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  1. #11
    GT: Tha Only Haze
    Xbox 360
    Map 1: Holes
    Map 2: Water Temple
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  2. #12
    GT: Explosive b0b (the 0 in bob is a zero)

    Map: Yontan Airfield
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  3. #13
    I review maps with detail to competitive gameplay. I took these from usmovers thread because I didn't want to go OT and everyone from there is here.

    Shipment Alpha - exact replica of COD shipment, right down to nightmare spawns. TDM would be fast paced but i forsee domination and transmission as draws. Not really competitive. If you wanted to emulate an aspect of cOD, I'd recommend keeping spawn to specific sides however this is something would need to be playtested to ad nauseum.. THis would emulate the spawn traps of COD4. As well, way too easy to get out of map. It'll take someone 2 seconds to camp on the roof overlooking the map.

    Tribute - like to layout. The separation from middle to each base creates an area to fight over. As well both bases have counter sniping sightlines. There's a little bit of tidying to do, especially around ladders and middle temples in the water.As well, I would diminish the spawns in the middle to reinforce the middle temples as the dominant position on the map. I would also recommend making sure you cannot go up on the mountains.

    Holes - Cool idea. Fair Symmetrical map however I would change one aspect and that's getting out of the hole. This game sporadically runs off of a teammate proximity spawn system rather than an enemy proximity spawn. There's a very good chance that players will spawn down in the hole and everyone will join them. Maybe make a few easily accessible ways out of the hole. Maybe add a bit more cover on the top tier, especially in front of team designated spawns. Way too easy to spawn kill. Another idea is to take the ridge on the top tier east side of map, move that to the middle of the wall and allow both teams access. This creates another dimension of verticality on the map and allows for dominant point that can also be easily neutralised.

    Water Temple - Im not sure if my style of reviewing applies to this map although I have a feeling it would be strangely fun. If anything, as a joke, I'd make a neutral spawn point/domination point/transmission point on that part separated from everything else. Now that would really make you evaluate if you wanted to go into the water.

    Bates hotel - bit eery but unfortunately, my style of reviewing wouldn't apply to this map. It is fairly one sided to red team (spawn next to area of height.)
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  4. #14
    IIFatalshockII's Avatar Member
    Join Date
    Nov 2012
    Location
    Welling, UK
    Posts
    395
    Wow, thanks a lot You too Zaje

    You've been named as quite a prestigious reviewer so I'm thrilled you like the Layout Just tell me what needs tidying with the Ladders and Temples and I'll be on it
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  5. #15
    Originally Posted by Mintage53 Go to original post
    I review maps with detail to competitive gameplay. I took these from usmovers thread because I didn't want to go OT and everyone from there is here.

    Shipment Alpha - exact replica of COD shipment, right down to nightmare spawns. TDM would be fast paced but i forsee domination and transmission as draws. Not really competitive. If you wanted to emulate an aspect of cOD, I'd recommend keeping spawn to specific sides however this is something would need to be playtested to ad nauseum.. THis would emulate the spawn traps of COD4. As well, way too easy to get out of map. It'll take someone 2 seconds to camp on the roof overlooking the map.

    Tribute - like to layout. The separation from middle to each base creates an area to fight over. As well both bases have counter sniping sightlines. There's a little bit of tidying to do, especially around ladders and middle temples in the water.As well, I would diminish the spawns in the middle to reinforce the middle temples as the dominant position on the map. I would also recommend making sure you cannot go up on the mountains.

    Holes - Cool idea. Fair Symmetrical map however I would change one aspect and that's getting out of the hole. This game sporadically runs off of a teammate proximity spawn system rather than an enemy proximity spawn. There's a very good chance that players will spawn down in the hole and everyone will join them. Maybe make a few easily accessible ways out of the hole. Maybe add a bit more cover on the top tier, especially in front of team designated spawns. Way too easy to spawn kill. Another idea is to take the ridge on the top tier east side of map, move that to the middle of the wall and allow both teams access. This creates another dimension of verticality on the map and allows for dominant point that can also be easily neutralised.

    Water Temple - Im not sure if my style of reviewing applies to this map although I have a feeling it would be strangely fun. If anything, as a joke, I'd make a neutral spawn point/domination point/transmission point on that part separated from everything else. Now that would really make you evaluate if you wanted to go into the water.

    Bates hotel - bit eery but unfortunately, my style of reviewing wouldn't apply to this map. It is fairly one sided to red team (spawn next to area of height.)
    Thank you. You said add a neutral spawn point (water temple)........but where?.....also....."as a joke"?.....I never put "jokey" things in my maps.
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  6. #16
    IIFatalshockII's Avatar Member
    Join Date
    Nov 2012
    Location
    Welling, UK
    Posts
    395
    I'm loving the feedback. As a first time map maker and clear amateur, I thought it would be nearly impossible to get my map reviewed

    Tribute:
    -The ground beneath the temple has been raised so you can't trap yourself under any more. (I spent an Hour on this)
    -The Waterfall has been patched up
    -The Outpost is now a fully featured Research Encampment.
    -The terrain surounding water has been smoothed.
    -The Map limiter now prohibits scaling the mountains.
    -4 Spawn points have been removed from the center of the map.

    I hope you enjoy the newest version Total construction time on Tribute is now 28 hours. Yikes lol
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  7. #17
    GT: Set Deus
    Xbox 360
    Map: Wake Island

    This is my first map on FC3, its an interpretation of Wake Island from the Battlefield series. Its pretty true to the original, save some personal changes and details made for gameplay. Its primarily a Domination map, but is verified for TDM with spawns in mind for each mode. Any feedback is great, and if you like it please be sure to rate it.
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  8. #18
    Originally Posted by Set Deus Go to original post
    GT: Set Deus
    Xbox 360
    Map: Wake Island

    This is my first map on FC3, its an interpretation of Wake Island from the Battlefield series. Its pretty true to the original, save some personal changes and details made for gameplay. Its primarily a Domination map, but is verified for TDM with spawns in mind for each mode. Any feedback is great, and if you like it please be sure to rate it.
    This is actually a very good map. Its simple, but not in a bad way. You've done a good job of making it actually feel like the original map. As far as gameplay is concerned, I think it would hold up very well and I have little to add to that (taking the BF example obviously works!). Its such a shame it can't have vehicles. From an aesthetic point of view, I think the runway could be longer, running right to the edge of the island. It doesn't need to be filled with cover etc, but would make the stretch feel more like a runway and less of a concrete bit of road. I would also suggest adding some detail to the collapsed bunker going into the hill at the back of the runway. At the moment it just looks like a bunker sloped into the hill. Try filling the entrance with debris and rocks to make it look collapsed from a cave in. Just an idea. Otherwise its a great map I'd love to play with 8v8. Good luck filling a lobby for it though.

    I like the decision to close off the bay from the combat area - as much as I wanted to swim across it, its better to channel the combat at the expense of freedom.
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  9. #19
    Originally Posted by Explosiveb0b Go to original post
    GT: Explosive b0b (the 0 in bob is a zero)

    Map: Yontan Airfield
    A solid map - feels and plays nicely. I don't know about the spawns since I ran around in a solo match but the layout and cover is brilliant. I like that there are no clear sightlines between objectives. I would like to play this map with a good group of players.

    Aesthetically, it would be nice to use a different terrain and collection system for the river bed. At the moment jungle just flows into and out of the river with trees/shrubs growing underwater. Also, there are some floating rocks to the left of A, on the edge of the hill (if facing the rest of the map, with your back to the hanger).
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  10. #20
    Originally Posted by Thirdeyevision Go to original post
    GT: Tha Only Haze
    Xbox 360
    Map 1: Holes
    Map 2: Water Temple
    Water Temple: This map needs a lot of tweaking before really being suitable to play and really shouldn't be online yet. I just ran through your current uploaded copy and it has a lot of issues, mainly to do with object alignment and water.

    1: I ran into problems all over the place, falling through gaps between temple structures, getting caught on non-aligned staircases and falling out of the map entirely. You need to make sure all your structures connect seamlessly, a simple run through on 'test' will resolve this.

    2: Don't assume that because the water level is just above an object that a player can swim up and get out. In LOTS of places I was just swimming against the wall, unable to get out of the water. This happened after a major issue climbing down the ladder in the central tunnel. I thought I was onto a secret route somewhere only to find that there was no way out of the water again. I swam around for ages trying to get back onto land, only to realise I probably would have been picked off like a beached whale a very long time ago. Fix your water to land transitions with either smooth terrain or staircases that go into the water.

    3: Virtually none of your structures reach the ground. This wouldn't be an issue if there wasn't such an emphasis on water and the likelyhood of you ending up swimming about in it. Lower your water levels and make sure your structures all rest nicely on the ground or are supported with pillars, walls, beams whatever. Then raise the water again. Its easier to create a temple then flood it then flood and area and build ontop of it.

    4: Detail detail detail. Use debris, lights, decals etc. The body in the temple is nice, but the whole site needs more of that.

    5: Underwater detail. Add plants via the collection system, add rocks etc. Make it like the temple is out and outcrop of rock in the middle of the sea rather than a magical floating collection of stones.

    I can't reccomend this map in its current state. The hiccups would be unplayable since 9/10 you'd die because your feet were caught on something or you fell into the water and got picked off fudging around for a way out.
    Otherwise, I like the concept and I certainly like the close quarters feel to it. It would be a manic map which could be a lot of fun. Fast paced with lots of corners.
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