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Featured Download of the Week
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Moderators: Tnlgg, Garcy, sniper_m4, VET, eviltimes
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VET
Thu Jun 04 2009, 12:33AM

Registered Member #6
Joined: Mon May 25 2009, 08:36PM
Posts: 378
LAST EDITED 06SEP2010



When this site opened there was very little information on maps/MODS, beyond the mappers' own descriptions. Until such time as comments appeared for each map in the 'Downloads" section, this "Featured Downloads" topic filled the void.

GUIDELINES FOR THIS TOPIC


> Everyone is most welcome to contribute a review.
> Write your review in your own individual way. There is no template or recommended style.
> If you find that your post has been edited, it is because I have made the formatting of the title consistent with the rest of the thread.
> To posters providing additional information, your comments or further hints for a map are gratefully included in the original review and credited there. The aim of this thread is to make each "Featured Download" as comprehensive as possible.
> Spoilers, walkthroughs, cheats, fixes, unique or special features, bio notes on mappers, etc.etc. are all welcome here.
> *SPOILERS* should come with a warning, or better yet, make the text colour match the page colour.
The color code for brown is #272727.
> Featured Reviews can be posted at any time, not just weekly.




Featured so far...
01. Nightfall Invasion
02. Subterfuge
03. Project X44 MOD
04. The End
05. RLL Longshot
06. RLL Ultimate
07. Devil's Coast
08. Contest Island Invasion v2.2.0.0
09. Airfield
10. Half Robots MOD DEMO
11. Cryassault sp v0.9 and mpv2.0
12. Clivey's Map/MOD Loader (FCML) v3 .
13. Madman by Sandhesten
14. Atoll by ret1cent
15. Cleaning of Islands by TOR
16. ApocalypseThen1 ( at1 )
17. The Days After Part 1 (FHG01)
18. The Days After Part 2 (FHG 02)
19. Farmer Jack Pt 1
20. Mensch
21. Normandy
22. Nullify
23. Inferno Map Pack
24. Destruction
25. Splash Harbor
26. Lost
27. TDS_SUICIDAL_MISSION
28. Sewers
29. Ice
30. Capucine
31. Outpost 22
32. Mesa
33. Hell's Burial Ground
34. Assignment 41
35. Deepcover
36. Platform
37. Railway
38. Machinima Project (Video)
39. Kill Val Series
40. Crytek Troopers
41. Survivor MOD by Spider *NEW*
42. ZDR MOD *NEW*
43. The Delta Sector MOD (TDS)
44. Tweaker Coast
45. Missile_Attack
46. Explore Part 1
47. Off Road Expedition BETA
48. RLL Jackal
49. Fear Cry Demo Level 1 "Challenge"
50. Illusion of War
51. Fuel Tank
52. FC Rambo II Vietnam
53. Tails SPMP
54. Fear Cry v2.0
55. FCReturn to Paradise





This week's featured download is from my favourite mapper, Sniper. It's not the biggest or best sp_map, but it's interesting for a few reasons.
For a start, it's one of Sniper's first maps. The Cryengine nearly drove him crazy making it, and he said he would not make another map until Cryengine 2 came out.
But of course he didn't wait, and made Dune, FarmerJack, Nightshade, Sewers and Tweaker Coast.
Farmer Jack went on to become the second most popular download ever at FCCM, only Matto 4 beat it to top spot.

So...on to Nightfall-Invasion by sniper, available here:
http://crymods.net/download.php?view.116

Every map seems to have a unique feature. For Nightfall-Invasion, it is having 50~60 AI fighting at your side.
First at the beach head, and then over the first ridge. From there Jack's on his own.
It's only short, a couple of hours at most. Some of the mercs are very hard to take out. Weapons and health/armor are adequate. Various helicopters are triggered. Here was the first time I ever saw a FarCry helicopter flying upside-down!
There is a storyline, however brief. Mission objectives, radar points all work correctly. It has the nice lighting and night time ambience Sniper does so well. There's even a bug: the communication disk can be taken out with the Falcon if you didn't find the explosives. So... it has all the elements of a complete level.

Storyline/Map Key
1.THE INVASION HAS BEGUN!
Assist TEAM DELTA with capturing the beachhead.
2.Find some ammo in the barracks...
3.OK Jack I sent 2 squads over the ridge! Assist them...
4.Look for some information on how they are getting all of these reinforcements!
5. Mercs lurking in a cemetery by the lake.
6.Hmmmmmm it looks like they found a way to power the communications array...
Go to the communications array and destroy it! You're going in alone on this one Jack!
7. Merc base.
8.Good job! Now Team Delta shouldn't have a problem taking over the island.
Now get to the Helipad! A helicopter will extract you.
Mission Completed!

1. Just so you don't get lost . . . . . . . . . . . . . . . . . . 2. Prettiest comms Array ever!





[ Edited Mon Sep 06 2010, 05:57AM ]
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Tnlgg
Thu Jun 04 2009, 02:42AM


Registered Member #1
Joined: Fri May 22 2009, 02:24PM
Posts: 298
I didnt played this level yet!

Hopefully ill play it next week.

Great job on the Review i like your idea.

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angel1
Mon Jun 08 2009, 09:26PM
Registered Member #4
Joined: Sat May 23 2009, 12:50PM
Posts: 153






This week's review--Subterfuge.
This is a sp modification created by Chimella of a mp map made by Captain Amerika.
I consider this to be a 'mini' mod.
The MP5 has been modified into a lethal weapon with maxed out ammo,rapid fire rate and can be used under water. This new MP5U is deadly when used in short bursts w/headshots. Quite fun,actually. Both MP5s are available to carry if you choose to do so.
Gameplay is smooth and health, armor, weapons and ammo are more than adequate.
Pretty basic story line consisting of finding explosives and blowing up final objective. There is however a small side mission (should you decide to accept it)which involves a hostage rescue. Your final objective will not fail if you decide to pass this by or if you fail in your rescue attempt. I do hope you manage to keep the hostage alive. You'll be pleased with yourself!
Gameplay should probably consist of about 1/2 hr.
A few things happen in this game when you reach the general area shown in first shot below.
First off is when using binocs-the locator no longer functions. I assume it's a game bug,but could be intentional by the mapper. I played this 4 times and it occurred.
Also the A.I. at this point become increasingly hard to put down. We all know how vital headshots can be,but expect to unload at least a full clip with M4 to drop these armored buggers!
Other than that everything functions well such as hud,radar etc.
Second pic below is final objective.

There is fun to be had after completion of mission!
A fun little game which consists of shooting down waves of helos. All sorts of weapons at your disposal and the option to select the difficulty. Play as long as you wish. Happy Gaming!!
For me there is definite replay value and is quite fun for a short amount of play.





[ Edited Sun Jun 28 2009, 12:39AM ]
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Garcy
Tue Jun 09 2009, 12:59AM

Registered Member #2
Joined: Fri May 22 2009, 07:32PM
Posts: 83
Nice idea.
I liked reading it, waiting for more


Cheers
Garcy

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Lone Wolf
Sun Jun 14 2009, 04:14PM

Registered Member #21
Joined: Sat Jun 06 2009, 12:22PM
Posts: 109




I first stumbled across this mod on the now defunct Far Cry Community Maps site . The HUD (see below) was what caught my eye.

The mod includes an uninstall and desktop shortcut. The shortcut may have to be edited as to your specific drive, and the -DEVMODE parameter will have to be added.

There are no new maps. It's more of a weapons and effects mod, and it will push your system. What the developers did do was include the original maps with the new weapons added for the AI's.

Note: Images are thumbnails. Click on them for full size.


Added weapons are:
*Berreta 96 pistol.
This is the .40 S&W caliber version of the popular service pistol. What it lacks in stopping power, it makes up for with added fire power (15 rnds) and less recoil than the DE.
Image was taken using the Matrix Effect.

*MicroUzi machine pistol.
Small and compact with a high rate of fire.
*MP5k SMG.
The graphics are quite good, and it has a single shot mode.



*SIG SG-552.
Now this is my fav!! Far superior to the M4. The scope view is great, and the reticle will change when the secondary fire mode is selected. It also has an enhanced reticle when shooting indoors. However, there are a few things I don't like. For some reason the developers made this for left handed shooters as the shells eject to the left. There's no animation when grenades are tossed. And the ACOG scope needs some work. Other than that, great weapon.




Outdoor reticle:




Indoor reticle:




*Benelli M3 pump shotgun.
Graphically, much better than the M3 from the Angus Weapon Mod. It looks more like a combat shoty, rather than something you'd go duck hunting with. Serious drawbacks though. The real M3 has pump and semi-auto firing modes. That would've made a world of difference to game play. Reloading is slow. I'll stick with the Pancor.
*M134 minigun.
If ever there was a cheat weapon, this is it . 300 round belt with a very fast firing rate. A small zoom mode is very handy, and also works with the mounted version.
*Hands/Fists.
If you want to practice your hand-to-hand technique, this can be fun. A little more effective than the machete at close quarters. I duked it out with one of the smaller trigens by ducking and jumping while throwing punches. Kids, don't try this at home. And make sure your health and armor are maxed. The only way to acquire the Fists is via the devmode. More on that later.




There are other changes with the weapons as well.
Some have a secondary fire mode added, namely the P90, Pancor, and RL. The pancor single shot fires a slug rather than buckshot. Very effective at medium range but with very harsh recoil. You won't be double tapping this puppy. Secondary mode on the RL fires a timed proximity mine. Useful I guess, but with the limited amount of ammo for this weapon, I prefer the standard rocket.
Many of the weapons have different and louder SFX. Sounds differ when indoors as opposed to outdoors. Very authentic. Shell casing sounds is a nice touch as well.
The other added sound I like is when Jack fidgets with his weapon. If you leave him idle for too long, you'll hear him say 'AHEMMMM'. Not every weapon has it unfortunately.
Far better sounds for Jack when he's walking and sprinting on a variety of terrains.
The mortar has been change. The targeting mode has been removed. It's pretty much guess work trying to get an accurate shot.
Pickup items (weapons, health, armor) now have a solid mass to them. I like the idea, but there have been a few times I've been knocked flying while attempting to pick something up in an armory. It's livable though.

Vehicles have working gauges. A speedo for the gunboat, a speedo and tach for the HUMVEE and buggy. A new sound has been added for the buggies engine. Both have that typical military 'squeaky brake' sound when braking. Vehicles also have new headlights which seem much brighter.






The new HUD has a digital readout for both health and armor. But there isn't a stealth meter. I managed to enable it in the Hud.lua file, but it really doesn't look all that good as it doesn't coincide with the raised compass. Not having a stealth meter does add more of a challenge to the game, but I still prefer having it. Heat vision energy icon doesn't show unless it's activate. The biggest drawback are the keycards. They have been reclassified as security PDA's with only one graphic for red, blue, green and yellow. Not very handy when you don't know which one you're missing. It shows to the left between the compass and stamina meter. Explosives are also to the left. I gather that's so they don't interfere with the vehicle gauges.

A Matrix slow motion effect is really cool. M on the keyboard toggles it on/off. This is very handy in a fire fight, provided you remember or have the time to turn it on.

The included devmode only has the fists for added weapons. That can be edited to include the new ones. Two things I found very cool was the addition of heat vision goggles when all weapons cheat was selected "P", and the ammo cheat now gives the maximum amount of ammo per weapon as listed in the WeaponsParams.lua file, rather than 999 rnds for everything.
A ToggleScreenshotMode has been bound to keyboard 6 (not the number pad 6).

Any SP map can be played with PX44 via the console.
All in all, this is a great mod as is . With a little tweaking, it can be made even better!

Some quotes from the FCCM site, thanks to VET:


Author: DocSEAL

Description: A Far Cry modification which enhances virtually every aspect of Far Cry and pushes the CryEngine further than ever before. It includes new bullet time effect, advanced texturing, sound spatialization, advanced AI scripting, six new weapons, rocket powered proximity mines, and more.

Comment by migwell: Quote "These changes are actually quite well thought out improvements which make the original game even more enjoyable and should prompt most folks to do a complete replay. I did and had a ton of fun doing it."

Comment by eviltimes: Quote "I use this mod on every single player map and the original Campaign maps. It's great!"



[ Edited Wed Oct 21 2009, 04:52AM ]
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eviltimes
Mon Jun 15 2009, 07:02PM

Registered Member #7
Joined: Wed May 27 2009, 09:29AM
Posts: 94
One aspect is that armor, weapons, ammo and health packs are physicalized. This can cause you to bounce around inside a small hut filled with ammo. But it also means if you use an explosive weapon on your target any goodies you expected to pick up could be blown up themselves. Rocket into the tower's cieling takes out the sniper or rocketeer, but also destroys the weapons you might have wanted to pick up. This changes the way you approach things.

Extras also include multiple, staged explosions as vehicles take damage and get closer to blowing up completely. Also, large exploding objects have secondary explosions as well. Enemy subjected to explosions are usually turned into bloody boots.

I play a version which I call "upgunned". I believe I sent a copy to VET. I had worked 6 months playing with the ammo, hit points, grenades, etc and then I discovered PX44. So I just added them to the existing mod. Much more realistic and dangerous in my opinion. In that one the fixed minigun is a 7.76mm 6 brl, but when you pick it up it becomes a 5.56 6 brl (M214). And I added a 7.62 machine gun USMC style. It only holds 50 rnd belts but is perfect for taking on aircraft. I adjusted all the AR's for barrel length and firing rate. Gave the P90's more armor piercing power (it's what they do in real life). All explosives are fatal at their stated lethal radii. Lots of other things.

But the regular PX44 is outstanding. Try it out!

1537 Paper Street
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Lone Wolf
Tue Jun 16 2009, 06:32PM

Registered Member #21
Joined: Sat Jun 06 2009, 12:22PM
Posts: 109
That's one of the things I found very irritating with PX44. On some SP maps, it would take half a mag to kill an AI. I'd be very interested in what you did eviltimes.
Maybe a PX44 upgrade/patch??
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eviltimes
Tue Jun 16 2009, 06:51PM

Registered Member #7
Joined: Wed May 27 2009, 09:29AM
Posts: 94
I searched through all the engine and hunted down all the weapons. Their attributes are spread out all over the place, one for humans, one for AIs and one for "secret" AI which I think is a Big Boy with a minigun instead of a RL. All the vehilcals, too set up differently for each type of player. I have no idea what Crytek was trying to do, but the same weapon would fire differently in different hands.

So I went off thru the interweb and got all the info I could on each weapon and ammunition and made charts. I started with frags, cuz they are pretty useless in FC. after a while I had all the explosives working I switched to your basic 5.56mm assault rifle ammo. This is the same ammo in all the rifles in FC: the M-4, SIG, G-36 long barrel and the OICW which was the G36 shortest barrel. From experience it takes three of these damn little bullets to take somebody down, since there is no wounding system in FC, ya gotta kill em. This turned out to be 210 points fired into the gut of a regular mech- under the armor, cuz nothin penetrates armor in FC, it's made from unobtainium. So 210 divided by 3 = 70 points for a 5.56 rnd. From there all other adjustments, like worse range and performance for the OICW with it's comicly short barrel, everything else came slowly. In the mod there is the standard 7.62mm sniper and a big 12.7mm semi auto with 10 rnd clip. You can't use both and would have to swap out some lines to change from the .50 cal default. You can only get the heavy machinegun using the P key, and when you pick up the minigun it automatically converts into the one humans can actually carry.

In the end the PX44 guys had done a better job with the pistols and shotguns, so I didn't change them. Pretty sure I used their numbers from the 9mm pistol ammo to modify the two 9mm submachineguns.

I don't know about posting it. I certainly never got permission to change anything from all those guys who worked on PX44.

[ Edited Tue Jun 16 2009, 06:59PM ]

1537 Paper Street
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Lone Wolf
Tue Jun 16 2009, 07:53PM

Registered Member #21
Joined: Sat Jun 06 2009, 12:22PM
Posts: 109
eviltimes wrote ...
In the end the PX44 guys had done a better job with the pistols and shotguns, so I didn't change them. Pretty sure I used their numbers from the 9mm pistol ammo to modify the two 9mm submachineguns.

I don't know about posting it. I certainly never got permission to change anything from all those guys who worked on PX44.



Thanks for the info, and I understand about not posting it.
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eviltimes
Thu Jun 18 2009, 09:58PM

Registered Member #7
Joined: Wed May 27 2009, 09:29AM
Posts: 94
Well, I'd like too. I love firepower. Just that PX44 is a compilation of so many different things from many different people that was to be they're "final" collaboration on FC. I wouldn't even know where to begin on how to get permission, or just up load it and see if any one complains. It's not like I'm claiming authorship or anything, I just changed a few (a lot) of the numbers.

What does tnlgg think?

[ Edited Thu Jun 18 2009, 10:00PM ]

1537 Paper Street
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Lone Wolf
Thu Jun 18 2009, 11:35PM

Registered Member #21
Joined: Sat Jun 06 2009, 12:22PM
Posts: 109
eviltimes wrote ...

Well, I'd like too. I love firepower.


I luv firepower too, as long as it's realistic. One of the things I changed in the original game was the OICW. It should have a 1.5-6X variable scope with a 30 rnd mag (not 40), although the graphics show a 20 rnd mag. A 250 mm barrel isn't going to have anywhere near the distance, accuracy, or stopping power that the AG36 would have with a 480 mm barrel (or any full length rifle), even tho it's the same caliber. The AG36 should also have a 1.5-3X scope to simulate the military version of that rifle, instead of the single scope that the game portrays. Sorry, I'm getting carried away.

As you said, it's Tnlgg's call.
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sniper_m4
Fri Jun 19 2009, 05:15AM

Registered Member #5
Joined: Sun May 24 2009, 04:44AM
Posts: 42
I would think Docseal went off to better things. Release and just add its just your vision of his mod.

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angel1
Sat Jun 27 2009, 08:34PM
Registered Member #4
Joined: Sat May 23 2009, 12:50PM
Posts: 153



This week's Featured Download is a sp map called "End".
I don't know how this map has escaped me for all this time, but I've uncovered a gem!
Hats off to the author Ret1cent for creativity.
If you have never played this map-I highly recommend you do.
This is a small map with only one checkpoint and one goal.
The features that make this mission unique are the fright level, atmosphere and the shock value.
Play this map with the lights off and headphones on or speakers turned up.
Without giving too much away-Here are a few tips.
First is, try to keep Val alive. She will lead you somewhere. If she's killed,you will still find where you have to go,but you'll miss something. She walks very slow, but push her from behind-it's funny.
Later, you will come across a pond deep enough to lure the non-humans into to drown. Yes, you can blast em if you wish, but it's amusing to watch em commit suicide.
Try not to use Cryvision except in the caves(it's very dark in there). It adds to the creepiness.
BEWARE of the lightning!!
When reaching the second campfire, take a walk down to the beach and turn around and enjoy the view. Very nice eye candy in this map. Only one in which I have seen an active volcano.
You will come across an M4. Save ammo for sniping.
Don't expect masses of mercs or major firefights. DO expect to jump in your seat more than once and if you've never felt the hair on the back of your neck stand up-you will!
To me,the replay is very high,but nothing compares to the first time through this adventure.
If you are able to play with the Project X 4.4 mod, I suggest you do. It truly makes a world of difference!
Take your time and soak up the visuals and audio experience.
To sum it all up,this small but unique map is a pleasant change of pace. I would personally like to see more works like this.
So enjoy and......Happy Gaming!!


Edit (VET) As angel1 is temporarily unable to take screenshots, I'll help out.
The 'female agents only' flashlight:




[ Edited Sun Jun 28 2009, 02:03AM ]
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Lone Wolf
Sat Jun 27 2009, 09:58PM

Registered Member #21
Joined: Sat Jun 06 2009, 12:22PM
Posts: 109
Nice review man. This is a cool li'l map. Like you said, turn the lights low or off, and put on a headset. Try using a recon approach, rather than the run 'n gun method for full satisfaction. I missed a lot my first time thru.

I tried going thru the caves using just a machete and flashlight. That tactic is NOT recommended, but is definitely challenging.
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VET
Sat Jul 04 2009, 06:32AM

Registered Member #6
Joined: Mon May 25 2009, 08:36PM
Posts: 378


Sheer walls of rock, towering cliffs and narrow valleys make this a very linear map, (even though it begins with a maze.) There is a good variety of scenery with tunnels, lifts, river, interiors, a swamp and a massive tower tethering the v22 plane. The mercs are well placed and difficult to hit. Vehicles include the buggy, patrol boat and hang glider. There is a good supply of health, armor, weapons and ammo. Explosives are needed frequently. Even a wrench is needed to disarm a bomb. There are plenty of new objects, including “RLL” flashing lights and the v22 plane. There is a bunch of the smaller trigen too. At one point they launch a mass attack which is “difficult” and took a few replays. I thought the floating rock in “Ascent” was unique, but there is one here too. A big one! An interesting feature is the hang glider on the high tower at the ending. It allows you to retrace your route right back to the starting line. Flying back over the swamp, I noticed a couple of armchairs and supplies on a tower I missed the first time through.
One problem: there is only one save game slot. If you reload part way through, you have to start over from the beginning. There are probably more elegant ways to solve this problem by altering your devmode.lua and binding a couple of keys to quick save/quick load. I used the blunt force method of renaming the save games with Windows Explorer so they would not be overwritten.
An unusual feature: the objectives accumulate and scroll in the bottom left of screen. Pressing TAB gives a blank window. Lone Wolf altered the night.lua file for me so that TAB works correctly. (Thanks Lone Wolf.) ( No offense, Robin.)
The readme warns against using a patched version of Far Cry. Even so I played through using v1.33 patch without any crashes/graphics/gameplay problems. I also have an elderly P4 3.2GHz with nVidia Ti4400 which managed happily on medium settings.
The title “Long Shot” refers to the difficulty of getting right through the map with the (very) few automatic save points. Again, no offense intended, but I quick saved with the console a million times.
Author’s comment: “This is an unconventional map and is part of a test. The test is to see what people prefer, this map is based on gameplay.”
This is the first of Robin’s “RLL” games I have played, as I don’t believe they were ever hosted at FCCM. He has a long list of maps to his credit. I think this is one of his latter efforts and he has produced a full featured, enjoyable map. I am looking forward to any new maps from RLL, as well as playing some of the earlier ones now hosted here at Crymods.news.






Pic 1. Yes you have to climb all the way up there with your explosive.
Pic 2. Mass attack of trigens with only a few grenades and the Jackhammer.
Pic 3. Floating/Rolling rock. You can see the objectives here in the lower left of screen.
Pic 4. Hang glider takes you from the finale right back to the opening maze.
>>>>>>><<<<<<<


If you'd like to try another RLL map...
Lone Wolf wrote ...
One of Robins maps I find extremely frustrating is his "Code A" map. Very difficult!
His "Ultimate Quest" map is pretty cool if you haven't played that one yet.




[ Edited Sat Jul 04 2009, 09:09PM ]
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Lone Wolf
Sat Jul 04 2009, 02:24PM

Registered Member #21
Joined: Sat Jun 06 2009, 12:22PM
Posts: 109
VET Wrote:
An unusual feature: the objectives accumulate and scroll in the bottom left of screen. Pressing TAB gives a blank window. Lone Wolf altered the dot.lua for me so that TAB works correctly. (Thanks Lone Wolf.) ( No offense, Robin.)

Yes indeed. No offense to Robin. I just found the continuous messages very annoying. I altered it and gave VET a copy for her approval. As a test is to see what people prefer, this map is based on gameplay I found it made the map more enjoyable, but that's just me. (Correction VET. It's the night.lua file.)

I found the map quite difficult and died a number of times. As with some of the others in the RLL series, the 'ai controller engaged' message is very handy. Enemies will pop up in areas you thought had been cleared, so stay frosty. The snipers armed with RL's are particularly nasty.
The map is very linear, with not a lot of places to go off exploring.

Some rather entertaining effects can be attained in this map. At the follow spot, put the peddle to da metal. You'll get some air with the boat when you hit the ramp, and land on a chopper causing it to explode.



The aerial view after you've been blown into the air is pretty cool.


Not a recommend plan of attack, as the ensuing landing isn't usually survivable.
After you've played it a few times, try it using the PX44 mod.
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VET
Sat Jul 11 2009, 01:18AM

Registered Member #6
Joined: Mon May 25 2009, 08:36PM
Posts: 378




After playing RLL Longshot and RLL Code A I was sufficiently impressed to try another RLL map. I can recommend RLL Ultimate with confidence.

Synopsis: Jack uses the US mail to infiltrate the mercs' island where they have built a gravitation generator. This the old "take the puppy to the developers" trick. (Follow? A shooter doesn't really need much of a plot though, does it!)

Massive structures are spread over a huge island. Most are connected by roads but sometimes you have to thread your way through the woods. Don't ding your buggy up hitting trees, as it is too far to walk.
Most of the stairs and building entrances can be reached by road, but a few are hidden in the woods.
Somehow the stairs always seem to be on the opposite side of the mountain. New radar points always seem to be on the most distant farthest opposite side of the island!

There is a great variety of buildings: missile silos, laboratories, ornately designed temples (very impressive), labyrinths, a museum of weapons and mutants, plus the usual barracks and armories.
There is a full range of stairs, elevators, ladders, narrow planks, barrels and boxes to climb, narrow ledges, watch towers.
The indoor gardens with toxic plants is pretty cool.
There is no shortage of weapons and ammo. It's nice to get the MPMG M60 part waythrough the game.
There a lot of opportunities in this map to use grenades effectively. Good fun!
Binoculars aren't given until late in the game, another RLL feature.
The threat meter isn't terribly useful, it seems to be stuck on 75%. You need the sound up to hear the trigens coming. And there are heaps of them in this map!

Some trigger points are unreliable. Doors don't always open when they should. I had to do a fair bit of replay to get all the way through this map. One of the triggers (pic below) is the statue of the puppy. Make sure you go up to it, to get the next radar point.

RLL has his usual deadly accurate rocket launcher mercs in towers at the start, but most of the mercs (and trigens) are found inside buildings. Out on the road, you can cruise around in relative safety.

As with other RLL maps, when you reload the game you must start from the beginning, as your last (and only save) will be lost. See instructions below to preserve your save points.

There are no objectives shown when you press TAB. You have spot them in the lower left of screen. Or you can print out the "night.lua" to see the order of events. It is very easy to visit a location too soon and get the script out of sequence. The readme warns against "exploring".

Also in the readme is a warning against killing Valerie in the Skylab. She died
anyway when the missile armed. I didn't have any crashes etc as a result of her
dying. (I don't recall Val having such evil eyes!)

There is one huge mother of an underground maze. My usual strategy is to keep to the left wall so as to visit every location and be able to find my way out again. Unfortunately that strategy doesn't seem to work with this maze!

All of the elevators work, but some are a bit tricky to get working. When you find the first explosive, you need to find an elevator and use it in a little room above. Otherwise you will carry it around for hours, and a door will not open that is essential to advancing the plot.
There is one elevator (pic below) that is tricky to operate...there are two switches. I couldn't work out the system, just kept pushing buttons until the lift arrived. At the bottom of the lift well is the hardest bit of the whole map. I confess to using flymode to get past this section.

At the top of the Temple, between the two statues, is a sliding trapdoor that can be problematic. You must open it and take the ladder to the big temple area below. Sometimes it opens, sometimes not, you can waste a fair bit of time here.

*spoilers*
> Don't take the hang gliders at the top of the Temple. Unless of course you just like to fly.
> In the final scene, see pic below, you need to equip the Falcon to allow enough sprint speed to get to safety.
> The developer's name is 'Robin'. LOL

There is a bit of fiddling and replaying to get this map to play all the way through, but it is well worth the trouble. Should take you quite a few hours.

Thanks to Robin for bringing us this impressive map.











Update on the maze, text and screens courtesy of Billybob:
QUOTE
"This was a pretty good s/p map I really enjoyed this one and thanks for the great review Vet. I noticed in your review you mentioned the very hard maze RLL had put in this one and I assume you are talking about underground waterway, just before you get the message to (find the way to the underground water way ) you are in a temple and on the wall is layout of the maze itself, I took a picture of it and printed it out, using a push pin I was able to keep track where I was at and completed the objective in no time and was back out and on my way.
Here is a pic of the maze, you may want to add it to your review."






UNQUOTE. Thanks Billybob!

----oooOooo----


[ Edited Fri Jan 22 2010, 06:32PM ]
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Garcy
Fri Jul 17 2009, 07:56AM

Registered Member #2
Joined: Fri May 22 2009, 07:32PM
Posts: 83
Hey nice set of reviews, i have enjoyed reading them and best of all, they make me wanna play them


Cheers
Garcy

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VET
Sat Jul 18 2009, 12:02AM

Registered Member #6
Joined: Mon May 25 2009, 08:36PM
Posts: 378
Thanks Garcy. Hope you get time to play these two...
This week's featured downloads are Devil's Coast v1.0 and v2.0. (The Awakening)









Quote from the readme:
"Devils_Coast v1.0(The Awakening) will be the first map in a 7 to 9 map project. It has two unique endings and each ending will currently load a game level. When the next two maps are complete this map will be updated with a few new bonuses and the endings will link to the 2 new devils_coast maps."

Unfortunately Lance never completed the project.

Devil's Coast v1 is entirely different to Devil's Coast v2, so it's worth playing both.

The story behind v1.0 is simply to get explosives and blow up the merc's stuff to annoy them. Valerie makes a brief appearance, she has got herself captured once again.
Between getting each explosive and blowing something up, there is a series of very neat cutscenes, giving a reconnaisance of the upcoming mercs' positions.
The transition between objectives via cutscene is very well done.
All key cards, explosives, objectives, save points, radar etc work perfectly.
After a big climb up the mountain, there's a neat hang glider descent, I always love those.
There is plenty of health, ammo and armor. It was very easy offing the mercs, so you might like to set the difficulty to "Veteran".

















Before placing v2.0 in your levels folder, you need to either move devils_coast out of your Levels Folder, delete it or rename it. You also need to go to Profiles>Player>Default>savegames and remove the save games from v1.0.


Lance lists two bugs in the readme: the PDA and the batteries stay on the HUD after they have been used. No biggie!
I found a couple more bugs myself. The very annoying alarm on the bridge has a switch (Press use) that will not turn off. Picking up the PDA does not always trigger the next radar objective. I had to replay this section five times to get that to work.
An impressive bug is the warehouse near the end that is there, but has no walls. Lights, doors, but invisible walls. Again, no biggie.

The level starts off well, with Jack completely unarmed. The beginning is similar to v1.0, but from here on is entirely new. There is a well concealed exlosive to find. Out the gate, you come across the first of many radios. There is a fairly large Audio folder with this map. Fortunately when you are tired of the music you can turn the radio off with a piece of lead.

The next objective "Get down the hill and destroy the radio before reinforcements arrive!" means what it says. If you fail the timed run you get an indestructible helicopter on your tail and the next objective will not trigger.

A feature of this map is the long range snipers and RL mercs hidden by distance and fog.
I found four weapons very useful:
> The M4 on single shot used in conjunction with the binocs for sniping.
> The sniper rifle. Lie prone and press/hold SPC to zoom in close and steady.
> The machete...for fast sprinting.
> The rock!

Another feature which may be unique in Far Cry, is the booby trapped vehicles. Three hummers, and one of the buggies, explode if you trigger them.

The battery needed to power the door switch at the end was another (possibly) unique touch.

Trigens and a Fat Boy make a brief appearance, for a bit of fun.
There is even an Easter Egg: a cave hidden behind the waterfall.

I spent a week on this, and just want to say Lance has done a great job.


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Lone Wolf
Sat Jul 25 2009, 01:01PM

Registered Member #21
Joined: Sat Jun 06 2009, 12:22PM
Posts: 109


-Contest Isle under alien attack.
-Great adventures in awesome team.
-Verysoft Bots and Pro Mode.
-Cool multiplayer contests.
-Survival multiplayer mode.

Features:

-4 singleplayer levels.
-1 new vehicle "mi 24 Hind" heli
-Verysoft Bots and Pro Mode.
-Cool multiplayer contests.
-Survival multiplayer mode.

So from the start ...



Fight your way thru the "Mixer's Fortress".



Nothing too tricky about this level aside from staying alive.

The "Forgotten Grotto" is next. You'll need to find 3 keycards. There are apparently 3 secrets to be found. I managed to find 2. When you've open the third door, pay attention to what one of the enemy is shooting at. Tripping that switch will allow the door to the next level to be opened ...




"The Plateau" is where the interaction with the friendly AI's start. Meet up with your two Russian buddies, Skimpy and Alex. The both speak in Russian (DUH), but there are English subtitles. After a bit of a firefight, the checkpoint will point to a Humvee. Skimpy drives, while you're the gunner. Eventually a locked gate blocks the path. Alex guards the vehicle, while you and Skimpy go find a keycard. Once the gate is opened, you are now the driver with Skimpy manning the turret.



He will alternate between the MG and RL. The next part has lots of maneuvering room with some trees, so pay attention to your driving. You might want to stop and scope the area before proceeding. The enemies are armed with some nasty ordinance, ranging from RL's, AW50's to M249's.



There is a couple of bunkers with a miniguns. If you feel brave, you can use them to take out some of the enemy. Just make sure you park the Humvee where it's protected. If it gets trashed, your bros will die. That will boot you back to the save game menu. However you clear the area is up to you. Provided you've cleared the area, and there aren't any proximity mines blocking your path, you should be able to get to the next level by jumping the wall.




The “Warriors Village”.
Help the villagers protect their village. Converse with as many of them as you can. Chip is the main one you need to communicate with. You can even access his computer.



The next person you to contact is Mikhail.

He has a plan to get out of the village, as they barricaded themselves in to keep the aliens out. Find a detonator for the bomb he has, then blowup the barricade.



The villagers are happy, and flee their entrapment.
The End


I didn't want to post too many "spoilers", as this a relatively new mod. You need to accomplish certain tasks in level 4 to complete the story line. Some spoilers can be found in the comments in the d/l section.

Many of the enemy AI have been changed. Mutants are now aliens. There are other surprises as well.
This badass fires a minigun ...

Not a good idea to get up front 'n personal.

Pros

* Hands/fists will always occupy an empty weapon slot.
* Helmets can be picked up for added armor. The status bar will change from yellow to green.
* Some enemies have new skins, weaponry & a revised AI.
* Mixer has made tweaks to many of the other game files as well.
* The original campaign can be played from the main menu.
* Most, if not all, SP maps can be played via the console.
* Binocs have an 'anti-cheat' feature. If you center a target thru them, it will not stay centered when you switch to your weapon. Annoying at times, but quite realistic IMHO.
* There is a 5th map -- Aliens' Wasteland. The G11 is available in this map.




Cons

* G11 not available in any of the 4 new levels.
* Chaingun (minigun) not removable from mount.
* Both of the above can be obtained by adding the weapons to a custom DEVMODE file. BUT, once you're out of ammo, that's it. There's no way to reload the chaingun, and the G11 uses a dedicated caseless 4.7mm round.
* No Hind heli.
* A light blue crosshair replaces the standard yellow, but lacks a center point. Plus, when in zoom mode the top part disappears.

A note on some of the skins in my screenies. With the exception of the M4 and the gloves in Aliens' Wasteland, the Falcon, Pancor, Humvee, and Carver's camo are not included in this mod.

I am by no means bashing this mod with any of the above comments. Just a friendly critique from this games POV. I thoroughly playing it (a number of times), and would like to see some more by Mixer.

Visit Mixers site for a history of Contest Island and some of his revisions:
http://www.verysoft.narod.ru/cisstory.htm
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