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  1. #1
    I love the editor. I've spent more time building maps than I have
    spent playing them. There's nothing quite like finishing a map,
    spamming your friends list, setting up a match, and hearing the oohs
    and ahhs from your friends at the start of the match.

    Despite the enjoyment that I get out of map making, there are several
    things that would make map making an even more enjoyable experience :

    1) Large Brush Altitude controls
    a) set to altitude N
    b) toggle between following terrain and locked to altitude N

    2) Object Locking - prevent the object from being moved

    3) Object Grouping - select multiple objects and then group/ungroup

    4) Object/Group copy, paste, duplication

    5) Walkways, ramps, Ts, 4ways, etc. that are of proper dimensions
    a) walkway should be 4 units wide by 8 units long
    i) should have 4x1, 4x2, 4x4 walkways in addition to 4x8
    b) ramps should be 4 units wide by 8 units long
    i) same as 5:a:i above, yes they'd be steeper.
    c) Ts, 4ways, corners should be 4x4 units. This makes a walkway's
    length equal to two corners for example.
    d) There should be objects 'with' and 'without' support legs for all
    walkways.
    e) There should be Ts, and corners for the metal walkways in 'Research'
    f) There should be a square 4way without railings for metal walkways
    in 'Research'

    6) Structures, such as the concrete rooms in 'Research' should be
    dimensioned to fit with the walkway dimenesion. You should be
    able to remove a walkway, and replace it with a concrete room
    from 'Research', for example.

    Note : Regarding the object dimensions. The only objects that seem to
    be properly dimensioned are the metal walkways, metal towers, and the
    two research units in 'Research'. Two metal towers joined together
    are the same length as one walkway. You can place two walkways
    hanging off the adjacent connectors on the corners of a large research
    unit and actually connect them using two more walkways and 3 towers.

    7) Wood/Metal Fences should be dimensioned to fit walkways.
    a) A fence should be 4 units long. Two fences match the
    length of a walkway. One fence fits a corner, T, etc.
    -- chainlink fence is a bit too long
    -- wood fence is a bit too short
    b) fences should snap to the corners walkway pieces allowing
    you to quickly fence in a walkway, thus preventing Sample throws
    in certain areas. Do this now and your fencing look shoddy since
    they are neither the right length, nor do they snap into a good
    position relative to the walkway.

    8) All objects should snap to corners, snap to centers, as well
    as the walkway snap we have now.

    9) Object counts should be limited dynamically. Why limit to only
    300 Large brushes if there's only 100 trees? Surely without
    the memory consumed by 400 more trees you could fit more
    Large brushes.

    10) Better published map file management. Why exit to the dashboard
    to delete those 15 copies of the same map you've been
    editing/publishing/playtesting?

    ...

    There's gotta be more to add, but I'll write them later.

    - McGrude ( gamertag: McGrude )
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  2. #2
    I love the editor. I've spent more time building maps than I have
    spent playing them. There's nothing quite like finishing a map,
    spamming your friends list, setting up a match, and hearing the oohs
    and ahhs from your friends at the start of the match.

    Despite the enjoyment that I get out of map making, there are several
    things that would make map making an even more enjoyable experience :

    1) Large Brush Altitude controls
    a) set to altitude N
    b) toggle between following terrain and locked to altitude N

    2) Object Locking - prevent the object from being moved

    3) Object Grouping - select multiple objects and then group/ungroup

    4) Object/Group copy, paste, duplication

    5) Walkways, ramps, Ts, 4ways, etc. that are of proper dimensions
    a) walkway should be 4 units wide by 8 units long
    i) should have 4x1, 4x2, 4x4 walkways in addition to 4x8
    b) ramps should be 4 units wide by 8 units long
    i) same as 5:a:i above, yes they'd be steeper.
    c) Ts, 4ways, corners should be 4x4 units. This makes a walkway's
    length equal to two corners for example.
    d) There should be objects 'with' and 'without' support legs for all
    walkways.
    e) There should be Ts, and corners for the metal walkways in 'Research'
    f) There should be a square 4way without railings for metal walkways
    in 'Research'

    6) Structures, such as the concrete rooms in 'Research' should be
    dimensioned to fit with the walkway dimenesion. You should be
    able to remove a walkway, and replace it with a concrete room
    from 'Research', for example.

    Note : Regarding the object dimensions. The only objects that seem to
    be properly dimensioned are the metal walkways, metal towers, and the
    two research units in 'Research'. Two metal towers joined together
    are the same length as one walkway. You can place two walkways
    hanging off the adjacent connectors on the corners of a large research
    unit and actually connect them using two more walkways and 3 towers.

    7) Wood/Metal Fences should be dimensioned to fit walkways.
    a) A fence should be 4 units long. Two fences match the
    length of a walkway. One fence fits a corner, T, etc.
    -- chainlink fence is a bit too long
    -- wood fence is a bit too short
    b) fences should snap to the corners walkway pieces allowing
    you to quickly fence in a walkway, thus preventing Sample throws
    in certain areas. Do this now and your fencing look shoddy since
    they are neither the right length, nor do they snap into a good
    position relative to the walkway.

    8) All objects should snap to corners, snap to centers, as well
    as the walkway snap we have now.

    9) Object counts should be limited dynamically. Why limit to only
    300 Large brushes if there's only 100 trees? Surely without
    the memory consumed by 400 more trees you could fit more
    Large brushes.

    10) Better published map file management. Why exit to the dashboard
    to delete those 15 copies of the same map you've been
    editing/publishing/playtesting?

    ...

    There's gotta be more to add, but I'll write them later.

    - McGrude ( gamertag: McGrude )
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  3. #3
    1) true, having the brush move when you modify terrain is annoying.

    2) besides not moving a brush when the terrain is modified, there are no other cases that I can see where this would be useful. There are no other "outside" influences that can modify a brush, save for the person making the map.

    3) ideas on how to actually select/unselect multiple objects would be appreciated here. There is no shift or ctrl keys on a controller, and the additional challenge is to find buttons that aren't actually used to do it with.

    As for grouping itself, I'm not sure that there's enough there that would make the idea really useful. What do you do after you've made a group?

    4) might be tricky too. what happens when your limits are full, you select a hundred objects, go "copy" and then "paste"? What should happen?

    When you paste, how will the objects be placed? What happens if most of the objects that are pasted collide with other objects, putting them in "invalid" positions?

    Why yes, I have put a lot of thought into this

    5) 6) 7) all depends on how many artist resources they want to put on it. From what it looks like, the map editor brushes come from the single player brushes. If they did make an update, I donno if they would actually go out and make new specific brushes like those you specified. Looks to me they picked the best ones out of the bunch that already existed in the singleplayer.


    9) and 10) would be cool

    HS
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  4. #4
    2) after you've placed those large brushes and are doing detail work inside, say, a building and need to edit a small brush, it would be nice that you would know that you can't move the large brush(es) since you've locked it/them. There have been many times that I've moved a large brush by mistake when doing detail work inside a building. What a pain to have to put it back into its place, especially if it has been aligned with other large brushes and now you have to get it back to that place.

    3) is not an intractable problem. It can be done.

    4) What should happen? Simple, If there is not space to place the duplicated objects it'll refuse, presenting a 'not enough object space' dialog, similar to the 'you can't place that here' message for spawn points, etc.


    "Why yes, I have put a lot of thought into this"

    Perhaps some.
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  5. #5
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">"Why yes, I have put a lot of thought into this"

    Perhaps some. </div></BLOCKQUOTE>


    Oooh, burn!

    HS
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  6. #6
    To select multiple objects, press right DPad to enlarge the cricle. This will also select everything above and below.

    - Mike

    egg
    XBLive Gamertag: Jolan
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  7. #7
    Ya which sucks because I have alot of detail and it never selects the 2,3,4 objects I WANT!!!
    //:: GT ~ MazimuZ || Unique Customer Map Maker. Evolving the FC:I Community ::\\
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