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  1. #11
    Originally Posted by FALLEN CHAMP Go to original post
    The turning & player movement was really bad in FC2 I agree, and that blurred vision when sprinting after a few seconds - what were they thinking
    I am sure we will bump into each other with FC4 if we end up onthe same console at any point.

    With player stats I have no interest, I just like to get in and have a match when I can - I am more into the moment so if I do well in a match I am happy, I liked it when they brought the patch out for FC2 which allowed you to set the diamonds and select any weapon.
    Funnily enough I actually LIKED both the movement and the blurred vision elements, although it seems I'm the only one that did lol

    I also really liked that patch, it was great for when we had full lobbies of mates who didn't play too much FC, but liked the odd night of it, they could join in and not be at a serious disadvantage

    @Razor, I totally get what you mean about the 'impersonal' thang, for a game that let us alter our characters, they never really felt like 'us'... erm I'm probably explaining it even worse now lol

    @ any mods, see how divergent the topic has become? That's cos we have no new FC stuff to talk about
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  2. #12
    pacmanate's Avatar Senior Member
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    I personally dont see the deal with MP, its just your generic FPS online game with no innovation whatsoever.

    I wish they would focus on the SP elements if I'm honest.

    That said I love the map editor.
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  3. #13
    Fallen-Champ's Avatar Senior Member
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    Originally Posted by pacmanate Go to original post
    I personally dont see the deal with MP, its just your generic FPS online game with no innovation whatsoever
    I guess you never played FCIP because if you had then you would know that it wasn't just played as a FPS game, there were all kinds of crazy maps designed for fun and the majority who knew how to think outside the box pushed the boundaries which was a crazy time back then - Unfortunately those that made FC2 & FC3 don't appear to know about the fun times that some of us had with the console version back then.







    So many fun and crazy maps have been created over the years and a large majority followed the custom game modes, it was insane seeing what people would come up with next.
    Liam and Razor did just as good a job with Far Cry 2 - until you see some of the best Escape Maps created you wouldn't imagine far cry could ever play that way.
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  4. #14
    oRAZORTAILo's Avatar Member
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    For those interested how I got into FC and especially escape mapping, here is the story.. ( bit of a read )

    One day I got the magical red ring of death, had warranty on my console so called it in. Next day the UPS guy comes and pick it up.

    He told me he has an xbox as well and we start talking about trading some games. At that time I wanted to get rid of COD2 and some other games, he gave me his line up which did not sound interesting to me but I figured I give it a try. FCIP was one of those games.

    Put the disc in, played a bit of story mode and some MP but I wasn't all that convinced, also had a scratch on it so had freezing issues.
    Must have been months later while being stuck on a fifa achievement, that I sent all my frequent players a message if they could get me on the right track.

    As usual nobody replies, except for one guy which happened to be Liam83 who does the Real course maps.. He said something like hey you have FCIP, let's go play that.

    That's when I got introduced to the other side of FCIP, bought a new disc the next day and did 9 crappy escape maps before FC2 released. It was just a complete breath of fresh air.

    FC2 did things a bit differently, coming from FCIP the ziplines were a great loss, then again the physics made up for a lot. Map builder was on of them people that would come up with the craziest stuff, that large structure he made were you shot the explosive and all the barrels came down and locked you in was really out of the box and came in really handy for escape mapping. (Elevators as well!)

    Loads of times you would get to a point that you would draw blank on new ideas, but thanks to the creativity of the community you would get inspired again.

    And the cool part was that everybody had his own style of doing things, Simple Wig (Escape Wigs Mind 1-7) had the craziest ideas. Every single time you looked at the custom lobby page you could see that picture of the purple grass popping up. Liam did the Real courses which were massive and put your brain to test and then there were all they new guys that started trying to create them.

    Looking back at the stats how many times Escape maps where hosted ( over 500.000 times !!! ) untill they stopped counting, which was about a year and a half after release of FC2 is most likely a clear sign that people enjoyed this a lot, especially knowing that there weren't that much players left after a few months. Maps were you had to climb this hill and were the other team would make cars, explosives and every other physic rain down on you to prevent you from getting up there was fun as well.

    I don't know what happened with FC3, but almost every single thing that mappers needed were gone, besides the lobby and the vehicles the jumping and the size of the character did not match the MP character which would make it really tough to create a parkour, the elevators in the editor worked but you're character wouldn't fit in MP. You could not slide in the map editor either.

    Canadian Dragon used to make these maps where you had to run across certain area's within the time limit, maps that where pretty popular, but the out of bounds zone would only show up in the MP in FC3.

    The distance you could swim in the editor was longer than in MP (should have been opposite since the rest was). On FCIP and FC2 you could make these massive slides going through corners and even flying over quite some distance, this was also gone.

    Everybody that plays custom on Halo will eventually run into either one of those impossible race maps, or a crazy map that you kept playing for hours and just messed around on, FC3 left us stuck with a maximum of 20 minutes in a map. Is the above bad communication or just coincidence ? We all asked about this but they probably still don't have a clue what we ment. The only thing that was certain was that all the fun was gone. (well we got tiny unusable ziplines in return).

    FC3 was advertised as SP game, they were really quiet about the editor and the MP untill just a few days before release, we all know why. but the thing is single player or co-op can never bring more replay value than using your own creativity, UBI always delivers short story modes with to many of the same side missions, I like story but once you are done you are done. Creating something of your own was the best part, not forget that you could share it and play it with friends as long as you want.

    Every time a sequal is released it comes with changes, but my opinion is that it only went donwhill after FCIP.

    I will post a vid on escape maps later this week, it won't change anything but just to remember the good old days.
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  5. #15
    Fallen-Champ's Avatar Senior Member
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    Nice read Razor, I remember you telling me that story but as always my head is cluttered and I forget things so it was good to hear that again.


    Anyone playing FCIP towards the end will remember those crazy modded maps by the French guy called Styldre, he got really good with using mods and along with some others explained how things worked, eventually I bumped into a guy called Usel Niding who knew way more so I made the map and he added the mods - the result was that the player had different physics in Steal The Sample mode which allowed them to get down to the sample and to get back up you simply kept tapping the jump button - it was crazy because the vehicles would drive over that gap - people just couldn't cope until they were shown how it worked, The map was actually playable and fun - Welcome to the crazy side of Far Cry (this is the secret we have been trying to tell people for 6 years but no one ever listens)



    Originally Real Invaders was a map which myself and Liam made, he did the slides and the mountains and I did a base in the middle, we altered the zipline properties so it went upwards and we increased the speed and had this going to a spaceship made out of containers (it looked really naff been honest) Luckily hurricanewilky came on board and neatened everything up so we got a really cool space ship and a nice base layout - it looked great and was a really cool map with the mods added (skybox / upwards zip / terrain texture) you could jump off the ship to escape someone and if you touched the zipline on your way to certain death you would be saved and could on some occasions get back into the ship and kill the guy you just escaped from as he is looking down over the end of the ship.

    One problem with that map was the camping by players who would wait in the ships entrance but for Predator mode it was a blast because the Mercs had to get up into the ship to reach the generator and the Preds spawned on the ship and could handle the fall to the ground without dying - great fun which we might never see in a far cry game again unfortunately.
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  6. #16
    oRAZORTAILo's Avatar Member
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    Nice to see those vids, I missed out on a lot since I wasn't that familiar with the community back then, I did see all those crazy slides and someone actually manipulating the sky. Can remember it being harder to figure out how people were doing certain things.

    Those things including how we would always work our way around their patches proves how creative we actually are in getting what we want.

    They tried on FC2 by taking out the physics, and with FC3 they tried blocking us off with the 10% grid limit, even the height off the map could be set up to 500 meters.

    Out of the box is the best.
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  7. #17
    Fallen-Champ's Avatar Senior Member
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    Day one FC3 with the extra explosives and a grid limit that could handle a lot of sh1t - I hope they don't play silly games with FC4 - Those new consoles XB1 and PS4 would be able to handle anything that Far Cry games have given in the past and much more so I hope we get plenty of item physics and explosive stuff in the editor - if the old consoles can't keep up then that says it all - Upgrade or possibly suffer a handicap - Brutal but true, on the other hand if they handicap the new consoles to match what the old ones can handle then that is just bad management on a game that should thrive on new technology.
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  8. #18
    oRAZORTAILo's Avatar Member
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    It would be fine if the editor in general remains the same but I expect a lot more from the physics and memory and variety of items we can put down on next gen.

    Just graphics would be to UBI.

    Did this one a while back:

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  9. #19
    mistados's Avatar Senior Member
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    I have lost interest in this games multiplayer.

    Game can't even hit 60fps so i think i will pass on what is going to be a clunky blurry mess.

    At least Battlefield and COD know the value of a smooth framerate

    Even the DICE developers were having a good laugh at the fact this game is running 30fps on PS4 and Xbone

    Please get some new developers UBI who know how to code instead of recycle.
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  10. #20
    Originally Posted by pacmanate Go to original post
    I personally dont see the deal with MP, its just your generic FPS online game with no innovation whatsoever.

    I wish they would focus on the SP elements if I'm honest.

    That said I love the map editor.
    Map editor <-- There's your innovation right there.

    Most MP games become a a map learning execise, find th ebest choke points, camping spots, learn where the best hidey spot for camping an objective is... then rinse and repeat until a $20 pack of a handful of new maps comes out.

    Playing a game where the maps are different nearly every time is completely different, playing maps developed by community gamers is completely different than playing set maps by developers. Experiencing crazy, wild, beautiful maps by this communities pool of talent is completely different.

    FC3 screwed up MP, we know it, Ubi know it, don't judge the potential of a great map editor by the last iteration, view it as part of a wayward teen's development, sometimes they'll go through a horrible stage but eventually they'll turn out great
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