I have a little more on the in game editor....
Now I understand ubisoft wants people to map for there modes that would include firestorm domination and team deathmatch wether or not any other modes are to feature such as standard deathmatch last man standing or capture the flag remains to be seen.
Now when mapping people may want to use the the game rules of a certain mode but want to change how it works. For instance use the gamerules of last man standing and have a trigger brush entity that would kill all the other players creating the last man standing winner who touches a certain point in a map. This would mean escape maps would work properly and would have a clear winner. not only this but a sort of race mode or obstacle courses could be created with the editor as this trigger brush that kills all the other players would be like a finish line or escape point. this combined with the ability to spawn into game with no weapons will create some real interesting game types.
So what I am trying to say is... Forcing people to map in certain modes can be a good thing but some handy tools that can alter the gamestate could be good such as the Brush entity that kills all other players apart from the first man to touch the point at which is a finish line or an exit point. Ladders and ziplines would be a great addition to this mode along with the ability to slide under a obstacle jump over climb, run and crawl through holes. This could make for some great obstacle course maps
The other important factor is being able to switch off the battle cry and perk based system. What could be an entirely amazing map could be ruined by the perk system or battle cry
so the author of the map being forced to have to work or have imposed upon them these mechanics could result in maps not working as well as they could... For instance really small yard maps that are high action intensity to have flaming barrel bombs drop and kill virtually everyone... This is where it all falls apart and becomes too imposed upon to not allow people to create different sorts of gameplay environments.
I personally do not want to make huge sprawling maps... only small to medium given the amount of players being only 8 per side (16 total). If it were 16 spawns allowed and it was free for all then I could see the advantages to making slightly bigger maps for this gametype but so far as 8 players a side I won't be looking to fill the entire available map space just for the sake of it.
The other issue is not being able to have any combat whilst swimming in the water so maps that have alot of water in them could become really redundant of action.... water is a bad place to be and players will be swimming past each other and cannot do anything so it is a race to dry land to attack one another. This is a shame and hopefully you can atleast do a takedown or fight at the waters surface but this has not been addressed as of yet either. but could also have positives and tactical placement of water could also create interesting duldroms of combat and a risk to go via the water so not enough info on how this works either
Last edited by ronster2011; 08-08-2012 at 01:25 PM.
I also cringe when I read people saying that "vehicles wouldn't work" or that "developers are professionals, they know what's best and can force feed me what I want and I KNOW I will enjoy it".
Originally Posted by conor122
The worst part I hate about your topic post and your reply made here is that you think that including vehicles will be, and I quote, "plonking a truck in the middle simply wouldn't work". I hate how you say that removing vehicles will make for a better game because it will "allow for more focused maps", this is simply not the case, I don't see how you canot understand that including vehicles will not only allow for great infantry only maps with no vehicles on them, but will also allow for great larger maps with vehicles as transportation and also a great way for players to work as a team (such as driver and passenger team's in caputure the 'flag' modes).
You also say that maps are "going to be smaller" which simply isn't true because it has been confirmed by the developers that the map available space for editors to create maps is exactly the same as in Far Cry 2 which will mean maps will be no smaller than seen before, not larger either but also no smaller than what we have previously seen. Including vehicles is a must and can only improve the multiplayer element of Far Cry 3 - to not include them in the ranked multiplayer would be annoying but to not have them in the editor would be a gaming travesty!
Originally Posted by AlexoEx0
To date, no capture the flag mode has been announced, so your point is irrelavant, also your point about transporting players, i just don't get it, why spend time searching for enemies when in smaller maps, they are right there.
Originally Posted by AlexoEx0
The developers of the game have decided to leave vehicles out, designed maps that are smaller and more focused on traditional FPS gunplay, added support streaks and other bonus' to encourage players to stay close by eachother and help eachother out in fierce infantry battles. So basically, the maps will be very similar to cod, small, linear and infantry focused. Adding vehicles to cod WOULD NOT WORK for exactly the same reasons it wont work on far cry 3. The developers have made the maps unsuited to vehicles, and trying to fit them in, because people demmand it will not work.
Yes, the editor will allow for exactly the same size maps as far cry 2, but the maps shipped with the game will be smaller, however they expect people to use the editor to make small maps.
Originally Posted by AlexoEx0
The developers have intentionally forced players to make smaller maps in the editor (by removing vehicles) because the game just wont work with large maps, how would firestorm work? with people being dispersed around the map it would brake the game mode, the battlecry wont work, reviving becomes difficult (which is why no one did it in far cry 2) and the list goes on. All these problems are fixed with smaller maps
I also don't think that huge maps with a few vehicles makes for the best gameplay, alot of the time is spent waiting for a vehicle, cause some ****** stole it and drove off, and with huge maps you spend alot of time walking around trying to find people to kill, especially with 8 per team. It would be so much more enjoyable with tight, objective focused gameplay that was intense and fast with everyone working as a team. The battlecry also wouldn't work effectively in large maps
What is the benefit of huge, slow paced maps? Surely you can respect the people making the game enough to allow them to take the franchise in a new direction.
Last edited by conor122; 08-09-2012 at 10:57 AM.
FC Elite Member
I prefer to build small maps (it keeps the action flowing) large maps only work in certain games like CQ and rush mode bf3
Last edited by AW LOST SOLDIER; 08-09-2012 at 06:43 AM.
The only multi-player mode I think vehicles would work in is free for all deathmatch.
If the engine can handle 16 players and 5 vehicles per map that is about the right balance. and obviously no team vehicles in this mode only jet-skis atvs and buggys and a boat or hovercraft.
otherwise 12 spawns and 4 vehicles would be good too
If you then change the rules to last man standing the whole mode would fall over so you need smaller maps with no vehicles again to make last man standing work in terms of gameplay but would possibly work on the maps that ship with the game and be able to have full spawns
Last edited by ronster2011; 08-09-2012 at 07:50 AM.
Ronster, if you were referring to my comment about being able to draw terrain in mid air, this is different then placing brushes mid air.
It is possible to make a brush into terrain if you have displacement surfaces so think of the ground in the editor like one big brush with displacement surface. It should be possible to make as you say platforms of terrain in mid air so I guess in this case It is displacement surface that you want to add to brushes. You can texture the brush with sandy dirt say and then manipulate the surface of the brush. rising and lowering it in places
Originally Posted by akilyoung
But then again I do not know how the previous editor worked so I am guessing that the terrain is like a brush with displacement when it may not be the case... But that is the answer to making brushes look like terrain by adding displacement surface to it.
Last edited by ronster2011; 08-10-2012 at 08:27 AM.
Map editor? Found on Far Cry's official facebook page.
Very interesting, it looks like an editor of some description, but not like far cry 2's
Originally Posted by cevys
Anyone know what this is?
Last edited by conor122; 08-18-2012 at 08:09 PM.
Dont TEASE ME LIKE THAT!!!! Just announce it already, UBI!
Originally Posted by cevys