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  1. #1

    Low Tide



    Story
    Off the coast of Singapore, a small collection of islands exist, some populated with small resorts, others completely abandoned of human life. You were an average middleclass worker looking to spend a quiet vacation here, fishing, relaxing in the housing, and kicking it back with the locals. Unfortunately, the island was raided by pirates on your second day there, and before you know it, you are in a cold rusting cage half washed up the island, your house looted, and most of the locals killed or captured.
    Your goal is to take out every pirate, and figure out a way to evacuate the ruined paradise.

    Overall features
    6 fully populated Islands with enemies and animals
    Weapon stores, and modification.
    Loot boxes and weapons to be found across the islands.
    Detailed interiors, structures and 2 radio towers.
    Over an hour minimum of play time.
    Caverns, hidden ruins, and other secrets.
    And more!

    Gameplay
    Enemy outposts in multiple locations and a large landscape to explore allow you to do whatever you wish to take out your enemies. You spend about 3 quarters of the map taking out small outposts, and exploring to get the right gear you need to turn into a badass. Once that's done, the final island gets populated full of harder enemies and its the final assault before all pirates in the area are eliminated.

    Pictures
















    And of course, feedback is always welcome as I want to improve my maps. My personal goal is always to make a map that doesn't feel like its a part of the campaign or in the Himalayas, and that it can stand on its own individual far cry experince
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  2. #2
    Steve64b's Avatar Senior Member
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    Jul 2016
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    http://steve.farcry.eu/
    Posts
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    Over an hour minimum of play time.
    Ha, you weren't kidding!

    The way you repopulate the map with waves, there's never a dull moment. I did wonder how in god's name did all those boats appear without me noticing, but surprises are a good thing. Some objects (huts/the bar) feel a bit cramped, though that could be me. I'm not spending much time in them anyway, being more in the outside (and getting lost in the process hehe).

    One thing I noticed is there was a knife or machete to pick up. It didn't have an attack animation, does it do anything?

    Tried it in SP, gonna see how coop feels.
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  3. #3
    Originally Posted by Ambrixed Go to original post
    Ha, you weren't kidding!

    The way you repopulate the map with waves, there's never a dull moment. I did wonder how in god's name did all those boats appear without me noticing, but surprises are a good thing. Some objects (huts/the bar) feel a bit cramped, though that could be me. I'm not spending much time in them anyway, being more in the outside (and getting lost in the process hehe).

    One thing I noticed is there was a knife or machete to pick up. It didn't have an attack animation, does it do anything?

    Tried it in SP, gonna see how coop feels.
    Ha, thanks, I tried to keep things active without being a bit too overwhelming, but those boats can be tricky, considering how much mobility they have to get around the islands.
    And yeah, you are right about the huts and bar being cramped, I should probably keep that in mind next time I create buildings, as I tend to make them without making sure there's enough open space for someone. Getting lost is good, though! I'm glad the map managed to do that, it's a sign for me that I'm making the environment pretty large and open.
    The machete was mostly a prop, but it can be used for takedowns as well.

    I personally recommend coop as it makes handling some enemies easier, although you might not have trouble with that if you have the right weapons.
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