List of FarCry 2 maps
    13 years ago
            i am going to use this journal as a list of maps i've created for the game FarCry 2. i'm gonna just go ahead and start with the first one i mentioned above called Tributary, but i wanna do it in a more Unreal-esque way. i don't know. i can't just leave something alone as it is. i have to create all these extra things like reasons behind objects in the map or descriptions of the areas objectives or whatever. it'll be updated as time goes on.
Tributary
PS3, small map (4-6 players)
Validated for: Deathmatch, Team Deathmatch, Capture the Diamond, Uprising
Vehicles: No
Description: A small fishing village on the outskirts of the Congo, this nameless community is quickly developing into an industrial center and mercenary camp with the rise of The Jackal's civil war. While it's out of the way of the brunt of the fighting, both the APR and the UFLL have taken interest in the village due to the abundance of natural resources in the region and the rumors of ancient diamond deposits (hint hint, Michael Crichton reference) hidden away in the deep jungle. During the cease-fire, both sides had managed to set up headquarters within the town--the African Popular Resistance sits in a couple of well-appointed (by local standards) shanties while the United Front for Liberation and Labor quickly took over the factory opposite town.
Tactics: Ammo caches are distributed equally along the inside perimeter of the village, although none are in the center of town. The three distinguishing factors of the village (as well as the points players must control in Uprising) are a rigged radio tower near the APR headquarters, the main entrance to the village (next to the factory) and a set of mobiles and cranes an equal distance from both starting areas--the three points form a roughly equilateral triangle, and while there are direct paths from each point to the other they are all covered by M249s, making circumspective routes more desirable. Two M2 machineguns (one on the balcony of the UFLL factory and the other in a watchtower conjoined with APR HQ) overlook the town and can hit nearly any part of the map, although there is plenty cover to prevent them being overpowered.
2-Fort Afrika (less than 20% complete)
PS3, medium-large map (est. 12-14 players)
Validated for: None
Vehicles: Swamp Boats
Description: None yet.
Tactics: Nothing concrete yet. Due to the size of the map in comparison to most other forms of the 2-Fort formula and the limited submerged swim time players have in Far Cry, the underwater tunnels have been replaced with docks, and the only safe way across the water is via swamp boat. Both docks will be fortified with sandbags and mounted weapons (probably Mk. 19s), and swamp boats will have marginal cover.
Convoy (approximately 70% complete)
PS3, large map (est. 14-16 players)
Validated for: Team Deathmatch, Uprising; Capture the Diamond is planned but Deathmatch is NOT
Vehicles: None yet, probably Jeep Wranglers/Liberties or Assault Trucks
Description: Currently being written.
Tactics: In order to take complete control of the valley, the UFLL or APR need to control the UFLL checkpoint leading into the valley (A), the crashed Hind in the swamp which acts as a midway barricade (B) and the immobilized convoy itself on the other end of the valley (C ). Heavy foilage prevents a direct route from A to C in vehicles, requiring the Hind to be controlled if either team wants easy access to the main objectives. M2 machineguns are trained on the roadways at both the checkpoint and the convoy to offset the advantage given to whoever controls the Hind, and M249s are present at all three control points to counter foot-mobile attackers. The checkpoint has been cleared of foilage and is not an easy target for immolation, but hard and soft cover is minimal and defenders are easy to pick off. The Hind and its attending barricades are submerged in a swamp that makes both defense and attack impractical (defenders must expose themselves in order to fire their weapons due to water height and attackers will have trouble seeing their targets, and both sides will be largely unable to use fire-based weapons). The convoy itself is in a heavily covered area and while soft and hard cover are plentiful, the area is very susceptible to fire attacks. Shooting lanes have been cleared in front of all the mounted weapons which may allow attackers to know which areas to avoid, although careful gunners will be able to hit nearly anything that approaches the camp. This is by far the hardest point to mount a hard assault on, but definitely the most rewarding to officially capture.
Kolobok (approximately 75% complete)
PS3, medium-large map (est. 12-16 players)
Validated for: None yet, all game modes planned
Description: S.T.A.L.K.E.R.-inspired map. A twisted, winding junkyard on the outskirts of Clear Sky's new African holding, "Kolobok" is one of the few areas of the planet Earth not yet contaminated by the ever-expanding Zone--although as it is being used as a dumping ground for radioactive waste and weapons by-products, the chances it'll remain "pure" for much longer are slim to say the least. Despite the large size and moderately open nature of the basin, the sheer amount of rusting train hulks and shanty town-like recycling centers clogging the canyons manage to keep the sunlight out until nearly noon, creating a perpetual half-night for Kolobok's inhabitants.
None yet.
                    FINISHED MAPSTributary
PS3, small map (4-6 players)
Validated for: Deathmatch, Team Deathmatch, Capture the Diamond, Uprising
Vehicles: No
Description: A small fishing village on the outskirts of the Congo, this nameless community is quickly developing into an industrial center and mercenary camp with the rise of The Jackal's civil war. While it's out of the way of the brunt of the fighting, both the APR and the UFLL have taken interest in the village due to the abundance of natural resources in the region and the rumors of ancient diamond deposits (hint hint, Michael Crichton reference) hidden away in the deep jungle. During the cease-fire, both sides had managed to set up headquarters within the town--the African Popular Resistance sits in a couple of well-appointed (by local standards) shanties while the United Front for Liberation and Labor quickly took over the factory opposite town.
Tactics: Ammo caches are distributed equally along the inside perimeter of the village, although none are in the center of town. The three distinguishing factors of the village (as well as the points players must control in Uprising) are a rigged radio tower near the APR headquarters, the main entrance to the village (next to the factory) and a set of mobiles and cranes an equal distance from both starting areas--the three points form a roughly equilateral triangle, and while there are direct paths from each point to the other they are all covered by M249s, making circumspective routes more desirable. Two M2 machineguns (one on the balcony of the UFLL factory and the other in a watchtower conjoined with APR HQ) overlook the town and can hit nearly any part of the map, although there is plenty cover to prevent them being overpowered.
UNFINISHED MAPS2-Fort Afrika (less than 20% complete)
PS3, medium-large map (est. 12-14 players)
Validated for: None
Vehicles: Swamp Boats
Description: None yet.
Tactics: Nothing concrete yet. Due to the size of the map in comparison to most other forms of the 2-Fort formula and the limited submerged swim time players have in Far Cry, the underwater tunnels have been replaced with docks, and the only safe way across the water is via swamp boat. Both docks will be fortified with sandbags and mounted weapons (probably Mk. 19s), and swamp boats will have marginal cover.
Convoy (approximately 70% complete)
PS3, large map (est. 14-16 players)
Validated for: Team Deathmatch, Uprising; Capture the Diamond is planned but Deathmatch is NOT
Vehicles: None yet, probably Jeep Wranglers/Liberties or Assault Trucks
Description: Currently being written.
Tactics: In order to take complete control of the valley, the UFLL or APR need to control the UFLL checkpoint leading into the valley (A), the crashed Hind in the swamp which acts as a midway barricade (B) and the immobilized convoy itself on the other end of the valley (C ). Heavy foilage prevents a direct route from A to C in vehicles, requiring the Hind to be controlled if either team wants easy access to the main objectives. M2 machineguns are trained on the roadways at both the checkpoint and the convoy to offset the advantage given to whoever controls the Hind, and M249s are present at all three control points to counter foot-mobile attackers. The checkpoint has been cleared of foilage and is not an easy target for immolation, but hard and soft cover is minimal and defenders are easy to pick off. The Hind and its attending barricades are submerged in a swamp that makes both defense and attack impractical (defenders must expose themselves in order to fire their weapons due to water height and attackers will have trouble seeing their targets, and both sides will be largely unable to use fire-based weapons). The convoy itself is in a heavily covered area and while soft and hard cover are plentiful, the area is very susceptible to fire attacks. Shooting lanes have been cleared in front of all the mounted weapons which may allow attackers to know which areas to avoid, although careful gunners will be able to hit nearly anything that approaches the camp. This is by far the hardest point to mount a hard assault on, but definitely the most rewarding to officially capture.
Kolobok (approximately 75% complete)
PS3, medium-large map (est. 12-16 players)
Validated for: None yet, all game modes planned
Description: S.T.A.L.K.E.R.-inspired map. A twisted, winding junkyard on the outskirts of Clear Sky's new African holding, "Kolobok" is one of the few areas of the planet Earth not yet contaminated by the ever-expanding Zone--although as it is being used as a dumping ground for radioactive waste and weapons by-products, the chances it'll remain "pure" for much longer are slim to say the least. Despite the large size and moderately open nature of the basin, the sheer amount of rusting train hulks and shanty town-like recycling centers clogging the canyons manage to keep the sunlight out until nearly noon, creating a perpetual half-night for Kolobok's inhabitants.
None yet.
 
            
        
    
    
        40ozHyena
    
    
    
        ~40ozhyena
    
                            
                    Dude... I didn't know anybody except me and like 3 other people still played FC 2 Multiplayer! Awesome!! :D                
             
            
        
    
    
        Cassandra Fortuna
    
    
    
        ~vatz
    
                                    OP
                            
                    it's still super-popular on the PS3, apparently. my map was only one of like twenty that'd been uploaded just yesterday, and finding matches takes about three seconds as opposed to ten minutes like with Black Ops (buying those map packs fucked me over since Sony made sure damn near nobody else would want to pay ten dollars each).                
             
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