The Mutant Factor: Awakening (TMF:A) is the sequel to the Crysis/Crysis Wars mod: The Mutant Factor, and begins not long after the first mod left off.
Phoenix wakes up in an unknown sewer with no idea as to where he is. The last thing he remembers is being trapped underground in order to avoid infecting the world but, apparently, things didn't work out exactly as planned. Phoenix soon finds the world ravaged by the very virus he was trying to contain and, as if violent mutant attacks weren't enough to worry about, he is now considered public enemy number one!The original mod was created for Crysis but this time, the world of TMF:A will be presented in all of the glorious detail that Cryengine 3 has to offer! Much like the original, TMF:A will take much of its inspiration from games like F.E.A.R, Half-Life, Bioshock, and, of course, Crysis.

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More TMF:A Pics

News 2 comments

I wanted to bring more pics to show you the progression of the mod.


I have worked mostly on AI and navigation this week which is not reflected in these pics.

Garage Section WIP

Garage Section WIP

Garage Section WIP

Garage Section WIP

Garage Section WIP

Garage Section WIP

Garage Section WIP

New screenshots!

New screenshots!

News 1 comment

Here is another batch of screenshots from the same area of the map shown in the previous batch.

New TMF:A Screens!

New TMF:A Screens!

News 0 comments

Here are a few early screens from a new section of the mod that I have just started.

First TMF:A Update in 2013!

First TMF:A Update in 2013!

News 3 comments

I know it's been awhile since my last update so the first order of business is to announce that TMF:A is NOT DEAD!

Halloween Update

Halloween Update

News 4 comments

Howdy folks! I apologize for the lack of updates recently. Here are some new screenshots to "wet your appetite".

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Guest
Guest

Whatever happened to Mckool?

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mckool Creator
mckool

Honestly, I have not been working on the mod. I still have it on my hard drive and I have opened it a few times but my inspiration is low. It doesn't help that the Crymod community never really supported Crysis 2 modding. Every post is either for Crysis modding or the (no longer) free SDK. I have not posted that the mod is dead though because I hope to jump back in at some point.

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Fradao
Fradao

mckool,
When you intent to put this mod online for download?
You now, actualy there are no new mods!! for CRYSIS 1 or CRYSIS 2,
we play the olds and wait for something new like your Mod.
Thanks for working in this feeld.

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mckool Creator
mckool

Sorry for the slow response. I have not checked MOdDB in awhile. I'm afraid that I do not have a release date yet for the sequel. I have been dealing with employment issues which have distracted me from the mod. I promise that it is NOT DEAD though.
And yes, there are 2 separate mods: one for Crysis which is already released and one for Crysis 2 which is the sequel and still in development. I just post news on both profiles to try and get as many people's attention as possible. I seem to have a smaller watch list for the sequel than I do for the original. I guess not as many people play Crysis 2 mods.
I think that has been a little depressing but hopefully more will discover it once it's released.

Again, I apologize for this taking so long. Thanks for all of your support!

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Fradao
Fradao

Hello,
I play all your games and mods, and now your capacitat, so this mod will be great, we expect to play it.
Thanks for all the big work.

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mckool Creator
mckool

Thanks so much for your support!

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Mrqbasic
Mrqbasic

Tracking!!! looks very interesting :) glad to see a good modder in the Cryengine sector! Keep it up!!!

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[Tox(sic)]
[Tox(sic)]

Came here from the shameless plug. Looks amazing.

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mckool Creator
mckool

Thanks! Now if I can just stop playing Black Mesa....

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VGames
VGames

Does the main character have any mutant abilities?

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mckool Creator
mckool

I plan on giving the player the "Mind Control" ability where you can turn enemies into allies. Alot of people had problems with that in the first mod so I hope to improve it in this one. From what I have seen on the forums, it will work better in Crysis 2 because I will not have to hard map it to a specific key (the "0" key in that case) but rather a contextual key (like the "use" key for instance) I was not able to make that work in Crysis for the first mod.

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