CryRecon:NanoWarrior Development Journal [UPDATE 02/01/09 MODDB MOD OF THE YEAR 2008]
STORYLINE
Set in 2010, the rising super power of North Korea is finally forcing a dominant foothold on the world stage. Four years of political negotiations with the country on its development of nuclear armaments have finally broken down leaving international relations at an all time low.
US forces are currently stationed just outside the South Korean city of Seoul, approximately 60 kilometers from the North Korean border, while coalition inspectors investigate key nuclear sites for evidence of weapon production.
The current leader of North Korea, Kim Jong-il, is seen on an international television broadcast threatening action against the west and key members of the coalition, demanding the immediate withdrawl of all US forces from the border and the removal of the inspection teams currently stationed there.
After 3 days of the threats being issued, US camps just inside South Korea are attacked and destroyed by a large North Korean contingency force sweeping along the border.
In the face of a sudden and most serious escalation in the crysis the coalition forces of the USA, China, Russia, Japan and South Korea are left with no alternative but to intervene with military action. Leaving the nuclear intentions of Kim Jong-il and the outcome of what could be a catastrophic war uncertain to all those involved and the world at large.
SYNOPSIS
Set ten years before the incident in the South China Sea, CryRecon:NanoWarrior returns to the service career of a young Jake Dunn. Currently serving as a US Delta Force operator, Dunn is selected to lead an advanced Recon-Assault team and posted to North Korea, following the escalation of the evolving political crysis.
The player takes on the role of Dunn, commanding an elite squad in the opening, and possibly closing gambit of the military action in North Korea. With advanced squad mechanics, tactical support, including; airstrikes, gunship support, medical and weapon supplies & vehicle drops, you will have all the tools necessary to complete missions silently and undetected, or by leaving a path of total devistation across the map.
A token based system rewards the player for completing various side missions with purchasable weapon upgrades, additional equipment and levels of air support. A dynamic, plot driven storyline, including multiple outcomes will hopefully immerse the player in the role of Dunn and provide both a tactical and exciting gaming experience.
GAMEPLAY FEATURES
Nano:Warrior squad based mechanics (based on the US militaries "LandWarrior" System) gives the player the ability to command
and control his team and the battlefield in realtime.
- Features Include -
Brand new weapons, including "Near Future" weapons technology
3rd person and 1st person switching
Dynamic waypointing (realtime or via PDA)
Suppression fire on position or target
Team Follow/Team Hold/Flanking
TeamMate helmet camera
Recon mode (weapons hold and enhanced enemy spotting)
New custom team mate voice responses
Team mate spotted enemies update on your map immediatly.
Enemy tagging (team mates and enemies are tagged in your view)
Airstrikes which can be called on any target throughout the map.
Weapons/Medical supply & Vehicle drops via the PDA or realtime.
Gunship / Helicopter support in realtime.
Realtime UAV Scanning Support.
Custom skins/Custom charachters.
Custom character model attachements.
Weapons settings re-written for a more realistic gameplay experience.
Complete AI system recoding
CQC formation and door stacking procedures including flash and clear with
room clearing.
Token based gameplay with rewards for secondary objectives allowing the
player to purchase weapon upgrades, airstrikes and support.
Plot driven storyline with multiple outcomes based on the players achievement
of key objectives.
A mixture of wide open battlefields, costal areas, rich forests and CQC urban warfare set in both the Highlands and the temperate low land areas of North Korea. Custom trees and vegitation, including Siberian fir, spruce, pine, and Korean pines. Realtime day/night and weather cycles which appear through the map as conditions change.
CURRENT DEVELOPMENT WIP'S
VEGITATION
A small example of some of the new vegitation types that will be found in CryRecon.
One of the many tactical support systems for CryRecon:NanoWarrior. This enables you to call in various strikes which are purchasable by the player with the token system. This simple example shows a basic airstrike. It can be called on any target in the map at any time the player chooses to do so. Other warheads and delivery platforms are detailed in later videos.
A test of the M249 Squad Automatic Weapon that may feature in the mod for both the player and your support squad mate. Currently only demonstrating the 3rd person version.
The UAV featured in CryRecon. It can be called by the player at any point or location to obtain an unimpeded view of the battlefield. As well as allowing the player to see through one of the two camera "eyes" of the UAV it also scan's the local area adding enemy positions to the players map.
Allows the player to call in light vehicles and also medical/ammo supplies while on mission behind enemy lines. The airdrop is supplied by the C-17 Globemaster III.
A short test of another munition type that is delivered via airstrike. The CBU-87B is a cluster bomb that deploys 202 collision detonated bomblets that disperse above the target delivering a devistating strike over a large area. Most sutiable for soft and light targets.
Yet another airstrike munition, this time delivered by the F117-A NightHawk. This warhead detonates above a target expelling a large cloud of fuel, this is then detonated mid air causing a massive pressure explosion capable of causing extensive damage to any target caught within the cloud. The video also demonstrates the Satellite GPS beacon system that is used to pinpoint targeting for the pilot.
A short demonstration of the OICW style "Airbursting" grenade. This video shows how a conventional grenade launcher is incapable of targeting enemies in cover. The system employs a laser range finder to obtain distance to target. A preset of either one or two meters can then be set to allow the grenade to detonate inside a room. The video shows the "window mode" in operation. The OICW is shortly to be implemented into CryRecon in the next update.
10/08/08 - DGOECK CITY PROPS
Updating with some urban prop models that team member Dgoeck was kind enough to make for us a while back....
12/08/08 - NANOWARRIOR CONCEPT
Very proud to update you guys with yet another brilliant character concept from team member NERVEINK...
12/08/08 - SIDESHOWBOB CITY ASSETS
Just a quick update today to showcase the fantastic city building assets that forum member Sideshowbob created for Cryrecon....
This post has been edited 60 time(s), it was last edited by Fortran: 03.01.2009 02:48.
08.03.2008 09:26
intrepidbiped
Uber Modder
Wicked stuff, Fortran... let me be the first to say that CryRecon is my single most anticipated mod so far. Should have been MOTY in my opinion!
I'm totally in awe of how much you have accomplished already.
08.03.2008 09:39
Fortran
24/7 Modder
Thread Starter
Mate, thank you so much for your kind comment, really means alot to me. Just hoping to do CryEngine2 justice and achieve the level of quality and gameplay I am aspiring to. Eagerly awaiting "EndGame" as well man! Sounds amazing!! Thank you again.
This post has been edited 1 time(s), it was last edited by Fortran: 08.03.2008 09:43.
08.03.2008 10:09
Dark shadow
Honourable Member
even if is "only" a recapitulation, great work as always
I envy you
__________________
-> SQUAD COMMANDER - a complete squad at your commands - go wherever you want / do whatever you want
----------
-> MAXIMUM CHALLENGE - a complete SP modification - the real hard campaign / more enemies / more action
----------
-> TANA's: Tactical Alien Nanosuit Attachments - Alien nanosuit attachments to expand and increase your abilities
----------
-> AGILITY FLOWGRAPH - Do amazing wall runs and jumps, grab edges and climb and jump everywhere. Have fun!
08.03.2008 10:19
Fortran
24/7 Modder
Thread Starter
quote:
Originally posted by Dark shadow
even if is "only" a recapitulation
Lol true, too true
thought I should really get my act together and put all this stuff in one place instead of spamming up the WIP assets section lol. Many many thanks Dark mate.
This post has been edited 2 time(s), it was last edited by Fortran: 08.03.2008 10:22.
08.03.2008 12:22
Pereza0
Trained Modder
Wow the storyline is great, including the crazy Kim guy is alive
I dont know how so many gr8 thigs can enter a single mod anyway
__________________ Meooooooooooooooooooooooooow
08.03.2008 12:25
liveboy
Uber Modder
i like the pictures....
i like all the explosion
I REALLY LOVE THIS MOD 1ST
08.03.2008 17:15
longboardskier
Trainee
Just make sure copyright....
j/k
Looks really good! The urban assets look great!
__________________ E6600 2.4GHz
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2 x 1gig Corsair DDR2-800
Asus P5N-E SLI 650i
08.03.2008 17:31
Rad15
Uber Modder
Fortran your the best.
i really cant wait for this mod, now that the sdk is out with source code, should be a bit easier for you.
cant wait to demo or try this.
This mod looks and sounds great. It seems very inspired on the newer Ghost Recons and it pushes the Cryengine on something more tactical than Crysis.
I'll be keeping my eye on this mod, it smells sweeter than sugar
08.03.2008 23:52
Fortran
24/7 Modder
Thread Starter
Yes indeed, it draws many of the "better" elements from the GR series and also even some from the RS games. Many thanks for all the kind comments so far guys, I know it's nothing new to many of you who know me, but there are alot of exciting updates comming soon. Now I am back, the work can continue
09.03.2008 00:17
shajbot
Beginner
holy shjt man it'll be epic. can't wait
10.03.2008 15:27
DaKi
Beginner
This WIP looks really good .
Nice to see you're getting some support because it looks like an ambitious project .
Keep up the good work guys . Airstrikes were just missing in crysis , can't wait to cluster bomb some folks ^^
10.03.2008 18:29
Fortran
24/7 Modder
Thread Starter
Yeah
with the addition of Nerveink and MadScientist we are pretty much good to go now. All the WIPs were without the SDK so it will be nice to finally be able to set some of these things (especially the weapons) up properly.
This post has been edited 1 time(s), it was last edited by Fortran: 10.03.2008 18:30.
10.03.2008 19:12
boebi
In yer chimney, catching yer presentz!
This is my second favourite mod (after mechwarrior) !
Looks really so promising, especially the urban combat!
Just 1 thing to tell you:
The Blackhawk its main rotor blades are hanging down when its engine is turned off, naturelly because of its weight and gravity pulling it.
But when the engine are fire up, and the blades start 'carying' the the body of the chopper, the sort of hang up, the ends of the blades are higher than the rotor (if you horizontally look at it).
I hope you understand what I mean
Hard to explain ^^
God it looks so extremely nice, may I ask if you're gonna add custom sound dialog too? Or did you include that in your post I was too lazy to read all the text and I was drooling over the screens
Keep up the very good work
10.03.2008 19:20
Fortran
24/7 Modder
Thread Starter
quote:
Originally posted by boebi
This is my second favourite mod (after mechwarrior) !
Looks really so promising, especially the urban combat!
Just 1 thing to tell you:
The Blackhawk its main rotor blades are hanging down when its engine is turned off, naturelly because of its weight and gravity pulling it.
But when the engine are fire up, and the blades start 'carying' the the body of the chopper, the sort of hang up, the ends of the blades are higher than the rotor (if you horizontally look at it).
I hope you understand what I mean
Hard to explain ^^
Hi Boebi, yes I totally understand what you mean, unfortunatly its not really possible to modify the geometry, however when I re-export this now I actually have the SDK I will make the blades droop, as when they spin they switch to another proxy model...so now the SDK is here I can kind of make it work properly
Thanks for the comment mate.
@ xGj: Thanks man, and yes lots and lots of custom dialog,both for your team members and the storyline.
10.03.2008 19:22
FoxhoundUnit13
Beginner
Fortran man, you should work developing games with EA or something like that, this is awesome, I really want to play this mod
10.03.2008 22:06
boebi
In yer chimney, catching yer presentz!
quote:
Originally posted by Fortran
quote:
Originally posted by boebi
This is my second favourite mod (after mechwarrior) !
Looks really so promising, especially the urban combat!
Just 1 thing to tell you:
The Blackhawk its main rotor blades are hanging down when its engine is turned off, naturelly because of its weight and gravity pulling it.
But when the engine are fire up, and the blades start 'carying' the the body of the chopper, the sort of hang up, the ends of the blades are higher than the rotor (if you horizontally look at it).
I hope you understand what I mean
Hard to explain ^^
Hi Boebi, yes I totally understand what you mean, unfortunatly its not really possible to modify the geometry, however when I re-export this now I actually have the SDK I will make the blades droop, as when they spin they switch to another proxy model...so now the SDK is here I can kind of make it work properly
Thanks for the comment mate.
@ xGj: Thanks man, and yes lots and lots of custom dialog,both for your team members and the storyline.
Alright good to hear you can fix it
It just looks kinda weird with the blades pointing down ^^