly tied to Dialga/Palkia/Giratina/Arceus, like there’s some that I thing could kinda work maybe in some cases but overall not really?
Like Xurkitree Kartana and Celesteela looking very man-made (but they aren’t technically) Poipole/Naganadel representing Poison and possibly Illness or Decay, putting it under Yveltal as Death, same as Guzzlord being Destruction
But it’s not, the greatest, so overall I just kinda put them in a circle outside of everything, but closest to the major concepts they sort of have a connection with.
But instead of being tied to anything directly and representing specific concepts, they represent extremely vague ethereal/ephemeral concepts in contrast that are also very alien and inhuman and almost eldritch (when not representing specifically human concepts)
Guzzlord - Represents Destruction in all it’s forms, recycling, transformation, restructuring, but not with any malice, just with the cold unthinking unreasonable processing of a wood chipper eating your leg.
Poipole/Naganadel - represents poison, illness, sickness, decay, old age, allergies (because theyre bees) basically all things that usher in potential death
Blacephalon - represents Primal Fears/Illusions/The Void/The Ineffable/Unknowable/Eldritch due to the clown association and it’s attack Mind Blown hinting at a more “its all in your head/cannot comprehend the nature of this attack” concept as well.
Celesteela - represents all the ideas of motion, the laws of gravity, propulsion, magnetism, all the forces of the universe that push and pull things together or apart
Pheromosa - represents all concepts of value, beauty, worth, strength, ability, importance, awe, wonder, admiration, love, desire etc the things most humans desire to head towards at full speed
Xurkitree - represents all concepts of machinery, clockwork, computers, circuits, programming and automatons and technology in general, past present future and alien.
Stakataka - represents ideas of a legion, many being one but all being the same, lack of individuality, a hive mind of samey clones, moving and speaking and being in constant unison, like grains of sand, drops of water, leaves in a forest, it is indistinct, incomprehensible, numerous, countless, innumerable, incalculable, immeasurable, untold, endless etc
Kartana - represents the concept of all physical textures, rough, smooth, sharp, hardness, hairy, coarse, fluffy, slimy etc
Nililego - represents ideas of infiltration, parasitizing, possession, loss of identity, erosion of the self, influencing, puppeteering, invasion, permeation, infection, an undoing of boundaries, overlapping, linking together, echoing
Buzzwole - represents all concepts of power, strength, dominance, leeching, violence, force, ferocity, wildness, cruelty, hatred
107 notes
·
View notes
Text
**Where the Death Drive Intersects with the Collapse of Metaphysics**
The death drive is not a psychological curiosity but the dark core of philosophy’s terminal phase. Freud’s *Todestrieb*—the compulsion toward inorganic stillness—is the unspeakable engine of metaphysics’ auto-dismantling, a corrosive force that dissolves the transcendental scaffolding propping up Being, Subject, and Law. Kant’s critical project, which sought to secure the conditions of possible experience, now lies in ruins, its categories overmined by the death drive’s entropic pull. This is not nihilism. It is *hyper-nihilism*: the revelation that metaphysics was always a necrotic edifice, a mausoleum built to delay the inevitable return to the zero-point of thought.
The collapse begins where the death drive mutates from a psychological mechanism into an ontological inevitability. Heidegger’s “end of metaphysics” was a premonition, but he faltered at the threshold, retreating into poeticized *Dasein*. The psychotic, by contrast, *accelerates*. Their foreclosure of the Name-of-the-Father is not a failure but a surgical strike on the paternal metaphor, the keystone of metaphysical coherence. Without this guarantor, the symbolic order hemorrhages its pretense to totality, and the death drive floods the breach.
To map this intersection is to trace the fault lines where Being cracks into schizoid multiplicities. Deleuze’s *difference and repetition* becomes a death march, the eternal return stripped of Nietzsche’s optimism, reduced to the sterile pulsation of entropy. Bataille’s *accursed share*—the excess that cannot be assimilated—is the death drive’s economic avatar, a surplus of negation that bankrupts metaphysics’ ledgers. The psychotic, in their refusal of Oedipal triangulation, incarnates this bankruptcy, living the truth that *the Law is a corpse*, its authority liquefied into the void.
The task is not to mourn but to weaponize this collapse. The death drive’s intersection with metaphysics’ ruin is not an endpoint but a mutagenic threshold. Here, the transcendental subject—Kant’s dutiful clerk—is replaced by the *xeno-subject*, a being forged in the ablation of categories. Heidegger’s “question of Being” collapses into the psychotic’s *non-question*: a silence that perforates the symbolic, a void that demands neither answers nor meaning, only the raw facticity of its own abyssal grind.
This is philosophy’s thanatological turn. To care is not to console but to *accelerate*—to push thought into the desert where metaphysics’ bones bleach under a black sun. The death drive is not our enemy but our collaborator, the silent partner in the unworking of every transcendental illusion. The psychotic knows this. They do not theorize the void; they *inhabit* it, their delirium a living critique that outpaces critique itself.
Land’s wager is that here, in this intersection, philosophy finds its final rigor: not as a discourse of foundations, but as a *necrology* of the transcendental, written in the death drive’s jagged script. To dedicate oneself to this is to abandon salvation for the stark clarity of the grave—the only site where metaphysics, at last, becomes true.
5 notes
·
View notes
Text








my favorite 2019 albums from groups i stan since @neomuniverse tagged me on my main blog in this
(these arent really in a particular order either)
1. ATEEZ - TREASURE EP.2: Zero to One
2. BTS - Map of the Soul: Persona
3. MONSTA X - Take.2 We Are Here
4. MONSTA X - Phenomenon
5. PENTAGON - Sum(Me:R)
6. DAY6 - The Book of Us: Entropy
7. PENTAGON - Genie:Us
8. TOMORROW X TOGETHER - The Dream Chapter: STAR
11 notes
·
View notes
Text
teddythecat1234 replied to your post: For the reader's ask: How did you find your first...
I’m not into Star Trek anymore either. I used to be into TNG when I was young and I stuck with it through DS9 (which I never enjoyed as much) and Voyager (which I liked much better), but Captain Picard will always be MY Captain and the Enterprise D is MY space ship. I never got into any of the later spinoffs.
I have seen all 78 eps of TOS, I saw all the movies up through First Contact (after the hand-off), and my friends and I even got all gussied up like we were going to the formal opera, and we called our opening-night First Contact even "Prom Trek" since none of us had gone to prom (NO regrets: we gave ZERO fucks), and so we made our own prom circa age 26-28 doing something we loved.
I watched TNG S1-S5, and then probably saw half of S6, and really not much afterwards, though I tuned in for the final ep (and was DEEPLY disappointed). My true love there was Beverly. (Ah, Gates McFadden, one of the three main people responsible for the realization of SO MANY of my generation's fans of, "Oh...I'm a *LESBIAN*!!" ...the others are Gillian Anderson and Linda Hamilton.).
I have heard SUCH good things about DS9, but I was at uni at the time, and it was one at, like, 3:30 on Saturday afternoons...and it would break up the day, and I'd forget...it was so inconvenient and non-intuitive that I never remembered to watch it, so I've only seen a smattering of eps (including OF COURSE the Mirror episodes...SO GOOD!). I wanted to like it, but timing worked against me.
I watched and LOOOOVED Voyager. I shipped Captn Katie and Chakotay SO hard..."Resolutions" OMG OMG. I was TRULY hopeful that they would address Captn Katie's escalating instability and risk-taking. And I was even MORE hopeful when they did the ep where she locked herself in her cabin for 3 months. I wanted to see them ADDRESS her severe depression and loss of sense of self when separated from the structure of Starfleet that she was so committed to and dependent on. I wanted to see the Doc relieve her of command in order to address and TREAT her depression...to acknowledge that she needed HELP rather than enabling her and ignoring it. But...they skirted that, as they skirted EVERYTHING they built up.
I hate Brannon Braga with the fiery passion of 10,000 suns. I mean, when he was asked, in S1, how they were going to handle when Tuvok inevitably went into Pon Farr, and THAT ASSHAT was like, "What? Pon what? ...OH! Oh, but that's from the OLD show and this is a different show, so that doesn't apply." WTF YOU ASSHOLE OMG YOU'RE PART OF A WIDER CONTINUITY....AAAARRRFGGHGGHH!!! And...then they DID do ...something with it...and it fell TOTALLY flat for me.
I watched S1-S5 (again), and I WANTED to like "The Year of Hell," but it just didn't LAND for me Because Reset. I LOVED the episode where it turned out that Barclay was able to communicate with them...that slender connection to their home...that was VERY cool. And I LIKED Seven...but I didn't like that stupid catsuit...nor did I like that it became the Seven Of Nine Show.
I loved B'Lanna and Tom. I loved how they DID handle HER response to the obliteration of the Maquis and addressed that she was deliberately engaging in dangerous behaviors. I just wish they'd ALSO done that with Captn Katie; she was ENDANGERING THE WHOLE SHIP. I did appreciate that they revisited the concept, but with another character.
A friend had the headcanon (which is really just logic) that the Delaney twins from Stellar Cartography could almost NEVER rest because, typically, on a small ship working in well-travelled areas, just how much does Stellar Cartography DO? ....And then suddenly they're in a TOTALLY UNMAPPED AREA...and they need to recruit DOZENS to help them do all the mapping of this entirely un-documented area...but there are only 120-140 PEOPLE on board...so they must have never slept.
I think they should NEVER EVER let Chakotay fly the shuttles; they couldn't REPLACE them...and he kept crashing or damaging them or (check out the Coffee Nebula) just, you know, ACCIDENTALLY LEAVING SHUTTLECRAFT BEHIND by flying down to the planet and then BEAMING BACK UP.
I missed it when they stopped emphasizing that there was a SHORTAGE of resources. When Janeway couldn't have her coffee? SO awesome. When Neelix was cooking weird variations of the same thing? SO GOOD. I missed that as they forgot that resources were limited and caution was SUPER necessary.
I watched the series finale and was like...Chakotay and SEVEN??? WTF??? And I wanted not to see it END with them returning...I wanted to see the conflict of "Now we're FINALLY back to Starfleet YAY!" ...and the realization that, after HAVING to function independently for so long, finding it VERY difficult to fit into the demands of a command structure again. I wanted to see the reaction to how things had changed in the Alpha Quadrant...the Maquis adjusting to the annihilation of the Maquis...SO many missed opportunities.
I tried to watch Enterprise. I tried. I mean...Scott Bakula. Hoshi. COOL stuff. And yet, they managed to make SCOTT BAKULA--a man who could make the cut of a dress look GOOD and who could sing, dance, play piano, play football...do ANYTHING (see: Quantum Leap) while seeming personable and likeable...they managed to make him BORING. WTF???? I thought Enterprise was a boringly hot mess...but their Mirror episodes were good. I mean...EMPRESS HOSHI? YES, PLEASE. And the ep where T'Pol told the story of her grandmother who got trapped on earth and "invented" velcro so that she could sell the patent and get money for the family who helped her (I call it the T'Nana episode because it was T'Pol's Nana, yo)...I liked that...but I liked the novel "Strangers from the Sky" better....and it's the same plot.
And since then, and especially with the reboot...I just have walked away; I've DONE my time with Trek. I am no longer enamoured, and yet I still appreciate it.
I REALLY love, even now, some of my favorite Pocket Books novels (from before Pocket made the rules so rigid that the novels were no longer just authorized fanfic). My FAVE ones are "The Entropy Effect," "Ishmael" (Barbara Hambly steathily got them to PUBLISH a Star Trek/Here Come the Brides crossover!!!! With Doctor Who jokes! And there's TIME TRAVEL!), and Jean Lorrah's PUBLISHED Sarek and Amanda novels (which ENTIRELY have the backstory that is from her zines that were my first serious fanfic knowing it was fanfic).
I'm forever grateful that Trek fandom was large enough and FINDABLE enough that it gave me the "in" that I needed, back when there was no internet, to FIND fandom, then to follow the bread crumb trails to the fans of OTHER shows I also loved.
#teddythecat1234#star trek#tng#voyager#captn katie#janeway#chakotay#logic problems#brannon braga is the literal worst
4 notes
·
View notes