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New screenshots and info about progress and possible release date!

Posted by maniac2109 on Sep 29th, 2013

Hello guys,

after a long time of inactivity, here's finally another update for you.

In the last months, I made a lot of progress, so I have a little announcement to make. To be more specific, I can finally announce that the leveldesign of all four maps is (basically) finished!

"Basically" means, that I'm currently revising the first two maps as they don't match the quality of the last two maps (especially the last one) and I'm not satisfied with them anymore. But this will not take very long as the changes are not very substantial. And then there's still some Mission scripting, AI and FlowGraph-work on the last map to do, but usually, I'm quite fast with that.

Slowly, I dare to say something about a release date: Currently, I have November, 16th in mind as it is the birthday of Crysis. This date seems possible to me, but don't be sad if I need more time!

Here are the new pictures of the last remaining areas of the entire mod:

Leveldesign 
Leveldesign 
Leveldesign

These corridors are still quite WIP, especially the lighting. Allthough the performance of that scene is pretty good on my computer, I'm afraid that the amount of lights could cause problems on other systems. Of course, I optimized the scene as good as possible (low light viewDiestratios, no/ very few particles, as few light entites as possible...) and hopefully, beta testing will reveal that I can keep that scene the way it looks (because I like it :b ):

Leveldesign

Leveldesign

As you may have noticed, I experimented with light flares/ lens flares on some of the lights. Of course, it's not comparable to the lens flare system of the CE3 (the CE2 flare system is quite simple), but I think they add a very nice touch to some of the scenes (second picture, for example). And everyone who doesn't like lens flares can disable them through a simple console command.

That's it for today's update. It is the last one with completely new screenshots, but maybe I'll show some screenshots of the revised areas of the first two maps if I find a good scene. And I'll try to make a new trailer with some gameplay, but I can't say when...

Hope you liked it, and as always, I'm happy about every comment! :)

Greetings, maniac2109

Post comment Comments
pvcf
pvcf Sep 29 2013, 3:19pm says:

there are some lensflare shaders which you may add additional if you really into it. i'm not so deep into ce2 but in ce1 they are named like crylight or light_flare...
for light amount: you can fake the lights with templ_decal_glow shader (named in ce1) for the brush (simplenetity)lights itself. give such a shader to 6 of the lights and add only one non object real dynamiclight in the middle of the tunel for 6 of the lightobjects. as long as you dont plan to make them sootable you should spare much FPS.

+2 votes     reply to comment
Dieger
Dieger Sep 29 2013, 3:49pm replied:

holy crap you are helping on this?

+2 votes     reply to comment
maniac2109
maniac2109 Sep 29 2013, 4:06pm replied:

@pvcf: I think the shader you mean is the light.flare shader, and I'm already using it! :) But I can't find a shader called templ_decal_glow shader, I'm also quite sure crytek completely removed static lighting in the CE2, allthough it would be great for that scene. But thanks anyway!

@Dieger: No, actually not. But everyone who wants to help is much appreciated!:)

+2 votes     reply to comment
Dieger
Dieger Sep 29 2013, 7:36pm replied:

well any mod pvcf thinks is good ill watch :P

+2 votes     reply to comment
pvcf
pvcf Sep 29 2013, 8:19pm replied:

@maniac2109
have looked in the script of light.lua, just activate "FakeLight" and deactivate "UsedInRealTime". then the light will be baked as texture into the lightmap.
(i can't test it because i'm to lazy to boot in the os with CE2 running, sorry).
@Dieger
i think this mod have some potential XD i will definately play it :)

+2 votes     reply to comment
Dieger
Dieger Sep 29 2013, 7:39pm says:

those are some danm pretty walls XD

+2 votes     reply to comment
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