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  1. #1

    New player created game modes since Ubisoft is leaving us hanging

    New game modes can vaguely be explained in the title of classes of the weapon selection screen. Or posted on a sign near the spawn. I know it's not ideal but the map making community is the only reason this game has lasted this long. It has always been up to us and will remain up to us. Ubisoft isn't giving us game modes so instead of sitting around crying about it I say we become proactive and do something about it. Who knows we could come up with something very creative. I know if there is something more than just run and gun I might be more inclined to keep playing. Thanks for those that are willing to make a change. I can't just sit around and expect Ubisoft to do something when we can at least switch it up a bit. With some creativity we can change it up. DeathWeaponxx tried this with his battleship map. Unfortunately the mortars are still broken so it doesnt work properly. And Austin Sea has also came up with some unique stuff like his Cubez map. There was no need for instructions there. It's possible, so wipe those tears and lets flood the community with maps that deviate from the standard. I hate to even say it but look how successful shovel dodgers was. It was fun until it was overplayed. We have the power to make far cry great again. Forget Ubisoft they are apparently clueless. They made their money and now they are moving on. We can sit around and hope the next far cry will be better but I think we know they will keep repeating the same mistakes. It's up to us now...
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  2. #2
    Ok so everyone spawns with pistols. There are two stash rooms in the center of the map. Put several safes with only two containing a single explosive charge in each teams spawns to blow the doors off the stash rooms. Line/stack the walls of the stash rooms with safes which some unlock guns and some are empty.
    People will battle for access to those rooms for like a domination feel. But heres the kicker publish several of the same map with the same exact name and change the weapon locations in the safes so you never really know where your favorite weapon might be.
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  3. #3
    Use the destructible hive eggs to encase weapons in each player base. Everyone has fist wich have zero effect on hive egg colums I believe. Put an atv or a couple at the center of the map. Players have to battle for the ATV's to unlock their weapons by crashing into the colums. Another would be domination with the same technique. Increase respawn time on weapons ao teammates have to work together in order for them all to get guns. I believe you can duplicate the colums and they don't clip so you can bunch them together to increase durability.
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  4. #4
    DrShakez's Avatar Member
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    There's a few zombie maps me and friends have made in the past. Pretty simple rules, but you have to have a lobby full of people who want to cooperate.

    Rules:
    One player starts as zombie (class name).
    Zombies can not use guns.
    If you die as a human, you respawn as a zombie.
    Humans win if time limit is reached, zombies win if there are no more humans.

    Maps:
    ZM Theme Park
    ZED IS DED
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  5. #5
    Originally Posted by CaNNaBliSS2010 Go to original post
    Put several safes with only two containing a single explosive charge in each teams spawns..
    Safes cannot be opened in multiplayer.
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  6. #6
    Its my understanding that they can but they only work after the map is published. I could be wrong, this is what I heard I have yet to test this theory. Regardless the same effect can be had by stashing weapons inside breakables like the hive colums.
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  7. #7
    apapoutsas's Avatar Member
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    Hi everyone!

    It's been some time since I last posted, but I 've been secretly following the community and also checked the new assets.

    Before I start commenting on game modes, there are some things that need to be confirmed, so anyone that has access to 2 accounts or a friend, you have to test this: "What happens to the Team score if a team player dies from a harm/kill zone?" If the other team gets a point, then those suggestions are going to be even better, if not then it going to be tougher.


    Game Modes


    Here are some ideas for game modes, I haven't tested if it works in practice, so take this with a grain of salt. Nevertheless, if they work you could get new game modes without having to instruct the entire room of what to do:

    -Team Race: Make a race track that involves platforming or cars (dont forget "reckless driver" modifier if you add vehicles). Ideally make it straight because turns will complicate fairness among teams (closer turns are faster that open turns). Then, clone the entire track and place it right next to the original, and have glass walls in between so each team can see the other team. At the end of the level add a weapon and have the score limit be 5 (current minimum). If both teams decide to run to the end, the first one to reach the weapon wins as the two tracks will unite only at the end and the fastest players will kill the ones that are reaching up. Depending on how kill zones affect team scores, you could also add traps in between so that the track is smaller, but harder to get to the end. Essentially falling on a trap will make you respawn, aka return to the beginning.


    -Fortress: This one may be a little more complicated. Two teams start opposite to each other and have to reach the center of the stage where a flamethrower is lying. Using the flamethrower you then have to go to the opposite team's fortress and burn it. When you burn it, you ll get the players to drop below where there are kill-zones, effectively trapping them. Note that both fortresses have all team spawns and are made of wood that can be burned. Alternatively, you can do this with grenades or an RPG, there are different types of objects that can only be destroyed with explosions. Just make sure to show the players that they have to burn the opposite fortress, and have the score limit to something like 30 points, so trapped players quickly raise the score, but teams cannot simply kill each other in the center with the flamethrower.


    -Cops and Robbers: One team starts with a weapon with low ammo and high health, other team starts with a melee weapon and low health. Balancing is crucial here, so tweak until you feel both teams are equally benefited. Ideally a scene where police would capture infiltrators, so that players know what to do.



    For Ubisoft:

    The following are small tweaks that may or may not be easy to add to the editor and help us create more modes ourselves. I am solely speaking as a developer trying to get some middle ground without requiring much man-hours to implement. Anyhow, here goes:

    -Set the minimum score limit to 1. This will allow us to make more maps that are based on a middle objective and whoever gets it first wins, without having to do a killing blow 5 times.
    -A modifier that only gives a kill to a team if the other team is killed by a kill/harm zone. This will ensure that players do not takedown other players and ruin the objective.
    -Modifier to disable takedowns and punching. This will work wonders for objective game modes.
    -No weapon drops on death. Again, for cops and robbers or similar game modes that teams have different loadouts, it will allow fair balancing so that no player takes the opposing team's weapon after killing an enemy and getting an advantage.
    -Allow team switching. This one may be harder to implement, but it is crucial if you want deliberately handicap teams for various game modes. It could be allowed by the mapmaker as a modifier, then on pause menu an added menu option will let you switch teams.




    If someone wants to use those ideas in a map, feel free to PM me if you want me to check out what you made (I am on PC only btw), need some advice or finds an issue to what I wrote and needs me to edit for the others to know.

    I also have an older post which I provide suggestions for the editor, one of which suggestions has now been implemented, so I now have faith in the hardworking devs that are indeed trying to make our suggestions work: https://forums.ubi.com/showthread.ph...-for-mapmakers

    Peace!
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  8. #8
    If a player dies from harm or Kill Zone, it's as if they blew themselves up. They will get no points, will lose no points, and the opposing team will get no points for it.
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  9. #9
    Fallen-Champ's Avatar Senior Member
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    Originally Posted by JolanXBL Go to original post
    If a player dies from harm or Kill Zone, it's as if they blew themselves up. They will get no points, will lose no points, and the opposing team will get no points for it.
    I often get kills with explosives or the rocket launcher and kill myself, the team does not lose a point but I gain one, I always feel a little guilty as it isn't always intentional, maybe it would be better if the player committing suicide lost a point from their score in solo DM or from the Team but then that player could also become a hate figure and there is no way to kick them.

    As for a Race Mode
    You could design a one way track and have in 8 vehicles which all allow for 2 or more players, Make the track easy to get around but add in a time limit that does not have many seconds to spare after beating it.

    Have the end of the race over looking the other racers going to that point and also give some weapons there.
    1. Whoever gets there first should not kill their own team mates - they can defend that area and kill any any enemies from the opposite team until the time runs out so basically whoever makes it to the end first should see the timer run out shortly afterwards and only has to defend the area until that point for the win.
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