CO-OP This is a great way to build, If you had to pick 2 people for each theme who would you choose to be on the team for the following. An All Indoor Map / All Outdoor Terrain Only
I am a huge fan of Cooperative Map Making. I can't understand how Ubisoft could have dropped the ball with Player Signatures for FC2. It seems obvious that people would start connecting through mapping and eventually both want their names on a Map. (or even more mappers) I would like for the maps to have tracked who contributed especially with point displacements and time. If I could have looked at a map solo or coop and saw, Skorpius47 placed 30,000 of the points and spent 30 hours while making this and Mikk Q placed 10,000 of the points and spent 50 hours. It would have given me a much different perspective of what to expect with the map.
Since the community only has the Icon and the Name to orient themselves, it doesn't surprise me that certain names emerge more prestigious then others. It is almost like putting your own brand label on it
Unfortunately, although I map for 360, PS3 and the PC I am much more familiar with the 360 crowd. Each system has its own personality of Mappers, I am sure you have witnessed, I tend to like the easability of the Party System on the 360 which is what keeps me connected there. Your question is hard for me to answer because when I choose a team to Coop I try and find someone that compliments my weaknesses on a particular map. Had I to choose who's maps impressed me when choosing for the criteria you mentioned, I would probably go with Saint Simian or Tonto007 from the 360 Community that would surface for outdoor maps.
I really like one of Tonto007's maps in particular because of his attention to the organic details. The way the trees are places, the rock formations and vines, you can tell there is a passion to make it right. A lot of getting to the bottom of your landscapes pitfalls is major construction, but most of it is polishing. We need to accept that the terrain is as important a tool as any other in making the atmosphere of a map just right.
Saint Simian has released a number of maps but most recently, one called Gravy. I like the attention to detail that has been paid to the rocks formations at the water's edge. Although there are others, this map shows a stead dedication to understanding a natural fault line type area, with layers of sediment around being cut through a stream/river.
Bleach888 (I believe he changed his Screen Name) and Enfadel for Interiors. Bleach888 had a couple of really nice maps at FC2's launch which I believe helped teach the 360 community how to use the objects to great custom buildings and structures. Great maps stand out over time. Down and Dirty also has a great simple design with a mostly figure 8 shape but most importantly for interior maps, is easy to navigate. As an outside open world game, FarCry is easy to navigate in Single Player because of major landmarks, but when you bring the players inside, it is much more difficult for everyone to get their barring. Bleach88 has just the right about of simplicity.
Enfadel, I choose for a different reason. What I like about his map is the way he recycles assets to create different moods and settings. Dismalland, although an interior and exterior map, shows that he is looking beyond the box of FarCry and trying to break down the game modes. You can see how he creates a sense of adventure in arriving at each map which then propels viewers to look around and try new things and eventually the room is full of players there to do what they all want, fight.
What most Mappers forget is the balance between realism and believability. What is important to the player is that they recognize what you have made, not that it is a complete replica, but that it exists as it is intended. Once a mapper achieves that, they should move on to other areas to prevent poor FPS. It is easy to over-decorate and sacrificing something as small as a pestle, grass bunch, or pillbox can add up over the course of an entire map.
We have some of your FCIP maps in our database but I am unsure how many you made in total, is there anything which you miss from that game that was not in Far Cry 2
There are too many of my maps for me to count these days. I have mapped for every version of FarCry with an Editor. Although most people that playing say zip-lines and Predator mode, I come from a different direction and they may not be the usual answers...
Before I answer, I want to talk about FarCry's design and the gameworld it was born in. There was an aggressive balance in games and often times aftermarket mods would mix with mainstream games and you would find a lot of people becoming upset with the fairness of a game. Cheating was everywhere!
In the days of Doom/Quake for example, you used to be able to expand your viewing angle on your monitor so that you would see more of your peripherals. This mod made it really difficult to get snuck up on and although it allowed a heightened awareness of the gameworld, it gave you a huge advantage over opponents. This technology allowed the ability for some types of auto aiming bots later on.
Another thing that happened (and still does) was players discovered that graphic settings could also allow you to have advantages. Some players like full graphic everything, but this actually slows your computer down, so being able to reduce your processor strain sped up your gameplay and gave you and advantage. There have been some limiters on how this works in more modern games. Then however, by increasing and decreasing the graphic strain of your computer, you used to be able to create the same effect as a modern day lag-switch by rubberbanding the amount of information you were broadcasting and receiving when playing and causing out of syncs with other players.
Some games would let you adjust your fog and dropoff distances and graphics levels. With the right combinations you could have a long fog dropoff, mixed with simplified geometries and it would actually make the enemies stick out at long distances, especially for sniping. Like the grass and some objects disappear at certain distances in FarCry2, you could set your configuration to allow the whole world to disappear, as though playing through an occlusion block where only the other players appeared. This also made the game unfair for players with these extended options because of their video card's extending settings.
These things weren't considered ‘cheating' because they were contained in the regular code of the games and accessible through regular graphic menus. The confusion was that they often worked in reverse of how one might expect.
And the fourth thing I wanted to touch on, was actual cheating, where the Player would mod or type in a code to give themselves an advantage. Godmode, extra speed, jump higher, etc.
FarCry was innovative in that it created a game where the modes were affectively those cheats. So instead of the players complaining about how others could see further, wider, jump higher, or have extra strength, Crytek created a mode where you did all of it all in one place. Predator Mode tried to capture the feeling in a game where you are able to use all of these abilities. I think this is what broke the traditional box and internal levels and what paved the way for open outdoor worlds we are used to today. Only after they had given every player the ability to ‘cheat', could they make their game fair again.
So for me, although I thought Predator was fun, I felt like they had fractured the gameplay into two different worlds. One where you exist as Superman and another where you exist as Clark Kent.
This is why I welcomed FarCry2 and its dedication to true FPS within most of the real world rules and why I believe the Creative Direction was taken this way. It was like when Ubisoft took the game from Crytek, they said subconsciously, well you had your time to be silly and now let's be more serious about this. This made some players happier and earned it a bit more respect by not being a circus clown freak show of game modes, but it was very constraining for faithful fans of the first game.
The things I miss the most were the option to Throw Rocks instead of gernades/molotavs, and the ability to Place Traps. You didn't die instantly in FarCry which made reloading and combat dancing important. Sometimes a healthy rock throw could give you the edge. The formula for modern day games is to end confrontations quickly so there is less need for that in a more realistic game like FarCry2. I think having traps created a whole new level of gameplay. This allowed the player to bunker down and create forts. And in the then Superman world, it was nice to know you could be safe tucked away in a room or dark tunnel. Many games still use this safety net today with proximity mines and IED detonation type devices. Farcry2 has a wonderful stick IED option with remote detonation, but I think it could have still been expanded with proximity support. I would wager the reason that proximity was removed, was because it is sometimes frustrating when you get caught in your own mine or trap.
If you could take some time off what would be your perfect holiday for a 2 week slot ?
Great Question! My first thought is that I would lead a caravan of friends to a remote place where we can forget about our responsibilities and all have fun together as one giant family. But that is what I always do! Usually when I vacation I visit our family's property near Yosemite National Park. It is a great place to go on the weekends, especially for someone like myself who loves camping. If I want to go fishing there is a lake 300 feet from the house and a town with people and weekend festivals nearby. Fortunately, there are no immediate neighbors around since it's in the woods and the night skies are super clear at that altitude. I never get any time in my C5 anymore and I would love to take a trip on the road up those windy hills. Maybe go white water rafting and hike Half Dome again.
Lets talk Far Cry 3 - Back to the Tropical Setting (your thoughts)
I have mixed feelings. I don't know that Ubisoft shares my view of Far Cry being the ‘every addon' game and I anticipate that they may be returning to the Jungle for the wrong reasons.
What I hope and expect from FarCry3 are advances in the technologies, including 3D support which they experimented with for the AVATAR: the game. If you haven't tried this it plays like a hybrid of Beyond Good and Evil, and a 3rd person Far Cry Predator. I expect a lot of the core game elements to be similar to AVATAR the game, in that, it felt like the prototype for expanding both the FC and BGE franchises and was created at the Montreal Studio.
I expect the zip lines to return because of the need to travel across the terrain quickly, especially in a heavily populated terrain. This excites me a bit because I think it silently communicates that there might not be super-run and super-jump options. I actually know they are already in the game as we have seen them in gameplay demos.� I hope there is support to disable the lines and/or reconstruct the zip lines if sabotaged. I am excited about destructible environments and player choice. If I catch you are zipping across a ravine, I just might decide to buoy knife the rope.
I hope that the use of traps return as they could be a great opportunity to accumulate XP using the new point system. I almost expect that this is an obvious extension of the FC2 world and a strong enough part of FC to have made a comeback. I miss traps and see tons of ways new traps could be expanded in a Jungle environment. You could dig ditches and the time could fast forward like saving in FC2. Maybe snares would help catch people like Arnold does in Predator!?
I believe that Ubisoft will be ‘doubling down' on including an Editor as it is a core staple of the FarCry Franchise. What I want from an Editor, is expansions and/or DLC support and Missionized Gamemodes. I expect the obvious things to be there, like favorite map lists, tunnels, and waterfalls, but the community needs constant support and the tools to expand the gameplay. FC2's business model had a 6 month post launch timeline for the most part, and with games that offer creative content, it is important for Developers to recognize the game is no longer out of the box, it's episodic, it's a social experience.
I am also expecting to see more then Jungle from the game, and a lot more Crazy Clan leaders, like the one shown in the Teaser who could exist from all over the world, not just the advertised islands. I want this kind of variety because what made the Multiplayer experience exciting was ways to create more places than the Jungle. It is also just good form, for variety. If you compare a map of mine like ‘Serpent Alley' to ‘Hobo Hodge Podge', you can quickly see how defining new areas through texture can be a much more useful tool then blanketing an entire level/game with one theme. Variety is the spice of life.
I took note of the use of the word ‘landmarks' in recent interviews and anticipate the layering of quests and objectives to and around these landmarks will help guide the player back to the overall storyline. I liked the immersiveness of having an on hand map in FC2 but found it annoying occasionally to be flipping back and forth all the time. I can hold a map and shoot a gun in real life. This goes for most games and is a constant obstacle to overcome with limited ****on combinations, but I would love to get a universal Melee that I can use in the heat of any moment. Halo really sets itself apart this way, where depending on your weapon your melee is different, and its always there for backup like your best friends in FC2.