The Magnificence of Decay is a Total Conversion Far Cry Modification which places you in a small, explorable urban environment. There are no goals, except to explore and experience.

Report RSS TMoD is coming soon.

I'm finally getting ready to finish and release my magnum opus, my Far Cry modification The Magnificence of Decay. So I thought I'd write a bit of a blurb about the mod's history.

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This mod has been in development since 2009, in various forms and reboots. It was actually concieved as a mod called 'Blue Horizon', which was inspired by Matrix Mode from Deus Ex. Originally, player was going to play an AI exploring a deteriorating virtual reality.

Over the years, that idea got dropped, changed, brought back, dropped again. In 2010, the mod was renamed 'Black White Red Blue', to reflect my growing interest in politically motivated hatred. This name was soon changed again, to The Magnificence of Decay.

At this point, (mid 2010) I began tentatively constructing the city environment. It was far beyond my abilities, and I spent a lot of time learning. I started modelling because I wanted nicer coffee mugs. This soon turned into modelling more and more objects to fill the world. While the increase in prop quality over the past two years has been slow , I'm quite pleased with the results.

By 2011, I was convinced that the mod totally needed to have day-night cycles. And talking rabbits called RoboBunnies. RSPK3 was a girl who followed you about, giving a dynamic, roaming commentary on the game world. I actually spend a long time clumsily coding the functions needed to achieve this. However, while the results were actually quite impressive, I decided in late 2011 that I was unhappy with the heavyhanded narrative.

So in 2012, I began gutting the mod of everything useless. Dialogue was the first to go. Then the day-night system. The RoboBunnies were reduced to statues in the Vasya Building. I started focusing my energies on improving the map design, inserting more nooks and crannies and little secrets; also filling in what were once large patches of empty map.

That brings us to the now: the first of March, 2012. I am working hard to finish the mod. While it is not everything I hoped for when I started in 2009, I am confident that I have created a unique experience.

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