Hey! Been working on this map for quite a few weeks now, ever since the announcement of a certain game this fall got me hyped and I needed a creative outlet. It's a Bounty Hunt map that's a remake of Vault 15 from Fallout 2. You are sent to hunt down the raider boss Darion, leader of the raider gang the New Khans.
https://far-cry-arcade.ubi.com/en-us...ab3c37c05ea3a0
I also made a Journey version of the map incase people just want to explore the map in the daylight. It's here:
https://far-cry-arcade.ubi.com/en-us...ab3c56b005fcfa
Try it out!
And the day time exploration map:
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That partially destroyed building is from the Vietnam assets.Originally Posted by Karmaiseva Go to original post
I played this map Sunday night. I really liked the approach, especially that there were two ways to enter the tunnels. It seemed like there were regularly two ways to advance to the deeper sections of the shelter. Your layering of tunnels and bunker assets really had me feeling like I was descending into a treacherous maze with each layer presenting a harder and more nerve-racking challenge. By the third or fourth layer, I got lost and I can't be positive that there continued to be alternative routes.
My main criticism is that the deeper layers of the shelter began to look a little too samey, and I got kind of confused. An easy way to mitigate this affect is to have noticeably different lighting (even just different colors) as the depth increases. You did do this at the beginning with torches before the vault entrance. Another technique might be to make a huge custom chamber after a few levels.
Also, that one tunnel with the dog and the heavy is very difficult. I know that you provide a rocket launcher before that drop, but the corridors were too close-range to use it. I think I would have preferred getting the SBAS shotgun at this point. It is a giant jump in difficulty which wouldn't be so bad if we had checkpoints, but unfortunately we don't.
Overall, I do very much like the theme, and I felt like I was descending deeper into a treacherous labyrinth. Also, that vault entrance is just phenomenal! Good job!
Thanks for playing and commenting! Yeah, there are some definite problems, many of which are because I was so stubbornly intent on being slavishly accurate to the layout from the original game. For example, the final chamber and the vast amount of enemies packed in there.
The vents you can use to sneak around are actually one of my only changes, as stealth in Far Cry has vastly different requirements from an old turn-based and skill-check-based game, and I wanted to allow stealth all the way through if you were careful enough.
The sameyness I can see, too. I kinda created a house style of sorts out of the silo pieces to recreate the Vault, with the intent that I'd go back and do a second pass to dress it up more and make it more than mostly identical walls. Unfortunately, I started hitting limits before that could happen, so metal walls and crates
Thanks for the feedback!