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Far Cry Map Council
Posted
Share your tips for making great maps here !

This message has been edited. Last edited by: GamesMasterTA,


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Ghost Ops Community Site
 
Posts: 693 | Registered: Mon February 21 2005Reply With QuoteEdit or Delete MessageReport This Post
Far Cry Map Council
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Always try to have in mind what game type the map your making is going to be used for (Chaos, Predator etc)


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Ghost Ops Community Site
 
Posts: 693 | Registered: Mon February 21 2005Reply With QuoteEdit or Delete MessageReport This Post
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Draw your maps out on paper first.
Hop into your map often to see how it will play and imagine yourself playing to see where you would run and what you would do if you were standing there.


-MAPMAKERS! Make sure your performance gauge is green on the entire map!!!
-X-Box Live tag: CAMAROBOY69
 
Posts: 144 | Registered: Thu September 29 2005Reply With QuoteEdit or Delete MessageReport This Post
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When placin building(i.e barracks) on the map...surely the grass will show thru, but use the paint tool to get rid of the grass
 
Posts: 2 | Registered: Thu October 13 2005Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by CAMAROBOY6901:
Draw your maps out on paper first.

Hop into your map often to see how it will play.



That's right...A sketch helps you to work out your idea before putting it together in the editor...when you don't do this first, you tend to run out of space, or delete and add stuff you didn't really anticipate in the first place...then you're destroying anything that could have been good.

Going in and out of your map is also good, to get a first-person view of the scope of your map...I'll jump in and out dozens of times while building, just to fine tune stuff...

Another technique I've used is to drop some weapon, like the sniper, or the rockets to get a scope visual on another tower, or hilltop in my map, to help me judge distance, then try a couple of shots...because, what's the point if you can't even hit the enemy from certain areas...

Something else is, add a little eye candy...

In other words, try to change the directions of your trees, or make your mountains different heights, and turn your crates, or rocks different ways to give your map more realism...don't line everything up the same way like some suburb condos...hehehe

Most important, and last point...think of the other players, don't always go by what you think is cool, or looks awesome...many others might not...

And take your time...rushing a map results in cr@p... Wink


GT: mambonuts

There is no Dark Side of the Moon...As a matter of fact, it's all dark.
 
Posts: 1312 | Registered: Tue March 15 2005Reply With QuoteEdit or Delete MessageReport This Post
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Dont try to cram all the multiplayer modes on a single map. Make variations (day, evening, night) so you could give yourself way more space when laying out where the spawn points are gonna be.
 
Posts: 10 | Registered: Sat October 08 2005Reply With QuoteEdit or Delete MessageReport This Post
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CAn someone give tips about weapon placements? I have no clue about what weapons to put.
 
Posts: 43 | Registered: Tue October 04 2005Reply With QuoteEdit or Delete MessageReport This Post
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go to this link: http://fcmapmaker.proboards58.com/index.cgi?board=mmhas

there is a pretty good post by Chris for the map editor, and if you have any tips to add you should post them here, Commodore just made a new skin for the forum and it looks much nicer, Props to Commodore for the banner and making the site look more professional.


http://fcmapmaker.proboards58.com
www.wolfpacklan.org
GamerTag:Zach Ownz You
<img src="http://i10.photobucket.com/albums/a103/zachownz/coolcopy2.png" alt="Image hosted by Photobucket.com">
 
Posts: 74 | Registered: Sun September 25 2005Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by spartan131:
CAn someone give tips about weapon placements? I have no clue about what weapons to put.


Just do a walkthrough of your map...after completion...

Weapons, and health/armor, should be the last thing to add to your map...imo

Visualize your map in gameplay...your running up a hill, in the open...if your getting picked off, it might be good to have a health pack around till you get cover...

If you're advancing on the enemy base, and sitting near some trees...maybe a sniper rifle...up in a tower, or in a boat, grenades...

You have to make your own judgements of what will work, and what won't...


p.s. For the creators of maps that still have floating trees, or bridges...you have to stop... Wink

I know there's no rope bridges, but then dig a crevice through your hill, and then put your bridge to the other side...remember, realism...


GT: mambonuts

There is no Dark Side of the Moon...As a matter of fact, it's all dark.
 
Posts: 1312 | Registered: Tue March 15 2005Reply With QuoteEdit or Delete MessageReport This Post
Far Cry Map Council
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Wanna know how to make stationary 360 degree turrets for your maps?

Not sure if i should reveal this yet ....


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Ghost Ops Community Site
 
Posts: 693 | Registered: Mon February 21 2005Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by GamesMasterTA:
Wanna know how to make stationary 360 degree turrets for your maps?

Not sure if i should reveal this yet ....


Uhh...Bury a Hummer...??

Wink


GT: mambonuts

There is no Dark Side of the Moon...As a matter of fact, it's all dark.
 
Posts: 1312 | Registered: Tue March 15 2005Reply With QuoteEdit or Delete MessageReport This Post
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From Good Maps Post:

quote:
A Good Map is going to consist of a couple different things:

environment: It needs to match the world and look like it is really there and in this world. Like Valron said, The more objects and detail to the placement of those objects make it look more real. Foliage is covered under this and the more varied trees and shrubs you put makes it look better. Be sure to experiment with sinking the bushes and tree's.

functionality: You need to make your map not only look good but it has to play good. That means jumping on the map constantly to maybe make sure that path out of the water is not too steep and that you add blockage so the player cannot fall off in certain places you do not want him to. This also covers object placement. You want to place things more or less like they were randomally placed (ex: barrels, crates) but the direction of the item needs to not be meshing or look out of place.

Fun/Cool: Your map must stand out in a some way or other to really get the Cool or Wow factor. For example in my Map Infested Isle* I have a underwater train car passage. Now this isn't just for looks. I have a mega armor in the middle. Everything you place on your map must have a purpose, even if it is very small in your mind know that it serves a purpose. If there are things not for a purpose it won't be fun and probably won't have the wow or fun factor people are looking for. Another example is I have a bridge that you can cross but also underneath it you can get up to the middle of the bridge w/o being spotted. Another example is my overhead tunnel has a section to the left like a little swamp that you walk on that side to avoid going down the middle of a tunnel.

Thank you for your time. I really hope this helps.

Current Custom Maps: Infested Isle*.

Thanks Again.


Thought this should be here. Cool


//:: GT ~ MazimuZ || Unique Customer Map Maker. Evolving the FC:I Community ::\\
 
Posts: 46 | Registered: Mon October 10 2005Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by MazimuZ:

For example in my Map Infested Isle* I have a underwater train car passage. Now this isn't just for looks. I have a mega armor in the middle.

Another example is I have a bridge that you can cross but also underneath it you can get up to the middle of the bridge w/o being spotted.

Another example is my overhead tunnel has a section to the left like a little swamp that you walk on that side to avoid going down the middle of a tunnel.

Current Custom Maps: Infested Isle*.




This actually looks like a free plug for your map...not exactly tips and suggestions... whisper


GT: mambonuts

There is no Dark Side of the Moon...As a matter of fact, it's all dark.
 
Posts: 1312 | Registered: Tue March 15 2005Reply With QuoteEdit or Delete MessageReport This Post
Far Cry Map Council
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quote:
Originally posted by mambonuts:

Uhh...Bury a Hummer...??

Wink


Not quite as that would only work on ground level.

Work out the best strategic position for the turret to be placed either ground level or on top of a structure then using the HOVERCRAFT, put sandbags 2 (half moon shape) at front and back and sandbags 1 (straight) either side, which then fixes the hovercraft in place and stops it from being driven off or even moved.

Try to get the sandbags in as close as possible so the Hovercraft cant move at all.

There you have it Turrets for everyone !


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Ghost Ops Community Site
 
Posts: 693 | Registered: Mon February 21 2005Reply With QuoteEdit or Delete MessageReport This Post
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Hehehe...I stand corrected...very creative, nice one...


GT: mambonuts

There is no Dark Side of the Moon...As a matter of fact, it's all dark.
 
Posts: 1312 | Registered: Tue March 15 2005Reply With QuoteEdit or Delete MessageReport This Post
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