SP Tropix [Singleplayer]
  What started out as a simple singleplayer map, has evolved into a sprawling singleplayer map the encompasses over 5 islands and a spacious indoor environment housed inside a volcano. SP_Tropix is certainly not how I had imagined it would evolve, but it's still very manageable and good for the player in an single player environment.
 
SP Diabolical [Singleplayer]
  It's my first start using custom brushes, but I'm already very excited about the map and it's new possibilities with the brushes. I'm really trying to make FarCry into something else using as many custom brushes as I feel comfortable using [I'm using like 90% custom vegetation and 50% structural custom brushes], while still trying to make the gameplay experience feel less tired and predictable. I'm still new to singleplayer mapping and I'll try to keep this one smaller than SP_Tropix, but we'll see how it turns out. I'm planning for map to be forest terrain mixed with urban landscapes, a bit rugged but not too much.
 
Towering Building
Barricade
Driving to City
Entering City
Pipes in the City
Fuel Storage
Tall Grass
Like a Golf Course
Distant Building
South of Golf Course
One of the many paths
Vista distances
Path parts
Resupply Dock
Hidden Path
End Game Path
Commanding View
Pier and Resupply
Mariners' hut
End Game Entry
Double Piers
.CRY File included
.CRY File included [2]
SP NightRaid [Singleplayer]
  Traumatic left a bit of a foul taste in my mouth, though I've learned a lot since it's release [ver 1.2 is done but not uploaded] and I've turned the previous SP_Creation into SP_NightRaid, a night time SP map. The map is even a bit smaller than Traumtic, but it's still a learning experience for me to map in the Sandbox 1. The map is an elimination map with silenced weapons; clear out huts of mercs, blow up the radio tower, standard stuff. I want to emphasize that I am still learning and my starting SP maps will be small but as I learn more my maps will grow. Eventually they'll probably be super big, hehe.
  As for what's left to do in the map, I need to add more cover for the player and tweak the view distances of the mercs, help them patrol better, and record the audio objectives.
Beach Reached
Bridge Guards
Moonlit Night
MP SandFortress [Assault]
  I've been playing quite a lot of CounterStrike Source lately, and it's been rubbing off in my maps, MP_SandFortress especially. In addition to taking place in the vast desert, there are selected areas with natural cover and the map has something special to it. It's obvious in the screenshots; the map is another low-poly, high performance map. It's a bit of a joke though, people should have rigs capable of running FarCry on high [plays Crysis on Low] and to play a low-poly map is kind of funny in this day and age, but I like making these kinds of maps.
  This is my first map that will use custom brushes created by the community, vegetation and structures, and they really make the map stand out. Everytime I edit the map it changes quite a lot but below are two basic screenshots of the map that won't be changing.
WIP Loadscreen
Landmarks Guide
 
Lone Fisherman
Last Island Guards
Rope Bridge View
Hut Interior
Physics Abound
 
MP DosRings [Free For All]
  From a custom private map I made for a member over on Filefront.com, it has greatly evolved into a map substantially larger, and with more chances to snipe. There are a few boats, but combat was designed to take place on land. Although the terrain gets quite steep at times, there is only one for four moutains that you can climb, and on the very top rests a sniper rifle. With it you can dominate the map; so you'd better be first to the top of the mountain!
 
One of the many paths
Vista distances
Path parts
Resupply Dock
Hidden Path
End Game Path
Commanding View
Pier and Resupply

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N88TR'S FARCRY FILES - WIP Maps
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