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  1. #1

    New Map PS4: End of Days

    Taking place 12 days after a global disaster a Soviet town, along with the rest of the world, finds itself plunged into chaos. You, an inhabitant of the bomb shelter on the outskirts of the town resurface after lock down to find the true extent of the devastation and the horrors of the new world. As far as you know there are no friends left, and it is largely unknown what enemies still survive.



    (Hopefully) posted below are some screenshots of the map


















    (I don't know if this will upload correctly)


    The map takes place in 1974 in the USSR after an apocalyptic event. I tried to match soviet architecture at the time but obviously did not go too far in to sticking with real life. Although a good amount of scripting was put into the map, I could not figure out how to hide the objective markers and have them display one after another. So when spawning in all of them will be visible and probably overwhelm you.

    Due to this error, just follow the map, and when you get to a crossroad (Pictured below) go LEFT, then go the other way after you're down with that path.
    When through the cage, DO NOT drive off until the enemy marker says 25/26. If you're teleported after the finish, it means you did not kill all the essential enemies.


    Go left at these crossroads first


    Thank you for reading and/or playing the map! I greatly appreciate feedback and would highly recommend if you enjoyed this map to check out some of my other maps and watch for more, I currently have 4 more in progress. (All on PS4) If you happen to make a gameplay video please send it to me or drop it in this thread, I enjoy watching players experience my maps.

    https://far-cry-arcade.ubi.com/en-us...ab3c1f1c998d4a
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  2. #2
    Steve64b's Avatar Senior Member
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    To hide the objective markers, run a script at the map start (trigger volume with player spawn in it) that toggles all markers Visibility off.
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  3. #3
    Thank you I have no idea how I missed that in all my maps. I was using the unspawn object in the script.
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