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FAR CRY 5

MY INTENTION

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My intention was to create a secret military base which seems to be hiding something.

 

In order to draw the attention of the player, I wanted to present him with an environmental story. It is for this reason the map has different areas with different approaches.

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Then, I have chosen the Bounty Hunter mod (a game mode in which the player has to eliminate one or several specific targets before having to reach the exit) because I wanted the player to feel like he was playing as a secret agent or spy.

 

This feeling will give him rushes of adrenaline and make him feel tensed during key moments. Furthermore, there is four different classes for the player to choose from, resulting in a suitable play style for every player.

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MAP & AI

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As said above, players can complete this map using various approaches, the stealth way or the loud one. According to the choice made, you have the possibility to follow several different paths.

 

This map is composed of open spaces and closed quarters :

 

The open spaces have long lines of sight and a good view point. Their purpose is to favor the players who wish to play stealthy, with a sniper or a bow and adopt a strategic plan of attack. They can spot a lot of enemies and analyse their patterns.

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The heavy enemies, with an assault rifle, have large walking patterns, whilst enemy snipers are also present in the guard towers.

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The close quarters area is composed of buildings and bunkers. There is a possibility to do this part stealthy but you can make profit of your martial arts and your shotgun for a pretty devastating carnage!

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The enemies here have small patrolling patterns with light guns and shotguns for more efficiency in close combat, and so for a better chance in defeating you. If you want some action, this is for you.

 

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So, you can download the map here (you need to have an Ubisoft account and to log in to the website) :

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https://far-cry-arcade.ubi.com/pc/map/5b9d432633e0399e50b57b0a

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ANALYSIS AND FEEDBACK OF MY MAP

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I would like to speak about the feedbacks that players have given to me and draw a conclusion of this project.

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First of all, I would like to say thank you to Allan Guis, Raphael De Sousa and Emmanuel Regis which advised to me to create this article, Valeria Petruzzelli for her experience and Storm Eckhart for his proofreading.

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Let’s see this boards to recap the context of creation and the characteristics of this map:

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Published 15/09/2018 - Played : 550 - Favorite : 24

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I have created two boards. The first speaks about the players' feedbacks and the second about my personal opinion. Here are the categories which seemed the most relevant to me:

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As you can see, there are three indicators, the green one, the orange one and the red one which estimate the success of my features. The board stretches towards the positive. I have one green indicator, so we can say that one of these features does the job well, I need to continue on this path.

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Moreover, there are four orange indicators, thus in general way, the map was good. This is not perfect, but players had a good feeling about them. By the way, there is no red indicators, so we can say that my intentions were clearly respected. That’s a good point!

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If we compare with “my opinion” board, we can notice that I have estimated that Composition” is very good because I worked hard on it, but players don’t have this same feeling. They understand quickly where the points of interest are but not the detail of them. I have to work on that because “Composition” is one of the more important criterions of level design. Now let’s get to the only green indicator on this board, “Narrative environment” is definitely the best feature of my map. My expectations and the player’s opinion match just fine.

 

Furthermore, I have three orange indicators which match nicely, so my opinion was similar to the player’s. Then, I need to thorough these characteristics to give a better experience. We can also see that there are no red indicators between players and me. So, my features were encouraging!

 

To resume, I can say that the deal is practically achieved. I am proud that the map was appreciated by a huge part of the community because for me, level design is, above all, about sharing. These boards were a very interesting method to improve myself, thus I will continue using it.

 

Finally, a big thank you to every player who has tested my map, thank you for your time spent on it, I greatly appreciate that.

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