Welcome To 'Nam, if you couldn't tell, is a map based off a Vietnam war battlefield, starting you off with a crashed car, one gun, and your skills.
It's a simple get from point A to B mission, dotted with deadly mortar attacks, trenches, snipers, and more.
I'd love for some feedback, as this is my third (and in my opinion,) best map.
P.S - Play on hard mode if you have a pair.
CAUTION! SOME SPOILERS AHEAD.
Very realistic environment and extremely chaotic opening scene. Also very difficult. I like being thrown into danger right off the bat. My second map ( I have also made only 3, so this analysis is not from any expertise, but just my opinion) had a similar opening where the player needed to take care of some lethal animals very quickly. Of course, I gave the player a weapon, so while it could be difficult, as long as he surveyed the surroundings to find every source of danger and then quickly started eliminating them, it was doable.
My first instinct after dying 2 seconds into your map, was to quit and not go back. Then I said to myself, "OK, challenge accepted!" I avoided the instant death (was it a car falling from the sky?) on the second play, but quickly realized that I had no weapon and had to find one. Started searching and came under fire right away, both bullets and actual fire from Molotovs. And realized while looking for cover, that there was little to none, and there was only one easy to get to place that was out of the line of fire, but that didn't help for long due to the Molotovs. and then the very narrow map boundaries kept doing me in. After about 25 further attempts to get past this opening scene, during which I found the weapon but quickly ran out of ammo, and died repeatedly from both bullets and boundary violations, I once again decided to quit and not go back.
Then I realized I had downloaded the map and decided to cheat a little. Sorry, I really wanted to get past this opening scene to see what else you had to offer, but the frustration was getting to me.. So I widened the map boundaries there at the opening area. I think one of the things that, after you had built such a very realistic looking environment, made it become unrealistic in playing, was that there were so many structures in the out of bounds areas, or at least partially so, plus there were even NPCs in the out of bounds, all of which made it appear that it was OK to run there if needed.
So after widening these a bit just in that area (didn't change anything else in the map), I managed to get past it and move on. but it was still quite a challenge there. As was the next section of the map. But then it seemed to suddenly get much easier. Using the map boundary again, to guide the player through that trench area near the end was, again, frustrating! Especially with the lack of enemies and nothing else to do there. Better to have simply made the trench walls too steep to climb. Because they weren't, I just tried to follow the objective marker and kept hitting the boundary.
All in all, I liked the map. BTW, was there a way to get to those ammo crates in the opening scene? The ones on the upper level in that bombed out building at the edge of the map? There was an NPC, an enemy soldier and some gasoline barrels all cramped into a very small area behind the crates. If you would rather not reveal how here in the forum, PM me.
Thank you, that was pretty much what I was going for. Little backstory, I guess, if any, was that you were on a standard patrol into a town when you got erm... all bombed up, lets say.Very realistic environment and extremely chaotic opening scene. Also very difficult. I like being thrown into danger right off the bat.
I probably should have expected that response from instant death. Perhaps I should spawn the player further away from the explosions or given them more health? I went for two bars but I might have wanted to make that bigger. You spawn behind a car, which nearly explodes due to enemy fire. I attempted to place down weapons and cover in that area, but I probably only knew these places because I made the map. I'm guessing I should probably try to see my maps in the way of someone playing them, who has no idea whats going on. (At least I replicated the confusion of a battlefield well!My first instinct after dying 2 seconds into your map, was to quit and not go back. Then I said to myself, "OK, challenge accepted!" I avoided the instant death (was it a car falling from the sky?) on the second play, but quickly realized that I had no weapon and had to find one. Started searching and came under fire right away, both bullets and actual fire from Molotovs. And realized while looking for cover, that there was little to none, and there was only one easy to get to place that was out of the line of fire, but that didn't help for long due to the Molotovs.) There was a gun directly in front of you, on a corpse, and cover to your right, where the one Molotov guy spawns. My best attempt to not get hit was to look down, grab the gun, takedown the Molotov, and take cover behind his wall area. Of course, if you don't take him out he becomes a pain in the ***. Like any properly placed Molotov dude, actually.
Yeah, I probably made the boundaries a bit to tight for a pretty open game like far cry, especially during a firefight. I should probably keep that in mind.After about 25 further attempts to get past this opening scene, during which I found the weapon but quickly ran out of ammo, and died repeatedly from both bullets and boundary violations, I once again decided to quit and not go back.
The structures in out of bounds areas, like blocked off buildings or enemy vehicles, were supposed to create a kind of overlaying firefight effect. Gameplay over scenery is probably the right way to go, since I made it look nice looking, but not nice to move around for the player.Then I realized I had downloaded the map and decided to cheat a little. Sorry, I really wanted to get past this opening scene to see what else you had to offer, but the frustration was getting to me.. So I widened the map boundaries there at the opening area. I think one of the things that, after you had built such a very realistic looking environment, made it become unrealistic in playing, was that there were so many structures in the out of bounds areas, or at least partially so, plus there were even NPCs in the out of bounds, all of which made it appear that it was OK to run there if needed.
Yeah the end was a bit of the weakpoint. I thought I had a fair amount of enemies, though, around 3-4 heavies. And yeah, more actual collision walls to guide the player, rather than just boundaries.So after widening these a bit just in that area (didn't change anything else in the map), I managed to get past it and move on. but it was still quite a challenge there. As was the next section of the map. But then it seemed to suddenly get much easier. Using the map boundary again, to guide the player through that trench area near the end was, again, frustrating! Especially with the lack of enemies and nothing else to do there. Better to have simply made the trench walls too steep to climb. Because they weren't, I just tried to follow the objective marker and kept hitting the boundary.
Thank you! I'll def take your advice into consideration. The ammo crates in the opening scene with the gasoline building are just for detail, i'm afraid. As I placed it so two enemies shoot eachother, blow up the barrels, and the ammo crate, to cause a kind of "bombed out building" effect.All in all, I liked the map. BTW, was there a way to get to those ammo crates in the opening scene? The ones on the upper level in that bombed out building at the edge of the map? There was an NPC, an enemy soldier and some gasoline barrels all cramped into a very small area behind the crates.,
>>> At least I replicated the confusion of a battlefield well!<<<
You did that in spades. Nicely done.
>>>Yeah the end was a bit of the weakpoint. I thought I had a fair amount of enemies, though, around 3-4 heavies. And yeah, more actual collision walls to guide the player, rather than just boundaries.<<<
The heavies weren't too tough to take out, but I was talking mainly about after that, where all that's left is to follow the "path" to the underground Extraction point with no opposition to fight. You probably already know this, but in case not, you can exceed the object budget in the map editor by quite a bit with no real consequences for most players with decent equipment. I went way over it in my 2nd and 3rd maps, and I figured as long as I could play the map with no slow down using my last generation setup (see signature), then most others would be able to as well.