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  1. #1

    Deck 16 - Feedback needed for historical (20years old) map remake from "Unreal"(1999)

    Hey Players,
    I created a deathmatch map remake from the famous "Unreal" Deatchmatch Map "Deck 16" - Later in Unreal Tournament the Map was named Deck 17.

    Map Name in "Arcade":
    DECK 16 - Original from Unreal 1999 - UT deck 17

    But i had a lot of Problems to solve... Because the Map Editor FC5 works very different from the old Unreal Engine, also the Gameplay is really different.
    For Example, you cannot create Elevators, Weapon Respawn Points (that thing is really annoying) and you have no double Jumps in playing
    So from the based idea to create a exact rebuild i changed in the end a lot little things in the map construction.
    ...i know that´s a difficult decision while building a "Remake" and you will have a lot of different opinions about that for sure...

    The most important point for me: to have the "unreal" feeling of that map again and that the game rushes at the same speed (thats why, the botton of the Level is not so deep like in the original Map) - and that its feels like a dejavu for the old ones .
    (The basic construction is from the 1999 Version - "Deck 17" from 2004 is more different)

    Hope you enjoy that map and (constructive Feedback is really welcome!!!
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  2. #2
    Farcryisdead's Avatar
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    [QUOTE=John.McClane;13470501]Hey Players,
    I created a deathmatch map remake from the famous "Unreal" Deatchmatch Map "Deck 16" - Later in Unreal Tournament the Map was named Deck 17.

    Map Name in "Arcade":
    DECK 16 - Original from Unreal 1999 - UT deck 17

    But i had a lot of Problems to solve... Because the Map Editor FC5 works very different from the old Unreal Engine, also the Gameplay is really different.
    For Example, you cannot create Elevators, Weapon Respawn Points (that thing is really annoying) and you have no double Jumps in playing
    So from the based idea to create a exact rebuild i changed in the end a lot little things in the map construction.
    ...i know that´s a difficult decision while building a "Remake" and you will have a lot of different opinions about that for sure...

    The most important point for me: to have the "unreal" feeling of that map again and that the game rushes at the same speed (thats why, the botton of the Level is not so deep like in the original Map) - and that its feels like a dejavu for the old ones .
    (The basic construction is from the 1999 Version - "Deck 17" from 2004 is more different)

    Hope you enjoy that map and (constructive Feedback is really welcome!!![/QUOTEH

    Hi, which platform are you on?
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  3. #3
    Steve64b's Avatar Senior Member
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    That thumbnail is looking AWESOME! Wasn't expecting to see something so familiar to the original!
    ORIGINAL:


    Far Cry Arcade:


    Arcade website entry here

    @AW: It's PC.

    The lack of teleporters, jump-pads and elevators is kinda dragging the editor down when it comes to wanting to create fast-paced vertical maps. (How?) did you solve the original elevator section? Grapple/Ladders/Steps?

    And what do you mean with "Weapon respawn points"? I think you can set weapons to respawn in the editor?
     1 people found this helpful
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  4. #4
    Ol Barakus's Avatar Far Cry 3 Elite Member
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    Screen shot looks nice!

    Anyone managed to replicate elevator glitch yet?
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  5. #5
    i´m using PC

    oh, and i make a mistake. "Unreal" was released in 1997! so the map Design is still older than 20 years... Time goes by... :P

    yes, you can placing weapons. but no weapon spawn point. So then you take a weapon, this item is away for the rest of the session (it cannot spawn again after 60 seconds for example). So i placed more than one weapon on this point, so the next player also will ghave the chance to get a sniper rifle (unfortunately you have a strong limit for placing weapons at the level). the weapon-spawning-points are very effectiv to balancing a level and make "risky" ways attractive.

    on the place of the elevator i set stairs and stopping the time you need to change the stage... :P not the best solution.
    and yes i totally agree - to make vertival levels its nessecary that you can placing elevators (or "beaming points")
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  6. #6
    Steve64b's Avatar Senior Member
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    I'm pretty sure there are "weapon spawn points". On PC the weapons should have "Object Preferences" in Death Match and Team Death Match modes?
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  7. #7
    Wow! I stumbled across this by accident looking for the weapon spawn layout on deck 17, The map looks nice man if I ever get farcry 5 on pc Ill be sure to check it out.

    If you happen to have a way to play on Xbox one I have created a tribute to deck 17 called "Deck_1337" and would appreciate criticism. I knew Id have to make stairs instead of lifts and teleporters so I went with a temple theme, figured its more of a shrine to the old days anyway right? I also went heavy on the grapple points and added just a couple spots for people to climb up in the middle, sad that you cant climb and shoot like zip lining but oh well. Also couldnt make the water acid so I decided to stash a few secrets down there instead... also one or two ways on top of the map and some goodies up there as well.
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  8. #8
    Steve64b's Avatar Senior Member
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    Interestingly, with Damage volumes and Teleporter scripts, you could somewhat revisit the map!

    Of course, the teleporters not in DM mode.
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  9. #9
    Originally Posted by Steve64b Go to original post
    Interestingly, with Damage volumes and Teleporter scripts, you could somewhat revisit the map!

    Of course, the teleporters not in DM mode.
    Thanks man! I hadnt been on for a while, totally forgot about the update. Damage volumes are a great addition! I have updated my map with these its night now as well with lava, will release a daytime version with acid soon to pay tribute for deck16
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