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  1. #1

    FAR CRY ARCADE EDITOR - Community Wishlist



    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.


    - - -
    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)


    - - -

    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.

    - - -

    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.

    - - -

    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)

    - - -

    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)

    - - -

    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.
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  2. #2
    apapoutsas's Avatar Member
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    +1. Thanks for putting this together
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  3. #3
    +1 I hope that we can get this stickied. And perhaps some Ubisoft comments on the future of the editor.
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  4. #4
    Here is my feedback on the map editor
    - selecting enemies, allow us to change the looks (similar to how texture selection works for generic shapes)
    - use enemies from the other ips (since we can use their world assets: it does not make sense for instance to make a primal encampment with modern day enemies)
    - rotation alignment to other objects (especially with straight walls it is annoying if two different kinds of wall are at a minor angle) alternatively you could display the rotation (in degrees).
    - allow for alternative rotation in locked degrees (45, 90, etc.)
    - fix duplication issue (when rotating after duplication, selection hops to other object)
    - allow textual search for objects (your object navigator is organized, but it's according to your heuristics, might not necessarily always make sense).
    - fix loading inconsistency (sometimes placed assets have changed to different objects)

    I mention these improvement suggestions because you provide such a nice framework to work with. I really enjoy yourap editor and the game. However the lack of certain features make it annoying at times to do what you want to do.
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  5. #5
    Originally Posted by apapoutsas Go to original post
    +1. Thanks for putting this together
    No problem, thanks for reading!

    Originally Posted by WiegerTheFarmer Go to original post
    +1 I hope that we can get this stickied. And perhaps some Ubisoft comments on the future of the editor.
    That'd be brilliant! I'd love to hear the developers plans for the editor / arcade mode and it would be great if this list could help in anyway.

    Originally Posted by Shin_Danahi Go to original post
    Here is my feedback on the map editor
    - selecting enemies, allow us to change the looks (similar to how texture selection works for generic shapes)
    - use enemies from the other ips (since we can use their world assets: it does not make sense for instance to make a primal encampment with modern day enemies)
    - rotation alignment to other objects (especially with straight walls it is annoying if two different kinds of wall are at a minor angle) alternatively you could display the rotation (in degrees).
    - allow for alternative rotation in locked degrees (45, 90, etc.)
    - fix duplication issue (when rotating after duplication, selection hops to other object)
    - allow textual search for objects (your object navigator is organized, but it's according to your heuristics, might not necessarily always make sense).
    - fix loading inconsistency (sometimes placed assets have changed to different objects)

    I mention these improvement suggestions because you provide such a nice framework to work with. I really enjoy yourap editor and the game. However the lack of certain features make it annoying at times to do what you want to do.
    I really like these ideas, I'll be sure to add them!

    I'm not sure if the enemies will be possible, but they may be able to make them skins. That said, I think the NPCs skins and weapon loadouts being changeable in their custom properties would be much better! At the moment there's duplicate NPC models labeled "beserker, pistolo, etc". I think having custom properties for "skin, main weapon, secondary weapon, mindset" would give us much better control!
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  6. #6
    This may be lumped into your Map Selection part, but the ability to host lobbies and choose from a variety of options. Game time (with the option of lobbies not even having a time limit. This would be great for puzzle-based maps), and switch over all of the map options to lobby options. Right now it seems like you can have really custom game options, but they're limited to the map. Why bake that into the map itself, when you can just apply game mode types to a wide variety of maps you select, that way you don't have to publish several different versions of the same map.

    Easy addition- under game modes can you put in Predator? I've already asked the community manager if they can pass it along and I probably yell about it more than I should, but I've been craving Predator game type in Far Cry since 2005. I'd really like to see community pressure on them to add it. IMO it was the best multiplayer game mode ever made paired with the map editor. Soooo many ideas for that in this game, especially with the fantastic lightning system they have in the editor.
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  7. #7
    GenesisMD5745's Avatar Member
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    Great list! Nearly everything that I've had a problem with in the editor is listed in your post. Kill-volumes to make spawn bases without the threat of enemies running around in them, additional game modes, text-search for props, etc.

    But there are still some other things that I'd add to the list...

    - A game mode where a team has to take control over a certain zone or zones for a period of time until they win the game, much like Conquest in the Battlefield series. The capture zone you place, much like the kill-volumes and invisible walls, would be scale-able.

    - The ability to allow vehicles to re-spawn. If the creator wants, they do not have to enable this feature for a vehicle. If they do, they can choose how long it'll take for it to spawn again.

    - More static vehicles, and more specifically, ones that are not damaged and without flat tires. We could use additional air and water static vehicles as well.

    - A better and more effective way to locate objects that are causing clipping errors. Like maybe the objects that are causing errors can be shaded in a flashing bright color of some sort, like maybe red, yellow, or white. This could be turned off or edited by the player.
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  8. #8
    Bump. Keep the awesome ideas flowing. Please /u/ubisoft, chime in.
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  9. #9
    Great list!! I'd really like to see some better Co-Op story features in the editor too. I was thinking the ability to add a short description to the map and be able to throw words up on a splash screen at certain checkpoints/locations. Right now you can create this luch, amazing map for people to do.. something in.. but can't really give them more info than that, Journey maps are just "Run towards this point to win" mission. I think if the co-op editing goes way deeper it'll give FCArcade even more legs over time.
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  10. #10
    I'm glad someone decided to put this together, and so soon after released ^_^.

    Objects:
    Generic Cylinders 1 block high and 1-4 in diameter.

    Map downloading: You don't want to disable map downloading, but rather disable map publishing if it's wasn't yours. Link each map to the profile the way the game itself is. If multiple people want to work on the same map, they'll either have to use the PlayStation Share Play, or create a new account that everyone has access to.

    Sound Effects: Waterfall, and ambient sounds that we can place to make our maps more alive. Hopefully these weren't purposely left out to be included in the DLC.

    Editor Navigation: When selecting textures for generic shapes, or digging through the list to pick out an object, you have to tap the directional button every time you want to make a change. Especially with the textures, it would be so useful if you could hold down the button to have it scroll for you until released. On PS4 there is a command on the screen for R2+direction for faster scrolling but it does nothing.
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