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:

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

      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

      In Deathmatch, it's every man for himself. The host sets a score limit and time limit for the match and whichever player reaches the score limit first, or has the highest score at the end of the period, wins. It is the most basic and common of multiplayer modes found in the FPS universe.
      For the most part, DM is intended to be a fast-paced, run and gun game type, but there is room for stealth play and sniping as well. On Far Cry Instincts: Predator, there was a great map made by nin1939 (now known as Broken Piggy) that played incredibly well as a stealth deathmatch map when there were only 2-4 players in the room. So, while fast action is the rule, there are exceptions.
      Deathmatch is probably the most played game mode and, at the same time, the game mode given the least amount of thought by amateur map makers. It seems so simple -- just throw down some spawns and let people have at each other. If you are of that mindset, I hope this guide will help you get over it.
      Note that you are not required to have a DM mode on your map, even though it is generally expected that every map support this game mode. But if your map was designed for a particular game mode (large-scale CTD, for example) and you don't think DM will work on it, then don't put down the white spawns!
      One of my first Far Cry 2 maps, Jaynes Oasis, was designed for Uprising, and I'm kicking myself now that it was published with DM spawns, because DM just doesn't work on that map -- and, even worse, I knew it wouldn't when I did it. Now there are a bunch of people that think this great Uprising map is a bad map because I provided a game mode that the map can't really support effectively. Learn from my mistake and don't repeat it!

      Validation Requirements

      • At least 16 and no more than 64 Spawn Points
      • At least 2 and no more than 64 Spectator Cameras

      Objects unique to DM

      • Multiplayer -> Spawn Point

      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 -> UFLL Spawn Point
      • Multiplayer -> APR Spawn Point
      • Multiplayer -> APR Base Marker
      • Multiplayer -> UFLL Base Marker
      • Multiplayer -> UFLL Diamond Station
      • Multiplayer -> APR Diamond Station
      • Multiplayer -> Control Point (all)

      Map Topology Concerns

      The nice thing about the DM game mode is that it is well-suited to almost every map topology, especially when using a Monte Carlo spawn strategy (see below.) Remember: in general, DM 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.
      Given that, there are a few topologies where DM doesn't work well:
      • Shotgun topologies

        A Shotgun map is one where either the entire map or the major battle area can be described as:
        • essentially a long corridor bounded by choke points at either end; or
        • an enclosed battle area with multiple paths that is bounded by choke points at either end.
        What tends to happen on these maps, since there is no teamwork effort involved to overcome the choke points, is that the game play gets bogged down around the choke points. This quickly spins off kill clusters and the entire match devolves into an SKD (Spawn, Kill, Die) death spiral. Mindless killing ensues, but isn't all that much fun for your more sophisticated players.

    • Multi-tier maps with fully-segregated tiers

      This type of topology, while generally great for team play, tends to generate boring play in a DM game. Your players spend much of their time running around without seeing any one else. These maps are dominated by headset chatter asking "where is everybody?"

      Examples of this topology are office buildings and maps that have separate above-ground and underground levels. This topology type does not include maps that are essentially sequences of platforms where the player can see several tiers of the map at once. (Open layout buildings with lofts, for example.)
    • Large, densely populated maps

      The same comments apply here as with segregated tier maps. If your players are spending more time running around asking where everyone is than they are shooting and stalking, then the map is either too large or too cluttered for good DM play.

    • Spawn placement strategies

      Your spawn strategy for any game mode is critical -- it sets the tone for how a map will be played.
      Ideally, you should be designing your map around a particular spawn strategy rather than making your map and then attempting to place your spawns.
      I have a trick I use for deciding whether a spawn is good or not for a particular game mode, and I will reiterate it throughout the remaining four parts of this series. 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 Deathmatch, especially when a Monte Carlo strategy is used, this usually isn't as important a question as it is for TDM or Uprising, but it is still worth asking. For example, is a spawn in the fourth story of a building that is far from the main battle area a good place to respawn? If it takes a long time to get down from and has no sniping advantage, then no, it isn't -- it's only going to annoy any player that has to climb down from that position before they can rejoin the battle.
      Monte Carlo (best):
      In this strategy, spawns are placed randomly around the map in a fairly even distribution throughout the play area. You must place at least 16 spawn points (the white spawns in the editor) to validate your map for Deathmatch. But it is highly recommended that you supply as many spawns as you can safely place on the map surface. The upper limit is 64, so take advantage of this very liberal limit. The more spawns you have, the more interesting the play will be and you will reduce the effectiveness of a spawn camper.
      If your map has multiple vertical levels, be sure to distribute your spawns throughout them and not just on the ground level. (Though there may be maps where the game play will be better if you don't do this.)
      The overall goal of Monte Carlo spawn placement is to get people into battle as quickly as possible while avoiding the possibility of twin spawning -- spawning next to another player who has just spawned.
      A few other things to keep in mind with Monte Carlo spawns:
      • Every spawn point should have a measure of partial or full cover and should not lead to a single room or path exit. This is to avoid spawn sniping.
      • Every spawn should face either toward the nearest battle area or toward the nearest exit to a battle area. No one should spawn facing a wall. Remember, a spawning player is temporarily disoriented -- do your best to help them get their bearings by facing the spawn point in a meaningful direction. Take care to actually look at where the face and feet of the spawn are pointing -- the guide arrows on the 3D cursor don't always point in the direction that the spawn is facing!
      • This was mentioned in Part 1, but bears repeating: don't place your spawns near exploding objects like ammo piles and propane tanks. It can be really annoying to spawn into the middle of an exploding ammo pile.

      Blob Spawn (worst):
      Blob spawning is the only other strategy I have seen used on DM maps. It involves placing groups of spawns (called "blobs") together in small areas of the map. This spawn strategy is intended to create SKD (spawn, kill, die) behaviors by having groups of enemies spawn together in a small place. It can be funny at first, but the fun wears off pretty quickly as people spawn only to find themselves immediately back in the Death Room.

      Rules & Tips

      RULE Provide multiple paths to your battle areas.

      Choke points are an important part of any battle map (especially on team objective maps), but too many map authors ruin their maps by providing a single path through their maps that must go through a single choke point. And single-access choke points can quickly turn a DM match into a shouting match. In general, choke points don't make a lot of sense for DM -- they tend to turn any map into an effective blob spawn. Instead, supply multiple routes through your DM map so that players can try different strategies for taking down, stalking and hiding from enemies.

      RULE - Provide distinct areas for different types of battle.
      A whole treatise could be written on this one subject. (In fact, it has. See Ben’s Level Design Bible.) Keep in mind that different people have different play styles and set up your maps to have areas that serve each type of player – except campers, of course. On larger maps, you typically want to provide an open spot for snipers. On just about every map, there should be places for stealth play, CQB play, medium range shooting and battle royale. Some areas of your map should be wide open, others tight. Some areas should provide lots of cover, darkness and shrubbery. Others should be almost barren. For a deeper treatment of this particular subject, read Ben’s LDB.

      TIP - Provide multiple paths to your towers and sniper positions.
      It’s not unusual to have sniper towers be an area of heavy conflict, so it’s reasonable to treat them like any other map goal – provide multiple pathways to the tower’s base.
      RULE - Carefully plan your sniper sight lines.
      No sniper position should be able to control 100% of the map, but every sniper position should have decent sight lines. If you can see less than 40% of the ground around a sniper position due to trees and buildings, you probably shouldn't create the position – most players who like sniper play will be disappointed and not use it. If you have more than two towers on your map, it’s a good idea to set things up so that no one tower can cover all of the others. Also, when you have more than two towers, it is best if no single tower can see all of the other towers. Creative use of trees, buildings and terrain work well to accomplish this goal.

      TIP - Provide alternative sniping positions.
      While towers are the obvious sniping position, your more hardcore snipers will appreciate the placement of sniper nests around your map. You can build these on buildings, in buildings and by using terrain. On a large, open map, it’s a good idea to create at least four sniper’s nest positions in addition to your towers. Remember, a good sniper fires one shot and moves – provide them with the tools they need.



      Other articles in this series:

      Recap: November 14, 2008

      Well, if it weren't for Xbox LIVE going bump in the night four times and losing the UbiSoft servers for ten minutes, we had a great session! We went from 7PM to 1:30AM.

      Maps and modes that made a hit tonight were Apocalyptica (DM), 007 Facility (TDM/DM), Jaynes Oasis (Uprising), Njeve Haki Valley (CTD), Library (CTD/TDM) [needs some minor fixing, though], Pina Coladaburg (TDM), Beaver Creek (TDM/CTD) and Harmsboro (TDM). If you don't have these maps, be sure to grab them. (See the post below for the authors so you can do searches.)

      Next week there will be more maps and Part 2 of our series on making maps people want to play.

      Wednesday, November 12, 2008

      FCF: November 14, 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: 16
      Private Slots: 6

      It must be bibliophile week here at FCF -- two of our in-house map makers have library-themed maps. (Couldn't have anything to do with all the nice bookshelf pieces in the map editor, could it? Nah...)

      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 six private slots this week -- which means I will be giving priority to people on my FL and on the Far Cry Friday FL.

      FCF Map Makers:
      GamertagMap NameNew?Description/Comments
      Broken PiggyPig Creek Training

      No

      Symmetrical, objective-based map. 4-12 players. Two military training headquarters on opposite sides of a small creek. With lots of destructible cover, this one is sure to serve up a bang...
      Broken PiggySand City v4

      No

      Fortified desert city location with pathways around, through and on top of all the buildings. Built around a central courtyard. Ample ammo locations and physics objects. Best for 8-12 players.

      Updated to provide cover on the rooftops.

      Broken PiggyApocalyptica

      No

      Post-apocalyptic landscape where the battle continues to the last man standing. Large deathmatch map. 8-16 players.
      Broken PiggyBeaver Creek

      Yes

      Faithful remake of the classic Halo map.
      Broken PiggyLibrary

      Yes

      Large, mostly indoor map set in a public library.
      Cold JusticeJaynes Oasis

      No

      Desert Island map with plenty of dunes for crazy Jeep rides. Designed specifically for Uprising, but supports TDM and DM.
      Cold JusticeNjebe Haki Valley

      No

      Medium-to-large sized jungle map (1km x ½km) set on a stagnant river joining two lagoons. Designed for team play, but works for deathmatch with a large group. 8-16 players.

      (Njebe Haki is Swahili for Cold Justice.)
      Cold JusticeBoot Hill

      No

      This is a team objective-styled map with a decaying graveyard on a central raised promontory set between two "Old West" themed bases. 8-16 players.

      CrazyUncleDaveKeep It Down

      Yes

      Multi-story library space. Mostly indoor. The interior is reminiscent of a California public university library. (SDSU/UCSD/UCLA)
      CrazyUncleDavePina Coladaburg

      Yes

      Small to medium map with multiple paths. Another winner for Dave.
      CrazyUncleDaveHarmsboro

      No

      Medium-sized map set in an abandoned canyon town. 8-16 players.

      CrazyUncleDaveFortified

      No

      BIG map set in a colonial fort. Lots of vertical levels and in-building fighting. 12-16 players.

      Luke123DudeThe Valley v4

      Yes

      Team objective map. (TDM/CTD only.) 12-16 players. Updated version of the map we saw last week, refined for CTD play. There are now several path options for getting to and returning the diamond.

      Luke123DudeCanyon

      Yes

      Criss-crossing paths above a canyon gorge. This map may have playability issues due to the lack of protective railings. Watch your step!

      SILO 5 alphaLost Island v2

      No

      Jungle swamp with lots of elevation changes -- buildings on stilts, guard towers and high-risk explosions. It it looks like a good position, it's also likely to blow up in your face. Medium to large map. 8-16 players.

      The Frozin OneRaider Islands

      Yes

      Huge (1 km square) map. Four tiny islands, a barge, and lots of water... Looks like it will play best as an Uprising map.



      Ubi Recommended/General Community:
      GamertagMap NameNew?Description/Comments
      o0 Wilky 0oWorld Invasion Day2

      Yes

      Novelty map. Doesn't play great, but everyone needs to see it!

      EmergingGolemForgotten*

      Yes

      Large map with tightly-controlled battle flows. Set in a mansion and an abandoned mine-train yard?!?

      BoA WrathRig360 II*

      No

      HUGE Oil rig battleground. Supports all game modes, though Uprising and CTD may be rather unweildy.

      JC KarloRenavista*

      No

      Well-designed battle map set on a small dam.

      JC KarloDiscovia

      Yes

      Another JC Karlo architectural work. A Halo-esque concrete facility set in a small valley.

      Shortbull NLTimes Square

      Yes

      Small New York themed map. Has detail issues, but should play okay. CTD may be impossible to play due to the placement of HQ markers.

      Eze86Subway Stations*

      Yes

      Interesting map of based on a subway station. Includes an upper outdoor level.

      * UbiSoft recommended map

      Help us save time by downloading the above maps from the UbiSoft Map Community Server before joining the party.

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

      Be sure to make a Friend Request to "Far Cry Friday" at least one hour before the party begins.

      Saturday, November 1, 2008

      FCF: November 7, 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: 16
      Private Slots: 0

      The third installment of the New Far Cry Friday!

      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.

      FCF Map Makers:
      GamertagMap NameNew?Description/Comments
      Broken PiggyPig Creek Training

      No

      Symmetrical, objective-based map. 4-12 players. Two military training headquarters on opposite sides of a small creek. With lots of destructible cover, this one is sure to serve up a bang...
      Broken PiggySand City v4 (Updated!)

      No

      Fortified desert city location with pathways around, through and on top of all the buildings. Built around a central courtyard. Ample ammo locations and physics objects. Best for 8-12 players.

      Updated to provide cover on the rooftops.

      Broken PiggyApocalyptica

      No

      Post-apocalyptic landscape where the battle continues to the last man standing. Large deathmatch map. 8-16 players.
      Broken Piggy

      Piggy Plaza

      Yes

      Interior objective map with strategically placed glass walls. 6-16 players. Supports DM/TDM/CTD.
      Cold JusticeJaynes Oasis

      Yes

      Desert Island map with plenty of dunes for crazy Jeep rides. Designed specifically for Uprising, but supports TDM and DM.
      Cold JusticeNjebe Haki Valley

      No

      Medium-to-large sized jungle map (1km x ½km) set on a stagnant river joining two lagoons. Designed for team play, but works for deathmatch with a large group. 8-16 players.

      (Njebe Haki is Swahili for Cold Justice.)
      Cold JusticeBoot Hill

      No

      This is a team objective-styled map with a decaying graveyard on a central raised promontory set between two "Old West" themed bases. 8-16 players.

      CrazyUncleDaveCliffs of Claven

      Yes

      Large map with fighters positioned on either side of a deep canyon. 8-16 players.
      CrazyUncleDaveHarmsboro

      Yes

      Medium-sized map set in an abandoned canyon town. 8-16 players. (Dave's best map to date! - CJ)

      CrazyUncleDaveFortified

      Yes

      BIG map set in a colonial fort. Lots of vertical levels and in-building fighting. 12-16 players.

      Luke123DudeThe Valley v2

      Yes

      Team objective map. (TDM/CTD only.) 12-16 players.

      Luke123DudeCargo

      Yes

      Tight spaces aboard a couple of linked barges. Reminiscent of a CoD4 map, but with multi-level play.
      Best with 2-6 players.

      SILO 5 alphaLost Island v2

      Yes

      We missed this one last week due to dramatic variations in the number of available players. We'll try to get this map going when we have a full room to do it justice.

      Jungle swamp with lots of elevation changes -- buildings on stilts, guard towers and high-risk explosions. It it looks like a good position, it's also likely to blow up in your face. Medium to large map. 8-16 players.



      Ubi Recommended/General Community:
      GamertagMap NameNew?Description/Comments
      o0 Wilky 0oWorld Invasion Day2

      Yes

      Novelty map. Doesn't play great, but everyone needs to see it!

      EmergingGolemForgotten*

      Yes

      Large map with tightly-controlled battle flows. Set in a mansion and an abandoned mine-train yard?!?

      BoA WrathRig360 II*

      Yes

      HUGE Oil rig battleground. Supports all game modes, though Uprising may be rather unweildy.

      JC KarloRenavista*

      No

      Well-designed battle map set on a small dam.

      Sage TimBishop Rock

      Yes

      Incredible battle map taking place in a huge lighthouse. May have some playability issues, but looks amazing.

      * UbiSoft recommended map

      Help us save time by downloading the above maps from the UbiSoft Map Community Server before joining the party.

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

      Be sure to make a Friend Request to "Far Cry Friday" at least one hour before the party begins.

      Making Maps that People Want to Play: A Guide to Far Cry 2 Mapmaking -- Part 1

      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.


      Prologue:

      I've been playing Far Cry multiplayer on consoles ever since Far Cry: Instincts made its appearance on the original Xbox. One of the things that has certainly promoted the longevity of this game is its map editor. But user-created maps are a blessing and a curse: I've played many wonderful maps and, unfortunately, many more abysmal maps. This guide is the result of playing over a hundred user-created maps and then sitting back and considering what made those maps good or bad.

      One of the things I see most often is a map that has beautiful or unique visuals, but terrible (or, even worse, boring) game play. I don't want to discourage anyone from making fantasy or visually striking maps -- but I do want to encourage you to make maps that people will want to keep playing on after they've appreciated your artwork.

      This guide is broken up into the various game modes of Far Cry 2, since each game mode has its own unique set of factors that can make game play good or bad. In each section, you will find RULES and TIPS. RULES are things that are true almost 100% of the time for making a map playable. TIPS are things that aren't required, but will make your map more enjoyable to play.

      Note that while this guide is targeted towards the game modes of Far Cry 2, much of what is here can be applied to making better maps for any FPS game that supports a map editor or mods.

      All Map Types:


      • RULE -- Test your map aggressively before publishing it

        This is one thing that I am constantly running across -- maps that have severe problems that the map maker could have fixed if he had just tested the map. The Far Cry 2 editor allows you to jump into your map at any time. You need to test your map for all of the following:

        • Are the pathways clear? Can you enter buildings without having to jump? Can you get up and down a mountain path without having to jump?
        • Do your ladders and jump paths work without a lot of hassle? Can I get onto a roof using crates without having to find the sweet spot on the crates? Is the ladder leading to the ammo dump climbable?
        • Are your roads drivable without causing vehicles to be damaged? Are your turns too tight for a normal driver? Are your sand dunes too bouncy? Is the terrain smooth enough to drive? Are there too many immovable objects too close to the roadsides?
        • Are your waterways friendly to swimmers? Can a swimmer easily exit the water without doing jumping jacks? Are you forcing swimmers to swim long distances to find an exit point?
        • Are your waterways navigable by boat traffic? Can a boat get through your tight canals? Are your waterways too shallow?
        • Do you have floating objects? Are the sandbags for your emplaced weapons sitting snugly to the ground on all sides? Do you have floating trees? Are your train pieces snapped to the tracks or hovering above them?
        The only way to answer these questions is to walk, drive and swim your map rigorously.
      • TIP -- Keep your map natural-looking.

        Yes, it's not really a playability issue, but mentally, it sets the player up for a good or bad experience. If your map looks like something straight out of real life or the single-player game, your players' first impression will be that this is going to be a good map to play on. The same is true if you are able to create a look the designers didn't intend, but are able to still make it look real. You create reality by:

        • rotating objects as you place them (creating randomness.)
        • using the terrain bump, smooth and noise tools effectively (again, randomness)
        • using lots of different decoration objects (variety is good)
        • maintaining a theme with your plants and buildings. (A mansion shouldn't be in a shanty town; a jungle tree should not be in the middle of a desert.)
        • placing objects in likely positions (chairs under dining tables, pots on shelves)
        • combining pieces in unique ways, but being careful to marry seams and edges.
        • eliminating collection objects (like grass and bushes) from buildings that have constructed foundations or floors. It looks really bad to see grass growing through a concrete floor in a building.
        • making sure all your pieces snap together properly. Again, marry your seems and edges as cleanly as possible.
        • burying your fences to keep them even. Jagged fence lines, especially with security fence pieces look terrible. Either bury the fences or flatten your terrain -- or pick a different piece to create your barrier.

        If your map has gross unnatural flaws, like floating trees, crates, bridges, etc., most players will have an immediate prejudice against your map and will start looking for reasons to cancel the match before they even play on it.
      • RULE -- Keep your entrances and pathways smooth.

        Any doorway, pathway, road or jump path that you intend your players to use should be easy to traverse. If possible, all dooways that are at land level should be accessible without jumping. Having to jump to enter a building is unnatural and annoying. You may need to sink your building a bit or play with the terrain tools to make it work.

        If you have jump paths (stacks of objects like crates and barrels that can be used to get on rooves), make sure they are easy to navigate. There shouldn't be a "sweet spot" that the player has to discover. Use smaller objects like the Miliatary Box S and beer boxes as steps to make the jump path easier to traverse in the heat of battle.

        If you have to spend any time at all figuring out the right way to get over/through an obstacle in your map, then you can be sure that your users won't bother -- in the heat of battle, there's no time to figure out where the trick jumps or sweet spots are.

        As mapmakers, we often get caught up in how “cool” it is to traverse a particularly devilish path while screwing around in the map editor. You users won’t think it’s so cool when it’s time to battle it out. Take a cue from the game publishers – you never see that kind of platforming stuff on factory FPS maps.
      • RULE - Keep your vehicle and walking paths smooth and relatively clear.

        A bumpy or obstructed pathway is a sure way to see that your larger vehicles get used only once. Also, use your road and texture painting tools to clearly indicate your vehicle paths, making them distinct from the surrounding terrain. This not only makes for better playability, it also makes your maps look better.

        If you have designed a pathway to be difficult to use unless a player finds the right path, at least hint at the correct (clear) pathway using your texture painting tool. You can either paint the entire path in a different texture (sand, for example) or have the path be spotty – but always give clues to the optimal path.

        For sheer aesthetics, you can use your collection (sparingly) to add grass back into your pathways, making them look unused. This is a good technique to use on alternate pathways into bases for Capture the Diamond.

        The exceptions to this rule are dune buggy paths and sand dunes. Both are meant to be bumpy. But in this case, remember to keep the paths wide so there is room to play around and cope with wild bounces. Testing your map with a vehicle is crucial -- maps that cause the buggies to explode on the first bounce only discourage the use of vehicles.
      • RULE -- Keep your waterways swimmer friendly.

        This basically means that if someone can get in the water, there better be a nearby place where they can easily get out. I can't count the number of maps I've played where someone has fallen in the water and started cursing the map designer because there was no convenient place to get back out.

        In general, all of the riverbanks in your map should be smooth enough for a swimmer to easily exit the water. This is where the "Set to Height" tool is your friend. Set the tool to a height that is 1 meter below your map's water level, and set the hardness to a very low number, like 0.15. The hardness controls the radius of the yellow circle on the tool -- the portion of the circle that will definitely be set to the desired height. Also set the tool's strength to a low number, again around 0.15. Strength determines how fast the area between the yellow circle and the white circle will be set to the height value, based on how long you hold the tool in one place. Now carve a river with your tool and as long as you don't move the tool too slowly, you will have made a river that is swimable and that has banks that are easy to exit.

        If you need to exit deep water and can't make your banks smooth for some reason, there is another tool in your chest: just about any flat surface placed just above the water level can be used to exit the water using an on-screen prompt. Some pieces that are known to work well for this are:

        • Utilities -> Quays -> <all>
        • Utilities -> Structures -> Concrete Block 01/02/03/04
        • Utilities -> Structures -> Platform 01/02/03
        I'm sure there are many more -- experiment and see what you discover!
      • RULE - Keep your boat pathways clear and away from the map’s edge.This is one of the most neglected tips – and one I’ve fallen prey to myself all too often. If your map allows boating against the invisible walls of the map, ensure that there is plenty of clearance between the map’s edge and any land masses or buildings. The simple rule here is: “If it looks like I can drive around it, then I can drive around it.” Don’t force a boater into banging against the invisible wall to find out he can’t get around a cliff face. Instead, carve a boat path behind the map, but leave the walls sheer so that they can’t be climbed.

        Also, keep your boat pathways DEEP (at least one meter below the map's water level.) All of the watercraft in the game drive differently when there are two players in the boat. An area that you were able to skim across during testing may become a beaching point when there is a gunman riding atop the boat as well. Best bet: Use your “Set Height” terrain tool to make boat paths a uniform 2 meters bellow the water line or lower—although 1 meter is sufficient for all of the swamp boats.

        Fishing boats are big. If you are using them, they need at least 2 meters of clearance under water in a channel that is at least 4 meters wide. The presents a problem if you also plan on allowing people to swim in the water and get out easily, since the depth of the water leads to steep banks. I've found that setting your "Set to Height" terrain tool to a height 2 meters below the water line with a hardness of 0.20 (Edit Brush menu), a radius of 20 meters and a strength of 0.15 will create a waterway that is navigable by a fishing boat, looks size appropriate for a fishing boat and will have swimmer-friendly banks, as long as you don't linger the cursor in any one spot.
      • RULE - Double-check your boat placements.

        Make sure all watercraft are placed well into the water. Boats that are partially grounded may get off well with one person when you are in the map editor, but experience has shown that two people getting into that same boat during a match will beach it.
      • RULE – Place plenty of cover for health recovery near likely battle areas.
        Battle areas are medium to large spaces where combatants are likely to meet each other. The ability to cure yourself adds a new, risky (and often disgusting!) dynamic to Far Cry game play. You need to give your players the opportunity to take advantage of healing themselves after, or even during, a firefight. You can provide cover using almost any object: buildings, rocks, trees, furniture, landscape. Just make sure it is there.

        Of special concern is open areas designed for snipers. If a sniper gets off a body shot instead of a head shot, then the victim should have the opportunity to find a place to heal. Placing rocks and disabled vehicles on an otherwise open landscape is a great way to provide healing cover and punish an errant sniper.
      • RULE – Make the areas of your map easily describable.Each area of the map should be distinct enough to be easily described. Remember that “Left” and “Right” are very subjective terms and that there is no compass displayed during multi-player play. (Although, the sun position on daytime maps can imply compass points.) Give each area something unique to describe it. You can use objects (buildings, etc.), posters, faction graffiti, disabled vehicles and terrain cues to do this. Walk around the map and think about how you would tell a team member where you are.

        You want people to naturally say “I’m near the UFLL tower” or “I’m on the beach with the round hut” – not, “He’s left of that hill with the ammo dump” or, worse, “I have no idea where I’m at.”

        There are plenty of ways to make places on your map distinguishable and describable: Hear are some examples:

        • Place faction graffiti on or near your guard towers so that each is uniquely identifiable. Or place your towers inside specific bases.
        • For symmetrical maps, use the faction-colored red and yellow signs and introduce as much variation as you can to distinguish one side of the map from the other. Even better, make your maps play symmetrical, but look asymmetrical.
        • Color your cliffs with different textures and collections. Using a sand texture on one set of cliffs and a rock texture on another will make them distinct.
        • Have only one beach, or make each beach have a unique building on it.
          Use terrain to cast shadows such that there is a dark side of the map and a light side.
        Use your imagination. But, most importantly, walk your map and look for opportunities to add describable features.
      • RULE -- Use the Playable Zone tool wisely.

        The Playable Zone tool is a great addition to the Far Cry 2 map editor. It allows you to define play boundaries for a map without having to place down walls and other obstructions that might break the aesthetic flow of your map.

        Unfortunately, I've already seen a few user maps that do really bad things with the Playable Zone tool. The most egregious are maps that let a user fall off a building or piece of terrain into the forbidden zone in such a way that the player has no path to return to the play area within the 10 second limit. This is a really bad design flaw that will frustrate your players and cause your map to never be played again.

        Ideally, you want to set the Playable Zone boundary in places that are either impossible to get to, or places that are easy to get out of. And nowhere else!
      • RULE -- Always orient your spawns toward the battle or objective

        This is probably the most common mistake I see in people's maps. I find spawns that are looking at walls, facing away from the battle, facing dangerous cliff edges, facing paths to nowhere...

        Remember, when a person spawns, they are disoriented, they don't know where they are or which way to go. Do your best to help them by pointing them in the direction of the battle, toward a path into battle, or toward an objective marker.
      • RULE -- Always place your spawns in some form of cover

        Okay, so you can't totally prevent spawn camping -- there's always the jerk who will spawn, walk 2 feet away and then camp. But aside from that, you want to avoid having spawns occur out in the open where snipers can pick off spawns while they are trying to get oriented. Spawning in buildings with multiple exits, behind rocks and other forms of cover is always a wise plan.

        In a similar vein, avoid placing spawns near explodables. It's really frustrating to spawn into the middle of an exploding ammo pile, only to go immediately back to the Death Room.
      • TIP -- Take time to properly place spectator cameras - and place a LOT of them!

        The very first view most people are going to get of your map is through the spectator cameras while they are waiting for the match to start. This is your chance to make a good impression. So place your cameras wisely, where they will show off your map.

        Ideally, most of your cameras should be placed fairly high (7-10 meters) and angled downward toward either an interesting feature of your map or a battle area. There are exceptions, but avoid placing cameras at the default height and angle, which is on the ground and facing straight forward.

        The easiest way to place cameras is to place one on the ground, then use the 3D object editor to raise and angle the camera. From there, use the clone tool in the 3D editor (right trigger, then click the left stick) and move the cloned camera into a new position. I've found that I can place 10-15 cameras in less that three minutes, all in ideal locations using this method.

        Don't forget the battle areas! In rooms where re-spawns are turned off, the only way dead players can see what's going on is through your cameras. Be sure to place cameras over battle areas, diamond stations, faction bases and capture points. Think of how you would place cameras if you were directing a movie on your map.



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