Copy+Pasta from Crymod

This is the map I did for the Crysis ICMC. Unfortunately the version I originally uploaded turned out to have some serious issues and was missing several things. I fixed it up (to my knowledge), and even added plenty of new stuff to keep it fresh

Hopefully this version works!
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CYBIRTH: THE BASECAMP
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"Cybirth: The Basecamp" is a desert-based single player map depicting the start of a Cyber-punk revolution. You one of the nano-suit equipped soldiers, serving for the US Army... only to find yourself as a puppet for a hacker who has interfaced with your nanosuit. He tasks you with a simple deed of infiltrating a US army base in the middle of the desert to perform a special task.
Unfortunatly, being hacked into a nano-suit causes your IFF readings to show you as an enemy to your own allies. You must fight against your own comrade or suffer the kill-switch from a hacker who controls you from behind the scenes.
A look at the new and improved parking lot for the intel building:

The large spire and rock ledge:

Powerlines, and new vegitiation:

Some rocks:

A little storage and sniper tower:

Just some scenery:

A little glimpse of the small tank-course near the abandoned tank depot:

An old mostly unused training area being cleaned up:

Another look at the training area:

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DOWNLOAD HERE (VERSION 2.0):ICMC_Cybirth: The Basecamp
INSTALL INSTRUCTIONS:-Simply unrar the folder in the Game/Levels/ directory.
-Run Crysis, open the console, and type "con_restricted 0"
-Type "map basecamp"
-Have fun!
-For a real challenge play on Delta. The enemy really put up a good fight!
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VERSION 2.0 CHANGELOG
CYBIRTH: THE BASECAMP VERSION 2.0 CHANGELOG
------------------------------Version 2.0--------------------
-Fixed the "Reinforcements Arrive In..." counter from not working when the player delays reinforcements on the base exit
-Made all the AA turrets much stronger (they now use rockets when the target gets close enough in-range)
-Slightly reduced the number of enemies you fight when escaping the base with reinforcements delayed
-Fixed the player not spawing with any weapons, hands, etc.
-Added a support ramp that extends out from the base exit/entrance incase the player did not enter the base via the elevator. Thus, the player will have enough distance to be able to activate his parachute for that particular case.
-Dug out the area underneath the cargo elevator for asthetic and realism purposes.
-Delayed the "The reinforcements have been/have not been delayed" speech when the player rides the elevator up from the master computer, so that it is more likely to happen after the player has killed the initial 3 foes he meets.
-Reduced the number of enemy patrols outside of the base after the escape
-Moved some of the nanosuit patrols outside of the base to have it so the player is more likely to fight them in combat.
-Fixed the cargo elevator's "run" sound from continuously playing
-Reduced the health of the nanosuit soldiers to be more on the level of the player's health level.
-Removed the radar-jammer that affects the player when he escapes the base (a bug would cause it to permanantly stay, and it didn't add to the gameplay to the already-diffcult gameplay in this section).
-Added a particle effect to the lockpick to make it more noticable
-Added a HUD message trigger to the lockpick so that when the player picks it up he is informed that the tanks are now unlocked.
-Tweaked the AI in the first area to be more natural when idle.
-Fixed an issue that caused the LTV in the training area of the map to stop moving his patrol when alerted by the player.
-Added more RPG-spots to the final area of the map to provide a bigger challenge for those who have earned the ability to use tanks.
-Tweaked the timings of the underground base dialogs to not over-lap other dialogs.
-Reduced the times that the vtols respawn in the last area to provide a greater threat to the player.
-Fixed a buggy vis-area in the intelligence building causing strange graphics glitches.
-Minor object placement and addition changes
-Minor AI adjustment and placement
-Fixed an issue where several proximity and switch triggers were not aligned properly.
-Added an enemy tank to the outside-base fight only when the player uses a tank of his own.
-Changed the skins of many of the vehicles to fit better with the environment.
-Expanded the intro sequence to include an intro credits and a fly-by of the map. This will be done mostly to decrease the stuttering that happens in the original intro cinimatic.
-Fixed the starting intro cinimatic dialog from overlapping itself
-Added clouds
-Added decal detailing to a few portions of the map
-Increased optimization throughout the map, where possible
-Made the voice acting more clear to understand.
-Added a powerline/powercable system running through the map that was orignally intended for the first version release
-Added more grass/foliage/rock detail to all area's of the map at no cost to performance.
-Fixed the reinforcements trigger not properly deactivating when player does not delay reinforcements sometimes.
-Reduced music volume to be less loud when it triggers
-Fixed the AA turrets not resetting to the "off" position after the player activated them when the player loads a previous save from beforehand.
-Fixed an issue that caused the ground light tank transport to unload the driver when it unloads it's cargo.
-Added a few enemies to the final area to make it more interesting of a fight
-Tweaked a few sound-areas to produce better and more realistic sounds
-Fixed the map loading screen to be of proper size and not get cropped off.
-Fixed the massive performance and lag issues that could happen on the second half of the mission.
-Majorly reduced the number of enemies the player fights when he escapes the base with the re-inforcements not delayed.
-Added cloak ability to the base escape
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Crymod Thread:
http://crymod.com/thread.php?threadid=26691Time for a vacation

Tomorrow I will be leaving on a week-long kayaking trip, hopefully my arms will be able to handle some map editing afterwords
