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:


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