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  1. #41
    There were over 200,000 maps made in FC3 I am sure it was more, but that is the last number that I remember.
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  2. #42
    ImGonaG3tUsucka's Avatar Member
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    I would argue that it is actually the console market that is starved for toolsets to make UGC and that this is were the most profit would be made. (Although, I am sure Ubisoft has the actual numbers for FC4 maps developed on PC vs consoles, and will make a decision based on their data).
    I definitely agree with that. Because most of my friends on my friends lists play some type of game with an editor and would love to come back but are sooo peeed off at Ubisoft decisions. They have said to me numerous times I wish they would fix the lobby system and I am not buying it because they took out MP map editor.

    Funny thing is that only one person is the forums are on my friends list. They bought the computer version. So their is a greater need that they must not know or they just think single player is the way to go.
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  3. #43
    Originally Posted by Manlius10A Go to original post
    I disagree. There is actually a lot of developing precedents for making money for additional IGE/UGC DLC. Minecraft is the clear example, but it worked for LBP and Modnation Racers too. I was deep into the Modnation Racer's community, and I still have about three friends who play it exclusively. Anyways Modnation Racers released three large DLC packages with additional IGE/UGC contents at least 8 months after release, and I believe these sold well enough to fund their development (otherwise they would have stopped at the first DLC package). The developers (United Front Games) are still in business and doing well.

    And most importantly, these developing precedents are on consoles! A dedicated map editor from Ubisoft should not be a PC exclusive because the space is too crowded for UGC on PCs (where all the mods exist and where all the actual professional toolsets exist). I would argue that it is actually the console market that is starved for toolsets to make UGC and that this is were the most profit would be made. (Although, I am sure Ubisoft has the actual numbers for FC4 maps developed on PC vs consoles, and will make a decision based on their data).
    The problem with consoles and editors isn't the hardware. It's Microsoft and Sony being like Apple and having a totally locked-down ecosystem based on their own delusional and blind belief people don't care about custom content. Custom content most often surpasses the original in nearly every way. You can't go farther than a simple "place objects, shape terrain, play!" type of a thing the IGE is. It could be pushed a bit further (e.g. increasing this joke of a 0.25 square kilometer to something appropriate, such as... An user defined value), but Ubisoft is known for "Oh your platform has more power? Here, have the same thing as the weaker platform!" attitude (And this seems to apply to everything except for some models, textures and a few post-processing effects).

    In my opinion, consoles should move to the direction of PCs, stop fixing that hardware (thus jamming development) for so long, a 3 year cycle at maximum would be much more convenient. It's all based on x86-64 now anyway, meaning transitioning to a new platform is simple (old games would run on the new platform), as long as the underlying legacy APIs remain intact on the newer iteration.
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  4. #44
    ImGonaG3tUsucka's Avatar Member
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    I believe it would help get maps better exposure if they included the time it took to create a map. It could be under info in the game also to have spot in the browser. Maps that took 30 plus hours to build.

    Most maps that are liked, are maps that look little effort and are nice to play for a minute. But I prefer more challenging maps that took time to make.

    People new to the Far cry series are really missing out what the editor can do by the more experienced mappers who are gamers just like them.

    I remembered seeing custom maps on the older FC games that everybody was playing and trying to make better maps. The maps had lots of detail and seem to have taken a lot of effort to make. It seems the opposite has been happening. At least on xb1 assault maps. I would say 80% of the best rated are on green textured grid maps with testing guns on it. Really!!! Granted the editor is new for single player but 4000 to 7000 likes on those maps. We will be stuck with them until FC5. Ubisoft should at least refresh the top rated maps every so often. I am wandering how the computer rated maps are doing..
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  5. #45
    How do you check the map ratings?
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  6. #46
    ImGonaG3tUsucka's Avatar Member
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    Right here

    http://far-cry.ubi.com/en-US/community/maps.aspx

    You can see how many dislike you have. If you have a challenging map you may be more likely to get down votes.
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  7. #47
    Assassinate gametype with single or multiple targets to kill to win. This would work brilliantly with one target in an outpost and detection fail parameter on.

    Destroy target gametype with single or multiple targets. Ie vehicle or generator.

    Ability to set AI navigation.

    Ability to merge different gametypes into one level. IE complete assassination or outpost and then extract.

    Add snow covered vegetation and stronger snow effects.

    New skins for enemy soldiers.

    Up to 4 max co-op.

    Decrease lighting for night levels as it is nowhere near dark enough for night levels, especially when you want to use light sources as guides for the level.

    More trigger conditions for waves. IE if seen by wave 1, timer, target is killed.

    Add hostages, this could make for a brilliant gametype. As this is already in the game I hope this is feasible.

    Add particle effects and/or explosions with promixity triggers.

    Add fog with ability to set strength and colour.

    Ability to place signature weapons in the level.

    There seems to be a glitch were when you turn off tagging enemies, it will still tag them with the binoculars.
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  8. #48
    Originally Posted by ImGonaG3tUsucka Go to original post
    Right here

    http://far-cry.ubi.com/en-US/community/maps.aspx

    You can see how many dislike you have. If you have a challenging map you may be more likely to get down votes.
    Thanks man.It looks like 6 up votes so far and no down. 3.5 stars though. Wish that was better. But, it is a fresh release.


    Changes I would like to see in the game.

    1- More trigger options for the Ai.
    Currently, there is little to no way to really control them. If you do not set waves 1 - 2 correctly, the other waves may not spawn, or they charge your position no matter where you are leavingthe rest of the map empty.
    I know part of this can be controlled by limiting their navigation area, but I would like to see a couple more options.
    EX: Increase the enemy count for Wave 1 By a minimum of 5 enemies. You can only get about 10, and nobody that makes maps is making basic little maps. We need more function and capability to spread them out.
    In the single player game, you have mini missions requiring you to kill one or more commanders with a specific weapon to complete the mission.
    Please, please add this in.
    Give us the option when we have an enemy unit highlighted, we can select if he is a commander or not, and the type of weapon he is to be killed with. That way we can set say....a maximum of 3 commanders in the map so that you have multiple objectives either in the same area, or in another area of the map.

    I noticed that there are hostages in the character choices we can make to add to the editor, but I saw noway to highlight them as hostages. Change that as well.

    Please provide us with a WAVE 6 Ai. Make that one strictly for Non-Combat Ambiant Ai It would be nice to have civilians in the map, and maybe consider giving a failure option of killing civilians.

    With the the current map I am building, this would be a big plus, as I would like the objective to be kill the commander before he escapes. But the surrounding area needs population.

    Finally, we just got another patch. I do not know what it fixed specifically, but I have noticed that when I raise or lower a brush, it goes straight up and straight down now. THANK YOU! The camera seems to function a little better also. At least when it is turned on to follow. So another thank you.
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  9. #49
    Please add thicker fog options and blizzard snowfall.
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  10. #50
    I would love to see rain, openable doors, and a higher object limit(for the PS4 & XB1 versions of the game) added to the FC4 map editor.
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