Looking for some honest feedback on my latest map for PC, Smugglers Run (outpost). As is the case with the rest of my maps I seem to be stuck in the 3 - 4.25 stars abyss.
With a couple of my previous maps I can look back and see why the ratings were lower (I was a noob with software like this) but I feel the aesthetics of my maps continue to improve and I felt this was my best work yet but I am clearly missing something because this map, with just under 4 star rating has received its death sentence. Disappointing certainly, but I would love to hear some honest opinions as to why.
Leave the gloves at the door as well, I have thick skin.
So to recap, Smugglers Run (outpost) for PC. Play it if you have the time, and tell me why it failed, TY
EDIT: posted walk through vid below.
I've noticed some of your work from time to time and see a lot of good in them. I'll try to keep this short. To start with Smugglers Run is just too big. In my opinion an outpost should be just that, not several outposts filling the entire map. Maps should be thought of as a mission, not an entire game. It wouldn't matter but with no checkpoints or save game it's just too hard. I try to make most of my maps with the average player in mind. Most won't play for an hour or 2 in one sitting, or die after an hour of play - most don't want to start over at the beginning. To the average player gameplay is 80% or more of how they rate a map, they could care less what it looks like. They don't like limitations such as few weapon choices, timers or any other restrictions. Some make maps with piles of guns at spawn but I like to reward exploring with weapons and ammo. If I think the map needs better choices I put in a gun shop with popular weapons, more realistic than just a pile. My last map I did with all rounder loadout and didn't add any weapons at all knowing ahead of time it would hurt the ratings but it's doing better than expected(Death Lodge). Try to stay close to AI budget, I know you can ignore it but if too many can cause lag problems on some lesser PC's. Object budget not too important, they don't move around. Your layouts and ability seem fine to me. Only thing I see in Smugglers Run is the steep banks don't look realistic. Try using noise tool with distortion and roughness turned up and go back over with a speed 1 smooth until it looks more natural. The big outpost and most of the roads are flat, needs some undulation. Like I said, GAMEPLAY is most of it. Should be a challenge but not too hard. Tough line to straddle. Just make one fun to play. Glad I kept this short. Hope some of this helps you. Ratings are a big mystery sometimes.
AKAFootloose
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Most of what I said is just info in general that I've picked up from experience. I've mostly done OUTPOST because it's my favorite type to play. I've given up on HUNT and ASSAULT. All anybody wants is animal slaughter or enemy slaughter. I do like EXTRACTION if it's well made but they are a lot harder to make. You have to control the route, proper wave spawning is critical. Just don't get discouraged Mizak. I've seen a lot of what I think are great maps but only get 2-3 stars. Ratings have nothing to do with how well the map is made. I don't really care how mine get rated but I do want them to get played and enjoyed. If it doesn't rate good it won't ever get played after if falls off the new list and making a good map take too much work for that. There are several of mine I thought were my best and they only got 4 stars ... so it's not just happening to you. When I finished Port Plunder I just didn't like the way it turned out and didn't publish it for a month or 2. Finally published it anyway with no changes and it turned out to be popular ... who knows?
I like where your heads at. I do not feel discouraged because even with some of the failings I see myself continually getting better. This is a part of that and your thoughts are important to me. You have a portfolio of well rated maps. You sir are legit
I made a run through video with some commentary (directly replying to your thoughts with some of that commentary) that I will add a link to in this post. I have wanted to start to make videos for some time, I have the rig for it and a desire to do so and thought wth, this will be as good a place to start as any.
Also, I am going to practice on your maps starting tonight and have decided to make walk through videos of those as well. I will choose my favorite 3 of yours and do one for each. I hope that is ok. Full credit will be given to you of course, I just want to have more attention on the great maps of the FC4 editor.
Off topic question, but are you looking forward to FC Primal?
Go ahead on the videos, I may benefit from it as well. Have you played "Death Lodge" outpost yet. It's without a doubt my best yet and hardest. Normally spend 30-40 hours on a map but this one took over 100 hours. Every building in the outpost is custom made of wood and burns great and a long time on the bigger ones. Major interior detail. You may want to D/L and look at it in the editor to see it all. Haven't made up my mind on Primal yet. Depends on how close it is to being Far Cry theme.
Hey Mizak, the link is not working for some reason. I had to search Youtube to play it. Great video! You may want to increase the volume when you record. I had to crank up my speakers to max and could barely hear it. I like your play style! Commentary was excellent, no dead air time. And the most important ... video quality was as good as I've seen
AKAFootloose
That damn audio....I actually did not notice it being a problem until after the upload to youtube, it was good on my rig. I just finished my video of Death Lodge and made sure to increase my mic boost in windows for that one...seems to be better. Thanks for the kind words.
I think I know why the link was not working...should be now.