Updated: 28/05/2018 - 17:08 BST - Added new header image. List will be updated shortly (Been busy with a new job sorry folks!)
Hello there Ubisoft Forums,
I just wanted to clarify that I am loving the time I've spent with the editor so far. This post is not a complaint, its a collection of ideas and possible changes that could be made increase the longevity of the game whilst allowing dedicated map makers to work more easily and to their full potential. So without further ado:
Console Editors (PS4 & XBOX ONE):
- Global scaling of the selection tool - In some instances such as the road tool, the selection cursor cannot be scaled. This is very frustrating when you want to use the road tool to build tight/smooth curved roads as you have to place the next node far away and drag it into place. It also makes adjusting a single node in a close-together group impossible as it will select all of the nodes in the cursor's radius.
- Text-search for objects - Similar to the PC editor, this allows players to use the system on-screen keyboard to search for objects. This reduces the time taken to navigate menus in order to find the desired object.
- Object snapping - Again, the PC users have the ability to snap objects together, but we the console users lack the feature. This makes building using generic shapes very time consuming and difficult and it would be a lovely addition if we could have this too. This function can be toggled using a button (i.e. L3), or at the least, through the editor options.
- Object rotational snapping - As well as being able to snap object translations, being able to snap rotations in 5,15,45,90 degree increments would very handy for structural building. This could be cycled through by pressing a button whilst rotating an object. This could also be toggled like the translational snapping, only whilst holding the rotate button.(credit - Shin_Danahi)
- *NEW* Objects menu directory memory - Often I find myself having to re-navigate the object menus to find another rock that's slightly different from the one I've just placed in Edit mode. Instead, having the object menu go straight back to the subcategories / directory you were in before entering 'Place and edit mode' would greatly speed up the process on consoles.
- Generic shape texture categories - At this moment in time, the textures for generic shapes are in a single scrolling selection box. It would be a huge time-saver if the textures were ordered into categories such as "wood, stone, colours" etc with thumbnails to show what the texture is. I'm not sure if this is the same for PC users. (Include thumbnail of texture in the categories - credit: iwound00)
- FIX - Automatic selection - If the user's cursor is overlapping a prop after deleting object or trying to rotate a duplicate object, the cursor will select the object highlighted for translating/moving automatically. This often leads to objects, even buildings being moved by accident.
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PC Editor:
- FIX - Graphic settings bug - When accessing the Arcade Editor's settings, there is a visual scrolling bug that requires switching settings tabs to fix. (credit: VegetarianZombie)
- Full-screen test mode - I cannot personally test this, but apparently there is no fullscreen option in the PC editor. Maybe adding a 'press F11 to toggle fullscreen mode' could be implemented? (credit: BigTinz)
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All Platform Editors (PC, PS4 & XBOX ONE):
- Static objects (no physics) - Currently there are a wide range of objects such as barrels, sandbags and supplies that have physics properties attached to them. This can easily lead to overloading the physics grid when trying to decorate. Having non-physics alternatives (or as a custom property) would help to solve this issue.
- Static weapons / ammo - Placing weapons in very specific, tight spaces (trying to make them appear hidden) is very difficult at the moment due to no live validation feedback. To remedy this, having weapons/ammo that are fixed in position and don't effect the level's validation would allow for some more creative placements.
- Custom ammo amount/type in weapons custom properties - The ability to pick up a weapon with more ammunition than the default value. Hint: An alternative way of changing this is to set the player's ammo amounts via their loadout.
- *NEW* Item respawn limiters - A custom property that allows you to determine how many times an item can respawn. For example, allowing pistols and health packs to respawn infinitely, but only allowing an RPG-7 to spawn initially (once). (credit: JimmyNexus)
- *NEW* Multiple selected duplicates custom properties tweaks - Currently, the editor does not support the ability to change the custom properties of multiple lights, generic shape textures, weapons (respawn timers) or any other object with custom properties. As an example, lets say the creator of a medieval level wants to make their level appear bright and vibrant, so they wish to make their fire-themed light sources more orange and brighter; they would have to adjust each and every light they've already placed. (co-credit: Marteky)
- *NEW* Z-Scaleable water volumes - At this moment, it's impossible to make tunnels under 'swimmable' water as there is no way to scale the Z-scale of water volumes/lakes. Youtuber Elcz discovered a glitch where you can overlap two lakes to cancel out the swimming functionality under the surface, but that defeats the purpose of building tunnels underwater in the first place.
- Spawn point types (custom properties) - Being able to change how the player spawns in such as by wingsuit or parachute (having the gear enabled and in use on spawn). This could also take loadouts into account with a toggle option; if there's only one loadout, the loadout choice screen is skipped and the player spawns immediately.
- *NEW*Colour variation sub-menus - For categories such as vehicle wreckages, it would better organised if each vehicle model had a sub category which featured each available colour. This is also applicable to other objects which only feature a colour texture change. (credit: Sonic5745)
- *NEW* Bliss vegetation - Considering that Bliss is a large part of the campaign, it's a little odd that we don't have access to it in the editor. Adding the bliss plants would allow users to create more vanilla-styled maps (credit: Zzzyn)
- Place objects outside the terrain area (editor setting) - For those of us who are dedicated to making large maps, being able to have a large space to place props outside the bounds would allow users to create more detailed backdrops.
- Unique Friendly NPCs - Whilst we have access to a great range of creatures and enemies, we dont have access to any of the unique Allies from the campaign. Having access to the likes of Boomer or Nick Rye to include in your levels opens up new possibilities for solo/co-op stories. (credit: Awesomex7)
- Define NPC custom properties - Having more direct control over NPCs by enabling more options in their custom properties. This could include their skin/model, what weapons they have equipped and what AI attitude they have (Angels, Guards, Beserker, etc). (credit: Shin_Danahi)
- Multiple game modes per map - To reduce duplicate map hosting, allowing players to create maps with gameplay objects for Deathmatchs, Team Deathmatchs and more for future game modes would be much more intuitive; maybe even allowing map makers to enable a setting which allows the game host to determine the custom game mode properties such as gravity and 1-shot-kills. (credit: CuteCucksClan)
- *NEW* Destructible objects category - In the editor's current state, it's very difficult to know which objects are breakable and which aren't, it's also difficult to find the objects such as boards (for windows) to use in your own levels. I propose a sub category and an icon for breakable/destructible objects to allow finding them in the categories to be made much easier, similar to the explosive objects.
- Vehicle respawns - Allow vehicles to respawn similar to NPC animals. The vehicle's destroyed objects could fade out gradually if the vehicle's custom property is set to respawn. (credit: Sonic5745)
- Map descriptions - Many map-makers begin their creation with an idea for a setting or a reason for the level to play out the way it does. At this moment in time, we have no way to set the scene for players. We cannot give them advice or warnings, nor can
- *NEW* Map version descriptions - Whilst this may be a little overkill, some players may appreciate being made aware of changes to their favourite community-made maps. These changes could be listed in a version description box. (credit: Sonic5745)
- Increased/changeable player count - This may effect performance in which case it's not a viable option, but on the chance it doesn't, allowing a "large map option" for an increased player count would help to make larger maps feel less deserted. (credit: Sonic5745)
- Checkpoint spawn points - These would be especially useful for future game modes such as Conquest, but are also a viable option for Co-op maps that are long and difficult, allowing the player to keep playing instead of restarting the map all over again. (credit: Sonic5745)
- ADDED: Toggle object movement with terrain editing - In my current project, I'm trying to create a build up of snow (drifts) around buildings and objects using the terrain. The problem is that if the terrain adjustment overlaps the X,Y of the object, it adjusts the Z coordinates of the object. It would be nice to disable this so that small terrain adjusts don't effect objects. UPDATE: My apologies! This is already a feature in the editor options, I missed it by accident! I'll still leave it on the list to bring attention to the feature.
- Live map validation feedback - Instead of having to navigate menus to check the map is valid in regards to physics objects, having them overlaid with a bright red highlight if they are in an invalid (clipping) position would make scene dressing and weapon placing much faster. It would allow us to decorate scenes exactly how we'd like to without wondering why there are invalidations. (credit: Sonic5745) - I am very much in favour of this.
- Download, private/hidden and locked options for maps - Allowing maps to be downloaded, but stating map theft is against the rules just makes no sense at all to me. If it is against the rules and immoral, why even make it a feature?
I propose a system like LittleBigPlanet's where maps are able to be locked, made private/hidden and have a copyable option (defaulted to uncopyable). Other's have suggested that copyable maps should have the original authors name included in the details. See Jaavaa's situation on how this is affecting people. - In my eyes, this a priority issue as it's affecting dedicated creators, potentially driving people away from making more maps.
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Arcade Mode Changes:
- *NEW* Constant teammate name tags and dynamic crosshairs - In it's current state, its very difficult to determine who is on your team and who is a foe. Having a permanent name tag above your allies would reduce the risk of friendly fire, whilst a more obvious change in the crosshair symbol and colour would also give the player a better visual cue.
- *NEW* Map selection - See 'Forge Labs' video. Essentially, we need more map selections and categories (featured, favourites, etc) readily available to choose from. At it's current state, choosing your own map, or a specific map in general is a difficult race against the clock.
- *NEW* Timer changes - In it's current state, the map selection menus are heavily restricted by time limits. This is fine, but it could do with another 5-10 seconds or so as it's currently very difficult to select the map you want. This is also an issue when it comes to the vote as the countdown timer begins as soon as the screen transitions, resulting in some maps not showing up for votes. If the countdown and voting process began when all the thumbnails (and map name tags) had loaded, this would allow for a fairer and more controlled vote. (credit: JolanXBL)
- *NEW* Solo/Co-op rephrasing - At the end of a Co-op level, the options for what to do next seem a little oddly phrased and their functions arent necessarily what you'd expect. I recommend the following: 'PLAY AGAIN / RESTART' - Restarts the map immediately, 'PLAY NEXT MAP' - Plays the next featured map in the rotation, 'CHOOSE ANOTHER MAP' - Takes the player back to the map selection screen.
- Private multiplayer lobbies - Self explanatory.. Lobbies similar to the Co-op mode where you can invite friends to play created/favourited maps. From what I've heard, this may have been partially implemented, but I haven't tried it for myself.
- Playlists - Whilst this may be difficult to implement, a playlist system like GTA Online's where maps can be added, reorganised and repeated would allow created and favourited maps to be played with friends, as well as introducing those maps to other Far Cry players.
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Multiplayer Game Mode Requests:
- Capture the flag / vehicle - Whilst it doesn't have to be a flag (briefcase, money, etc), it's a traditional game mode that people love.
- Conquest - A viable game mode for large scale maps, conquest places players in to two opposing teams which compete to hold designated zones around the map for the longest duration. The zones would be created like the scale-able AI zones and whomever has held the most zones for the longest amount of time wins. (co-credit - Sonic4745)
- Elimination - A deathmatch where players are made into spectators when killed.
- Infection - A gamemode where 1 player starts as the infected and every player they kill is transferred to their team.
- Racing - Although it's not the core gameplay, Far Cry's vehicles do drive nicely. It would be a fun change of pace to have a race mode included in the game (with and without weapons).
- Predator - One player is the 'predator' and has buffed health/armour/jumping etc and weapons, but does not have any visual aid in revealing their position (no tags or "see through walls" halo effect). It is up to them to try and eliminate the rest of the players in the game before being killed. (credit: CuteCucksClan)
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New Tool/Object Requests:
- Generic snow rocks - I was a little surprised to see the snow rocks didn't have the same models as the other types of generic rocks. Some of the rocks also have broken texture-mapping, rendering them unusable. It would be great to have more rock/snow and ice/snow combinations, simply retextured versions of the generic rocks would do fine.
- *NEW* Snow piles - There is currently no way or objects that I am aware of that can make buildings and vehicles appear to have accumulated snow on top of them. Having varying shapes and sizes of snow (and possibly sand) textured piles to place on them would definitely help to further detail maps that are snow themed.
- *NEW* Generic shape texture colours - A feature that would allow mapmakers to set the hue, saturation and brightness of textures that are applied to generic shapes. (credit: Master Ace VP)
- *NEW* Additional road textures, sections, widths and slots - The current state of the road tool is great, but it does make it difficult to create motorways and runways as the roads are quite narrow. Depending on the map you're making, you may also run out of slots quickly too. This tool could also include sections of road where there is no texture, such as mapping a road up to a bridge, cutting and continuing the road in the same slot from the other side of the bridge. (credit: Sonic5745)
- *NEW* Additional landscape paint slots - I must emphasize that this may not be possible due to engine restrictions (similar to UDK and Unreal Engine 4), but on the chance this isn't an issue, it would be great to have more slots to more finely detail the terrain.
- Scaleable invisible walls/volumes - Whilst map bounds are a great addition, purely blocking areas altogether would be great for small arenas and co-op maps. Having volumes that act similar to control zones in the terms of that they can be scaled, rotated and made into different shapes would allow for a greater degree of control when mapmaking. For extra effectiveness, these could be applied to opposing teams in Team Deathmatchs to stop them from spawn killing.
- Scaleable kill volumes - Similar to the invisible collision volumes, a volume that slowly deals damage or instantly kills players when they enter it. For extra effectiveness, these could also be applied to opposing teams in Team Deathmatchs to stop them from spawn killing.
- *NEW* Scaleable post-process volumes - A volume that allows the creator to change the post process effects from the default global ones they've set. The post-processing effects will transition as the player walks into and out of the volumes, allowing for much better interior-to-exterior (and vice-versa) effects.
- X,Y,Z scaling objects - I'm aware that this isn't possible in some game engines and it could break the object's collision mesh as well as it's physics/climbing points, but on the off-chance it works in the Dunia Engine, being able to scale all/most static meshes would allow for some incredible detail, especially including the geometric shapes and rocks included in the game.
- Interactive objects - Allowing users to implement features in their levels (better suited for Co-op) such as readable notes to help add context and a story to creator's levels, safes, locked doors and keys, switches for lights, doors and moving ladders. (credit: iwound00, co-credit: lSchadenfreudel)
- *NEW* Motion tweened objects - Going one step futher, allowing objects to be moved or (motion tweened) to create a more dynamic environment. For example, in a minimalist puzzle map, having floating cubes moving up and down would allow for a puzzle-platformer type of experience. If the previous suggestion of interactive objects was included, these motions could be tied to actions which enables objects such as locked doors or moving bridges to aid progression.
- *NEW* More wreckages and static vehicles - There are currently a good selection of static vehicles in the game, but some cannot be placed at different angles due to them having sections with no faces (i.e. underneath). There are also no static versions of the ramp or box truck, which due to their semi-glitchy nature, could have a better static alternative. (credi: Sonic5475)
- *NEW* More weather effects - I've seen a lot of the community request this, but I feel it would be very difficult to implement as the weather would need to collide with roofs and not clip through overhead covers. If this is possible though having the ability to include actual rain and snow would be a great addition to creating scenes. (credit: Zzzyn)
- Rounded generic shapes - cylinders, spheres, arches, curved walls, etc - At the moment, it is rather difficult to create columns and rounded structures as we have no rounded generic shapes. Being able to place cylinders, curved walls and various other round objects of different sizes would increase the spectrum of what structures and objects are possible to create with shapes. (credit: JolanXBL, Zzzyn, Brimtown)
- Placeable sound effects - Whilst many objects in the editor come with their own sound effects, it would be great if we could place our own too. The sound design in Far Cry 5 is fantastic and it would be great to be able to place and tweak sounds such as howling winds in caves and creaking sounds in abandoned houses. (credit: JolanXBL, Zzzyn)
- Custom user templates - Allowing players to create their own custom templates like the ones already included by the developers (furnished houses, junk piles, etc). This could then be displayed in a thumbnailed library with renaming available. (credit: Sonic5745)
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Points of Interest:
We've received a response from Ubi-JollyCharly on the editor - JollyCharly has confirmed that we are being listened to, despite radio silence. I'm looking forward to hearing Ubisoft's official news for the editor!
https://forums.ubi.com/showthread.ph...2#post13451852
Master Ace VP's idea list thread - A really good list of old and new content that could be added to Far Cry 5 and it's Arcade/Editor. If you like what you've seen here, it's definitely worth checking out:
https://forums.ubi.com/showthread.ph...Item-Wish-List
Steve Botter's object search list - A fantastic tool that console users can currently use to search for props with an added thumbnail preview, as well as a directory to show you how to find the object. This is the closest console users have to a search function at the moment, it's definitely worth bookmarking:
http://list.farcry.info/ (Special thanks to 'ultranew_b' and Steve Botter himself for bringing this to my attention)
If you have any realistic suggestions, ideas or bugs to report, please leave a comment and I'll make sure to add it to the list. My hopes are this list is seen as a community wishlist and it is forwarded to Ubisoft for them to use at their own digression. I am very impressed and grateful for the responses I've had so far, and I hope in time that this list helps shape the Editor into a tool that gets the recognition it deserves.