There were over 200,000 maps made in FC3 I am sure it was more, but that is the last number that I remember.
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There were over 200,000 maps made in FC3 I am sure it was more, but that is the last number that I remember.
I definitely agree with that. Because most of my friends on my friends lists play some type of game with an editor and would love to come back but are sooo peeed off at Ubisoft decisions. They have said to me numerous times I wish they would fix the lobby system and I am not buying it because they took out MP map editor.Quote:
I would argue that it is actually the console market that is starved for toolsets to make UGC and that this is were the most profit would be made. (Although, I am sure Ubisoft has the actual numbers for FC4 maps developed on PC vs consoles, and will make a decision based on their data).
Funny thing is that only one person is the forums are on my friends list. They bought the computer version. So their is a greater need that they must not know or they just think single player is the way to go.
The problem with consoles and editors isn't the hardware. It's Microsoft and Sony being like Apple and having a totally locked-down ecosystem based on their own delusional and blind belief people don't care about custom content. Custom content most often surpasses the original in nearly every way. You can't go farther than a simple "place objects, shape terrain, play!" type of a thing the IGE is. It could be pushed a bit further (e.g. increasing this joke of a 0.25 square kilometer to something appropriate, such as... An user defined value), but Ubisoft is known for "Oh your platform has more power? Here, have the same thing as the weaker platform!" attitude (And this seems to apply to everything except for some models, textures and a few post-processing effects).
In my opinion, consoles should move to the direction of PCs, stop fixing that hardware (thus jamming development) for so long, a 3 year cycle at maximum would be much more convenient. It's all based on x86-64 now anyway, meaning transitioning to a new platform is simple (old games would run on the new platform), as long as the underlying legacy APIs remain intact on the newer iteration.
I believe it would help get maps better exposure if they included the time it took to create a map. It could be under info in the game also to have spot in the browser. Maps that took 30 plus hours to build.
Most maps that are liked, are maps that look little effort and are nice to play for a minute. But I prefer more challenging maps that took time to make.
People new to the Far cry series are really missing out what the editor can do by the more experienced mappers who are gamers just like them.
I remembered seeing custom maps on the older FC games that everybody was playing and trying to make better maps. The maps had lots of detail and seem to have taken a lot of effort to make. It seems the opposite has been happening. At least on xb1 assault maps. I would say 80% of the best rated are on green textured grid maps with testing guns on it. Really!!! Granted the editor is new for single player but 4000 to 7000 likes on those maps. We will be stuck with them until FC5. Ubisoft should at least refresh the top rated maps every so often. I am wandering how the computer rated maps are doing..
How do you check the map ratings?
Right here
http://far-cry.ubi.com/en-US/community/maps.aspx
You can see how many dislike you have. If you have a challenging map you may be more likely to get down votes.
Assassinate gametype with single or multiple targets to kill to win. This would work brilliantly with one target in an outpost and detection fail parameter on.
Destroy target gametype with single or multiple targets. Ie vehicle or generator.
Ability to set AI navigation.
Ability to merge different gametypes into one level. IE complete assassination or outpost and then extract.
Add snow covered vegetation and stronger snow effects.
New skins for enemy soldiers.
Up to 4 max co-op.
Decrease lighting for night levels as it is nowhere near dark enough for night levels, especially when you want to use light sources as guides for the level.
More trigger conditions for waves. IE if seen by wave 1, timer, target is killed.
Add hostages, this could make for a brilliant gametype. As this is already in the game I hope this is feasible.
Add particle effects and/or explosions with promixity triggers.
Add fog with ability to set strength and colour.
Ability to place signature weapons in the level.
There seems to be a glitch were when you turn off tagging enemies, it will still tag them with the binoculars.
Thanks man.It looks like 6 up votes so far and no down. 3.5 stars though. Wish that was better. But, it is a fresh release.
Changes I would like to see in the game.
1- More trigger options for the Ai.
Currently, there is little to no way to really control them. If you do not set waves 1 - 2 correctly, the other waves may not spawn, or they charge your position no matter where you are leavingthe rest of the map empty.
I know part of this can be controlled by limiting their navigation area, but I would like to see a couple more options.
EX: Increase the enemy count for Wave 1 By a minimum of 5 enemies. You can only get about 10, and nobody that makes maps is making basic little maps. We need more function and capability to spread them out.
In the single player game, you have mini missions requiring you to kill one or more commanders with a specific weapon to complete the mission.
Please, please add this in.
Give us the option when we have an enemy unit highlighted, we can select if he is a commander or not, and the type of weapon he is to be killed with. That way we can set say....a maximum of 3 commanders in the map so that you have multiple objectives either in the same area, or in another area of the map.
I noticed that there are hostages in the character choices we can make to add to the editor, but I saw noway to highlight them as hostages. Change that as well.
Please provide us with a WAVE 6 Ai. Make that one strictly for Non-Combat Ambiant Ai It would be nice to have civilians in the map, and maybe consider giving a failure option of killing civilians.
With the the current map I am building, this would be a big plus, as I would like the objective to be kill the commander before he escapes. But the surrounding area needs population.
Finally, we just got another patch. I do not know what it fixed specifically, but I have noticed that when I raise or lower a brush, it goes straight up and straight down now. THANK YOU! The camera seems to function a little better also. At least when it is turned on to follow. So another thank you.
Please add thicker fog options and blizzard snowfall.
I would love to see rain, openable doors, and a higher object limit(for the PS4 & XB1 versions of the game) added to the FC4 map editor.
Problems (PS3)
In both the editor and in game, you can't seem to have any kind of half mountainous terrain without horrible green lines in between the mesh (I'm not an expert on these kind of thing, but I'm fairly sure it's 'tearing').
Game lags when you use the Erode or Smooth Tools
Zip-Lines are just ******ed beyond belief.
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Also, why are these terrible 5 minute thrown together 'JUST 4 FUNz', 'B AGOD' & 'KILL PAGAN MIN' maps getting higher than proper maps? It's complete anarchy. I had to go through like 5 pages (excluding maybe 2 or 3 maps at the very top) to find any decent Extraction Maps. I also can't seem to find ANY good Hunt or Assault maps since they're filled with the BS mentioned above.
P.S. Challenge Maps are just never going to work for people. If it's difficult, children and noobs will be downvoting.
P.P.S. How can we limit the BS Maps? Dous adding a, say, 'Object Minimum Requirement' sound a bit stupid?
I would like to be able to re-name my map before I publish it. Obviously you can't rename the map once it's uploaded or the stats would be screwed up.
Allow us to remove old maps from our 'published maps browser' in game. - So for example not cluttering the servers with version 1's and version 2's
Allow us to copy selections from one map to another file. You could do this in the Far Cry 3 editor, but not 4 for some reason?
I am new to the map editing community and I am completely having fun with this. My experience with the Far Cry Series is limited to the latest edition....Far Cry 4. I am very lucky to have met through xbox one and 360 some very talented editors...Once I viewed their maps, I was completely floored with their creation vs. what is known to be "high play" 4 or 5 star maps. The game is enjoyable, your map editor is enjoyable...what's not enjoyable is being forced to play "top" maps that should not even be allowed to be uploaded. Before knowing these really good maps, I was forced to play maps with absolutely no texturing, grid terrains with a big hole full of animals waiting to be blown up by multiple guns placed around the hole. This can hardly be what you had in mind.
Allowing anyone to play and rate is hard to control. I get it. But I really hope you are reading some of these threads and are working on a solution because a person like me would have thought that not much else was possible to make other than these...rather bad maps.
I was always taught...don't come complaining to the table without something that could be helpful. There is a lot of us who play...young and older...only a few of you. Surely you can monitor the "top" maps...see that they are severely lacking and simply remove them...categorize them as "high play but simple." You can also monitor the "downgraded maps" and completely see some of these are deserving of a LOT of recognition. Maybe a Far Cry list of "recommended play" maps. I understand you won't hit them all but the system in place right now is pretty much missing them all. It is most important that the "top" rated maps actually be the maps that can be accessed by a new guy...like me.
After making this map ( which is yet to be published ) I have a few sugggestions.
https://www.youtube.com/watch?v=gfo1CnXTHBU
The main thing I would love to do after making this map is to greater increase the sight lines of non alert enemies. When they are alerted they can view for miles but when not alert they can barely see 30m. It makes stealth too easy.
I would also love to be able to place signature weapons in the map. Still would love an assassinate/extraction combo gametype and darker night settings.
Something must be done about the Top Rated maps. I have nothing against a separate section allowing maps that are designed just for mindless fun. It is very easy to spot these maps as most authors don't even bother to change the default grid texture seen in the photo. They are overshadowing maps that actually have any decent effort put into them.
If it's true that the "skip rating" option after playing a map counts as 2.5 stars, it is a flawed rating system in my opinion.
Please fix the glitch, when autoscroll is off, objects move away/towards the camera instead of up /down.
The camera lock has been a big help but awkward to use, you have to remember not to press A as the auto scroll does not work, so you select your object using the right trigger till its highlighted red then press your back button (xbox one) to lock your camera, once locked then press a and you can move your object with the left stick but before you lock your camera you have to position your camera while it is highlighted red, this is especially helpful when moving groups of objects into a really tight position but the slightest move with the left stick can prove tricky like a game of chance trying to position your items. PLEASE we really need that auto scroll fixed, it would be most helpful... DESTRUCTIBLE DOORS... some of the items don't work, i haven't tried with the elefant yet in which i will do... and last but not least THE GRAVITY MOD is glitchy, when testing this feature i've found that it's only temporary. I set my characters jump height to 4 and the gravity to 30 so i can try a new technique, i found that when you land hard say from a parachute jump or from a height that causes you character to land hard the gravity stops working altogether which means i have to back out from testing , then start it again. I have disabled this feature as i am unsure as to whether this same glitch would happen in a published map.
Yeah I would love that also, and to be able to create my own custom weapon playlist which would have a silenced Pistol, Silenced Shotgun, Crossbow and an assault weapon.
I would also like a new game mode where we defuse the bombs, that way it forces either stealth or a crazy assault style gameplay to defuse before the timer runs out.
I have an Idea. I do not know if it is feasible or not. I would like to have a way, to isolate a wave of enemies to a specific zone.
Currently, they all seem designed to rush the player, or his general area.
I only became aware of this because I was told that in my Temple of Kali map, there were no enemies at the temple when they got there. Even though, I placed 18 enemies in the temple.
What if the Devs created something like the Map boundaries tool, but for Ai, and had one for each wave. Except for wave 2 which should go anywhere.
Let the boundaries overlap or be separate.
This would allow those of us mappers the ability to get more elaborate with our design and also pace the flow of enemies better.
What does everyone else think?
I second that, good idea.
Hi all
I'm new to the mapping community, I've tried in the past iterations of far cry to create and post maps but have failed miserably to get past the validation or publishing parts. But FC4 seems easier (or suddenly I'm in the right head space..!) and I've managed to finally post one, there are a few problems with it, but not too shabby for a first attempt, hopefully. I'll let you be the judges on that, experience and all that.
Although new to it and finding my feet there are a few things that don't make too much sense to me, I know IGE is sort of separate but not, more an extension of the game, but why can't you have an option in the weapons menu: "Use players own loadout" at the bottom of the list of guns...? I mean you play through the campaign unlocking all the weapons you want to play with, including the attachments (silencer, red dot etc.) then you get to someone's beautifully crafted user created map and you're stuck with the weapons the creator likes to put in. Don't get me wrong: some maps are better for this IF the creator has planned it as part of the story i.e. you progress forward searching bodies to find there weapons, weapons getting better as you proceed further.
But don't you think it would add to the experience if you could choose your own loadout on some maps, perhaps that would also make it easier to implement the syringe making and using in the player created maps... I mean why put collectable plants into the editor at all if you can't craft a syringe with them....?! That's just teasing isn't it...?
Or searchable bodies, what's the point if you don't retain the loot. These object abilities could have been disabled, but they're not, they could have been made for just the appearance of the object. So why..? Is that coming in a later update...?
There are many good suggestions on this thread about AI control and additional features that would benefit the map editor for wider variety of game experience, I hope you're taking note ubi, it would be a shame to waste such talent.
Also, making a stable version would be nice....
Any thoughts Dev...?
I would really like to see Yetis added to the mapmaker, and then enemy helicopters and snakes. I'm stoked to try out the new Ally archetypes and the coop is a blast. I'd also like to be able to find the high-quality maps that the JackSepticEye kids voted down but I don't know what we can do about that.
hey everyone i just published my new map mars bio dome a few day's ago shoot me some feedback if you enjoy the map or video! :)
link to mars bio dome video
https://www.youtube.com/watch?v=EFlC1NaScwI
this is the link to my youtube channel
https://www.youtube.com/channel/UCOJ...leN5oWvpuzCq9g
I'm not sure if what I am saying is constructive criticism/feedback, but I do ask, could Ubisoft perhaps give us some kind of urban package for the map editor.
The current array of buildings/props etc. are fine to work with, but there doesn't appear to be anything in the way of true urban feel, like the square urban buildings that we had in FC3 and FC2. Giving us an urban map pack would really allow for some true city like maps.
The camera lock has been a big help but awkward to use, you have to remember not to press A as the auto scroll does not work, so you select your object using the right trigger till its highlighted red then press your back button (xbox one) to lock your camera, once locked then press a and you can move your object with the left stick but before you lock your camera you have to position your camera while it is highlighted red, this is especially helpful when moving groups of objects into a really tight position but the slightest move with the left stick can prove tricky like a game of chance trying to position your items. PLEASE we really need that auto scroll fixed, it would be most helpful... DESTRUCTIBLE DOORS... some of the items don't work, i haven't tried with the elefant yet in which i will do... and last but not least THE GRAVITY MOD is glitchy, when testing this feature i've found that it's only temporary. I set my characters jump height to 4 and the gravity to 30 so i can try a new technique, i found that when you land hard say from a parachute jump or from a height that causes you character to land hard the gravity stops working altogether which means i have to back out from testing , then start it again. I have disabled this feature as i am unsure as to whether this same glitch would happen in a published map.
Is there any chance of getting letters and signs (shop and street) put into the editor...?
You could have your basic letter designs that are found in the campaign to be placed in the objects files and using a text box, type in your game objective/mission parameters or hints/story prior to or after placing the object on the map. This would make directing the play for the way the map had been created for. Same thing for signs, this would allow us to build towns with more than one shop.
I don't understand why we don't have access to all the far cry objects of previous games: Far cry 1 to 4 (without having to install someone's crack to enable it), you're using the same graphics engine. Surely you should be building up the library of objects with each iteration of IGE, adding to the library not just supplying the newest set of objects, this severely limits creation to one area and culture.
can you explain this please..?
They want to stick with the games newest incarnation. Even though all of us agree that all of the previous versions objects should be available in the new editor.
Pressing "A" on an object sometimes pops the object out of place if you do not switch to "normal movement" ahead of time, which means after duplicating objects, we now have to place the previous object back to where it was manually. Very frustrating.
These are all excellent points that have all come to my mind as well. The object budget can be terribly limiting--on PS3, at least--and really narrowed my ability to complete the Extraction I had envisioned. I also agree that what we are offered is pretty amazing, and I know developers have a lot to focus on, but once this much creative freedom is given us, how can we not hunger for more, more, more? I wish Ubisoft would consider offering a stand-alone map editor built on the Far Cry engine and environments--it would be worth every bit of $60 to me to have a fuller set of tools for my imagination to play with, and a greater canvas to paint on. What's more, once I had that, there is no way I could resist a $30 zombie pack DLC (animations, character models, ambient sounds) and there seems to be infinite other possiblilities--buildings, terrains, enemies and friendlies--for additional DLC packs. Anybody else think it'd be worth paying money for a bigger better version of what Ubi has started?
Hello! I'm making an FC4 map, and I have come across a little problem. I was setting borders for it today, and I tested the map, I went outside the borders, which gives you ten seconds to turn back, which makes the player able to access most unfinished areas on the map. I thought if it was possible to be able to change the time to turn back, like from 1s to 30s. Feedback is welcome.
There is so much wrong with the fc4 editor, dont know where to begin.
My first couple of minute in the editor sounded like this, uuh? omg, wtf, ffs , what have they done? Yh this is the sensored version of it.
One of the first thing i noticed, was that i lost total control over the camera when manipulating items, often i cant get the right angle on things. Cos the focus of the camera is at the center on an item. I need to see the edges of an item when moving around not the center.
Not only lost total control over the camera but also on the how to manipulate items. Worked perfectly in fc3 but now its a struggle. To make things even harder Autoscroll is broken. Items keep jumpin up when selected. And most tools are too sensetive.
Lets talk about groupselection tool. Also that is ruined. How can i see what ive selected without the yellow blink?. So custom mapping, forget it.
Well what i did in fc3 in 3 minutes takes in fc4 about half an hour. And this is no joke. Where are the time saving function?, like goto item function and the item search function. What genius thought lets remove those?. Especially handy tools when the item list resets every time and you can scroll the entire item list, time after time.
Its clear who made these adjustments in editor is no mapper. Otherwise all these bugs / choices werent made.
This isnt even everything that wrong with the editor , there is more. Btw there are a few positive things about fc4 editor, like animation points. But they worthless now coz the editor is unworkable, a hassle and a struggle and frustrating.
Job well done, not !
"I would really like to see Yetis added to the mapmaker"
Yeti's require DLC so adding them would need the mapmaker reworked to allow DLC category. Then we'll have a pen full of Yetis and invincibility instead of elephants.
I would like to see enemy helicopters for sure, even if it used an entire wave for just 1 :).
Playing Random Co-op got us to a well-made Goldeneye Bunker assault map!
Where are the multiplayer map making lobbies? Team-Deathmatch, domination, uprising on our own maps? where them have gone from fc3 and fc2?
I don't know :( I thought they were bringing it back eventually but the bastards won't even do that... Haven't played this game since I finished the story, and probably never will.
I'd like to add to things that should be fixed and looked into.
Let me start of by saying I NEVER do this. I have never done this forum thing before, but I honestly don't know where else to turn with my concerns.
I've been making maps since FarCry Instincts. I love doing it. It's a major passion of mine.
Here's my concern: I think that the map rating system (thumbs up or down) is sinking potentially phenomenal maps. I'll use myself as an example. I literally just finished a map I've been working on for 3 months (TheAmazingRace 2). I've never been so proud of a map I've made, ever. One day has passed and it has been played 20 times and already is at a 1 1/2 stars. One more day passes and it will fall off the New Extraction page and it will never be seen again. All because of random kids giving it bad reviews. Now, I'm not going to sit on a high horse and say that my maps are better than everyone else's. However, I like to think that I'm a good map maker. I take my time and pay insane attention to detail and try to give players an experience they've never had before on FarCry.
I don't make maps to show off or because they're fun to make. I make maps for the people of FarCry. I want them to have fun and play something that makes them think and pushes their limits as a gamer. But because random kids are getting to my map and rating it poorly before ever giving it a decent shot, it will fall off never to see the light of day. Never to be played by someone who would appreciate the work and enjoy a different experience.
This rating system sunk my first map that I also put an obnoxious amount of time into. I change my approach to my 2nd map and the same thing is happening again.
It seems to me that it is entirely luck. And not map making skill. I mean honestly, go and look at the top rated Extraction Maps for XBox One. "American Sniper" - Someone literally just put a bridge in the middle of the map and plastered a bunch of AI all over it. That is the whole map. "Parkour" - A bunch of buildings floating in the air for people to jump on. No detail, nothing.
I'm not trying to dog on anybodies map, but these are maps ANYBODY could make in a matter of seconds.
I feel that there should be a better way for the more dedicated map makers to get their maps out there, rather than hoping that kids don't give it bad ratings right off the bat and then get lost in "bad rated map limbo".
Am I alone in this? I will not standby while my work is thrown into the map making garbage can. I will post my concern over every forum if that's what it takes.
Amen!
Hey guys, this is my 1st post on this forum & I wanted to make it on this particular thread.
I am KnowingRiver18 & I use X-Box 360 for the Far Cry 4 game & I ended up finding the map editor on there a few weeks back. Since then, I've spent countless hours (that my wife tends to make notice of, hehe) building maps & some of them I publish for all others to enjoy. It is my 1st time ever building maps on the FC games & the 1st time I've ever made maps period on any game. So I may be missing some stuff.
One HUGE problem with the system Ubisoft needs to address is the countless amounts of what I call fake maps with either almost nothing on the map that some idiot created to get views or the spam posters who copy/follow the SepticEye guy. I can't stand those maps. They're literally all over the list. It's as if some kids are making them & just doing it to be jerks or something. That & the good maps I've noticed that are far better than 90% of the maps are lower rated after a couple of days. They start out with higher stars but then all of a sudden, it's like a gang of punks went in & just played the map briefly to die & then dislike it to keep the competition out. It makes finding good maps hard.
You can tell when someone put some thought into their map making! I always make sure to like those maps. I think most of my published maps are decent & well thought out also. I try to give the other users something to look at, have fun with but also feel challenged. I think some of my maps are hard because I keep dying on a couple of them. The snipers/rocket guys are a PITA to deal with, which is the point I wanted to make in the specific maps I made where they're prominent.
The ratings system sucks also. It's easily abused.
3rd thing is the AI moves around too much. I place them in a particular area & next thing I know, they're on the other side of the darned map! Defeats the purpose of putting them on Outpost 1 if they're just going to go over to Outpost 2 where you don't expect to find them. 4th thing is raising the global budget is absolutely a MUST for the FC4 editor. Not enough animals, vehicles & allies to place without it affecting the overall budget to place good amounts of enemies in!
Pleeeeeaase can u guys make stuff from valley of the yetis available in map editor ( at least for the people who bought the dlc) I would absolutely love being able to hunt yetis on my own maps that would be freaking awesome! I will love ubisoft for life if u guys implemented that stuff into map editor on the next update,
Thanks!
I have published a couple of maps, but when I search for them nothing shows up.
Is there a waiting period while the map is checked for improper content?
I am using Xbox One version.
My friends can't find them either when they choose "My Friends Maps"
If possible to bring in Cigarette distraction and "knockout" the enemy would be awesome