This is My Crysis...

Post » Tue Feb 03, 2009 12:05 am

The most important thing I bring back when listening to other Mappers I know for consoles is the lack of ‘Mission Creation'. That meaning, in addition to terrain, layout, gameplay, and strategy, we would like to compound that customizability through additional and/or combined Game Variants. I hope that my comments can be used constructively to improve any Editor like that in FarCry2. I choose this angle because it closely reflects many of the abilities, game mechanics, and technical limits of older Crytek games. Obviously there is no Console Crysis Editor that I can compare too, so for now I present everything adapted from the FarCry Franchise.

Uprising could have multiple access points to trigger capture or even the ability to control the games, like seen in other popular games like Battle Field. In Battlefield there is a proximity near the capture area and the more players the faster the capture. One captain that captures can sometimes be annoying. I would love if any user could capture just at a much slower rate.

Also, if there were objects that were explosive but included as a trigger for game modes this could also be useful. Image a game of Uprising where instead of killing the captain you instead blew up an object, container, building, or even a silo. By having a number of ‘objective objects’ for the player to use, it could make for some interesting matches. Protect the core and capture stations for example.

Capture the Diamond consists of picking something up and returning it to another area. If the object didn’t need to be held, or only one object existed you could create some great tug of war type matches where the team battled to move something back and forth or to a final destination. I keep thinking of a number of maps for the Xbox360 where players created maps like football or soccer fields “EnDzOnE” by Erock is a great example instead of two diamonds (flags), have one. Like the skulls in Halo, let the player pick it up and run with it, or drop it. It could roll or bounce or be thrown, hell give it physics. What about creating an object that can be moved quickly in a car like a jeep but slowly on foot? Or objects that must be carried by two characters at once. That could expand gameplay with the option to have any or all of the above as definitions for a number of objects. Escape maps would complicate a hundred fold and there could be endless possibilities for new puzzles. “Simple Wigs Mind”, remixed. There could be pieces that become fences, window covers, staircases, bridges. Wrap your mind around the idea of Modular building materials in the Editor AND in gameplay.

More expansion if I may, what if the players could pick up other pieces and combine them, like a fence piece strengthening the outer shell of a jeep on the fly so it’s not breaking when you fly over small rocks. Or picking up a turret gun which makes you move slowly but having the ability to switch it out with the gun on the back of a jeep! Removing the ammo from a similar gun turret could make jeeps mobile ammo supplies. That could be combined with the idea from above, have an objective object like a coffin box that can be moved by one player slowly, two players faster, or mounted/placed in a truck and driven around. What if the players don’t capture uprising points, the object does, and instead there are two capture points for each team like a double game of Capture the Diamond with one diamond for everyone to fight over.

AI in the mix, well we know everyone wants AI. Allow the movement of the AI to be defined after a couple of games where real players fight. Like an old cartridge or arcade fighting game where the AI learns to move from what a real player has already done. Package it with the map files and store it on the Server. If a player went in the building then the AI can too. If the player was able to get out of the water, let the AI do the same. Maybe that doesn’t sound good enough, try volumetric areas the mapper defines where the AI can move around. Like Occlusion blocks but simplified boundaries for the AI to use for path finding.

Let the players improvise during the game. Maybe they take the top of a garbage can and hold it like a shield for extra protection, or swing fence posts like baseball bats, use the loose shrapnel of a fresh grenade blast as ammunition for a shot gun spray on a cross bow. Is anyone with me? Character customization. Let me choose my six, race, clothes, tattoos, affiliations, weapons, states, etc.. In game, let me pick up the secondary weapon of a fallen comrade or foe. Give me bands of ammo rolling off my chest as I wear the enemy flag as my cape, charge back to my gun blazing teammates with blood thirsty enemy hunting hounds nipping at my heals!

Allow levels to be played with one team as both sides like rounds, eliminating any cry for mercy on a D-Day Map. There would be no worry of balance because of the multiple rounds.

Now take everything I said and allow it to be ‘Missionized’ Let the players get an object and move it to another area, then capture multiple areas and finally blow up a location. Stack modes to create missions by creating a system where one objective is possibly capturing an area, then the next objective is delivering an object, and the third is destroying all opponents. Or separate them in a level like “Dismalland” by Enfadel. You could have a number of players on the soccer field trying to score, while others race around the roller coast track, while even more protect the haunted mansion, theater, or dunk tank areas. When it is all done, they all meet at the Ferris Wheel and blow the meat puppets to smithereens.

This time I talked about gameplay ideas, maybe my next novel should cover level creation and advertising tools for the community? If anyone is interested just let me know.

I could keep going and going…
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Kanaoka
 
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Post » Mon Feb 02, 2009 12:31 pm

You should write a book. At least a longer one... And about everything that has with crysis 2 to do :D
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sharon
 
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Post » Mon Feb 02, 2009 8:45 pm

I don't know how possible this concept is, but it seems like the crown jewel of gaming. Multiple different game types stacked one after the other within one round seems like such another level of MP play. Allowing players access to like 6 game types to intertwine in their game round would create an exponential amount of possibilities. Imagine that with infinite player created maps and you can create a multiplayer game that plays like a Co-op campaign level. Seems really fun.
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Milagros Osorio
 
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Post » Tue Feb 03, 2009 1:25 am

Holy cow!! Its Tom Clancy!! Can I have your autograph? I love all your other 600 pagers!! Sorry, but seriously, they only have 7 months until release...
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Louise Andrew
 
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Post » Mon Feb 02, 2009 11:27 am

4 months till release if they are following tradition milestone timelines... and what I described is possible based off my industry experience. Actual dev time for most games is less than a year, half that time is plenty.

When there is a will, there is a way! :]
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bonita mathews
 
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Post » Mon Feb 02, 2009 10:03 pm

So my next question... who do you buy your weed from, that gamestyle sounds about as overly complicated as I can imagine. And while i'm all for character customization, it feels pretty stupid to do so when his skin is covered 100% of the time, in fact, it would feel like they were trying to squeeze in extra features just to add theortetical value to the game.

As for modifying vehicles, well, its a cool idea, but it just wouldn't feel Crysis, really. The vehicles in SP are very much a short term useful assist at best, and at worst, painful.

In MP vehicles are ALWAYS one of two things. Overpowered or useless. It's VERY hard to balance a vehicle against Infantry on the ground without having the vehicles feel like shoddy afterthoughts.

And finally, in Crysis, you CAN carry some things in front of you, although I fail to see what any garbage can lid you can balance in front of yourself effectively is going to do against any decent weapon involving kinetic energy, especially compared to the Nanosuit's armor mode.
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Emmi Coolahan
 
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Post » Tue Feb 03, 2009 1:27 am

I think user scriptable game modes would be an awesome addition to crysis
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Horror- Puppe
 
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Post » Mon Feb 02, 2009 2:54 pm

@JingleHell, your a strange fellow. You might be do well in a tough as nails food critic where posturing is used to debunk the status of other hard working people who just want to please others. After all, it is a lot easier to judge other peoples opinions and ideas then to come up with your own. Everyone comes around the site and gets amped up and sharing some creative ideas and here you come, good old Debbie Downer. This reminded me of you.

http://www.hulu.com/watch/68225/saturday-night-live-debbie-downer

You should act more like us, HAHA:

http://www.youtube.com/watch?v=jRyX1tC2OS0
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Jessie Rae Brouillette
 
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Post » Tue Feb 03, 2009 1:16 am

@JingleHell - It really isn’t that complicated.

Create a way for the user to interact with certain objects. (damage, activate, carry)
Create a variable for paired objects used in the Editor with a trigger.
Then allow these triggers to change game variables (gametypes, flag locations, capture proximities, etc.)

I think the designers fall short in balancing the two character types. Often times vehicles are meant for single game purposes but are adapted for more. In FarCry they are used for transportation, as a weapon, as cover, moving bombs, and even staircases. The players will innovate so its important to layer levels for different gametypes. By allowing the Hobbies Map Makers access to these tools, you influence them to think about a map from multiple perspectives. Balance and counter balance then lead to greater maps. Also, as a side note, Halo has some pretty balanced vehicle vs infantry combat.

So character customization isn’t ideal for all games as you are pointing out, but imagine playing Crysis without the suit on. Maybe the NanoSuit is an ‘objective object’ like Predator Mode in the original FarCry. Maybe you need the suit to help you carry a reactor core to blow something up without being radiated. You are still

The process is creative. It’s an adaption of ideas that makes it more complex. That is the whole idea behind creating your own scenarios. I am a designer, what I mentioned are game mechanics that Crytek could use to improve their game over what is out there if they provide an Editor. I put them all together in just one scenario to get peoples creative juices flowing. Try and think about it creatively. What would you make?

Or, are you the type of person that has trouble seeing the beauty of a game that leaves a legacy. I like to think the game worlds I can create are pretty amazing places. Maybe you wouldn't make anything, your imagination could just not be as vivid as mine? Maybe you would just prefer to play, I mean that is perfectly acceptable too.
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Oyuki Manson Lavey
 
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Post » Mon Feb 02, 2009 4:29 pm

I don`t type that fast...lol
I wish i could reply in dutch.

Nice game modes you point out there

Uprising:
Its a joke whit a clueless captain and a point base mode would be much better. (like mw2 got)
Another good mode would be 1 captain whit special abbility`s like for ex gold bullets or instant healing etc and the foot soldiers can take all points.
And after capturing all points you would have to kill the 'end boss'

Capture the diamond:
I like it the way it is...
It fits Afrika...some game modes you discribe don`t fit farcry2.Maybe they work better on crysis games that i have not played what so ever.
24 march 2011 will be my first experience whit crysis :)
Some thing whit action buttons or explosives that you have to set off to get the diamond back to base instead of only the option of killing the carrier.Lets say its a diamond protected by a bomb that a player from the other team can activate in the field by a switch....BOOM....lol
Maybe only accesable for both teams when both diamonds are captured by both teams. so you create a king of the hill batle inside capture the diamond.

Character customization:
I like the idea... just to keep the battle field looking different is a bonus
And it would produce some great killcams if the character are fully custom, If the perks are only accesable by play you can see in the kill cam if the dude is a skilled player.(or a flat chest and a crappy gun)

The problem whit a lot of game modes is no one will know what your intensions are when they start a custom match.Or a manual or some thing that no one will read must be added...lol
The game mode they display in ranked matches is what you get so every one is on the same page. This is taking it to another level :)
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Javier Borjas
 
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Post » Mon Feb 02, 2009 11:25 pm

[quote]In MP vehicles are ALWAYS one of two things. Overpowered or useless. It's VERY hard to balance a vehicle against Infantry on the ground without having the vehicles feel like shoddy afterthoughts. [/quote]

It's not that hard. Think about it. If you're facing off against a tank, you can either use a rocket launcher or other explosives. That's usually the basic and common way to destroy a tank.

But use your mind; where is the weakest spot on a tank? Next to the turret, the small door which leads to the drivers seat of the tank. If there was some sort of feature which allowed you to throw a grenade inside the tank, and then close the door from outside by using the Nanosuit strength mode, you can cause serious damage. And that makes it fair gameplay, on both sides. Both sides are now evenly powered.

The idea of it is simple. Incorporating it though may seem a little hard depending on the man power available.

Also, neo, you have some great ideas of mapping. I share somewhat similar ideas to you.
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Jonathan Braz
 
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Post » Mon Feb 02, 2009 10:37 pm

Great ideas Neo!

I did a skim read because you wrote a book, but i really like the creativity and those ideas you have. :)

Although honestly, a couple of those ideas sound a little bit hard to code. :O
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Chris Ellis
 
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Post » Mon Feb 02, 2009 3:41 pm

@Enfadel: I give up on even bothering to respond, since when I do, you ignore all the potentially inconvenient portions of the response.

@Neokinesis: I'm not saying limit the editor. I was approaching what you suggested as an idea for something default from Crytek, that was how it appeared to me.

As for the ability for an editor to combine items, sure, that's great, again, I thought you were trying to suggest a full blown "Crysis to Garry's Mod" conversion for actual gameplay which would just make for completely inane gameplay and long release delays.

As far as imagination is concerned, I'm not sure level design inclination is really a good measure for that, and I find it rather amusing that certain people here seem to think that making maps makes them a better human being than people who like games as is.

My skills lie elsewhere, making maps is tedium for me, and I'm sure other people's expressions of creativity could bore you as well, so lets not turn that into a potential battlefield, when its all apples to oranges.
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Carolyne Bolt
 
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Post » Mon Feb 02, 2009 12:29 pm

@neo,

Once again you have turned out another very gripping novel, that has taken me a while to get throough, but as always very well worth the effort, really the only thing missing was Lara, but I couldnt see anywhere in all that where that would fit, lol.

Amazing stuff though I dont actually understand some of the technical stuff I do get the big picture, as always I am impressed with your ideas.

@JingleHell,

I am pretty sure no matter how you cook the eggs, If neo found a post of mine to be of little interest, he would likely move on with his more creative side and produce yet another stunning and captivating novel, hopefully including Lara, rather than bother to leave a comment.

That is best confirmed or denied by neo though, I may be wrong.

@Enfadel.

Apparently, I cannot veiw that link outside of the states , and I really needed a laugh, boohoo, :-(
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Stu Clarke
 
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Post » Mon Feb 02, 2009 2:35 pm

[quote]4 months till release if they are following tradition milestone timelines... and what I described is possible based off my industry experience. Actual dev time for most games is less than a year, half that time is plenty.

When there is a will, there is a way! :][/quote]

umm dude...? You really need to think this through next time, I mean imagine all the lag if you stack levels together seriously if you want a game like that go play a different one because this one is not supposed to have that theme at all!
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Jimmie Allen
 
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Post » Mon Feb 02, 2009 3:13 pm

@evildude747 Since this is all theoretical, I've questions for you. Actually these could apply to anyone.

If there was an Editor, what kind of map theme and stack configuration would you make, if not one like I described?

Please, anyone answer if you believe you might have a great idea.
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Cayal
 
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Post » Mon Feb 02, 2009 3:58 pm

[quote][quote]4 months till release if they are following tradition milestone timelines... and what I described is possible based off my industry experience. Actual dev time for most games is less than a year, half that time is plenty.

When there is a will, there is a way! :][/quote]

umm dude...? You really need to think this through next time, I mean imagine all the lag if you stack levels together seriously if you want a game like that go play a different one because this one is not supposed to have that theme at all![/quote]

Do you have a better solution?


[quote]@evildude747 Since this is all theoretical, I've questions for you. Actually these could apply to anyone.

If there was an Editor, what kind of map theme and stack configuration would you make, if not one like I described?

Please, anyone answer if you believe you might have a great idea.[/quote]

To be honest, i kind of like the Sandbox the way it is. However, a great idea i have would be a networking option, where you host something like a server, you have 5 other people join, and you can have 6 people working and communicating to develop a map at the same time. This could save a lot of time and hassle in creating a map, as not only do you have 6 people developing the map, but you would have 6 opinions and creative suggestions to refine the map to its greatest potential.
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Justin
 
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Post » Mon Feb 02, 2009 10:02 am

[quote]In MP vehicles are ALWAYS one of two things. Overpowered or useless. It's VERY hard to balance a vehicle against Infantry on the ground without having the vehicles feel like shoddy afterthoughts.[/quote]

I fixed that using code, thought and a little care, i see your anti-mod server Jingle, fair enough i suppose, but don't lump us all in the **** bag please, were not all the same :)
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Deon Knight
 
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Post » Mon Feb 02, 2009 3:39 pm

@7OXIC What did you work on? Anything I can get my hands on?
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Marcin Tomkow
 
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Post » Mon Feb 02, 2009 9:24 am

[quote]@7OXIC What did you work on? Anything I can get my hands on?[/quote]

Its just a server side mod for Crysis Wars, nothing you can really get your hands on unless 7OXIC is nice enough to give you the code. I think you run Server side mods through SSM or Patriot, which is an addon to the Crysis Wars dedicatedserver.exe file.
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Tina Tupou
 
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Post » Mon Feb 02, 2009 9:30 am

While I was reading your skyscraqer of text ^^, some of what you said reminded me the time I played UT 2003 especially one particular game mode called Bombing Run, which was friggin' awesome!

For those who don't know... Bombing run can best be described as Unreal-style football where the player gets the ball and has to take it into enemy territory and score in the enemy forces goal. Players can pass to other teammates. Getting killed causes the ball carrier to fumble the ball. The ball launcher is used to carry the ball, it isn't a weapon but helps the player heal when he/she is in low of health. 3 Points are awarded for field goals (shooting the ball through the goal), and 7 points are given for touchdowns (carrying the ball through the goal), although the levels are often designed such that this kills the ball carrier.

And a mod for Unreal II: The Awakeing call XMP
Link: http://en.wikipedia.org/wiki/EXpanded_MultiPlayer

Yes... the older brother of Powerstruggle =)
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Robyn Lena
 
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Post » Tue Feb 03, 2009 1:49 am

If the consoles would get an editor for C2, you'd probably wouldn't have Flowgraph (CryEngine 2's visual scripting utility, that as example, triggers something to happen.), also i agree with Talon95, i'd love a cooperative editing mode, ugh.
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Claire
 
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Post » Mon Feb 02, 2009 9:58 am

Also, let's not forget about who made the console Far Cry's, they were made by Ubisoft, yeah i know they used CryEngine 1 as a base, but modified it enough to even re-name the engine (Dunia.).
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BrEezy Baby
 
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Post » Mon Feb 02, 2009 9:48 pm

@Razor-FIN You make a very good argument, Crytek hasn't really made a game for the newer consoles unless you consider Free Radical's 'Haze' Game for the PS3. I like to pretend that one didn't exist.

Although preferred, AI and FlowGraph (action scripting) are not necessary for the Editor on consoles. Although there are very few games out there that allow already, it would indeed be cool. I would gladly settle for some more of what I saw with the Dunia Engine. Level Designers will find ways to use whatever tools they have.

Multiplayer evolves quickly just like the personality of the players changes over time. What the masses want at launch is usually different then the hardcoe fans sticking it out months and even year(s) later. There is no denying that Editors allow the levels to change with that evolution as they too get more complex and people find ways of innovating. The popular are always those maps that stood out among the rest.
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Dylan Markese
 
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