DEAD CRY is a Total Conversion Singleplayer Mod playable through the Far Cry 3 Map Editor after installing mod and map files. The campaign will consist of multiple singleplayer missions very much inspired by games like Left4Dead, but with a Far Cry twist to them. The maps are all built from the ground up using assets at hand. Dead Cry will not merely be a bunch of maps or a mod alone though. It's as close to a completely new game as you can get. The campaign will include an immersive soundtrack, cinematic cutscenes, custom sound effects and voiceover work. Dead Cry is set to be released around Q3 2014 and is currently in Open Beta. You'll find trailers and gameplay down below. This page will be updated regularly.

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Beta Test Feedback and Bugs (Games : Far Cry 3 : Mods : DEAD CRY : Forum : Feedback, suggestions and/or questions : Beta Test Feedback and Bugs) Post Reply
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GC_Vos
GC_Vos Dead Cry Developer
Jan 31 2014 Anchor

The Open Beta launches March 1 and will include detailed instructions on how to install and run the mod.
Once launched, you can report glitches, problems and/or issues down below.
Thanks for playing and helping us find those pesky bugs!

Edited by: GC_Vos

Apr 8 2014 Anchor

Hey, there I played your beta and here are the problems I've experienced.

1. I couldn't find the second map in the file.
2. Enemy's are both blind and mostly deaf they only sometimes hear the noise I'm making.
3. When they do charge me they seem to just want to run into me and do no damage to me.

GC_Vos
GC_Vos Dead Cry Developer
Apr 10 2014 Anchor

1. I decided to only publish one level for now. But there will be one or two additional levels later this month. ;)
2. AI response time is known to be problematic. Unfortunately, that's just the way the AI is programmed.
3. Have you disabled invisibility and invincibility in the editor settings menu?

Apr 24 2014 Anchor

Ah, Okay thanks I'll do all that.

May 2 2014 Anchor

My beta feedback is that it's a bit too difficult if this is level 1 - there is no easing in period? I don't like the fact i'm fighting an unknown enemy in unknown quantity - i fired off a couple of shots into an enemy and before i knew it a bazillion of the things surrounded me, there was no safety net and i was unable to avoid being bombarded - I would suggest staging/ramping the enemy count up - much like FC or any other game out there: give the player hints through game play - it would have been nice if i could of seen the enemies coming at me through some kind of fence as a taster of what happens if you make too much noise and alert them - then later, perhaps 5mins of gameplay later an initial sequence of fighting 4-5, then the next time a hoarde situation occurs perhaps 10 and so on.

Framerate pretty bad here, not sure if that's down to the editor side of things?
Love the idea, think the actual gameplay needs more thought.. points for scaring the crap out of me though!

GC_Vos
GC_Vos Dead Cry Developer
May 3 2014 Anchor

Thanks a lot for your feedback, it really helps! This is actually the fifth level, with the previous levels becoming increasingly difficult. Foreshadowing is a big part of the earlier levels, and will also be emphasized through the cutscenes.

I will however take your suggestions into account and decrease the amount of npcs at the start of the level, moving some of them closer to the station. The framerate being low is probably due to the fact your desktop is still active when playing in the editor. While the fullscreen app should take away some of the strain, this has always been an issue and it's not something we can really resolve. We have been optimizing the level and a revised version will be part of the next release, but editor performance will always be somewhat worse than the actual game. It's a shame Ubisoft did not add an option for us to play levels directly through the game, as this would significantly increase framerate and stuttering.

Thanks again for your feedback!

Edited by: GC_Vos

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