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This pits each team against eachother, with the objective being to destroy each other's bases. The beuty is that the team's respective bases are bound by typical C&C rules: blow up the mining facility, and it won't be able to make money. Destroy its vehicle factory, and it won't be able to produce vehicles. Do the same with base's power.

I think you get the idea.

Key Features:
You can easily create as many different character classes as you want, including the health, armor, weapons and ammo lists, Stamina chart, Movement table, and player model.

You can easily create as many vehicles you want.

You can specify which character class a player inherits when they spawn at any individual spawn point.

You can construct the PT menu for characters and vehicles from the SoldierFactory and VehicleFactory buildings.

You can place as many PT zones as you want anywhere. These act as encapsulated areas of space whose shape can be altered per PT zone. This means you can easily fit a PT zone anywhere you want on a map and make it look and feel appealing to that map.

You can place as many Gun Emplacements anywhere you want on the map that will obey building rules including powering down on base power loss and becoming inactive when the team's BaseDefense is destroyed. Freedom to enable/disable most of this logic is available per gun emplacement.

You can enable/disable anything including PT zones, spawners, and dynamic lights when a building is powered up, powered down, and/or destroyed.

You can place no or any amount of "MCT"s, called CriticalPoints, to any building. This means a building can have more than one MCT, no MCT, or more than one building can share the same MCT.

You can specify the Resource timer on the MineFacility per map.

UPDATE
After much work from the team, we have come to the conclusion that the best way to get more artists on board is to get out there with what we are doing a bit more.

Today, I am here to announce an “open beta / technology preview” that will be focused for level designers to come in and start making maps for C&C FarCry.

What is supported in the mod?

Currently we have almost all of our coding completed in 1.4 and are tracking down bugs as well as gearing up to start a huge push on getting our maps and buildings developed.

In our initial release we are providing you with all of the scripting, as well as a tutorial to start building your own C&C style maps for FarCry. At the current time we are not yet ready to release our own maps, but as community maps are created, we will be creating official community map packs.

The current mod has the following features:

  • Pre-built building classes including the Soldier Factory, Vehicle Factory, Refinary, Power plant, Communication Center, and Base Defense System
  • Pre-defined character classes including Basic Soldiers, Close (shotgun) Infantry, Snipers, Engineers, and Heavy Assault Infantry
  • Gun Emplacements allow for balanced automatic base protection
  • Security Zones aid in team communication and base protection, offering a second option in place of gun emplacements
  • Character class-defined player spawn points allow for custom spawning rules
  • Purchase Terminal access points may be placed where you feel they fit
  • Vehicle spawn points allow for unique base layouts
  • Entity and game logic work WITH you, not AGAINST you when designing your levels
  • "Lego-Style" building construction puts emphasis on art and level design over technology
  • Simple but powerful Building system designed for customized maps - You can make your own unique buildings just for you map!
  • Building log (including health and building-specific variables) can be defined per map
  • Dynamic Purchase Menu definable by map
  • Custom character classes definable per map

Please use our forums to report any bugs, issues, and questions that you have. Below is a link to the tutorial content, as well as the tutorial in PDF format.
Many thanks go to all of the team members who have came and passed, and especially to our current team roster. A huge thanks goes out to vloktboky for breaking his neck getting the code going, most of this work is his, and I must say, it turned out exactly as we expected it to, showing his skill.

Downloads

C&C FarCry Beta 21807
C&C FarCry Beta 21807 Tutorial
C&C FarCry Beta 21807 Tutorial Files

Links

C&C FarCry Home
C&C FarCry Forums

Image RSS Feed Latest Screens
Random Screenshot C&C Farcry Vehicles New Map
Blog RSS Feed Report abuse Latest News: C&C FarCry Public Beta - Technology Preview

1 comment by Dante on Feb 19th, 2007 digg this super bookmark


After much work from the team, we have come to the conclusion that the best way to get more artists on board is to get out there with what we are doing a bit more.

Today, I am here to announce an “open beta / technology preview” that will be focused for level designers to come in and start making maps for C&C FarCry.

What is supported in the mod?

Currently we have almost all of our coding completed in 1.4 and are tracking down bugs as well as gearing up to start a huge push on getting our maps and buildings developed.

In our initial release we are providing you with all of the scripting, as well as a tutorial to start building your own C&C style maps for FarCry. At the current time we are not yet ready to release our own maps, but as community maps are created, we will be creating official community map packs.

Downloads

C&C FarCry Beta 21807
C&C FarCry Beta 21807 Tutorial
C&C FarCry Beta 21807 Tutorial Files

Links

C&C FarCry Home
C&C FarCry Forums

Comments  (10 - 20 of 26)
zixed01
zixed01 Dec 4 2006, 5:01pm says:

thats one pretty stryker, this is the only mod that has the stryker with the 105mm gun on it i cant wait for this mod:D

+1 vote     reply to comment
drunkill
drunkill Nov 21 2006, 10:51pm says:

this mod's alive? wow... dante, tell us more.

+1 vote     reply to comment
Dante
Dante Nov 21 2006, 9:34am says:

We recently just picked up some new team members, more info soon!

+1 vote     reply to comment
Dante
Dante Jul 11 2006, 6:09pm says:

Good updates going this week.

We are currently working on our new map as well as tweaking some of the network code to fully support the class/purchase system.

All is going quite well :)

+1 vote     reply to comment
Price_dareal
Price_dareal Jul 4 2006, 6:18am says:

i like to help, i hope you can made it

+1 vote     reply to comment
Dante
Dante Jun 26 2006, 11:10pm says:

thanks for the tip :)

+1 vote     reply to comment
Dante
Dante Jun 18 2006, 11:58pm says:

Just updated the team members, should be getting some more screenies up this week.

+1 vote     reply to comment
godmode
godmode Jun 17 2006, 1:13pm says:

Sounds Fun To Me

I will watch this mod for sure!

+1 vote     reply to comment
Price_dareal
Price_dareal Jun 25 2006, 1:46am says:

ehm use next time :
variable: cl_display_hud
help: Toggles the head up display (HUD).
Usage: cl_display_hud
Default is 1 (HUD on).
;)

+1 vote     reply to comment
vloktboky
vloktboky Jun 12 2006, 3:49pm says:

The entire stock of our code lies in Lua script files and will be very clearly documented both in comments and in general information (refer to the Wiki). It should be very straight forward to go in and mess with any of the code to tweak to your liking.

+1 vote     reply to comment
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Far Cry Icon
Platform
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Game
Far Cry
Developed By
Dante
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Official Page
Renevo.com
Release Date
Released Jul 30, 2007
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Style
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First Person Shooter
Theme
Fighter
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