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  1. #1

    Far Cry 6 Map Editor Ideas

    Here is a link to my video on a few things I would like to see added/fixed to the next Far Cry map editor. https://www.youtube.com/watch?v=IAGRMEXzrX4&t=202s

    Ubisoft added some great things in Far Cry 5's map editor, more than I expected. I hope they surprise us again with another fantastic map editor that's bigger than the previous editor, and are able to input some of the ideas that the map editor fans have. Thanks!
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  2. #2
    Steve64b's Avatar Senior Member
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    So, that's:
    • Respawning vehicles
    • Custom AI characters
    • AI Spawn Regulator
    • Checkpoint zones
    • Writable signs/notes
    • AI Reinforcement in vehicles
    • Saving grouped object 'blueprints'
    • Co-op editing

    Additionally, I think it would be very interesting to see some specific archetypes/mechanics:
    • Have light/darkness play a role in the player's visibility/detectability. Having a nighttime outpost with destructible(unspawning) spotlights would add some more tactic to maps. Maybe even have night vision for some specific enemies/animals to also allow them to see the player in the dark.
    • A 'security camera' object that surveys (maybe even pans) a specific location & is able to detect the player. Upon detection, it could trigger a script.
    • A (lighting) volume that will toggle the Flashlight. Or even more ideally have a toggleable Flashlight in the game as a gadget.
    • Zone Volumes that change the gravity/speed/physics parameters within the zone:
      • "apply XX force" could create a jumppad or FC4 Geyser effect that could even serve well to make water volumes have a current/stream.
      • "water" would create a more flexible water body than the current Lake asset, allowing us to finally create underwater cave areas (i.e. Bioshock).
      • If such objects can support a new "affected archetypes" property, it would be possible to make blocker/pusher volumes that target only specific objects. For example, we could then make barriers that affect only the player, the red team, the blue team, enemy AI, allied AI, vehicles, animals, etc.
    • Have an 'interact' trigger to run a script. Players can create a light switch, open a door with a switch, or turn a machine on/off, etc.
    • Allow triggers to re-arms themselves after a set cooldown/timeout. It would allow easy unlimited 2-way teleporting, daylight switching after exiting a tunnel, etc.

    And in terms of gameplay:
    • If an objects' LogicMaterial (the material they represent, like wood, concrete, cardboard, metal, water, ice, etc) could have their own distinct influence on things like movement speed, fire propagation, soundeffect carry range, then this would allow for some really interesting gameplay mechanics:
      • have gameplay objects (vehicles, player, AI) move faster on concrete and slower on mud. Maybe even have them slip&slide on ice. Would entice the AI to prefer driving over roads instead of farmland if they quickly need to get somewhere.
      • Have gasoline puddles that ignite easily with fire. we can chain them to make fire trails. Like I'm doing with mods in FC4.
      • Have a bell that alerts all enemies around when it's hit. Even with stealth weapons players will need to be careful.
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  3. #3
    New game engine. Seems for some reason UBSOFT started dropping player counts for GRAW future soldier and FAR CRY 3 till this gen which is sad. Better game modes then boring TDM and DM. YAWN. Puddles,Elevators, able to use more paint jobs on the ground at once. Better waterfalls. Better hole cutting tool. Maybe flexible objects to snap to the surface of the hole thats cut like bend cement slab or brick to have a better seal. Other then the usual pile a bunch of rocks or generics pieces around it. Also host our own public matches day 1. Also 8vs8. Respawning vehicles. Better glass pieces.
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  4. #4
    Fallen-Champ's Avatar Senior Member
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    Originally Posted by GRAW2ROBZ Go to original post
    New game engine. Seems for some reason UBSOFT started dropping player counts for GRAW future soldier and FAR CRY 3 till this gen which is sad.
    Far Cry 3 on PC allowed 18 players online in multiplayer so it went up by 2 players from 16 which Far Cry 2 allowed.
    It was the consoles that dropped players on FC3 was it 14 players I think that was the number on XB360 & PS3 ?
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  5. #5
    7vs7 for FAR CRY 3 on XBOX360. Also private matches only to test our own maps was lame. Was hard to have a bunch of active mappers to fill up a 7vs7 lobby. Then I believe was only one map or so. Then had to leave to make a new playlist. It was to much work. I guess we were spoiled with the awesome lobby of FAR CRY 2. Also if there's breakable objects like a stack of pallets or boxes. Gravity need to drop all objects to the ground after a explosion. Not some random floating items.
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  6. #6
    - If they would just introduce object snapping like Far Cry 2 had it would be Christmas everyday. Even if it was only on the generic shapes.
    -I really like the idea of being able to build an asset and save it for later use. They could employ an online marketplace where we could buy, sell, or trade our asset creations.
    - Vehicles that re-spawn is a must have and we don't need every bloody color of the same vehicle as a choice. Lets have less vehicle choices but with the ability to toggle their color or horsepower or if the have a mounted gun...etc
    - Ability to actually lock the camera when placing an object rather than lock it and the minute you choose to move it the camera pulls back. They need to fix the camera for object placement in general because many assets become hard to place because of the camera.
    - Being able to copy an object, no matter where its pivot point is, and not have it jump to a new location
    - I want a more cohesive set of generic shapes that work together and are similarly sized. Stairs that rise to the same height as the walls, walls that are the same length as the floor, etc.
    - Better set of destructible generic shapes. In fact it would be nice to just be able to place generic shapes and toggle them between non-destructible and destructible.
    - I want a more cohesive choice of textures for generic shapes and ones that actually match other assets in the game. It would be nice if you could toggle all the assets textures to change them as well.
    - Explosive Objects that are not just metal barrels or propane tanks. They do not exactly help the look of a temple or ruin or castle map but its nice to be able to put explosive assets in still. Maybe there could be explosive wooden barrels or explosive clay jars that would at least go with the theme.
    - I would like to be able to place a volume of water in the map that did not extend downwards to infinity. It would be nice to be able to build maps with water and still have the character be able to walk under it. I think they should add a damage toggle to the water volumes so you could assign a little or a lot of damage if someone were to enter the water without having to drop in a damage volume as well. We need more water and waterfall assets too like a horizontal spray like from a hole in a pipe and a fountain asset thats not just blood.
    - Some sort of elevator or transporter asset could be fun for maps.
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  7. #7
    I think we need more furnished buildings, a furnished skyscraper would be brillaint for me, I'm still learning how to make decent maps!
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  8. #8
    I definitely would be more than happy from the following changes as well, plus:

    Edit enemy health, damage, awareness, weapon kit, and option to add the amount of cash / ammo to grab from looted enemies

    Option to place a shop in your map. The shop would contain the weapons, attachments and prices you have set. This would give the possibility to make long play time maps with progression.

    Bigger map area to build on / new loadable areas (indoors?), for making these longer maps

    Each weapon´s damage modifier could be adjusted in percentages, this would be great for the shop system, since one could start with a pistol that does "5" damage, and therefore one cannot survive in areas where the enemies have huge health bars. But then the weapons of your choice would be a lot stronger, deal "500" damage etc. and therefore be on a whole new tier.

    Set of missions that can be obtained from friendly npc´s / billboards? Notes that could be read for lore/story/info. A simple mission builder condition editor would be nice.

    Interactables with first person animations for immersion.

    Locked doors and keys! Chests, safes, quest rewards!

    Plants and animal skins that have a slider for custom prices, meaning that one could perhaps grind them and sell them in a shop.

    customizable "potion" builder, where you add effects, durations, required materials etc.

    Vehicles that have acceleration, top speed and cornering sliders as percentages to the original counterparts. Moving the slider to low cornering would cause more realistic driving due to lower grip, great for survival/ realistic maps

    Option that health regenerates only to a specific point, and the rest would be have to be gained by medkit. Great for survival maps!

    Gas masks that allow you to enter gas volumes! Gas mask has modifier to its oxygen capacity. This could also be bought in the potential shop.

    Transporters / elevators

    Movement speed slider! This is crucial, since if you want to make your map feel unsafe, your player would then have slower speed, making the atmosphere different.

    Checkpoints indeed!

    Water bottles that would give a modified amount of health, would be great for survival maps where the health regeneration is capped to 25% for example. This with lower movement speed and bravo! We have an amazing survival feeling to it!

    Wingsuit, binocs and parachute can be obtained through the level! From a store OR as a pickup. Bonus if the pickup has an unique equip animation.

    BUT

    IF I HAD TO CHOOSE ONLY 3 THINGS, THEY WOULD BE

    Adjust enemy hp, dmg, stats, kit.

    Movement speed slider

    Health regeneration can be modified and can have a cap, only manual medkit will heal you back to max.


    Why these 3?

    Because these 3 would be the ultimate in survival, more slow paced and scary maps, where you feel more vulnerable with your pistol that has 5 rounds in it due to you finding those in the abandoned sites you just explored.

    The world seems vast with a slightly slower movement speed. I cannot outrun and troll jump everything.

    Stronger enemies mean more tactics, and cool boss fights perhaps!
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  9. #9

    Map Editor/Online Ideas

    Arcade (Online Server)
    • Larger lobbies (16-20 players)

    • More game modes, at the very least Capture the Flag

    • RESPAWNING VEHICLES...

    • As a host, lobbies were easy to fill in FarCry 2, and very difficult in FarCry 5, I don't know the solution to that but it should at least be looked into.

    • More accurate ranking system for the map community. I find a lot of maps that reach sometimes 4 stars or more that are little more than a hill with a cluster of trees and a helicopter, yet stunning towering works of architecture in a highly developed and immersive custom map experience get 1 or 2 stars, it just doesn't seem very accurate.


    Map Editor
    • Customizable AI. custom loadouts at least

    • Custom Vehicles

    • Resizable generic shapes

    • Object snapping

    • Snow as well as rain storms in the weather settings.

    • 3rd person view when in vehicles.

    • Writable notes/signs

    • Lockable/unlockable doors.

    • Perhaps a revised memory grid system with a grid on the Z axis as well. I often find issues in detailed builds, particularly when making multi-story buildings, you can try to spread your build over multiple grid squares but its still sometimes not enough, it would be nice to be able to break memory usage down vertically as well to allow for detailed vertical builds like cliffsides or highrise buildings. I attempted to build the Burj Khalifa on FarCry 5 but was disappointed to find out that it was far too much to the current editor to handle, i decided to break it into an upper and lower half in 2 seperate maps with a fog (cloud) line, but even that was too much for the editor to handle.

    • Resizable terrain grid. The ability to resize the map at the beginning of your build could be very helpful, in the sense of a dense busy TDM map, you could save on memory by downsizing the map to only the area you will use. On the contrary, if you want to make a "Journey" style open world landscape with relatively sparse object usage, you should be able to blow the map size up to allow for a sprawling map with extra room for realistic backdrops. *fun fact* the "Create-A-Park mode on Tony Hawk's American Wasteland from 2005 had this Resize function that would use/save memory as you adjust the X and Y sizes.

    • There was a very handy tool in the Farcry 2 editor, an object selector that used your vantage point, you would set your camera angle where everything you want to select is infront of you, then you click and drag a rectangular window around and all objects will be selected. There has been many cases in my builds where the cursor style selector did not suffice.
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  10. #10
    I want to test co-op with a friend without publishing it to everyone. (Is there a way?)
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