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  1. #11
    ImGonaG3tUsucka's Avatar Member
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    Jan 2013
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    Philly
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    466
    Looks real good. It would be great if we could port maps to and from Xbox one, Ps4 and Pc. But that's asking too much. I would be happy if we could unpublish are maps to fix them.
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  2. #12
    I was able to play this map tonight, and there are a lot of good ideas at work in it. I like the bridge, the body pit, the cave, the tunnel, and the main headquarters. However, I do think that the map could use some additional polish. Reeper's criticisms were even more noticeable during gameplay. In addition, the tunnel to the well had some minor occlusion issues and I found the tunnel difficult to navigate due to the murkiness of the water (nothing you can do about this, though). I also found the start to be a little disorientating because the objective of the level was clear. This can be easily remedied by adding objective markers to the main fortress area and other locations (cave, houses, etc.).

    Difficulty-wise, this level was spot on for me! I find difficulty the hardest thing to map for, and you seemed to get it perfectly right. However, I did have a lot of trouble locating the last AI enemy (in the cave). To prevent this hide and seek gameplay with the last few enemies, you can always add in a blue and red plant to allow the player to craft the syringe that increases the player's ability to detect weapons.

    Overall, this map was fun and I look forward to your future maps.
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  3. #13
    Originally Posted by Manlius10A Go to original post
    I was able to play this map tonight, and there are a lot of good ideas at work in it. I like the bridge, the body pit, the cave, the tunnel, and the main headquarters. However, I do think that the map could use some additional polish. Reeper's criticisms were even more noticeable during gameplay. In addition, the tunnel to the well had some minor occlusion issues and I found the tunnel difficult to navigate due to the murkiness of the water (nothing you can do about this, though). I also found the start to be a little disorientating because the objective of the level was clear. This can be easily remedied by adding objective markers to the main fortress area and other locations (cave, houses, etc.).

    Difficulty-wise, this level was spot on for me! I find difficulty the hardest thing to map for, and you seemed to get it perfectly right. However, I did have a lot of trouble locating the last AI enemy (in the cave). To prevent this hide and seek gameplay with the last few enemies, you can always add in a blue and red plant to allow the player to craft the syringe that increases the player's ability to detect weapons.

    Overall, this map was fun and I look forward to your future maps.
    Thanks...I was thinking of putting a couple more A.I. around the cave if I update it so that you are forced to look around there to take them out. I never seem to have any problems with that A.I. in the cave during testing though. The A.I. would usually come out the cave. I'll see if I can move the animation closer to the entrance as if he's guarding the cave.

    I'll keep your (and Reeper's) suggestions in mind when/if I update the map a 3rd time.
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