Crysis:REDUX Demo (v1.1 patch)
Patch 1 commentThis is a demo release of my very first mod entry to the original game, called... Crysis:Redux. Includes the 1st mission "Contact". A full release will...
This project brings a major overhaul to the singleplayer story mode,
from the level cinematics + encounters, to the core gameplay design,
and with major changes seen in the player's Nanosuit control system.
The main goal is to bring much needed conveniences of todays popular games,
yet stay true to the vanilla experience.
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The design philosophy for Crysis Redux gameplay revolves
around blending the best of both worlds.
It combines the existing HUD/UI Selector for manual mode activation
(traditionally used in C1), with a streamlined system that's very similar to
what Crytek introduced in the sequel titles (C2/C3), using player actions
to trigger Speed or Strength abilities on-demand. I call this system...
Not only does the user have great control and flexibility over the Nanosuit,
but they now have quick and easy access to the basic nano abilities, when
they need it most.
These modes have been given a dedicated hotkey/shortcut for quick and
easy activation, and a toggle switch has been added to consolidate them
for reduced footprint on input devices. Use the toggle to swap Armor &
Cloak hotkey activation on-the-fly.
Need armor?
With this method, Armor acts in a limited state, and energy recharge
disabled. It will remain active until the suit's energy is completely drained,
or is manually deactivated. This is only accessible when Speed or Strength
Priority is enabled.
Need to hide?
While Cloak acts independently of the other modes, it still remains accessible
within the HUD modes menu, and ties in with other systems that
make use of this function.
These modes have been integrated with a new action-based shortcut system,
which now makes accessing Speed and Strength abilities fast and intuitive,
across all three priority modes, so they are always at the ready.
Wanna go fast?
A double-tap of the sprint action will force Speed mode into a temporary
on-state, and will remain active until low momentum is detected or manually
deactivated. When Speed mode is no longer in-use, the suit will revert back
to the assigned priority mode.
Wanna jump higher/hit harder?
When holding Jump or Melee actions for a brief period, Quick-shift will do its
thing, and enable Strength mode (again, temporarily). This will remain active
until the jump/melee action is released, after which it will revert back to the
priority mode.
The modified Nanosuit modes HUD will allow the user to set the playstyle they
desire, by assigning the priority or "default" to either Armor, Speed, or Strength...
This give the user more options for tailoring the suit to their needs in many situations.
Now you might be thinking,
"Why do we need this? Why not just make it super easy? The old N1 modes menu is
too complicated, and the N2 system is just way better. What's the big deal here?"
Well my friend, the answer to that question is...
The N1 system has been repurposed to not only change priority from
Armor/Speed/Strength, but also allows the user to activate new abilities, and each
one can be unlocked by selecting it's parent mode through the HUD modes menu.
Nano upgrades and skill progression is now a possibility with
Crysis Redux mod! Now you can realize the full potential of N1 suit
in a variety of new ways.
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There will be more exciting additions, some added fixes to minor issues that have
long existed since the vanilla game's first release, and QOL improvements to bring a
better experience as a whole. I also plan to have integration with
Crysis Enhanced Edition mod, to combine the beautiful visuals delivered by
Remaster Studio with the gameplay overhaul/improvements of Crysis:REDUX, and
bring it all together in one seamless addon package.
The goal of this project is to bring the best gameplay experience as possible in Crysis,
and breath new life into this old beast, which Crytek/Saber arguably
have failed to deliver. I put great hopes in this achievement.
That's all for now, prepare for the full mod to drop...
-Pfoiffee
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This is a demo release of my very first mod entry to the original game, called... Crysis:Redux. Includes the 1st mission "Contact". A full release will...
This is a demo release of my very first mod entry to the original game, called... Crysis:Redux. Includes the 1st mission "Contact". A full release will...
This is a demo release of my very first mod entry to the original game, called... Crysis:Redux. Includes the 1st mission "Contact". A full release will...
I reworked all levels of the campaign to improve graphics and game effects (no clipping), new AI, new areas map, new textures, new watershaders, real...
The simple story based on a 'Gift Taken Away' storyline, where an evil corporation called Neodyme have built huge sprawling cities to divide the classes...
This section will have a collection of suits that speaks different languadges and have different stats and look based on your requests.
Crysis FPS booster est un Tweak qui permet considèrablement le framerate de Crysis, ce avec n'importe quel configuration . ////// Crysis FPS Booster...
This is a personal project, adding content from the Battletech universe into the Crysis engine. At this time I have no release date or plan as of such...
As title say, this is unofficial patch for first Crysis. It does something with multiplayer, but also singleplayer. Improves performance too.
Man I would love to see crysis 2 weapon models replacing the vanilla ones
Weapon models can be swapped by adding .pak mods into the "...Crysis/Game folder", and should work just fine with CRedux. You just need to look around and see if any C2 weapon mods exist, or simply create them yourself.
I want to create one myself, the thing is the know how lol, ever had experience with that ?
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Is there any chance that this Redux mod could also contain weapons from tactical expansion mod?
While it may be possible to add these weapons, I have more important things to focus on at this current time.
Later at some point, I might look into it, but I don't want to fill the sandbox with a whole bunch of guns that are functionally the same... they should each play a distinct role, so we don't have a "jack-of-all-trades" weapon that only gets used, while everything else is left neglected.
Like this !