Far Cry 4 outpost

top down.PNG

Specifications

    • Made in the Far Cry 4 map editor

    • 2 weeks half time (4 hours)


    Summary

    During two weeks this spring I worked on this Far Cry 4 map. The focus was on propping and making an interesting looking level, that was also fun to play, using the Far Cry 4 editor. The gamemode is assault, and the level features a big fortress in the middle where the enemies have settled down and created a make-shift base.


    Learning to work in a completely new engine

    Everytime I start working in a new engine I always need to figure out the intended workflow for that engine. With an editor like the Far Cry 4 editor, the tools are very specifically created for it's purpose, so there isn't always enough room to work the way you prefer, like with more general-purpose engines like Unreal Engine 4.

    After a while I learnt the workflow that the developers probably used, and the rest of the process worked out a lot smoother.

    Default view of the engine when you enter a new map.

    Default view of the engine when you enter a new map.


    WOrking with the AI

    An animation point and a guard

    An animation point and a guard

    Working with the AI of Far Cry 4 was definitely something to get used to. The AI is mostly self-controlling, and the guards walk around trying to cover the whole level. The walking is mostly random, but the enemy is usually staying around the same area it was spawned.

    A tool that the engine gives you  however, are animation points. These are points in the world that the guards can find and interact with, which means that they will stay at that spot and do some sort of event. This usually is just playing an animation, but also includes some other behaviour too.


    Designing the walls

    An important part of a fortress is of course the walls. The editor is in itself quite limited with assets and it constrained me a bit with what I could create. I knew I wanted to have the walls be an important gameplay area, so I had to prototype a few ways to do it.

    In the end, I realized that the best way to make the walls would be to use small walkways between larges big platforms. This allows me to quickly define gameplay areas, and prop them with cover and eventual buildings.

    Skärmklipp.PNG

    I decided to put a watchtower with a sniper in the middle of the map, to add some difficulty to the wall gameplay. The tower made a nice middle point to the fortress, and also helped the player orient itself around the map. 

    The watchtower added a nice depth to the map, and made the whole experience a lot more fun. 

    snipertower.PNG

    Development Screenshots

    Tried the map out in darkness for a while. While the light/dark areas added a nice feel to the level, I don't feel that the game itself worked well enough for this to be a good decision.

    Tried the map out in darkness for a while. While the light/dark areas added a nice feel to the level, I don't feel that the game itself worked well enough for this to be a good decision.

    Start location in the map.

    Start location in the map.

    Due to a much shorter project time than other projects most of the areas in the level were never really iterated on that much. This was a big negative for me, because I could not iterate and test new things.


    Closing thoughts

    Working in the Far Cry 4 editor was an alright experience, however I do feel that the editor was quite limited when it comes to features. It taught me how to take shortcuts and create a good experience anyways, but it took more time than I would have liked it to have done.