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Fallen-Champ
06-09-2011, 07:22 AM
This is what I would want (http://fcmaps.com/p/forum/forum_viewtopic.php?88439.0)

Speaking from a console gamer - Far Cry's editor has always been superior to anything else on consoles, just a few simple tweaks and additions would make a huge lot of difference.

I made a post at fcmaps which I linked above - I thought it was a good idea to hear feedback over there also as to what people think and their views on similar subjects.

legacyzero
06-09-2011, 09:51 AM
This OP is gospel. Take note ubi. Fallen is one of the go-to guys for map editing

BS PALADIN
06-09-2011, 11:21 AM
That guy really sounds like what he is talking about but he doesn't have the scope to imagine greater possibilities. What he is asking for is Far Cry 2 Editor 1.1, instead of Far Cry 3 editor.

For instance the editor could include :

Simple scripting blocks. Like trigger zones for spawns or timing triggers for new weapon placements or weather change.

Bot placements.

Flowing water physics.

Special effects placements, like explosions, smoke, fog, noise emitters.

Greater lighting control.

These are just a few things of the top of my head that would greatly improve the editor.

PandaThing
06-09-2011, 11:33 AM
>Ability to walk smoothly over tiny rough edges between objects.

>Objects with no 'empty bottoms'

>Bot Placement

>No invisible gaps between struts on some objects (like the wooden stairs)

>Keep up the great variety in architectural style in buildings

>Caves (please!)

>Lights

>Helicopters

>Waterfalls

>Ability to have separate water levels for different areas of the map

>Doors and door frames

>More simple object to build buildings with

>Please don't cut any features

legacyzero
06-09-2011, 12:05 PM
Originally posted by PALADIN_BS:
That guy really sounds like what he is talking about but he doesn't have the scope to imagine greater possibilities. What he is asking for is Far Cry 2 Editor 1.1, instead of Far Cry 3 editor.

For instance the editor could include :

Simple scripting blocks. Like trigger zones for spawns or timing triggers for new weapon placements or weather change.

Bot placements.

Flowing water physics.

Special effects placements, like explosions, smoke, fog, noise emitters.

Greater lighting control.

These are just a few things of the top of my head that would greatly improve the editor.
FC2'S Editor was fantastic. Upgrades that u listed are certainly needed. I remember hating the fact that I couldn't set up lighting. It made interiors difficult to detail, and disappointing to use as everything was to dark to be desirable.

killa_677
06-09-2011, 05:00 PM
Auto-recovery of a map in case something happens. You have the option to save it or not.

Selective water levels so like instead of raising the water on the whole map you can change their level in certain area instead.

Tunnel digger - self-explanatory

Texture editor and ability to import 3d objects on PC

Ability to unlock all assets from single player

mikeware
06-09-2011, 11:09 PM
Originally posted by killa_677:
Auto-recovery of a map in case something happens. You have the option to save it or not.

Selective water levels so like instead of raising the water on the whole map you can change their level in certain area instead.

Tunnel digger - self-explanatory

Texture editor and ability to import 3d objects on PC

Ability to unlock all assets from single player

i think the import 3d objects thing ill be impossible, the other players who will join your map would need this object.
The team from FC3 simply need to add a lot more objects in the editor, from basic to complex..

DapperHayden007
06-09-2011, 11:35 PM
Originally posted by mikeware:
i think the import 3d objects thing ill be impossible, the other players who will join your map would need this object.
The team from FC3 simply need to add a lot more objects in the editor, from basic to complex..

Tell that to the guy who added objects into FC2 via mod, I bet he would laugh. By the way Importing 3d objects would be cool but there would be issues like people importing S*x toys and other dirty stuff.

killa_677
06-09-2011, 11:47 PM
Originally posted by mikeware:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by killa_677:
Auto-recovery of a map in case something happens. You have the option to save it or not.

Selective water levels so like instead of raising the water on the whole map you can change their level in certain area instead.

Tunnel digger - self-explanatory

Texture editor and ability to import 3d objects on PC

Ability to unlock all assets from single player

i think the import 3d objects thing ill be impossible, the other players who will join your map would need this object.
The team from FC3 simply need to add a lot more objects in the editor, from basic to complex.. </div></BLOCKQUOTE>

It's not impossible. When they download your map the 3d models are included and then they will appear in the map.

@ DapperHayden

People could do that but it's as simply as either leaving the game or staying.

mikeware
06-10-2011, 12:01 AM
Originally posted by DapperHayden:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by mikeware:
i think the import 3d objects thing ill be impossible, the other players who will join your map would need this object.
The team from FC3 simply need to add a lot more objects in the editor, from basic to complex..

Tell that to the guy who added objects into FC2 via mod, I bet he would laugh. By the way Importing 3d objects would be cool but there would be issues like people importing S*x toys and other dirty stuff. </div></BLOCKQUOTE> I used the wrong word, it's true, when I said impossible i meant to be not very viable.. people would need to download all the different objects to be able to play.
Long periods to download a map wounld't be cool.. something faster like the Halo system is better I think.

killa_677
06-10-2011, 12:36 AM
Originally posted by mikeware:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by DapperHayden:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by mikeware:
i think the import 3d objects thing ill be impossible, the other players who will join your map would need this object.
The team from FC3 simply need to add a lot more objects in the editor, from basic to complex..

Tell that to the guy who added objects into FC2 via mod, I bet he would laugh. By the way Importing 3d objects would be cool but there would be issues like people importing S*x toys and other dirty stuff. </div></BLOCKQUOTE> I used the wrong word, it's true, when I said impossible i meant to be not very viable.. people would need to download all the different objects to be able to play.
Long periods to download a map wounld't be cool.. something faster like the Halo system is better I think. </div></BLOCKQUOTE>

DL shouldn't take too long as long as you got an OK internet connection or better. And all the objects would be included within the download. The Halo system is only fast because Forge doesn't actually really create maps all you do is place objects. Then it just really takes the data of where the objects are located and what position they're in.

spinetooth
06-10-2011, 07:37 AM
it might be possible for those who own kinect, after E3's demonstration of scanning in objects for certain kinect games, although it doesn't sound likely they'll do that. I don't even have a kinect, but i've got a point XD

A small stick in the map editor would do wonders for anyone looking to put detail in their maps.

color wheel, tunnel digger, varies water levels, more destructable items, and the ability for us to walk up stairs that aren't shallow.

Fallen-Champ
06-10-2011, 08:02 AM
IMO what makes a map take longer to download is the amount of terrain and the work on the terrain.

With previous FC games on console myself and a guy called skumgrief made a lot of maps that had very little terrain - back then we did not upload maps to Ubisofts servers so we were the host of the maps, these maps literally loaded up in a few seconds.

Now Mikk Q made some of the finest big maps on FCIP but these maps were created at height and used all the board with split/multi levels and lots going on far into the distance.

They looked great but trying to host maps like this caused havoc for people with average or poor connections, you could cause gridlock which resulted in people leaving the game - Mikk Q on the other hand had a great connection and could host the big maps without a problem.

Now with FC2 we got the option to upload our maps to the Ubisoft servers which speeded downloading of maps for those joining the game (very nice)

Do this test - make a huge map with just terrain and work the terrain with smooth/erosion etc but only put spwans in to get a game started.

Now make a map and fill it with items but no terrain - host the 2 maps in a private session with a friend (host from your console not from Ubisofts servers)

See the difference, I guarantee the one without terrain will load a lot quicker.

Maybe these files can be compressed so that downloading times can be even faster although I think things will be just the same, If the game plays really well in Multiplayer I could see some people knocking out 50 maps plus over time so how it would work if we only get 10 slots each is anyones wonder.

As for extra items, If a Download Pack is created (no doubt at a cost on consoles) those that pay should get access to the extra items for the editor and anyone who joins should be able to play the maps as normal but they will not get access to the items in the editor unless they pay the cost for the DLC.

I really like the idea where you can make co-op maps but there MUST be a lock out option where the Original Author can stop others from editing their work should they want to.

PandaThing
06-10-2011, 08:14 AM
Considering its there servers, i think ten maps is actually quite generous.

zeeEVIL1
06-10-2011, 08:57 AM
Regarding what Lambchop just stated about extra items in a map that others do not have, he is right on the money. They can play the map, but when they try to open it in the editor, they would get a 404 type message stating that to edit that particular map, they must first purchase and download (name of map pack containing featured objects)

As for the Editor itself, the FC2 Editor really had all of the needed components in place but Ubi never supported it.

Here are a few things I think it needs and could feasably have.

***A much, much wider range of options. For am MP map editor, for all of the objects it had it was extremely limited. It should allow for tons of custom game types, Halo allows this. ITs not that hard to imagine it in an FC editor.

***It should have a full mission editor either included at the start, or as a 800MP release down the road. After seeing INFAMOUS 2, with its full mission creator, I see no reason that it cannot be in FC3 editor. we should be able to create SP and CO-OP missions that would work sort of like R6's Terrorist hunt, or like Halo and Gears Onslaught modes. in fact, if a Mission Editor is included you could have it include options for what type of single player experience you want to create with a few options in it.

***UBISOFT needs to from this very point, make a concerted effort to plan and implement support for the Editor. This could be done a couple of ways. They could create DLC mission packs to expand the single player game, and those packs could include new objects for the editor.
Or, they could just create theme packs that contain a number of objects or come with new weapons or even Ubi sanctioned game types.

***The Editor could contain a -sticker application tool- this way, we could take existing objects and swap out whatever texture is on it. Make it look like concrete or metal or dilapitated wood, or tin, just as examples. That single function on its own would add a wealth of options to mapping in the editor.

***UBI could create say (5) textures for each object, when you open the Sticker Application Tool, you place the cursor over the selected object, and a little window could pop up with swatches containing each availible texture. roll the cursor over the swatch to preview it on the object.


I think UBISOFT could even make use of the wide range of artistic paople within the community who create game mods to work on the different stickers/Textures.


Now this next part is just a personal statement to UBISOFT. I speak for myself, but am guessing that many of you would agree with me here.

UBISOFT/FC3 Producers.

The FC2 team, made statements early on that they did not want to put to much into the editor, like Objects and custom game types as an example, because as they put it, it would be to hard for us to understand.
What a terrible thing to say to all of the people who build maps with this Editor. We created over 200,000 maps with it. a majority of them had zero to do with the African or even the Island setting

We are not fools or Idiots. We are smart, creative people.

If you are going to bestow upon us our dream creation tool, then I have a couple of things for you to think about.

1. You should approach the Editor as if you were creating LITTLE BIG PLANET, but for Shooters. That game has endless options and capabilities. The 2nd one actually allowed you to create your own games. And that is geared towards a younger audience. The things created by users of that game far exceed the complexity of nearly anything created with your editor.

2. Look at the other games that allow user creation like LBP and Infamous 2 and Mod Nation and FORZA. Each of these games brings something different to the table. But, all of these different things could be incorporated into your Editor.

3. Don't think small. Think of the editor as a bonus feature to FC3 but a FULL FEATURED one.

4. Do not limit it to the Island setting. Sure the SP game is set on one, but the Editor, could and should be looked at differently. Give us things over time that are -THEMED- towards different genres. In other words, look beyond the release of the main game and think to yourself, what would "I" think would be a cool subject for a map?

5. I guarantee that we would all pay for add ons. For as long as you are willing to put time into making them.

6. Make sure that you, the developers actually ENJOY playing the MP before you release it. we like realism, but not if it takes away from fast paced fun. This game should have MP that is somewhere in between Halo and Rainbow 6.
Sorta arcadey, but with tactical capabilities.

7. If there is not enough time to make this entire dream editor a reality before release, then consider working on an -ADVANCED- version of it, that interested parties could DL later on down the road that would expand on the Editors functions.

We would pay for that also.

Finally,
8. Keep in mind, that even if you only stick with the Tropical Island theme, most Islands have urban areas. Also those Urban areas are not always -run down- look at Hawaii and Puerto Rico or Jamaica. 3 different islands with 3 different standards of urbanization.

Thats it. Please take this stuff to heart.
I look forward to losing countless hours with this thing for as long as you support it and beyond.

Negrumir
06-10-2011, 10:29 AM
Originally posted by PandaThing:
Considering its there servers, i think ten maps is actually quite generous.

Yes it is, but If I could buy more slots, I would. I'd probably buy like 50.

On PS3 it was as simple as making a second (or in my case; third) account and uploading to those. A PS3 can have 16 active accounts on it for no charge. On 360, you have to pay for Xbox Live gold for each of them. That's just not fair.

And yes, I'd pay for extra slots on PS3 as well. It's better to have all my maps under one name than have three or more and people not look them up.

legacyzero
06-10-2011, 03:28 PM
Zee, I think the LBP-ing FC3 might be a bit much, but I understand what you're saying. FC2's Editor was oozing with potential that was never realized.

I'm hoping Ubi understands that now and follows through.

zeeEVIL1
06-11-2011, 06:27 AM
@Legacyzero; My main point of citing LBP, is primarily to reenforce the fact that we are not simple minded gamers. When a game like LBP can be geared towards a younger audience yet maintain such complexity, that all of the FC Editor arguments just seem to fall flat.

But, LBP also got a number of things right with how it controls and how it impliments its various tools and pieces. It should be seriously looked at for ideas.

legacyzero
06-11-2011, 06:44 AM
Originally posted by zeeEVIL1:
@Legacyzero; My main point of citing LBP, is primarily to reenforce the fact that we are not simple minded gamers. When a game like LBP can be geared towards a younger audience yet maintain such complexity, that all of the FC Editor arguments just seem to fall flat.

But, LBP also got a number of things right with how it controls and how it impliments its various tools and pieces. It should be seriously looked at for ideas.
I just started playing LBP a few days ago. Ur right, it definitely is a fantastic experience. I've never had so much fun being chased by sharks LOL. Laughed till I cried.

Beegeezee505
06-11-2011, 09:44 AM
I stated this on another thread here, but it bears repeating.

I would also really like to see the ability to join objects and then save them as one custom object for use in other maps.

I know many of you agree.

How many times have you wanted to open a fresh blank map, just to focus on building one object or building without all the other distractions of the map in your way?

Surely someone out there knows what I mean.

zeeEVIL1
06-11-2011, 10:12 AM
Read my post 3 above. I feel the same way and said so in that post.