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  1. #11
    I'd love an option that allows users to add "notes" or "letters" like we see during single player, for example when you find a prepper location you're always greeted with a letter that initiates everything. I hope this isn't something that's already in there that I missed, but if not this would be an awesome addition for people who like to have a bit of narrative with their custom maps.

    And I endorse the idea of removing the budgets, or at least giving the option to allow players to stay in a budget or go beyond it. Staying in budget allow console gamers to play maps made by PC gamers, but it would be a boon to the map making community if PC gamers were allowed to make elaborate, detailed maps and pull off things that are very creative.
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  2. #12
    GenesisMD5745's Avatar Member
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    This should be a sticky thread. Again, there's a lot of good ideas here. Everyone here on the forums should be able to see this thread and constantly update it with their own ideas.

    Some other ideas I thought of:

    - Increase the player count from 6 v 6 to maybe 12 v 12. Making small multiplayer maps works great currently, but because of the small player count, large maps seem to suffer and not be as popular. Player count should be adjusted just enough to make small maps not too overcrowded, and large maps not too quite and boring.

    - Allow the player to control which spawn point they can spawn on. If the creator wants to disable this option on some or all spawn points, then they can do so. If something like Conquest was added, it might be important to allow the creator the option to let whichever team holds a capture zone to spawn there as well.

    - Allow the creator to save entire models and store into a section of the asset library. If the creator wants to use said model again, rather then building it all over again or if on the same map, selecting each and every asset to copy and paste, all that would need to be done is opening the library and going to a section named 'Custom Models' or something like that, and selecting the model. In that very same section of the library, you could make folders and name them to later place your models or additional folders in. This would make it easier to find if you happen to save a large amount of models. So the model you save, of course, can be named.
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  3. #13
    Originally Posted by CuteCucksClan Go to original post
    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.

    I do believe the map selection needs an overhaul. I like the current system as it doesn't keep you away from the action for very long, but unfortunately it does make it very difficult to play your own maps. I've also added Predator to the list. I could see more game modes like that being a thrilling experience. I hope the developers give us some news soon!

    Originally Posted by Sonic5745 Go to original post
    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.

    Thank you! I wanted to congregate ideas and thoughts from the map making community so we have a collective list. I'm really hoping that this list could potentially help to make the Far Cry Arcade the best it could be.

    Your ideas are great, though I'm not sure how much work it would be for the developers to convert vehicles into static meshes. It means changing the LOD to make the props less taxing, but I do agree that static versions would definitely be a nice addition. However, I love your point about live-validation feedback. A visual cue when placing props and weapons (physics objects overall) would be so helpful. I've added these to the list!

    Originally Posted by WiegerTheFarmer Go to original post
    Bump. Keep the awesome ideas flowing. Please /u/ubisoft, chime in.
    Thank you! It would mean a lot to me to hear that the developers had seen this.

    Originally Posted by hard2forget Go to original post
    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.
    Thanks! I really like the idea of giving the levels context by having descriptions as it would really help sell the scene. I'll be sure to add that! I've already included notes

    Originally Posted by JolanXBL Go to original post
    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.

    I'm glad you're glad, haha! I'm 100% behind the idea of having cylinder shapes, I was genuinely surprised not to see any! As for map downloading, I feel the developers really need a system like LittleBigPlanet's. Being able to hide, lock, share and delete the maps at will would be far more intuitive and less of an overall grievance for robbed map-makers.
    I too was also surprised to see no placeable and scaleable sound effects. I was so used to working with them in UE3/UDK that I just assumed they'd be included in this. As for the textures, I've already included an idea about having categories and thumbnails. I've added your points to the list.

    Originally Posted by lSchadenfreudel Go to original post
    I'd love an option that allows users to add "notes" or "letters" like we see during single player, for example when you find a prepper location you're always greeted with a letter that initiates everything. I hope this isn't something that's already in there that I missed, but if not this would be an awesome addition for people who like to have a bit of narrative with their custom maps.

    And I endorse the idea of removing the budgets, or at least giving the option to allow players to stay in a budget or go beyond it. Staying in budget allow console gamers to play maps made by PC gamers, but it would be a boon to the map making community if PC gamers were allowed to make elaborate, detailed maps and pull off things that are very creative.

    It is an idea already on the list, but nevertheless, it's still a great idea! As for the map budget, I can see why it was done, but theres nothing single player modded maps I suppose. I must say from my own experience so far that the budget does seem very lenient, and I'm working on a full-scale terrain sized map!

    Originally Posted by Sonic5745 Go to original post
    This should be a sticky thread. Again, there's a lot of good ideas here. Everyone here on the forums should be able to see this thread and constantly update it with their own ideas. Some other ideas I thought of:

    - Increase the player count from 6 v 6 to maybe 12 v 12. Making small multiplayer maps works great currently, but because of the small player count, large maps seem to suffer and not be as popular. Player count should be adjusted just enough to make small maps not too overcrowded, and large maps not too quite and boring.

    - Allow the player to control which spawn point they can spawn on. If the creator wants to disable this option on some or all spawn points, then they can do so. If something like Conquest was added, it might be important to allow the creator the option to let whichever team holds a capture zone to spawn there as well.

    - Allow the creator to save entire models and store into a section of the asset library. If the creator wants to use said model again, rather then building it all over again or if on the same map, selecting each and every asset to copy and paste, all that would need to be done is opening the library and going to a section named 'Custom Models' or something like that, and selecting the model. In that very same section of the library, you could make folders and name them to later place your models or additional folders in. This would make it easier to find if you happen to save a large amount of models. So the model you save, of course, can be named.

    Thank you, it'd be great if it were more than a discussion! More good ideas and thoughts! I like the idea of having more players for larger maps, maybe we might see an increase depending on the performance impact it would have. Having controlled spawn points /zones would be good for certain game modes like conquest, but it would be even better for progress checkpoints in a long co-op map. As for templates, that should be relatively easy to implement as the developers have already created their own, plus we already have multi-select and duplication functions.

    Also a heads up for anyone on console, when you've selected multiple objects and you're in "move mode" pressing left on the dpad still allows you to duplicate all selected objects, even though the on-screen prompt isn't there.
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  4. #14
    I think for the SP/Co-op modes it would be cool if we could use the books and type in our own story for the maps. It would help the editor to tell a story about the map other than using the terrain to try to tell the story. I plan on making multiple maps that each one will have a connected story and its difficult trying to figured out how to do it without putting it in writing for the players.

    Also being able to have a triggers in the map editor, example: You kill a valued target and a new wave of units spawn. Or if you take a wrong turn on a map you can place a trigger down for when the player enters that area a enemy spawns behind them etc. would be a good addition for horror maps.
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  5. #15
    Spuuch's Avatar Junior Member
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    A few easy things I think could be added....
    - the option to turn off stealth/assassination kills.
    - make all guns available for loadouts.
    - custom folders so we can easily organize the assets.
    - edit attachments on placed weapons
    - edit health of any npc
    - map descriptions
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  6. #16
    Originally Posted by tomsc2010 Go to original post
    I think for the SP/Co-op modes it would be cool if we could use the books and type in our own story for the maps. It would help the editor to tell a story about the map other than using the terrain to try to tell the story. I plan on making multiple maps that each one will have a connected story and its difficult trying to figured out how to do it without putting it in writing for the players.

    Also being able to have a triggers in the map editor, example: You kill a valued target and a new wave of units spawn. Or if you take a wrong turn on a map you can place a trigger down for when the player enters that area a enemy spawns behind them etc. would be a good addition for horror maps.

    Agreed! I've already included interactive objects/triggers in the feature requests. It would definitely improve the Co-op experience, as well as make Multiplayer more interesting!

    Originally Posted by Spuuch Go to original post
    A few easy things I think could be added....
    - the option to turn off stealth/assassination kills.
    - make all guns available for loadouts.
    - custom folders so we can easily organize the assets.
    - edit attachments on placed weapons
    - edit health of any npc
    - map descriptions

    A lot of these features could be included as custom game options, but they are also determined by the player's perks and weapon customisations in the campaign. 100% behind the map descriptions and loadouts though!
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  7. #17
    - Generic Shapes should instead be allowed to be sized/scaled in the same way you can change the size of control zones. With this, you can reduce the amount of shapes to just 1 per type instead of having multiple that are the same but different sizes, plus you also save on object budget, so you don't have to copy and paste many of the same generic shape to form a giant wall, for example.

    - Speaking of very generic shapes, we could use more of them. Cylinders, pipes, and arches, for example.

    - Logic gates and systems (i.e. timer that repeats one event every X seconds). Necessary for making puzzle maps. But to get there, we need interactable stuff like buttons, levers, etc.

    - Sound emitters. The world in Arcade is a bit too quiet in my opinion, and putting down radios and boomboxes doesn't let us enjoy waters washing away our sins. Such emitters should have the properties of volume, radius, and checkbox for "Play everywhere", and allow us to pick sounds for pretty much anything in the game, letting us create our own little dance halls, or with the use of triggers (that many people already have suggested) create scenarios, like those explody bunkers which happen at the end of every region. Because nobody can have enough of being told the valves are overloading.

    - Dang nabbit, where are the Bliss flowerfields in Vegetation? And let us paint way more dense vegetation, like seen in the campaign.

    - Additional weather options. The only one we got is "Storm", which really should be called "Light drizzle" as you can barely tell it's raining apart from the lightning flashes. I'd like to see actual storm weathers with heavy showers, and allow us to control the intensity of lightning strikes or turn them off completely. And since we also got snow assets in the editor, why not also have snowfall, both light and heavy.

    - Cubemap control. Right now, the cubemap in the maps are controlled by the Sky setting, causing weapons in first person and objects in the environment to have these constant blue reflections on them regardless of the direction you are looking, if using Default. This really makes indoor environments look odd too.

    - Okay this is one hell of a longshot, but we could really use the tools necessary to render/compile lighting in the maps we make to have more realistic radiosity and shadows. This would probably ramp up the filesize of maps quite a bit, but all indoor environments being bright without a lightsource is a bit silly as it is now.
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  8. #18
    GenesisMD5745's Avatar Member
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    Another day. Another list of ideas to help keep this thread going.

    - Additional road textures, mainly with making an interstate road and roads you may see in a large city. At least throw in a 2-lane and 3-lane road texture. All of the asphalt textures are just for small 2-lane roads that I'd probably see out in the countryside, a small town, or for neighborhood roads and driveways.

    - I would also like to be able to make a road texture in one part of the map, like on one side of a bridge, end it, and then start the texture again once I get to the other side of the bridge. On my 2nd map, I had made a small bridge that runs over the interstate, but I had to use two separate road texture slots because I couldn't continue the road over the bridge without the texture going through and underneath the bridge before reaching the other side. Hopefully that didn't at all sound confusing to anybody, but I'm not sure how else to explain it.

    - Regarding the static vehicles and wreckages, I forgot to mention that the bottom on some of these vehicles need to be rendered rather than being just nothing. There have been occasions where I wanted to have a vehicle or two flipped on it's side or roof, but couldn't without seeing that there is literally nothing on the bottom.

    - Continuing on with the vehicle props, they could be move-able and if new props are added that aren't destroyed already, they could then be destroyed by the player. These settings could be set by the player in a new custom properties section for the vehicles.

    - Put similar props whereas the only difference is the color into one single slot. Once you select the prop, you would then be taken into another section where you can select the color. This could help reduce the scrolling through props, especially if later in FC5's life the devs decide to add additional props. This would also apply to drive-able vehicles, where once a vehicle is selected you can then choose which type, such as a basic truck or one armed with a rear turret.

    - Allow us to see the stats of the vehicle that we're able to select as well. I want to be able to see the top speed, acceleration, and strength of the vehicle, as well as weapon stats if a weapon is equipped on the vehicle, as well as if there are any special features on the vehicle such as with the loading ramps on the cargo truck and flatbed.

    - Add additional doors that can be opened. I've looked through a lot of the doors, and only a few seem to be openable/dynamic. It would also be nice to have garage doors and different types of gate doors that actually open.

    - When taking screenshots for your map, give us the ability to go back to your previously taken screenshot if you take a new one that you decide that you do not like. Or better yet, allow us to scroll through our last 5 previously taken screenshots.

    - Additional drive-able vehicles. I'm mainly thinking of more urban and city based vehicles since some players like myself seem to enjoy making those types of maps. Add in some cop cars, swat vehicles, fire trucks, ambulances (with usable lightbars and sirens to turn on and off). Throw in semi trailers (different types too) that could be added to the semi trucks already in the game. Throw in some commercial vans and pickups. I'm sure you get the idea. And some of these new vehicles could just be new skins for the existing vehicles. Any such vehicles that are added could also be available as a static vehicle.

    - Allow us to enable and disable features on some of the vehicles so that they appear enabled/disabled when I start up the map. Or better yet, allow us to change exactly how much a feature, such as a loading ramp is extended rather than simply being fully extended or not. I'm pretty sure that by default, the spawned flatbed for example can not have the ramp extended. If this vehicle is added in a static form later, then add at least two versions of it. One with the ramp extended, and the other with it not extended. This would apply to other vehicles as well that have a special feature.

    - Separate from the map description suggestion, allow us to make version notes. Let the players know what a creator has changed in a new update if the creator chooses to add notes, and any updates that may have been done before it.
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  9. #19
    Originally Posted by EDGE_EL1TE Go to original post
    .
    [*] 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 is a NO-BRAINER UbiSoft!!!! Words cannot describe how frustrating it is to try to piece together the generic shapes without a snap feature.
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  10. #20
    feel free to add the suggestions from that thread
    https://forums.ubi.com/showthread.ph...-be-continued)
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