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Picture of neokinesis
Posted
I will post pictures when the final releases but for now the BETA is up.



Expect that there will be occlusion blocks, better terrain, more cover, and a number of other details in the final version.

Critiques are welcome and as always, download and enjoy. Cool
 
Posts: 410 | Registered: Wed May 13 2009Reply With QuoteEdit or Delete MessageReport This Post
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i wish to file a complaint, not only are us pc players denied the larger player community and variety of maps.
Now your denying us screenies neo Frown
 
Posts: 268 | Registered: Thu November 06 2008Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by matty101yttam:
i wish to file a complaint, not only are us pc players denied the larger player community and variety of maps.
Now your denying us screenies neo Frown

You are hilarious! Razz Thank you for the nice compliment.

The 360 seems to be where it is at. You should know though, as I have done with my other mapSerpent Alley and migrating it to the PS3, I will be moving a couple other maps as well. This map will certainly be one of them.

Unfotunately at this time my PC is just too slow to enjoy FarCry2 and its editor wonderful editor.

I will try harder to get some screen shot for the community very soon. Cool
 
Posts: 410 | Registered: Wed May 13 2009Reply With QuoteEdit or Delete MessageReport This Post
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This is a big one.

 
Posts: 410 | Registered: Wed May 13 2009Reply With QuoteEdit or Delete MessageReport This Post
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I lent my camera to neokinesis Big Grin


my far cry 2 and timesplitters map : http://www.youtube.com/user/LeFaucheur
 
Posts: 716 | Registered: Tue January 20 2009Reply With QuoteEdit or Delete MessageReport This Post
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Really? He must of cleaned it up a little. Big Grin

On Topic: I checked out the map. Looks nice. I bet it'll be pretty chaotic in a 16 player match. Which is good. Smile Not my favorite of yours, but I still like it.




360 FC2 Maps: Dogon Cliffs

New map in progress...
 
Posts: 55 | Registered: Sat August 01 2009Reply With QuoteEdit or Delete MessageReport This Post
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good map. hard to say something bad about it, but I found some minor flaws.
I got stuck a bit somewhere, but overall the navigability is good.
and I spotted a few missing brushes, not sure how to explain exactly, it's hard to see, but when you see it, it just looks wrong.


my far cry 2 and timesplitters map : http://www.youtube.com/user/LeFaucheur
 
Posts: 716 | Registered: Tue January 20 2009Reply With QuoteEdit or Delete MessageReport This Post
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a visual flaw


it's not so important, but you may want to fix it.
 
Posts: 716 | Registered: Tue January 20 2009Reply With QuoteEdit or Delete MessageReport This Post
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Your Goldstar TV is becoming famous on the internet.
 
Posts: 118 | Registered: Mon December 15 2008Reply With QuoteEdit or Delete MessageReport This Post
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I saw some similar alignments problems on a few walls in beta but they may have been fixed.


www.mikk_q.webs.com
You've done it again mikk Q!
 
Posts: 116 | Registered: Wed May 10 2006Reply With QuoteEdit or Delete MessageReport This Post
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My biggest problem with this map is how players seem to blend into the environment, and then seem to kill me from nowhere.

Because there is no way it could, you know, be lack of skill on my part Nuh uh


My 360 Map Collection: Suspendead, Curve Damage, Doom Dome, Fatalitrees, Spherikill, Pyramayhem, Valley Ho, No Quarter, Purpose Unknown

Co-op Maps: Ciriculus Alliance

http://www.ustream.tv/channel/strangerthingslive
 
Posts: 675 | Registered: Thu November 06 2008Reply With QuoteEdit or Delete MessageReport This Post
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well, I'm quite a rusher and I get killed easily by campers. I'm quite cautious, but some players really hide like bastards.
I just don't like crouching behind a bush, waiting for an unsuspecting target, I need to keep on moving, at least a little bit.
 
Posts: 716 | Registered: Tue January 20 2009Reply With QuoteEdit or Delete MessageReport This Post
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nice i've only really used those pathways for decoration rather than structural, gives an aztec ruiny kind of feel going by the screenies.
 
Posts: 268 | Registered: Thu November 06 2008Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by Mikk_Q:
I saw some similar alignments problems on a few walls in beta but they may have been fixed.

Thank you for finding the time to take a look at my map. I am glad you noticed some of the changes and minor tweaking since the previous version.

quote:
Originally posted by CrazyUncleDave:
My biggest problem with this map is how players seem to blend into the environment, and then seem to kill me from nowhere.

Because there is no way it could, you know, be lack of skill on my part Nuh uh

Ah ha! I view this both as triumph and failure. I wanted to make a jungle map with lots of visual cover but reduce the lag by keeping my plant life to a minimum. I also wanted it to be sniper friendly which meant carefully placed long lines of sight. I hoped to find a balance somewhere in the middle of my dangerous arena. The textured/tiled walls help hide people in the small, open world.

Sadly, I am recognizing this hiding is perceived negatively too. It is the obvious result of having large amounts of busy textures in the background where players are frequenting. On my other maps I have intentionally offset the background with solid or lighter object so that you can see player silhouettes. I made a creative choice this time around to try something new and it may not be working as much as I had hoped. Ideally I would like for people to be able to recognize a boogie right away.

Fortunately, because of its size being rather small and the paths (although many) being very channeled for flow. After a couple matches the players get a much better sense of where the enemy will come from. I have discovered through play tests that this helps more experienced players learn what exactly to look for to find the enemy. It is probably safe to say this map has a learning curve. THe good news is that you will eventually see them easily.

I had experimented with rotating spawn points on this level at one point to give the players a longer life span because of constantly being revived any which way. It makes sense for small levels to have this type of spawn placement because it opens everything up and keeps the game play refreshingly new while playing. Although it was deeply considered for Permission to Pass, I had to remove that style of play because it made the flow a bit more (too) random. My next map will certainly see this rotating spawn technique but this time, it was important for the teams overcoming the camouflage to take really sides. Wink

quote:
Originally posted by Fauch_:
well, I'm quite a rusher and I get killed easily by campers. I'm quite cautious, but some players really hide like bastards.
I just don't like crouching behind a bush, waiting for an unsuspecting target, I need to keep on moving, at least a little bit.

I am glad to hear you keep moving. I kept this level unsafe by making it open so that I can keep the round moving. There are however a number of ‘good’ hiding spots to be aware of.

Be sure to check both of the outside walls near the tall Square Gate entrance. There are little cubbies there that are very camouflaged. There is also one on the right outside of the Round Gate. If you check the map in the editor the smoke from capture points A and C goes through the rounded balconies near each base. This area on top is very hard to see from a distance and has a rather good view of each courtyard.

The not so good but ‘affective’ sniping areas are near the entrance to the rope bridges on either side. This is a long corridor that players often go through. It has a very far line of sight but can get you flanked if your teammates aren’t warning you of people coming from the side. The other neat place is on top of the pillar at the upper most part of the thick ramps that go up the center. If this was a Halo map it would be a convenient place to put jump thrusters that could throw you into the tops of each base. Since this is not Halo, a sniper can stand on top of those rounded pillars and aim all the way across the map into the Diamond Bases. It is definitely not an easy shot and leaves you vulnerable but could save your team from that last diamond delivery.

Also, thank you for pointing out the hole. I thought I filled them all in, luckily you cant get out of the map there. If I make any more changes to the map I will be sure to fix that. There are some other super minor things as well that I would like to have fixed.

quote:
Originally posted by matty101yttam:
nice i've only really used those pathways for decoration rather than structural, gives an aztec ruiny kind of feel going by the screenies.

This map for me was largely influenced by FarCry1 which had a number of excellent Aztec feeling geometries. It is a little bit of Drakes Fortune, a little bit of Tomb Raider. It’s a jungle so they all go pretty much hand in hand. I am certainly not the first, there are a number of good maps our there that use this jungle sidewalk technique but I appreciate the complement. I spent quite a bit of time rotating and pivoting columns to make them look like they were buckling. Thanks! Cool



[360] & [PS3] & [PC] Serpent Alley
[360] Permission to Pass - FCMaps Honorable Mention for September '09
[360] & [PS3] Neverhood
[360] Temporal Expansion
[360] Suicide Heights - One-Grid Map
[360] REVOLVER R3VOLU71ON
[360] O i l A r s e n i c - FCMaps Map Of The Month for June '09
[360] Floodgate Projects
[360] Hobo Hodge-Podge - 1st in Map Trilogy
 
Posts: 410 | Registered: Wed May 13 2009Reply With QuoteEdit or Delete MessageReport This Post
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Yeah this map does have a FC1 feeling to it. Ah the memories. Happy I miss the temple tool set. Would of come in handy for some of my ideas that never got done. Sad Have you ever thought about remaking some of the FC1 maps? I was always hoping somebody would do that.




360 FC2 Maps: Dogon Cliffs

New map in progress...
 
Posts: 55 | Registered: Sat August 01 2009Reply With QuoteEdit or Delete MessageReport This Post
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