Monday, December 29, 2008

FCF: January 2, 2009

Party Host: Cold Justice
Host Connection: Cable - 16Mbps down/2Mbps up
Match Type: Player (unranked)
Game Modes: All

It’s the first Far Cry Friday of 2009 and we’re going to start the year off with a Players’ Choice Night!

This week, YOU pick the maps we’ll play from the list of maps submitted for FCF since we started this party back up in October.  Just vote for the maps that you want to see played using the voting tool on the right.  You can vote for as many maps as you want, but you can only vote once.

Voting closes just before Midnight CST on December 30th.

We will put the four most popular small maps in the first session and the eight most popular medium-large maps in the second.  Host will decide any ties.  Runners-up will be used if we need to fill in any gaps.

Voting has closed!  Your picks are below.

Got a new map?  We’ll be back to playing new maps on January 9th, so be sure to submit your new maps.  I’ll be reviewing them after the weekend.


Small Map Session (8 players max.) 7PM - 9PM CST:

This session will be restricted to all private slots. If you aren't on the host's Friends List, you won't be able to get in the room.

Gamertag Map Name Modes Votes
Broken Piggy Beach Battle All 5
Cold Justice Jaynes Oasis DTU 4
Broken Piggy Sewer Siege Redux All 4
Broken Piggy 007 Facility DT 2
PrisonedBullet Crossroads All 2
mambonuts Junkyard Dog All 2

Maps in orange text are runners up and will only get played as time permits.


Large Map Session (16 players max.) 9PM - Midnight CST:

There will be 12 private slots reserved for this session.

Gamertag Map Name Modes Votes
Cold Justice Roadie Rage Reverb All 7
mambonuts Vertigo All 6
CrazyUncleDave Spherikill All 6
Reyule Reborn Kesselschlact TCU 5
CrazyUncleDave Valley Ho All 5
Cold Justice Njeve Haki Valley All 4
SWOFF twin peaks All 3
Empires Rage NECRONOMICON All 3
Cold Justice Boot Hill All 3
PolishFreak8 Djevares Peninsula All 2
mambonuts Blood River All 2
CrazyUncleDave Pina Coladaburg All 2
CrazyUncleDave Keep It Down v2 DTC 2
mambonuts Shipping Lane Redux All 2
Broken Piggy Apocalyptica D 2
Broken Piggy Library All 2
SILO 5 alpha PRISON BREAK All 2
Cold Justice UFLL Uprising DTU 2
CrazyUncleDave Fortified All 2
Reyule Reborn Leap of Faith All 2
CrazyUncleDave Cliffs of Claven v3 All 2

Maps in orange text are runners up and will only get played as time permits.

Saturday, December 27, 2008

Trench Notes: December 26, 2008

Most notable event of the night was the never-ending dead heat of a CTD match on Njeve Haki Valley. The match ran for almost 45 minutes and ended in a 0-0 final score. We started out 5 on 5 and ended the match with an almost full room. The number of strategies, from blitzkrieging the enemy base to swimming the diamond back, were countless – and none of them were successful.

Nonetheless, it was a very fun match – despite the lack of a scoring run.

Got a memory from tonight’s match that you’d like to share? Post it in the comments.

Recap: December 26, 2008

Great night all. We played the map list pretty much as list, stopping after
Kesselschlact.

The rooms stayed less than full, as expected, but we all had a great time.

See you next week for Players’ Choice Night!

Monday, December 22, 2008

FCF: December 26, 2008

Party Host: Cold Justice
Host Connection: Cable - 16Mbps down/2Mbps up
Match Type: Player (unranked)
Game Modes: All

Boxing Day? I propose a new holiday: Rifling Day! This will be the last Far Cry Friday of the year, so let’s go out with a BANG!

Due to the Christmas and New Year’s holidays, I will not have the time to review maps, so for the next two weeks we will only be playing on maps from our playlist. Please feel free to submit your new maps – just don’t expect to get a review until after the New Year.

This week it’s Host’s Favorites. I’ll pick my favorite maps as submitted by the mapmakers in our little group. Only maps actually submitted for play in Far Cry Friday will be eligible.

Next week it’s Players’ Choice: Select your favorite maps from the list on the right. I will set the map lists from the top 4 small maps and top 8 medium-to-large maps. VOTE EARLY! The poll ends just before Midnight on December 30th. NOTE: The actual date for the Players' Choice FCF is January 2nd, not New Year's Day. (Some of y'all had already voted before I realized the title error on the poll.)

VOTE FOR ALL THE MAPS YOU ARE INTERESTED IN SEEING PLAYED! You can only vote once, but you can vote for as many maps as you'd like. No limit.

Again, for the Players' Choice sessions, the selections are maps from our group of map-makers. I know there are some great maps out there, but I'm restricting the Jan 2 session to maps from our group. Some time in February we will do a "Maps from Around the World" theme and only play on maps selected from outside our group.

Small Map Session (8 players max.) 7PM - 9PM CST:

This session will be restricted to all private slots. If you aren't on the host's Friends List, you won't be able to get in the room.

GamertagMap NameStatusSizeModesPreferred
Broken PiggyBeach BattleOldSAllCTD
PrisonedBulletCrossroadsOldSDDeathmatch
Broken PiggyApocalypticaOldS-MDDeathmatch
Cold JusticeJaynes OasisOldS-MDTUUprising

Large Map Session (16 players max.) 9PM - Midnight CST:

There will be 12 private slots reserved for this session.

GamertagMap NameStatusSizeModesPreferred
mambonutsJunkyard DogOldS-MAllTeam Deathmatch
mambonutsVertigoOldLAllTeam Deathmatch
Broken PiggyBeachfrontOldLAllUprising
Cold JusticeNjeve Haki ValleyOldLAllCTD
CrazyUncleDaveSpherikillOldLAllUprising
Cold JusticeRoadie Rage ReverbOldM-LAllUprising
Reyule RebornKesselschlachtOldMAllUprising
Cold JusticeBoot HillOldMAllCTD
SILO 5 alphaPRISON BREAKOldLAllUprising
CrazyUncleDavePurpose Unknown v2OldLAllCTD

Saturday, December 20, 2008

Trench Notes: December 19, 2008

It’s almost 4AM CT as I write this and my head is all muzzy… So consider this a placeholder to be filled later when I can think straight.

Even better it’s a scratchpad for the rest of you. If you had a fun, interesting, bizarre experience at FCF this week, share it in the comments.

Recap: December 19, 2008

Well, we got off to something of a slow start, but it was definitely some good times tonight. The session ran from 7PM CT to 3:34AM CT – over 8½ hours!

We played all of the new and updated maps on the map list, plus the unscheduled 3rd iteration of Roadie Rage: Roadie Rage Reverb. Broken Piggy’s Beach Battle made a couple of appearances througout the night and early morning, as did Jaynes Oasis and CrazyUncleDave’s Spherikill. Spherikill lives up to most of the early hype, (I’m still not declaring Dave a “map-making god”), and serves up a fantastic Uprising experience. Not only that, but it is a beautiful constructed map that breaks from the Halo-esque look that we so commonly see in freeform concrete block maps.

We also got a chance to finally see how CTD works on SILO5alpha’s PRISON BREAK. (With a 12 or more people, it works pretty darn well.)

A surprise contender tonight was SWOFF’s “Twin Peaks”, which played better than any of us expected. Congrats!

Also, a few minor refinements and some extra eye candy could find PolishFreak8’s Anarchy map on our regular small map rotation.

Tuesday, December 16, 2008

FCF: December 19, 2008

Party Host: Cold Justice
Host Connection: Cable - 16Mbps down/2Mbps up
Match Type: Player (unranked)
Game Modes: All

A yuletide edition of Far Cry Friday coming at you this week. Ring in the season with a shiny new MP-5! (Of course, it will be dirty and rusted if your character lives long enough, but a well-placed shot from one of your dearest friends can remedy that…)

Mapmakers: Be sure to get your maps submitted by Midnight (CST) Wednesday. Also, please include the map mode or modes you most wish to see it played on. (This is actually a new submission requirement -- see the revised Map Submission Guide.)

Small Map Session (8 players max.) 7PM - 9PM CST:

This session will be restricted to all private slots. If you aren't on the host's Friends List, you won't be able to get in the room.

Gamertag Map Name Status Size Modes Preferred
PolishFreak8 Anarchy New S DT Deathmatch
Broken Piggy Sewer Siege Redux Updated S-M All Uprising/CTD
Broken Piggy Beach Battle Old S All CTD
Cold Justice Jaynes Oasis Old S-M DTU Uprising
Broken Piggy Apocalyptica Old S-M D DM
mambonuts Junkyard Dog Old S-M All TDM

Large Map Session (16 players max.) 9PM - Midnight CST:

There will be 12 private slots reserved for this session -- and we will be carefully watching the public population on those 3 remaining slots. The squeaker and mic-less ban hammers will be primed and ready for immediate action.

Gamertag Map Name Status Size Modes Preferred
Broken Piggy Beachfront Updated M DTU Uprising
CrazyUncleDave Spherikill New M-L All Uprising
SWOFF twin peaks New L All Uprising/CTD
SWOFF jungle love New L All Deathmatch
Broken Piggy Sand City Updated M All CTD/Uprising
Broken Piggy Devils Spine New L All CTD/Uprising
Mambonuts Shipping Lane Reload Old L All TDM
Reyule Reborn Kesselschlact Old S-M DTU Uprising
Cold Justice Njeve Haki Valley Old M-L All CTD

Saturday, December 13, 2008

Trench Notes: December 12, 2008

Looks like the best source of Trench Notes this week came from mambonut’s “Vertigo” map, where gravity seemed to claim the most kills of the night.

  • My own experience was standing on the 4th floor behind some crates trying to pick off the other team. I heard an explosion behind me (turns out it was actually above me) and a body just dropped out of the sky onto the crates in front of me.

  • This was also the TDM match that would never end… a match with a 10 minute time limit kept getting extended by votes into a 25 minute match. So much for my promise of an eminent potty break. As mambo put it “I was playing one-handed toward the end [of the match.]”

  • I know there is yet another story about a cadaver rolling down stairs, but I’ll leave the telling to someone who actually witnessed that event.

And I’m still smiling a little to myself after running my test map (“UFLL Uprising”) the second time. I asked if we were losing the match because the spawn strategy was unfair, or if it was because the other team was using some nasty strategy to take us down. Broken Piggy said he was afraid it was because the spawn strategy was unfair. Literally two minutes later, our team, which had been losing horribly at Uprising, won the match. So much for an unfair spawn strat… :-)

Got a story from Friday night? Leave it in the comments!

Recap: December 12, 2008

Good times again, guys!

We pretty much played the map list as presented, only substitute “Keep It Down v2” for “Fortified” and “Jaynes Oasis” for “Njeve Haki Valley”.

The only omission of the evening was Broken Piggy’s update to “Beachfront” since he pooped out before we got to it. Next week it will be earlier in the pecking order, bud.

Definite good times. Very little blood on the ban hammer and a reasonably full room until 11:30. Looks like we’ve added a few new players to our little family as well.

See y’all next week.

Wednesday, December 10, 2008

Trench Notes: Dec. 5, 2008 session

Every once in a while, something so weird happens in an FCF session that it just needs to be memorialized. Last Friday, one of those events occurred.

We had a partially open room and were playing Uprising on Broken Piggy's new Beachfront map. As often happens, the Uprising leader for my team was some random 'Tag, whose name I don't recall. Let's call him Dungforbrains.

When an Uprising match starts, I always call out "Who's the leader?", because people tend to not immediately tell you "Hey, I'm the leader!" like they should. Well, after calling it out several times, I finally saw Dungforbrains in the leader uniform. Okay, great -- we have a leader that is mic-shy. Honestly, I should have banned him. But since we had voting turned off and the other team had no way of banning a silent leader, I figured it would be unfair for me to do it for my team just because I'm the host.

So we went with the handicap. Well, it turns out that Dungforbrains apparently doesn't know how to play Uprising and isn't interested in learning. Instead of heading for the mystical floating letters on the screen, he goes off looking for a good sniping position.

Our entire team is now yelling at Dungforbrains to go take a control point as he meanders off in search of a camping spot. I tell the team to ignore him and just work on keeping the other team from taking points.

We play for a couple of minutes and work our way to the center of the large bunker on the Beachfront map to clear one of the control points. Dungforbrains is with us. He heads right past the smoke-spewing control point that he should be taking, and instead starts aiming his sniper rifle through the bunker windows to do some beach sniping.

I've had enough. I go stand in front of his rifle, blocking his fire, yelling at him the entire time to post his hind-quarters on top of the control point. Somewhere a penny dropped into the slot that activates what's left of Dungforbrains tiny mind and he saunter's over to the control point. "Finally!" I yell. "Now stay there!"

I moved over to the side of the room so that I could cover Dungy from enemy fire while he takes the point -- and this idiot followed me! I start screaming "Get your butt back on that control point! Now! What do you think you are doing?!?"

And then, it happened.

Dungy takes out his machete and starts trying to hack at me! (With friendly fire turned off, he decides to hack his own team-mate, who also happens to be the session host?!?)

What followed was the fastest ban in the history of Far Cry Friday.



UPDATE: After a little research, consultation and mind-wracking, we've determined that Dungforbrains' real Gamertag is "BenYB0i". (Yeah, I went there.)




Have a story from last week? Post it in the comments!

Monday, December 8, 2008

FCF: December 12, 2008 @ 7PM CST

Party Host: Cold Justice
Host Connection: Cable - 16Mbps down/2Mbps up
Match Type: Player (unranked)
Game Modes: All

Another night of 360 Love and Rockets... Let's see if we can improve on the stellar party we had last week! I've already got an itchy trigger finger for this week's action.

(My ban finger is a little itchy too, after last week... Hint: if you are 10 years old and joining our session, the first words out of your mouth should not be "Hey, is this a good map?" Definitely don't repeat the question when it is met with silence the first time!)

Mapmakers: Be sure to get your maps submitted by Midnight (CST) Wednesday. Also, please include the map mode or modes you most wish to see it played on. (This is actually a new submission requirement -- see the revised Map Submission Guide.)

Small Map Session (8 players max.) 7PM - 9PM CST:

This session will be restricted to all private slots. If you aren't on the host's Friends List, you won't be able to get in the room.

Gamertag Map Name Status Size Modes Preferred
PrisonedBullet Crossroads New S D Deathmatch
Broken Piggy Sewer Siege New S-M All UC
Broken Piggy Beach Battle Old S All CTD
Cold Justice Jaynes Oasis Old S-M DTU Uprising
Broken Piggy Apocalyptica Old S-M D Deathmatch

Large Map Session (16 players max.) 9PM - Midnight CST:

There will be 12 private slots reserved for this session -- and we will be carefully watching the public population on those 3 remaining slots. The squeaker and mic-less ban hammers will be primed and ready for immediate action.

Gamertag Map Name Status Size Modes Preferred
Broken Piggy Subterranean New L All UC
PolishFreak8 Djevares Peninsula New M-L TCU Uprising
mambonuts Vertigo New L All Uprising
Cold Justice UFLL Uprising New M-L TCU Uprising
PolishFreak8 Redemption New M TCU Uprising
Broken Piggy Beachfront Updated M DTU Uprising
Reyule Reborn Kesselschlact Old S-M DTU Uprising
CrazyUncleDave Fortified Old L All TDM
Cold Justice Njeve Haki Valley Old M-L All CTD

Saturday, December 6, 2008

Recap: December 5, 2008

Okay, now we are back to what Far Cry Friday has always been about: A good group, some good maps, and good times. Guys, you made my night. I’m hoping we can continue to have sessions like this one. Now, if we can just get Ubisoft to fix the voice chat issues…

If you have friends who can handle the social atmosphere that we had tonight, please invite them to be a part of our little party. Past experience has shown that if we get a core group of 20-25 people, we can lock it down to a wholly private party and just about always have a full room.

Sorry for schilling Njeve Haki Valley at the end of the night, but it’s still my favorite of my own maps. :-) Ending the night with that map may become a tradition until I find another one of my own that I like better. (Yeah, it’s tradition for me to close the night with one of my own maps, because that’s the kind of cruel dictator host that I am.)

The published map list is pretty much how the night went down – all of the maps listed were played, pretty much in the order listed. Most of the maps got played twice. A couple that need some more work got played once, and Kesselschlact got played 4 times. (That is a FUN Uprising map.) Expect to see Kesselschlact go into our regular stable of repeat maps.

And for those who want to keep score, the following maps are in our line-up of repeatables that I throw in when I need to fill out the map order:

  • 007 Facility (Broken Piggy)
  • Apocalyptica (Broken Piggy)
  • Beach Battle (Broken Piggy)
  • Beaver Creek (Broken Piggy)
  • Blood River (mambonuts)
  • Boot Hill (Cold Justice) – this one may be phased out of the repeatable rotation soon.
  • Jayne’s Oasis (Cold Justice)
  • Keep It Down v2 (Crazy Uncle Dave)
  • Kesselschlact (Reyule Reborn)
  • Njeve Haki Valley (Cold Justice)
  • Purpose Unknown (CrazyUncleDave)
  • Shipping Lane Reload (mambonuts)

These are all maps that have not only played well in the past during our FCF sessions, but have play count histories supporting my personal opinion of how well they play. And for me, that is the proof of the pudding. Not maps that get lots of downloads, but maps that get lots of play. They are all maps that I look forward to playing when I see them come up on our list because they are fun maps. Even better, most of these maps are good-looking as well, and that never hurts.

Wednesday, December 3, 2008

FCF: December 5, 2008 @ 7PM CST

Party Host: Cold Justice
Host Connection: Cable - 16Mbps down/2Mbps up
Match Type: Player (unranked)
Game Modes: All

Take a break from your Christmas shopping and give a gift that will be long remembered-- a Carl Gustav rocket to the face! We'll be back at it with some new maps, some updated maps and a few past favorites.

Mapmakers: Be sure to get your maps submitted by Midnight (CST) Wednesday. Be aware that I am nudging the quality bar a bit higher beginning this week, so our map acceptance standards will be tighter than before.

Please review the Code of Conduct -- we have made several amendments since last week.

Small Map Session (8 players max.) 7PM - 9PM CST:

This session will be restricted to all private slots. If you aren't on the host's Friends List, you won't be able to get in the room.

GamertagMap NameStatusSizeModesPreferred
Cold JusticeJaynes OasisOldS-MDTUUprising
Broken PiggyBeach BattleOldSAllCTD
Panyc333FarCry TACTICS*NewS-MDTCCTD
Reyule RebornKesselschlact*NewS-MDTUUprising
Broken PiggyApocalypticaOldS-MDDM

*We may delay playing these maps until the large map session to make sure the map makers are in the room when they are played.

Large Map Session (16 players max.) 9PM - Midnight CST:

There will be 12 private slots reserved for this session -- and we will be carefully watching the public population. The squeaker and mic-less ban hammers will be primed and ready for immediate action.

GamertagMap NameStatusSizeModesPreferred
CrazyUncleDaveCliffs of Claven v3NewLAllUpr/CTD
Empires RaygeArmy of DarknessNewMAllUpr/CTD
CrazyUncleDaveValley HoNewMAllCTD
Broken PiggyBeachfrontNewMDTUUprising
Cold JusticeRoadie Rage RemixNewM-LDTUUprising
MambonutsBlood RiverOldMAllUprising
Cold JusticeSundial GardensUpdatedLAllUprising

Monday, December 1, 2008

Recap: Nov. 28 2008

Overall it was an okay session. No LIVE or network hiccoughs to speak of (except for a lockout at the beginning of the second session.)

I do have a few concerns I want to address, though, and they all hover around the issue that I am trying to appeal to a more mature demographic in these sessions:

  1. Beginning this week, squeakers will be dumped immediately from the session. I may need help from the room to identify the Gamertag of any child gamer that happens upon our lobby. Please feel free to tell the host "ghost_gigglz is a squeaker!" at your earliest opportunity.

  2. We had some less-than-mature individuals that dominated the lobby with their fascinating discussions of diamond counts, hunting prowess and cheerleading for the muted-player ban hammer. (I take no pleasure in banning people from the room – it’s not a side-show event to be cheered.) Not to mention their attempts to outshout any other conversation that was attempting to go on. I'll address this during the week with the most probable outcome being a thinning of my FL. (UPDATE: This has already occurred.)

  3. Broken/cheap headsets are no longer going to be tolerated. The echo-plex effect we endured much of last week was horrible. I will be updating the Code of Conduct to reflect this.

My apologies for not dealing with this stuff as it happened last Friday... I was on cold meds and not feeling so hot, so my tolerance for unacceptable behavior was higher than it normally would be.

It's no fun being the disciplinarian, but I want to keep FCF a high-quality event that the more mature people in the Far Cry community look forward to participating in. The only way I can ensure that is to thin the herds occasionally -- and I have no problem executing that duty if it means we continue to have fun, high-quality sessions.

Note that this is not a ban on mature teens and early twenty-somethings! If you comport yourself well, you are more than welcome to be a part of our weekly shindig. (If you received a message on LIVE from me today directing you to this article, then you are one of the "good guys.")

Also, I want to remind people -- if a map isn't working, tell the host! All I need is two votes to shut down a match and we will be on to the next map. To make it easier -- one of those votes can be my own!

- CJ

PS: The Code of Conduct has been updated. Please review it and post your comments here.

Maps Played Nov-28-2008 (sorted by Gamertag):

GamertagMap NameStatusSizeMode Played
Broken Piggy007 FacilityNewSDM
Broken PiggyBeach BattleUpdatedSCTD
Broken PiggyBeaver CreekOldSTDM
Broken PiggySand City v4OldS-MTDM
Broken PiggyApocalypticaOldLDM
Broken PiggyLibraryOldLTDM
Cold JusticeNjeve Haki ValleyOldLCTD
Cold JusticeRoadie RageNewMUprising
CrazyUncleDaveKeep It Down v2OldLCTD
Dayton28WaterworldNewMTDM
Luke123DudeEyelid IslandsNewMTDM
Luke123DudeBeachNewSTDM
Luke123DudeBoomtownNewSTDM
Luke123DudeShatteredNewSDM
MambonutsShipping Lane ReloadOldLTDM
MambonutsJunkyard DogOldSTDM
pancakeslammaghost valleyNewLUprising
Reyule RebornDeadly CargoNewLUprising
Reyule RebornBlood MoneyNewMCTD
Reyule RebornLeap of FaithNewSCTD
SILO 5 alphaPRISON BREAKNewLUprising

New or updated maps that DID NOT get played:

GamertagMap NameStatusSizeModes
Cold JusticeSundial GardensUpdatedLAll
Luke123DudeIsolationNewMDTC

Wednesday, November 26, 2008

FCF: November 28, 2008 @ 7PM CST

Party Host: Cold Justice
Host Connection: Cable - 16Mbps down/2Mbps up
Match Type: Player (unranked)
Game Modes: Deathmatch, Team Deathmatch, CTD & Uprising

Apologies to everyone who could not get in the room last week.  I'm bumping up the private slots this week, but take note that this event has become increasingly popular.  Your best bet is to be on time when the sessions start.  Sending the host a message saying that the room is full isn't going to do anyone any good.  (The host already knows the room is full and we can't magically open up spots without kicking someone from the room.)

Small map session this week will be ALL private slots.  There will be 12 private slots on the large map session.  The Code of Conduct will be enforced starting this week.

Small Map Session (8 players max): 7PM-9PM CST

Gamertag Map Name Status Size Modes
Broken Piggy 007 Facility New S All
Reyule Reborn Leap of Faith New S All
Luke123Dude Beach New S All
Mambonuts Junkyard Dog New S All
Luke123Dude Boomtown New S All
Luke123Dude Shattered New S D
Broken Piggy Beach Battle Updated S All
Broken Piggy Beaver Creek Old S All
Broken Piggy Sand City v4 Old S-M All
Cold Justice Jaynes Oasis Old S-M DTU

Large Map Session (16 players max): 9PM-Midnight CST

Gamertag Map Name Status Size Modes
Reyule Reborn Blood Money New M All
Dayton28 Waterworld New M All
Cold Justice Roadie Rage New M DTU
Luke123Dude Eyelid Islands New M All
Luke123Dude Isolation New M DTC
Cold Justice  Sundial Gardens Updated L All
SILO 5 alpha PRISON BREAK New L All
Reyule Reborn Deadly Cargo New L All
pancakeslamma ghost valley New L All
CrazyUncleDave Harmsboro Old M All
CrazyUncleDave Pina Coladaburg Old M All
Mambonuts Blood River Old M All
Mambonuts Junnkyard Dog Old M All
Broken Piggy Apocalyptica Old L D
Broken Piggy  Library  Old L All
Cold Justice Njeve Haki Valley Old L All
CrazyUncleDave Fortified Old L All
CrazyUncleDave Keep It Down v2 Old L DTC
CrazyUncleDave Purpose Unknown v2 Old L All
Mambonuts Shipping Lane Reload Old L All
SILO 5 alpha Lost Island v2 Old L D

The order shown above is not necessarily the order the maps will be played, though we will be playing the new and updated maps before the old maps in each session.

We have 31 maps in the rotation this week -- it is unlikely that we will get to all of them.

Want to submit a map? See how to do it in our Map Submission Guide.

Thursday, November 20, 2008

FCF: November 21, 2008 @ 7PM CST

Party Host: Cold Justice
Host Connection: Cable - 16Mbps down/2Mbps up
Match Type: Player (unranked)
Game Modes: Deathmatch, Team Deathmatch, CTD & Uprising
Max Players: 8 (7PM - 9PM CST) 16 (9PM - Midnight CST)
Private Slots: 5 (7PM - 9PM CST) 10 (9PM - Midnight CST)

Now with Avatars! To celebrate the introduction of the New Xbox Experience we're going to do... Far Cry Friday!

Note our new setup: We will be playing small maps with 8 or fewer players from 7 - 9 and larger maps from 9 to midnight. Yes, we'll all lose our diamonds, but this will keep our small map games from turning into SKD-fests.

Since we are still trying to get out the word, it will be open rooms again this Friday. This means that the Code of Conduct will not be enforced, but please play respectfully.

Note that there will be ten private slots this week -- which means I will be giving priority to people on my FL and on the Far Cry Friday FL. Also, beginning this week, PLAYERS WITHOUT A HEADSET WILL BE AUTOMATICALLY BANNED from the lobby. We are playing a lot of team games, and people without a headset are annoying to play with when you are trying to coordinate a strategy.

I’m instituting some organizational changes as well this week behind the scenes that should ensure every map gets its due amount of play during the session. There were a couple of maps last week that didn’t get the attention I felt they deserved.

FCF Map Makers (Final):

Gamertag Map Name Status Size Modes
Broken Piggy Apocalyptica Old L D
Broken Piggy Beaver Creek Old S All
Broken Piggy
Pig Creek Training Old S-M All
Broken Piggy Sand City v4 Old S-M All
Broken Piggy  Library  Updated L All
Cold Justice Boot Hill Old M-L All
Cold Justice Jaynes Oasis Old S-M DTU
Cold Justice Njebe Haki Valley Old L All
Cold Justice  Sundial Gardens New L All
CrazyUncleDave Fortified Old L All
CrazyUncleDave Harmsboro Old M All
CrazyUncleDave Keep It Down v2 Updated L DTC
CrazyUncleDave Pina Coladaburg Old M All
CrazyUncleDave Purpose Unknown v2 New L All
Empires Rayge NECRONOMICON New L DTU
lowelife Pirates New M DTC
Luke123Dude Amazon New S DTC
Mambonuts Blood River New M All
Mambonuts Junnkyard Dog New M All
Mambonuts Shipping Lane Reload New L All
Shalnafaar Jungle Takeover New S All
Shalnafaar Town Brawl v2 New S DT
SILO 5 alpha Lost Island v2 Old L D
The Frozin One Raider Islands New H DTU

Help us save time by downloading the above maps from the UbiSoft Map Community Server before joining the party.  Be sure to make a Friend Request to "Far Cry Friday" at least one hour before the party begins.

Want to submit a map? See how to do it in our Map Submission Guide.

Saturday, November 15, 2008

Making Maps that People Want to Play: A Guide to Far Cry 2 Mapmaking -- Part 5: Uprising

Uprising Overview


Uprising is a brand new game mode to the Far Cry universe. It is reminicent of King of the Hill (Halo 2) or Assault (Far Cry on PC) game types, but with a twist. Basically, each team is randomly assigned a captain. The captain will know he has assumed that duty by a large icon in the upper right corner of the screen. Other players will see a star next to the captain's Gamertag. The captain must attempt to capture all three control points on the map (marked A, B and C) in any order. Capturing involves standing next to the control point for 20 seconds. Once a control point has been captured, the captain can move to the next control point. A control point that has already been captured by the opposing team can be converted in the same manner -- the captain has to stand near the enemy control point and wait for it to change to his team's color.


Once all three control points have been captured, the team must then kill the opposing team's captain, at which point the game will end and the capturing team is declared the winner. If the match timer runs out before all three points have been captured and the opposing team leader has been killed, the match will end in a draw.

This is a game mode that, unfortunately, is normally just "thrown in " by map designers because they either don't understand the game type or they feel like all of their maps have to support all game modes. (They don't!)

More so than any other game mode, if you are planning on supporting Uprising, you should be designing the map from the ground up to support that particular game type!

Uprising works just being thrown in, but it doesn't work well. You can see the difference very quickly by playing a map where Uprising was the focus of the map design and then playing one where it wasn't. (Compare my Jaynes Oasis map with my Njeve Haki Valley map. Jaynes Oasis was created as an Uprising map and it plays great in that mode. Njeve Haki Valley is fun for Uprising, but not nearly as fun as Jaynes Oasis.)

Honestly, you will be doing your reputation and your players a favor if you exclude Uprising from maps that weren't designed for it.

One other thing to realize about Uprising that is very unique is that even small maps can support the game mode without feeling crowded. The same map that feels overloaded with 16 players on TDM, will play unbelievably cleanly under Uprising -- especially if the Tactical Monte Carlo Cluster spawn strategy is used.

Validation Requirements



  • At least 8 and no more than 64 UFLL Spawn Points

  • 1 UFLL base

  • At least 8 and no more than 64 APR Spawn Points

  • 1 APR base

  • At least 2 and no more than 64 Spectator Cameras

  • 1 Capture Point A (or any Capture Point A Setup variant)

  • 1 Capture Point B (or any Capture Point B Setup variant)

  • 1 Capture Point C (or any Capture Point C Setup variant)

Objects unique to Uprising




  • Multiplayer -> Signs -> Sign VIP (White silouhette of man with rifle)

  • Multiplayer -> Signs -> APR Sign VIP (Red silouhette of man with rifle)

  • Multiplayer -> Signs -> Sign VIP (Yellow silouhette of man with rifle)

  • Multiplayer -> Capture Point (all)


Objects that don't appear during Uprising



  • Multiplayer -> Signs -> Sign CTF (White Diamond)

  • Multiplayer -> Signs -> Sign VIP (White silouhette of man with rifle)

  • Multiplayer -> Signs -> APR Sign CTF (Red Diamond)

  • Multiplayer -> Signs -> Sign CTF (Yellow Diamond)

  • Multiplayer -> Spawn Point

  • Multiplayer -> UFLL Spawn Point

  • Multiplayer -> APR Spawn Point

  • Multiplayer -> APR Base Marker

  • Multiplayer -> UFLL Base Marker

  • Multiplayer -> UFLL Diamond Station

  • Multiplayer -> APR Diamond Station

Map Topology Concerns










Spawn placement strategies










Rules & Tips
















Other articles in this series:


Making Maps that People Want to Play: A Guide to Far Cry 2 Mapmaking -- Part 4: Capture the Diamond

NOTE: THIS GUIDE WAS WRITTEN WITH FAR CRY 2 IN MIND.  While still of value for principles, it does not apply to Far Cry 3.

Overview

Capture the Diamond is Far Cry 2's version of the Capture the Flag game mode found on most multiplayer FPS. The goal of the game is to capture the enemy's diamond from their Diamond Station and return it to your own Diamond Station, while at the same time preventing the enemy from stealing your diamonds. Each stolen diamond earns a point. The team to reach the match point limit first or having the most points when the match timer runs out wins.
Note that contrary to what it says in the Far Cry 2 manual, the diamond is not to be returned to your base (or base marker) but to your team's Diamond Station.

Validation Requirements

  • At least 8 and no more than 64 UFLL Spawn Points
  • 1 UFLL base
  • At least 8 and no more than 64 APR Spawn Points
  • 1 APR base
  • At least 2 and no more than 64 Spectator Cameras
  • 1 UFLL Diamond Station
  • 1 APR Diamond Station

Objects Unique to CTD

  • Multiplayer -> Signs -> Sign CTF (White Diamond)
  • Multiplayer -> Signs -> APR Sign CTF (Red Diamond)
  • Multiplayer -> Signs -> Sign CTF (Yellow Diamond)
  • Multiplayer -> UFLL Spawn Point
  • Multiplayer -> APR Spawn Point
  • Multiplayer -> UFLL Diamond Station
  • Multiplayer -> APR Diamond Station

Objects that don't appear during CTD

  • Multiplayer -> Signs -> Sign VIP (White silouhette of man with rifle
  • Multiplayer -> Signs -> APR Sign VIP (Red silouhette of man with rifle)
  • Multiplayer -> Signs -> Sign VIP (Yellow silouhette of man with rifle)
  • Multiplayer -> Spawn Point
  • Multiplayer -> APR Base Marker
  • Multiplayer -> UFLL Base Marker
  • Multiplayer -> Control Point (all)

Map Topology Concerns

Topology is extremely important to making a fun-to-play CTD map. I've played well over a hundred user maps in capture the flag game modes and one fact comes to the forefront: there need to be multiple paths to the goal points on either side.
The maps that play the best have the following characteristics in common:
  • They don't force players through a single choke point to reach the goal;
  • They often provide an alternate return pathway that is considered by players to be the "long way around" that avoids most of the battle areas; (KEY CONCEPT!)
  • The goal area (flag/diamond/sample/etc.) always has three or more exits;
  • There are multiple battle areas between the goal areas;
  • The goal areas are blocked from most sniper positions;
  • The paths have multiple intersection points.
Note that Shotgun topology maps and other types of choke point maps are not necessarily bad -- they just don't play as well because it becomes difficult for anyone to score if the teams are evenly matched. Plus, shotgun maps make for less interesting CTD play than multi-path maps.

Spawn placement strategies

I'm going to repeat some of the things stated in Part 2, because the basic concepts surrounding spawn placement are so important.
Ideally, you should be designing your map around a particular spawn strategy rather than making your map and then attempting to place your spawns. A map supporting CTD should have been designed with CTD uppermost in the mind of the designer.
When you are placing your spawns, ask yourself: "Is this spawn going to be annoying when I re-spawn from the Death Room?" Note that we don't care about the first spawn so much as the re-spawn, and that's the key -- the most common spawn placement mistake that most map designers make is that they are thinking about the first spawn onto the map and not considering what happens to the player after they've been killed and get re-spawned.
For Far Cry 2, you need to be aware of two other facts:
  • If you are supporting CTD, you are automatically supporting Team Deathmatch (TDM) and the same spawn points will be used for both game modes;
  • If you are planning on supporting Uprising as well, it's very likely that the spawn strategy you choose for CTD will provide a less than optimal experience for Uprising.
In general, I don't like putting both CTD and Uprising on the same map -- usually because the spawn choices for CTD are very different from the choices I would make for Uprising. (The exception being the Tactical Monte Carlo Cluster for CTD strategy, which does work well for both game modes.)


Base Cluster (good)
In this strategy, all of a team's spawns are placed in or around each team's Diamond Station. This has the advantages of placing team members together for setting strategy and also places team members in a position where they are able to immediately protect their own Diamond. This is the most common strategy used -- not necessarily because it is best, but because it is the most obvious.
Base Cluster with Support (very good)
This is a slightly modified version of the Base Cluster strategy. In this case, most of the spawns are near the Diamond Station, with a few support spawns placed in other strategic areas around the map. This is generally considered to be a stronger spawn strategy for CTD maps. The support spawns are in a position to immediately make a run for the other team's diamond, knowing that there are plenty of other team members already protecting the Diamond Station.
A slight disadvantage here is that the support spawns tend to be alone, which can discourage a team assault strategy.
Base Cluster with Support Clusters (very good)
This is an improvement on the Base Cluster with Support strategy.Again, most of the spawns are near the Diamond Station, with a few support spawns placed in other strategic areas around the map. Only now, the support spawns are clusters of 2 or 3 players that can act as an advance tactical team. Note that on re-spawn, the likelihood of having the full cluster spawn together goes down, but it does set the game up nicely for some action at the start of the match. From there on out, it generally plays out like the Base Cluster with Support strategy.
Monte Carlo (okay to bad, depending on the map layout)
Monte Carlo spawns in CTD are very rare, but they do provide some interesting game play. Under this strategy, team spawns are randomly distributed throughout the map. Firefights between teams will break out almost immediately. There will also be quite a bit of confusion between team members over whether or not the team's Diamond Station is protected.
One disadvantage of this mode is that when the Diamond Station protector is killed, his re-spawn could be anywhere on the map, and since no one can talk from the Death Room, there is no way to communicate that the Diamond Station is unprotected.
If well-planned, this strategy can provide some chaotic and fun game play, but it has some serious disadvantages that could have your players complaining severely about the spawn locations.
Tactical Monte Carlo Cluster for CTD (good)
This strategy can be thought of as an extension of the Base Cluster with Support Clusters strategy. For this strategy, a "cluster" is 3 to 4 spawns. Two clusters are placed near the team's Diamond Station. Then as many clusters as the map can support are distributed around the map, avoiding a reasonable perimeter around the opposing team's Diamond Station.
There is another side bonus to this spawn strategy: it also works very well for the Uprising game mode on maps that were designed for it. This is also a good strategy for TDM. With those considerations, I strongly advise using this spawn strategy for maps designed to support all game modes.
Frontal Assault (good)
This is a rarely-used, but really fun layout strategy. It is basically the opposite of the Base Cluster strategy -- all of a team's spawns are positioned near the opposing team's Diamond Station. The match generally starts out with both teams immediately grabbing diamonds and then rushing to the center of the map to battle it out.
Note that this strategy works best when the map is designed from the start with this strategy in mind.
Blob Cluster (bad)

A blob cluster will typically take one of two forms: both teams will be fully intermixed or the two teams will spawn facing immediately across from each other.
As stated above, this is just a bad idea. Unless you really think that SKD game play is enjoyable, this strategy should be avoided.
I've never seen anyone use the Blob Cluster strategy on a CTD/STS/CTF map, but it's worth mentioning that it should never be considered!

Rules & Tips

RULE: Provide multiple paths (at least three) to your Diamond Stations.
We said this above, but it bears repeating as a rule.
TIP: Provide one or more alternative (protected), long-walk paths between your Diamond Stations.
Again, this bears repeating. This single tip turns an average CTD map into a great one. For the diamond carrier, there is a great feeling that comes over you as you make those last few steps to the Station after sneaking around the enemy going the "long way around."
TIP: Set up Base-to-Base paraglider spawns.
Giver your daredevil diamond carriers a chance to show off. Set up paragliders in positions that will carry the rider to the Diamond Station. You can either make it easy for them, by finding the sweet spot where the paraglider will go to the Station without any steering, or give them a bit of a challenge by aiming the paraglider toward another target. Technically, this provides an alternate path on your map -- and for CTD, that's a good thing.
RULE: Orient your spawns to face the opposing team's Diamond Station or your own Diamond Station.
This is important! The most important piece of information that a player needs to know is "Where is the other team's diamond?" The second is "Where is my Diamond Station?" You can answer one of those questions immediately by orienting your spawns appropriately. In Far Cry 2, icons are always present showing where the stations are -- orienting your spawns in those directions is just one more thing you can do for your players to ease their spawn disorientation.



Other articles in this series:

Making Maps that People Want to Play: A Guide to Far Cry 2 Mapmaking -- Part 3: Team Deathmatch

NOTE: THIS GUIDE WAS WRITTEN WITH FAR CRY 2 IN MIND.  While much of the information here still applies to FC3, there is much that does not.  We may update this for FC3 in the near future.

Overview

TDM pits two teams against each other to be the first to get a set number of kills or to get the most kills before the match timer runs out. It is the second most common game mode found in FPS games behind Deathmatch.
As with DM, TDM is intended to be a fast-paced, run and gun game type. TDM is somewhat better suited to sniper and CQB players than DM, since they have support of rifleman and artilleryman classes. In Far Cry 2, supporting Capture the Diamond or Uprising automatically includes support for TDM, since the requirements for both of those game modes are supersets of the requirements for TDM.
A big change from Far Cry: Instincts and Far Cry Instincts: Predator is that TDM shares its spawns with the other team game modes, rather than the DM spawns. While I think this is an improvement, it also has the drawback of de-emphasizing the importance of TDM spawns when either CTD or Uprising is also supported.

Validation Requirements

  • At least 8 and no more than 64 UFLL Spawn Points
  • 1 UFLL base
  • At least 8 and no more than 64 APR Spawn Points
  • 1 APR base
  • At least 2 and no more than 64 Spectator Cameras

Objects Unique to TDM

  • Multiplayer -> UFLL Spawn Point
  • Multiplayer -> APR Spawn Point
  • Multiplayer -> APR Base Marker
  • Multiplayer -> UFLL Base Marker

Objects that don't appear during DM

  • Multiplayer -> Signs -> Sign CTF (White Diamond)
  • Multiplayer -> Signs -> Sign VIP (White silouhette of man with rifle)
  • Multiplayer -> Signs -> APR Sign CTF (Red Diamond)
  • Multiplayer -> Signs -> APR Sign VIP (Red silouhette of man with rifle)
  • Multiplayer -> Signs -> Sign CTF (Yellow Diamond)
  • Multiplayer -> Signs -> Sign VIP (Yellow silouhette of man with rifle)
  • Multiplayer -> Spawn Point
  • Multiplayer -> UFLL Diamond Station
  • Multiplayer -> APR Diamond Station
  • Multiplayer -> Control Point (all)

Map Topology Concerns

Just like DM, the TDM game mode is well-suited to almost every map topology. In general, TDM maps work best when the pace is fast and your players can get into the action quickly after re-spawning without having to worry about excessive spawn killing. In addition, if your players know how to exercise good team skills, their experience will be improved if they can quickly reunite with team members after a re-spawn.
Given that, there are a few topologies where TDM doesn't work well:
  • Shotgun topologies

    Just as we found with DM, this topology tends to not work well for TDM, but for slightly different reasons.
  • While choke points become more clearable, the opportunities for the match to form kill clusters escalate and the entire match devolves into an SKD (Spawn, Kill, Die) death spiral. This effect tends to be worse if a Base Cluster spawn strategy is used.

  • Pit topology

    This is basically a small room where only the Blob Cluster spawn strategy is valid. Maps of this type are designed to become instant SKD-fests and should be avoided.


  • Spawn placement strategies

    I'm going to repeat some of the things stated in Part 2, because the basic concepts surrounding spawn placement are so important.
    Ideally, you should be designing your map around a particular spawn strategy rather than making your map and then attempting to place your spawns. A map supporting TDM should have been designed with TDM uppermost in the mind of the designer.
    When you are placing your spawns, ask yourself: "Is this spawn going to be annoying when I re-spawn from the Death Room?" Note that we don't care about the first spawn so much as the re-spawn, and that's the key -- the most common spawn placement mistake that most map designers make is that they are thinking about the first spawn onto the map and not considering what happens to the player after they've been killed and get re-spawned.
    One of the sad realities is that on maps that support TDM it is the most played game mode -- but the spawns were usually placed to support CTD or Uprising. This means that most of the time your map is being played in a mode that it wasn't tuned to support. Depending on what you intended for your map, you may want to seriously consider not supporting CTD and Uprising on your map so that it can provide an optimal TDM experience.
    Some of you may be wondering at this point what the big deal is -- so what if we are playing TDM using CTD spawns? It comes down to my statement above in the orange italic text -- what is the player's experience when he re-spawns in a TDM match that used spawn points intended for CTD? We'll explore this as we look at the various spawn strategies used for TDM.


    Base Cluster (okay)
    In this strategy, all of a team's spawns are placed in or around the team base. While this is usually a good spawn strategy for CTD maps, it really isn't the best choice for TDM. The main drawback for TDM is that the player spawns in the base, but there is usually no motivation for a TDM battle to flow into the bases -- the action tends to stay near the center of the map. So a re-spawning player has to often spend a great deal of time running back to the battlefield.
    An advantage to this method, though, is that a player is often re-spawning with teammates. Players with good team skills will take advantage of this as they return to the battle.
    Base Cluster with Support (okay)
    This is a slightly modified version of the Base Cluster strategy. In this case, most of the spawns are near the base, with a few support spawns placed in other strategic areas around the map. This is generally considered to be a stronger spawn strategy for CTD maps, but it has many of the same issues for TDM as the traditional Base Cluster. And in some ways, it is worse, because team members spawning in the strategic areas will often spawn alone and have to enter the battle by themselves.
    On the other hand, any player that does spawn from one of the support spawns will usually be nearer the battle than players spawning at the base, so for lone wolf players, this will be a bonus.
    Monte Carlo (good)
    Monte Carlo spawns serve the same purpose in TDM as they do in DM -- they get players into the battle area quickly. In addition, a Monte Carlo strategy can put players in more interesting portions of the map, prompting them to explore it and make use of all the goodies you may have build into your map.
    Monte Carlo does suffer from one big problem in TDM, though: it doesn't promote team play. All of the spawns are "lone wolf" spawns and players are often in the thick of the battle before they have a chance to hook up with other players and organize a plan of attack.
    Tactical Monte Carlo Cluster (best)
    By far the best spawn strategy for TDM is the Tactical Monte Carlo Cluster (TMCC.) It is the same as Monte Carlo, with the difference that spawns occur in small groups of 3 or 4 distributed around the map. This strategy has all the advantages of Monte Carlo and adds the ability to create small tactical strike groups. The Far Cry 2 game engine seems to be aware of this strategy -- when using a TMCC layout, players on the same team will tend to spawn together.
    There is another side bonus to this spawn strategy: it also works very well for the Uprising game mode on maps that were designed for it. Since the team spawns are shared between these two game modes, TDM and Uprising maps both benefit from following this strategy.
    Blob Cluster (bad)

    For TDM, a blob cluster will typically take one of two forms: both teams will be fully intermixed or the two teams will spawn facing immediately across from each other.
    As stated above, this is just a bad idea. Unless you really think that SKD game play is enjoyable, this strategy should be avoided.

    Rules & Tips

    For the most part, the rules and tips for Deathmatch apply to Team Deathmatch as well.
    Have a suggestion? Please leave a comment!




    Other articles in this series: