This project brings a major overhaul to the singleplayer story mode, from
the level design, cinematics and encounters, to many aspects of gameplay,
and with major changes seen in the player's Nanosuit control system.
I have put much consideration into providing many conveniences of today's
popular games, while staying true to the vanilla experience.
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- Improved gameplay/controls and modern features added
- Better support for controller/gamepad devices
- Prioritize Armor/Speed/Strength via repurposed HUD modes menu
- Instant activation for (limited) Armor/Cloak via combination hotkey
- Smart Shortcuts for on-demand Speed/Strength abilitles with seamless switching
- Nanosuit upgrade system
- New "active" and "passive" ability upgrades
- Added mystery weapon "Predator Bow" (Crysis 3 bow replica, from CloakBow mod)
- Improved AI behavior and ragdoll physics
- Improved level design and event logic
- More interactive objects
- Bug fixes for various entities...
(eg. non-fatal gas tank explosion on mission 1 "island", broken KPA Mobile Radar glitch on mission 2 "village")
- Modified Time of Day and endless day/night cycle
- Dynamic AI visibility over player in various lighting conditions
- Display "Current Time" via Map/Objectives view
- Toggle switch for "Vanilla' and "Redux" lighting
- Improved lighting effects (including interiors and cinematics), with added probe-based GI via "Redux" lighting
- Probe GI adapts to various lighting conditions
- On foot 3rd-person view with adjustable camera position (works without -Devmode command)
- POV setting in 3rd-person view (behaves like 1st-person)
- Added visual effects (post-processing) and HUD options
- New "Photo Mode" with advanced time of day controls
- New in-game settings via custom overlay menu
- And plenty more to come...
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There will be more exciting additions, some added fixes to many issues that have long existed since the vanilla game's first release, and QOL improvements to bring a better experience as a whole. I also plan to have integration with Crysis Enhanced Edition mod, to combine the beautiful visuals delivered by
Remaster Studio with the gameplay overhaul/improvements of Crysis:REDUX, and bring it all together in one seamless addon package.
The goal of this project is to bring the best gameplay experience as possible in Crysis, and breath new life into this old beast, which Crytek/Saber arguably have failed to deliver. I put great hopes in this achievement.
That's all for now, prepare for the full mod to drop...
-Pfoiffee
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The design philosophy for Crysis Redux gameplay is aimed at taking all the good bits of each Nanosuit generation, and blending them together, to create the ultimate weapon.
It combines the existing HUD/UI Selector for manual mode activation (traditionally used in C1), and a streamlined system that's very similar to what Crytek introduced with Crysis 2/3, using player actions to trigger Speed or Strength abilities on-demand. I call this system...
Not only does the user have great control and flexibility over the Nanosuit, but they now have quick and easy access to the basic nano abilities, when they need it most.
These modes have been given a dedicated hotkey/shortcut for immediate activation, plus a toggle switch has been added to consolidate and reduce footprint on input devices. Use the toggle to switch Armor & Cloak hotkey activation on-the-fly.
Need armor?
With this method, Armor acts in a limited state, and energy recharge disabled. It will remain active until the suit's energy is completely drained, or is manually deactivated. This is only accessible when Speed or Strength Priority is enabled.
Need to hide?
While Cloak acts independently of the other modes, it still remains accessible within the HUD modes menu, and ties in with other systems that make use of this function.
These modes have been integrated with a new action-based shortcut system, which now makes accessing Speed and Strength abilities fast and intuitive, across all three priority modes, so they are always at the ready.
Wanna go fast?
A double-tap of the sprint action will force Speed mode into a temporary on-state, and will automatically disengage when you slow down or tap the sprint action again. When Speed mode is no longer in-use, the suit will revert back to the assigned priority mode.
Wanna jump higher/hit harder?
Holding Jump/Melee actions for a brief period will enable Strength mode (again, temporarily). This will remain active until the actions are released, and the suit will switch back on it's own.
The modified Nanosuit modes HUD will allow the user to set the play style they desire, by assigning Armor, Speed, or Strength as the priority or "default" mode. This allows the user more versatility and to suit their needs in many situations.
Now some of you might be thinking, "Do we really need this? We have the "easy-to-use" N2 controls, and the old N1 modes menu seems redundant now... why do we always need both on? What's the big deal here?"
Well my friend, the answer to that question is:
Along with giving the user full control and change priority from Armor, Speed & Strength, the HUD Modes system has been repurposed to unlock new abilities, and each one can be activated by selecting it's parent mode from the HUD menu. This introduces a new layer of gameplay never before seen in Crysis 1 Story, and more variety to encounters.
Nano upgrades and skill progression is a possibility in Crysis 1 with Redux mod! Now you can realize the full potential of N1 suit in a variety of new ways, as you journey through the island of Lingshan as Nomad.
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That's all for now, prepare for the full mod to drop...
-Pfoiffee
This is a demo release of my very first mod entry to the original game, called... Crysis:Redux. Includes the 1st mission "Contact". A full release will...
This is a demo release of my very first mod entry to the original game, called... Crysis:Redux. Includes the 1st mission "Contact". A full release will...
This is a demo release of my very first mod entry to the original game, called... Crysis:Redux. Includes the 1st mission "Contact". A full release will...
Man I would love to see crysis 2 weapon models replacing the vanilla ones
Weapon models can be swapped by adding .pak mods into the "...Crysis/Game folder", and should work just fine with CRedux. You just need to look around and see if any C2 weapon mods exist, or simply create them yourself.
I want to create one myself, the thing is the know how lol, ever had experience with that ?
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Is there any chance that this Redux mod could also contain weapons from tactical expansion mod?
While it may be possible to add these weapons, I have more important things to focus on at this current time.
Later at some point, I might look into it, but I don't want to fill the sandbox with a whole bunch of guns that are functionally the same... they should each play a distinct role, so we don't have a "jack-of-all-trades" weapon that only gets used, while everything else is left neglected.
Like this !