Mont Rivière Outpost
Far Cry 4 Outpost Design
This map can be played by searching for "Mont Rivière Outpost" in the Far Cry 4 Map Browser on PC
Mont Rivière is an outpost created in the Far Cry 4 map editor.
Scale the mountain, survey the base, choose your angle of approach!
While making this outpost, I focused on two main objectives.
First, I put extended focus on the environment and visual communication to the player:
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Use of fog (thickness/colour) and skybox to show time of day.
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Ensuring different sightlines are available for both long-ranged and close-quarters combat.
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Playing with multiple elevations, allowing players to take high ground, take cover, use stealth takedown tactics, or even kick explosive barrels towards unsuspecting patrols as preferred; ground paths and visual landmarks are used to draw attention to these opportunities.
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A big goal of this level was to create a space that had natural-feeling terrain and an outpost that felt genuine, like each building and placed asset had a legitimate in-universe purpose for being there.
My second goal was to ensure that the player had variety in their choices of how to tackle the outpost:
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Once the player scales the initial mountain, they have several weapons provided to choose between. One of these weapons has a very high zoom, allowing the player to use it to get a better overview of the outpost; the player must still get closer to engage though.
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Once a player has chosen their equipment, they have three options for the initial approach:
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Zipline - this is the most direct, simple, safe, and straightforward approach. It drops the player in cover behind a rock and within the trees...though you should probably watch out for bears.
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Hang Glider - this is the most flexible approach, as the mountain starts high up enough that a player can reach nearly anywhere on the map with the hang glider/wingsuit combination.
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Waterfall Grapples - this is the most rewarding approach, as it brings you straight to a supply cache with a bow, grenades, and body armour, as well as easiest access to high ground directly above the outpost. However, it is well-hidden, off the beaten path, and frequented by some dangerous wild animals.
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Once in range of the outpost, the player has sufficient space to safely circle the entire outpost, fully scout enemy positions, and make a plan to engage.
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Players are rewarded for exploring the space further with weapon, armour, and grenade caches located both up- and down-river from the main outpost - a stealthier approach benefits from the bow available at the shrine, and a run-and-gun playstyle benefits from the sidearm grenade launcher at the docks.
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Each cache's contents encourage the nearest approach as well - upriver is perfect for sneaking in with the high ground and heavier tree cover, while downriver is more open, encouraging run-and-gun gameplay.
The outpost itself is made up of several buildings, guard towers, a few mounted gun nests, and three alarms.
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Enemy guards are present in each tower, and otherwise patro the Barracks, Armory, HQ, and campfires.
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Alarms are located in three different areas of the base, on different levels, and placed such that sightline access to all three at once is very limited.
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Stealth is possible, albeit difficult with the large number of guards.
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If an alarm is triggered, reinforcements approach in themed waves from three directions:
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Stealth Hunters will spawn in the trees at the base of the initial mountain.
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A loaded boat will spawn downriver by the docks and zoom in to unload multiple enemies.
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A loaded truck and two Heavy Gunner enemies will spawn on the road leading to the base' main entrance.
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These various forces arrive at different paces, forcing the player to adjust their strategies quickly to handle both remaining enemies within the outpost and the reinforcements.
Please reach out if you have any questions or would like to hear more about this project!