Hello,
I've been making maps since FC4 and when FC5 came out I decided to give it a go again. I personally think the maps I've made are pretty good (not trying to brag) but for some reason I keep getting bad ratings. At first I thought the maps were to challenging so I added more and more quality of life changes but that didn't help alot. Can some experienced map editor play my 2 maps and tell me if there is something fundamentally wrong with them or if I just got some really bad luck with my ratings?
Would appreciate it alot![]()
Map 1: https://far-cry-arcade.ubi.com/en-gb...e1394efc405407 (Finished map on which I've spent alot of my time)
Map 2: https://far-cry-arcade.ubi.com/en-gb...e0397a705a3006 (Nearly finished map that works 95% as intended, just need to remove some small bugs)
Map 3: https://far-cry-arcade.ubi.com/en-gb...e039a260c53754 (this one got really good ratings just wondering what you think if you have some time to spare)
I would really appreciate all feedback!
Thanks in advance!
Just looking at the links, it's likely to be related to the modifiers, people seem to take a huge disliking to them. I experienced the same results when using themOriginally Posted by noobdoder4 Go to original post
There's quite a few things that can get a map downvotes that have nothing to do with the actual map itself. I played your first map and I'll try to cover everything that I think could have gotten it downvotes. Note that not all of these are my own critiques, but rather critiques I've heard from others about my own and other maps.
1. Too dark
People have different monitors/TVs that they're using, so even if it looks okay on yours, it can be pitch black for someone else. Oddly, most people will never check the gamma options in the games setting to alleviate this. It's best to either light up important areas, or have a bit brighter of an ambient lighting.
2. Confusing/Aimless
I understood where you were going with it. Free roam, explore the area for weapons, kill the bosses. It's hard to make this style of map accessible to all types of player. Most people will rush the targets, die once, and move on after downvoting.
To try to work around these issues, you can make a clear "default" path. Nothing forces you to take these paths, but they are very obvious visually, and can help you balance the map. Then after you have your default paths, you can worry about all your optional bonus/special areas (like the crashed ship) for people who like to explore.
3. Weapons/Difficulty
This one is my least favorite critique and it bothers me that people downvote based on this, but people love to have way, way... WAY too much firepower. The best way to handle this is probably tiers of starting weapons to convey different difficulties. Even just two classes for normal and easy mode. Again, this is my least favorite critique, but it's very common.
4. Theme
This is my big one, but usually not too important to others. I like for a map to follow a logical theme that can immerse me into the map. I like the themes that you were going for, but they start to get lost because there are too many that are conflicting. Zombies, alien ships, blood dragons, futuristic bases, military bases, old wood bridges, random explosive tanks. You can of course have multiple themes in a single map, but try to follow some sort of story when you do so that you can believe that these themes all belong in one map.
All together, it's not a bad map at all, and doesn't deserve that low of a rating. Just remember that the people rating your maps for the most part have never made a map, have no idea how much effort it took, and are just casual gamers.
This makes a lot of sense. It's super demotivating to spend dozens of hours map making only for your maps to recieve less than a single star rating.
At this stage I just make maps for my self now, because I love map making. It's really sad that the community has died out because of the poor arcade at launch. Map descriptions, in game map info/instructions would have remedied any confusion for maps that aren't just a simple "walk down linear path and kill things" map. But because these things aren't available, any deviation in creative freedom to make a unique and interesting map are hindered by arcade heroes going in blind and downvoting any map that is the slightest bit different.
It really sucks.
Thank you for your feedback! I was able to adjust my map to some of your criticism (not all of them since the map is basically done already, can't roll back half the map) and I've uploaded a new version. Would you care to check this one out and tell me if you see the improvements I made? Would appreciate it alot!
Map: https://far-cry-arcade.ubi.com/en-gb...e03998acbb5f97
Greetings,
Nade Swiiv
Alot of times too is when someone else is playing your map, it's not the way you would play it. I've delt with this problem and I always add ONE noob loadout incase they are having a tough time with your map. Or ppl trying explorin in the wrong areas. Sometimes I'll put waypoints on where to go and ppl still don't know where to go lol just make maps knowing you can play with friends and they will enjoy it. Rating system is overrated anyway.. . Yes that was a pun
Yh there is something wrong with many players these days, many dont like a challange or able to get killed or to have to explore the map, always thought that exploration was one of the main pillars of farcry.Originally Posted by DapperHayden007 Go to original post
But not only noticed changes in behaviour in solo but in multiplay aswell. Often these days if you not immidiatly pick a new map your hosting half full again, often this is the case anyways no matter what. And forget bigger maps, if no instant action they are gone. Also no exploration wanted. Ofcourse not all have turned into these zombies thank god but its clear something has changed these days.
adding on to what has been mentioned, there are two types of players who play arcade everyday. When you start a Far Cry game you have to go stealth and build up your weapons, but when you are at the end of the game the hardest bad guy is easy you are full of explosives and anti aircraft guns.
So make both maps if you want to please everyone. Less creative players who just like MP games want to shoot things and not have to restart and repeat 5 minutes of walking and killing the first 2 enemy waves. When I'm at the end of grinding through a Far Cry game I go into the last missions with full health, ammo, explosives and homeopathics so why would you give a player in your arcade map anything less than the total shoot stuff up Far Cry experience.
But then you beat the game or just start the game and play more creative like having a beer in real life and looking at the cool new game sunset or city tower design, so you can spend 20 minutes going stealth on a map.
combine those two and your good.
You have to be master craftsman art designer and pro action cinema director to pull it off.