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Picture of KrAzY1337
Posted
As there is a 6 paged suggestion list for Far Cry 3, I wanted to make a suggestion that would stand out and will definitely change how multiplayer would be meant to be played. As I do appreciate the Far Cry 3 suggestion thread, many people there already nailed a fix to Far Cry 2's problems and improvements. This, however, would be a massive improvement in video games (Particularly first person shooters).



Far Cry 2 already has the wilderness generator generating terrain in seconds, capable of relieving players developing a map fast enough. If a wilderness generator is possible, I would love to see a complete level generator generating maps, then immediately starting a multiplayer match. Or a single player for the matter.
Each multiplayer match that are using the "Instant Action map generator" being its own unique, calculatedly balanced map. And if there are thousands of players...

Multiplayer
The host (or majority of voters) of the match should have the options (If voting is disabled, or no votes, it can be randomized by default if people are super lazy):
  • Deciding the size of the randomly generated map: Large, Medium, Small, or Random.
  • Whether the level is: Symmetrical or Asymmetrical, or Random.
  • Indoor or outdoor
  • Environment setting (Jungle, Savanna, Volcano, Random, etc.)
  • Type of structural culture (Industrial, Village, Ruins, Random, None, etc.)
  • Time of Day (Sunrise, Noon, Afternoon, Sunset, Night, Random, etc.)
  • Weather
  • Gamemode (Deathmatch, Team Deathmatch, Capture the Diamond/Flag, Uprising, Random, etc.)
  • And so on... (If people here are able to suggest an add-on to this concept)


The map generator should have the ability:
  • Detection of travel distance between areas (Making sure whether the objective and spawn areas are not too far or too near)
  • Detection whether if possible to enter areas via walking or vehicle
  • Height, length and width calculation between ceilings, roads/hallways, and walls/barriers to prevent certain areas of annoying unbalanced death hotspots or unnecessary traveling distance
  • Objective points (Flags/Diamonds, stations) have a balance of being well defended and two or more entrances to enter)
  • Respawn points are aligned, and placed at areas the map generator believes would be a safespot.
  • Allow players to save, or discard the map. If the player decides to save it on their hard drive, they should also be allowed to edit it.
  • Detecting certain spots capable of being associated for objects such as crates, explosives, or maybe even Weapon Placement (That's what I missed about FC2).
  • Easy coordination
  • Balancing detection whether certain weapons at spots are capable of reaching at other spots
  • And so on... (If people here are able to suggest an add-on to this concept)
  • People should see the level's map through the loading screen, and actually see it develop. [/LIST]

    ---
    In short, it's a lot like Diablo II's level generator (Which is still played today because of that amount of replay value) and with the unpredictability away-from-home experience as opposed to playing the same maps of being predictable if played again and again.
    The wilderness generator develops the terrain in seconds, which I doubt it if this concept have long loading times. Far Cry 3, if made, would probably be released years later with stronger computers, and the console successors of the Xbox 360 and PlayStation 3.
    Lastly, with this concept in mind, it's possible to develop thousands and thousands of maps everyday by a system. With the system balancing and detecting to turn it into quality combining with quantities.

    It shouldn't necessarily hurt the map making community (As I do make maps), because there are people who would love to see human made creation. But if it does...

    Question:
    Should there be an Instant Action Map Generator in Far Cry 3? (Read the post)

    Choices:
    Yes, there should
    No, there shouldn't (Explain why not)
    No, but it should be in a new game title

     


  •  
    Posts: 632 | Registered: Sat December 03 2005Reply With QuoteEdit or Delete MessageReport This Post
    Posted Hide Post
    my question is why? when there are hundreds of good map makers out there, (most of whom dont bother using the wilderness generator anyway) it seems pointless and way more work then its worth.

    its one thing to "randomly" generate terrain and trees but to expect the game to evenly place spawn points, capture points, diamonds, ammo, cover, sniper spots, roads, pathways, buildings..... developers would have and insane amount of extra work to do to try and make that work, and i dont think the results would be worth it at all.

    ok so you get a brand new map instantly without any work at all... you have no idea if its a piece of randomly generated crap until you are in the room playing it.

    also, if EVERYONE had the ability to randomly generate entire maps it would make filling a room alot harder, because the server would be filled with random maps with 2 people waiting in a lobby.

    and finally random generated maps would most likely be unoriginal, uninspired pieces of garbage compared to maps people have taken the time to place every rock, tree, building and burnt out car, with the mind of a game player

    honestly it kinda sounds like a tool for someone whos either lazy or uncreative if you ask me.

    i would rather UBI put the extra effort into ironing out the bugs and glitches, giving us things like zip lines, placeable weapons, and DLC for the editor then something like this.

    but thats just my 2 cents


    [360 gamertag chrisisbored24 ]
     
    Posts: 124 | Registered: Fri May 15 2009Reply With QuoteEdit or Delete MessageReport This Post
    Picture of KrAzY1337
    Posted Hide Post
    Replay value. Many players still play Diablo 2 online, and playing the same Act over and over is always different and unpredictability. And that's a role playing game released ten years ago. Also, there are people who hates user made maps that despises it because of how either unfair it is, or how much home advantages other players have. Also, speaking of replay value, Deep Blue, the chess playing computer developed by IBM, uses calculation and predictions managing to defeat Chess Grandmaster Garry Kasparov twelve years ago. And that's twelve years ago, before Diablo II.

    Take a look at Left 4 Dead, the AI director suits the situation and difficulty on the ongoing situation by randomly placing weapons and items at certain spots at the level, and gone on the next retry. And take a look at Left 4 Dead 2 (Though I'm boycotting it), the updated AI Director is able to change the environment such as the garden maze, I believe. If it took Valve months to update the AI Director of Left 4 Dead 1 to Left 4 Dead 2 and is capable of having a pathway generator, Ubisoft may have a chance. But of course since it's an insane amount of extra work, lots of testing should be able to work out the results, if not flawlessly. Ubisoft is a giant company, divided by having each smaller team working on their own game. If each team are able to make a high rated game (8-10 out of 10) in reviews, with each making certain things in the game flawlessly (Map Editor on "consoles" is amazing, high standard of graphics, living and breathing cities, players interacting with the environment such as Sam Fisher, Altair, or the Prince of Persia, horse riding [Assassin's Creed's horses seems more realistic than Oblivion's], etc.), I'm sure Ubisoft is capable of trying this out.



    That depends whether the system is complete or not. In Diablo II, someone just hosts a match and the level is generated in a few seconds from the loading screen and while playing, other players can join and take the host client's map (A lot like joining a game in Far Cry, the host has it first while other players download it) and begins playing after download. In Diablo II, there were hardly people waiting long before playing right into the action. And as I assume by then if Far Cry 3 would be released, we would probably have consoles succeeding the Xbox 360 and PlayStation 3, along with more powerful hardware for computers. If the game is over, the map is likely to be discarded forever unless the player wants to save it.



    And because it is by calculation and generated, it's for gameplay purposes of away-from-home unpredictability. User made maps, whether inspirational and original or not if played over and over again, players are able to repeatedly use the same tactic of using the same weapon on the same route with predictions of knowing the enemy will be. The players who are new to the map will face consequences, as they will be beaten by players using same old tactics repeatedly. Then thus the defeated player is annoyed, may either quit and/or say the map sucks. I've seen enough of that problem in first person shooters since 1996. And lastly, it depends on the efforts by the developers whether the generated map would either be excellent, generic, or bad... while I only ask for generic.

    Actually it's not for someone who are lazy or uncreative, it's for those who would appreciate to play a randomized map instantaneously after every match. It's only lazy whether the player uses the map for themselves to edit and publish later.

    I do too would want Ubi put the extra effort of removing bugs and glitches, returning the ziplines, placeable weapons, and "free" DLC for the editor. But this isn't about the map editor in general, it's a generator for randomizing an instant action match on the fly.


     
    Posts: 632 | Registered: Sat December 03 2005Reply With QuoteEdit or Delete MessageReport This Post
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