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  1. #11
    Let's keep this discussion about single player content only. After spending an entire weekend and completing a map to 80% the hooks of addiction for the editor are starting to dig in. I still stand by my original criticisms, especially about AI capabilities, but I am enjoying it. I am finding the quantity of AI objects also very limiting at this time, and I don't understand the limit on objects. I am at about 72% maximum objects, but only 49% memory, with perfect green performance (I am playing on PS4). How am I already so close to my object limit when my performance scale hasn't even budged from perfect? I am already having to plan for contingency measures to increase my maximum object count.

    Also, the lack of thematic diversity is starting to bug me more and more. I feel the FC2 editor offered greater environmental/thematic diversity in the editor. Pathetically, I would definitely pay for DLC that adds new themes to the map editor.
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  2. #12
    This is a decent thread glad I stumbled on it.

    My main concern right now is the fact that we're unable to edit starting loadouts, or put attachments to object weapons scattered on the level.

    Some PC bugs...

    The Vista will not show up in the actual game but will inside the play from editor, which is extremely annoying. I debugged a lot, tried different settings and even from a fresh new level the problem occurs. On top of this, changing the FOV ****s up the killcam bad.
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  3. #13
    Glad you like it. I am trying to keep it professional and give quality constructive criticism because there is a lot of potential for the SP IGE.

    Not having a starting loadout isn't a major issue in my opinion. I just select to give the player four empty weapon slots and start them facing the guns I want them to have. Not being able to put attachments on object weapons is definitely a problem. I wish I could select silenced weapons as objects at the very least.
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  4. #14
    emrdesign's Avatar Member
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    I find the editor very boring and there is not much you can do to make something interesting. Also the lack of defining a path for AI or vehicles or objects in general makes it boring. I wonder how "well" that guy at Ubisoft responsible for the editor thinks he did his job. His boss probably thinks he did it very well because it is not interesting anymore and they probably use it as an excuse to not include an editor in FC5 anymore because "the public" did not really use the editor. Where in fact Ubisoft themselves killed the editor. We could do more in the original FarCry editor then we can do now. But of course that editor came from Crytek and Ubisoft probably only got the rights to the FarCry IP and not the version of the editor that came with the game.
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  5. #15
    Brimtown's Avatar Senior Member
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    Originally Posted by Manlius10A Go to original post
    There is no way to program a patrol path for AI.

    I haven't really dug much into the SP IGE, but that sounds pretty bad. Even with Timesplitters back on the original Xbox, you could program AI patrol routes.
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  6. #16

    "Momma says stupid is as stupid does"

    Originally Posted by Brimtown Go to original post
    I haven't really dug much into the SP IGE, but that sounds pretty bad. Even with Timesplitters back on the original Xbox, you could program AI patrol routes.
    It sounds like the A.I. are Forrest Gump clones. That's all I got to say about that.

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  7. #17
    I am finding that good map design really can make up for weak AI. I am also finding that enemy AI behaviors are based on enemy type. Snipers and rocket guys stay back, shotgun guys flank. knife guys charge, and assault guys use cover to approach the player. Also, there is a modifier in the map editor that can be turned on called: "cautious enemies". Turning this modifier on enemies are more likely to stay back and when they attack they all attack together making it a little more difficult to win.

    AI is still weak, but it is functional.
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