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Author Topic: Cybirth: The Basecamp Version 2 Released!  (Read 612 times)
KorJax
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« on: July 19, 2008, 12:09:45 PM »

Copy+Pasta from Crymod Grin

This is the map I did for the Crysis ICMC.  Unfortunately the version I originally uploaded turned out to have some serious issues and was missing several things.  I fixed it up (to my knowledge), and even added plenty of new stuff to keep it fresh Cheesy

Hopefully this version works!



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CYBIRTH:  THE BASECAMP

--------------------------------------------

"Cybirth:  The Basecamp" is a desert-based single player map depicting the start of a Cyber-punk revolution.  You one of the nano-suit equipped soldiers, serving for the US Army... only to find yourself as a puppet for a hacker who has interfaced with your nanosuit.  He tasks you with a simple deed of infiltrating a US army base in the middle of the desert to perform a special task.

Unfortunatly, being hacked into a nano-suit causes your IFF readings to show you as an enemy to your own allies.  You must fight against your own comrade or suffer the kill-switch from a hacker who controls you from behind the scenes.

A look at the new and improved parking lot for the intel building:


The large spire and rock ledge:


Powerlines, and new vegitiation:


Some rocks:


A little storage and sniper tower:


Just some scenery:


A little glimpse of the small tank-course near the abandoned tank depot:


An old mostly unused training area being cleaned up:


Another look at the training area:


--------------------------------------------------------------

DOWNLOAD HERE (VERSION 2.0):

ICMC_Cybirth:  The Basecamp



INSTALL INSTRUCTIONS:

-Simply unrar the folder in the Game/Levels/ directory. 
-Run Crysis, open the console, and type "con_restricted 0"
-Type "map basecamp"
-Have fun!
-For a real challenge play on Delta.  The enemy really put up a good fight!

------------------------------------------------------------


VERSION 2.0 CHANGELOG

Quote
CYBIRTH:  THE BASECAMP VERSION 2.0 CHANGELOG




------------------------------Version 2.0--------------------

-Fixed the "Reinforcements Arrive In..." counter from not working when the player delays reinforcements on the base exit
-Made all the AA turrets much stronger (they now use rockets when the target gets close enough in-range)
-Slightly reduced the number of enemies you fight when escaping the base with reinforcements delayed
-Fixed the player not spawing with any weapons, hands, etc.
-Added a support ramp that extends out from the base exit/entrance incase the player did not enter the base via the elevator.  Thus, the player will have enough distance to be able to activate his parachute for that particular case.
-Dug out the area underneath the cargo elevator for asthetic and realism purposes.
-Delayed the "The reinforcements have been/have not been delayed" speech when the player rides the elevator up from the master computer, so that it is more likely to happen after the player has killed the initial 3 foes he meets.
-Reduced the number of enemy patrols outside of the base after the escape
-Moved some of the nanosuit patrols outside of the base to have it so the player is more likely to fight them in combat.
-Fixed the cargo elevator's "run" sound from continuously playing
-Reduced the health of the nanosuit soldiers to be more on the level of the player's health level.
-Removed the radar-jammer that affects the player when he escapes the base (a bug would cause it to permanantly stay, and it didn't add to the gameplay to the already-diffcult gameplay in this section).
-Added a particle effect to the lockpick to make it more noticable
-Added a HUD message trigger to the lockpick so that when the player picks it up he is informed that the tanks are now unlocked.
-Tweaked the AI in the first area to be more natural when idle.
-Fixed an issue that caused the LTV in the training area of the map to stop moving his patrol when alerted by the player.
-Added more RPG-spots to the final area of the map to provide a bigger challenge for those who have earned the ability to use tanks.
-Tweaked the timings of the underground base dialogs to not over-lap other dialogs.
-Reduced the times that the vtols respawn in the last area to provide a greater threat to the player.
-Fixed a buggy vis-area in the intelligence building causing strange graphics glitches.
-Minor object placement and addition changes
-Minor AI adjustment and placement
-Fixed an issue where several proximity and switch triggers were not aligned properly.
-Added an enemy tank to the outside-base fight only when the player uses a tank of his own.
-Changed the skins of many of the vehicles to fit better with the environment.
-Expanded the intro sequence to include an intro credits and a fly-by of the map.  This will be done mostly to decrease the stuttering that happens in the original intro cinimatic.
-Fixed the starting intro cinimatic dialog from overlapping itself
-Added clouds
-Added decal detailing to a few portions of the map
-Increased optimization throughout the map, where possible
-Made the voice acting more clear to understand.
-Added a powerline/powercable system running through the map that was orignally intended for the first version release
-Added more grass/foliage/rock detail to all area's of the map at no cost to performance.
-Fixed the reinforcements trigger not properly deactivating when player does not delay reinforcements sometimes.
-Reduced music volume to be less loud when it triggers
-Fixed the AA turrets not resetting to the "off" position after the player activated them when the player loads a previous save from beforehand.
-Fixed an issue that caused the ground light tank transport to unload the driver when it unloads it's cargo.
-Added a few enemies to the final area to make it more interesting of a fight
-Tweaked a few sound-areas to produce better and more realistic sounds
-Fixed the map loading screen to be of proper size and not get cropped off.
-Fixed the massive performance and lag issues that could happen on the second half of the mission.
-Majorly reduced the number of enemies the player fights when he escapes the base with the re-inforcements not delayed.
-Added cloak ability to the base escape

---------------------------------

Crymod Thread:  http://crymod.com/thread.php?threadid=26691

Time for a vacation Smiley

Tomorrow I will be leaving on a week-long kayaking trip, hopefully my arms will be able to handle some map editing afterwords Cheesy
« Last Edit: July 19, 2008, 12:12:37 PM by KorJax » Logged


Tiger842
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« Reply #1 on: July 19, 2008, 09:02:19 PM »

Looks awesome! I was in the process of reviewing and scoring all of the ICMC maps, but we were given too short a time to play them all.

I just recently played Induction (Beautiful, but some scripts broke easily) and now I think your map will be next. It looks really cool, and I wish I could have had time to review/score it during the contest.

~Edit: Just tried Version 2, it crashes everytime at the end of loading the level. I don't even get to see the "Push any key to continue" before it crashes.

Bummer Sad
« Last Edit: July 19, 2008, 09:48:59 PM by Tiger842 » Logged
KorJax
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« Reply #2 on: July 26, 2008, 08:54:39 PM »

Back from my vacation, no one else tried it?  Shucks, I live off feedback  Tongue
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Askis
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« Reply #3 on: July 27, 2008, 04:30:52 PM »

You want Feedback, I'LL GIVE YOU FEEDBACK Grin

So yeah, tried the map and I like it so far, great attention to detail, all the debris lying around and the training grounds.
So yup, nicely done Smiley

But there are a few things that bug me:
Why am I not giving up to the others? Did I miss something the hacker said? o_O
It's possible to run around and do things the way you want until you hit the optional building or the base.
Why only one entrance?
Alright, the base does have a back entrance, but it's impossible to get to it because of the huge chasm, which you can't go around.
Or is it somehow possible to get up the arches?
Tried it, but found no place where I didn't slide back down...
After getting back down from the mesa, how do you get out of the base? The gate doesn't open when used, can't be blown up or driven down with a tank and the cave you use to enter is one way only so... Where's the exit? :>
Oh and maybe a hint where the outside AA guns are would be helpful, wouldn't have known where to even start looking for them, as I didn't notice them on my way in.

Also, one small bug with the AA guns, after they were infected, the minigun barrels jumped upwards, while they still fired from the original position, looked weird but nothing major.


Overall, I had fun, just a little hint how to get out of the base here? Wink
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KorJax
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« Reply #4 on: July 28, 2008, 01:38:36 PM »

You want Feedback, I'LL GIVE YOU FEEDBACK Grin

So yeah, tried the map and I like it so far, great attention to detail, all the debris lying around and the training grounds.
So yup, nicely done Smiley

But there are a few things that bug me:
Why am I not giving up to the others? Did I miss something the hacker said? o_O
It's possible to run around and do things the way you want until you hit the optional building or the base.
Why only one entrance?
Alright, the base does have a back entrance, but it's impossible to get to it because of the huge chasm, which you can't go around.
Or is it somehow possible to get up the arches?
Tried it, but found no place where I didn't slide back down...
After getting back down from the mesa, how do you get out of the base? The gate doesn't open when used, can't be blown up or driven down with a tank and the cave you use to enter is one way only so... Where's the exit? :>
Oh and maybe a hint where the outside AA guns are would be helpful, wouldn't have known where to even start looking for them, as I didn't notice them on my way in.

Also, one small bug with the AA guns, after they were infected, the minigun barrels jumped upwards, while they still fired from the original position, looked weird but nothing major.


Overall, I had fun, just a little hint how to get out of the base here? Wink

Kind of confusing the way you worded that, but I'll try to answer...


Why am I not giving up to the others? Did I miss something the hacker said? o_O
-What do you mean not giving up?  I suppose you mean, "Why are my friends attack me?".  If that's the question, then it's because hacking into the nanosuit caused it to show up as an enemy to your allies, which was briefly explained in the intro.

It's possible to run around and do things the way you want until you hit the optional building or the base.

-What do you mean?  It does get slightly linear when you go up into the base, but then it opens up again after the base escape.

Why only one entrance?
Alright, the base does have a back entrance, but it's impossible to get to it because of the huge chasm, which you can't go around.

-To the mesa base? There are two entrances, one is underground (which you can get down via ladders or falling in the water at the bottom), and the more direct route is the elevator.  If you mean how to get accross the fence, you have to get a tad creative, although it is a tad more easier to figure out if you did the optional intel objective.  You can get accross via the underground tunnel near the gate, or by climbing across the arches near the intel building.

After getting back down from the mesa, how do you get out of the base? The gate doesn't open when used, can't be blown up or driven down with a tank and the cave you use to enter is one way only so... Where's the exit? :>

-You have to escape via the front entrance, not the back way in (the back way was where the player comes from at the start of the mission).  The front entrance gates are located on each side of the mesa.  One is right infront of the cargo elevator.

Oh and maybe a hint where the outside AA guns are would be helpful, wouldn't have known where to even start looking for them, as I didn't notice them on my way in.

-I tried to make it pretty obvious.  The outside AA guns are pin-pointed on the minimap as well as they have bright red flashing lights located on them.  They are also located where the only paved areas are outside of the base.  Remember this isn't where the first area is, this is past the mesa.


Also, one small bug with the AA guns, after they were infected, the minigun barrels jumped upwards, while they still fired from the original position, looked weird but nothing major.
-Yeah, this appears to be a bug with turrets in Crysis.  It works in-game for multiplayer, but when using turrets for single player the fire position of the gun isn't lined up for some reason.

Thanks for the feedback Smiley
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Askis
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« Reply #5 on: July 29, 2008, 07:00:53 AM »


Kind of confusing the way you worded that, but I'll try to answer...

Sorry, was kinda tired when I posted it^^'

Quote
Why am I not giving up to the others? Did I miss something the hacker said? o_O
-What do you mean not giving up?  I suppose you mean, "Why are my friends attack me?".  If that's the question, then it's because hacking into the nanosuit caused it to show up as an enemy to your allies, which was briefly explained in the intro.
I got the IFF stuff, what I meant was, why not just throw away my weapons and raise my hands while shouting "Don't shoot, my suits been hacked"?
So instead of running around killing allies, why not surrender?

Quote

It's possible to run around and do things the way you want until you hit the optional building or the base.

-What do you mean?  It does get slightly linear when you go up into the base, but then it opens up again after the base escape.
With the optional building I meant the intel building, I tried sneaking around to the back and it has doors all over but only the front entrance works.

Quote
Why only one entrance?
Alright, the base does have a back entrance, but it's impossible to get to it because of the huge chasm, which you can't go around.

-To the mesa base? There are two entrances, one is underground (which you can get down via ladders or falling in the water at the bottom), and the more direct route is the elevator.  If you mean how to get accross the fence, you have to get a tad creative, although it is a tad more easier to figure out if you did the optional intel objective.  You can get accross via the underground tunnel near the gate, or by climbing across the arches near the intel building.
Yup, meant the fence, as I said, couldn't find a place to get up there, but after sliding down in a few places I stopped trying and just went for the tunnel.

Quote

After getting back down from the mesa, how do you get out of the base? The gate doesn't open when used, can't be blown up or driven down with a tank and the cave you use to enter is one way only so... Where's the exit? :>

-You have to escape via the front entrance, not the back way in (the back way was where the player comes from at the start of the mission).  The front entrance gates are located on each side of the mesa.  One is right infront of the cargo elevator.
Damn, I should have know >_>
I'll finish the map soon, gotta see how it ends xD

Quote
Thanks for the feedback Smiley
You're welcome Grin

Btw, I've been playing another one of the contest maps in the meantime (Airfield) and I gotta say it's so much better if there's custom speech instead of reused campaign stuff Wink
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