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Process

Goal

Create a level to brush up and expand knowledge on FPS maps for current AAA titles while keeping with the theme and feel of an already established IP.

Why Far Cry 5

At the time of creation Far Cry 5 was a fairly recent title that had impressive movement and gun play. Additionally, the cultist rural America theme was rather unique and seemed interesting to play off of. The level editor was also easily accessible and user friendly, allowing me to put more time into designing rather than learning a specific editor.

Research

Before I started jumping into drafting and prototyping for any levels I needed to fully understand the look and feel of a mission or section of Far Cry 5, explore the level editor's limitations, and see what other creators were making on the "arcade" section.

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Levels or sections lasted between 5-15 minutes and supported the three main play styles that Far Cry 5 built around, sniper, assault, and stealth. Levels where often designed to allow each one a different entrance and a few disconnected pathways and spaces to flow between one and the other. However, since sniper and stealth often relied on the player having minimal contact with the enemy, the levels would offer small sections that allowed players to change to assault game play rather quickly.

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Far Cry 5 itself had a unique feeling of open wilderness with outposts of civilization which was expressed through both the environment and the characters. The rule of law was taken more as a suggestion the further out you went. While everyone generally fell within stereotypes of rural Montana, people lived mostly by their own values until crises hits. The amount of land available allowed people to expand their way of life to their exterior.

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To make my own level stand out, I quickly explored the user made content to see what was popular and where I felt it could improve. The two most popular game modes were elimination, killing all the enemies on the map, and bounty hunt, killing specific enemies while the others are optional. The two largest issues I found within the levels were flat game play and linear level progression which led to limited player agency and less interesting fire fights. I decided to go with the bounty hunt map type. Elimination focused favorable on the assault play style and put sniper and stealth as an after thought. 

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Jumping into the level editor, I found that nothing could be imported. Rivers and waterfalls couldn't be done without looking very out of place. Encounters were a bit limited since I could spawn enemies in waves through multiple triggers, but the enemies would always know where the player was and be fully alert when spawning. I also couldn't construct any buildings out of separate pieces, only fully constructed exteriors with either pre-placed or empty interiors. However, there were plenty of assets to work with, good tools to direct large sections of enemies, areas to set animations for the AI, and a good terrain sculptor.

First Major Draft

As my first draft, I knew that many ideas I had would likely be thrown out or changed, which is expected from any creative project. Therefore, I dove in and made rough patches quick to get the most glaring issues out of the way.


My original concept was a household who traded access to their lake front property for moving supplies to the cultists in return for the destruction of their neighbor's garden, who they had a fierce competition with. There were four main areas to this initial plan: frontal destroyed home, second home with very impressive and expansive garden, forest side path, and lake front supply dock. Players were expected to eliminate three targets, one at each house and one at the supply chain.

 

The forest would provide an area for the player to weave in and out of but housed wild animals that could give away the players location. Having both homes right next to each other allowed me to create interesting ways for the player to sneak into the second home through the debris of the first. Additionally, the contrast of the lovely garden next to the carnage really let players feel the difference between the two areas.

 

The Lake was a well fortified area with explosives, ammunition, and mounted guns laying around for the player to take advantage, as well as the enemy. Set up to be the final act, I focused on theatrics and chaos.

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Major Problems:

  • Forcing the neighbors to be right next to each other in an otherwise isolated setting felt very strange, as though I plopped a piece of suburbia into the middle of nowhere Montana.

  • While the editor did have a number of gardening assets, I didn't feel they were diverse enough to center the story of a map around.

  • The wilderness ended up being either completely ignored or the player's first and only method through the level depending on their play style.

  • Lake section proved to be too much for players. Stealthy players were overwhelmed by the number of enemies and newer players had difficulty getting through without multiple deaths.

Second Major Draft

Major Changes:

  • Removed large gardens

  • Increased distance between homes

  • Removed wilderness path

  • Created underground gold mine pathway

  • Changed cult supply port to gold smuggling dock


At this point I knew I was starting to move in the right direction, but was still experimenting with different ideas and reshaping the majority of the landscape.

To get around the garden and home proximity issues, I switched the story of the level to two families competing for rights to a forgotten gold mine they discovered beneath both of their homes. Both families would secretly mine gold and built hidden entrances at key points around the map. One of the families decides to pretend to side with the cultists to force out the other family and keep the gold, but once the cultists discovered the gold they decided to take it for themselves. Both the destroyed and cult sided homes were set further away from each other and the gardens were scaled back. 

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I trimmed out the forest pathway since the mines acted as a way for players to dive in and out of major sections. I also added some frenzied enemies and eerie atmosphere to distinguish the area more. This also kept long ranged players from hiding in the forest and forced them to engage more.

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The supply port was scaled back to a dock that one of the families used to sneak gold off to a hidden dumb that the cult was confiscating. While this did create a bit less of a killing floor for the assault players, the stealth and sniper players were able to more easily get through without resorting to a shootout every time.

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Major Problems:

  • Underground section took many assets to create and was a very slow and hard to change process

  • Materials for building the caves didn't offer strong environments for combat for long range or stealth players

  • Enemy AI didn't respond well to the underground levels, often dashing between above and underground sections during the level unprovoked

  • Without the second home for comparison, the destroyed home didn't have a lot of personality outside of complete carnage

  • Limited landmarks, especially underground, lead players to get lost often

  • Changes in landscape felt random, especially in combat encounters. 

Last Major Draft

Major Changes:

  • Redesigned split level into 5 different sections that overlap

  • Gave the two homes a more distinct personality

    • First home a chaotic and paranoid person whose home is raided by cultists​

    • Second home is perfect on the surface with sinister issues hidden

  • Expanded the lake extend further around the level to block the player's movement in a more diegetic way​

  • Created more paths through through the map to vary player options and movements and to give each play style a preferred starting option

  • Removed most of the goldmine. Left a small bit as a collapsed tunnel near the lake

  • Added hidden weapons for players who enjoy exploring

  • Added more distinct landmarks​​

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About half of my time on the project was dedicated to this version of the map. Once I had locked down the major changes to the environment, I set the rest of my efforts on details and set dressing.

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Without the goldmine for players to discover and traverse through, I had to redesign the different sections to allow players ways to weave through the map. Then, instead of setting verticality in the middle of areas of conflict in each area, I set each section to be a different general height, melded the heights together when they touched, and set encounters to occur between sections. This made encounters feel much more interesting and stopped vertical changes from feeling random and unexpected. It also helped players find their way around the map faster. I decided to leave a small amount of the mine around as an interesting concave part of the level for the target to retreat to or the player to hide in along the lake shore.

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The first home for the other drafts was mostly constructed of destroyed walls and fire. However this didn't make for an interesting landmark or area for combat. Therefor, I changed the home to be owned by a paranoid person who gets their home raided by the cultists. The home itself is covered in trash, empty pizza boxes, broken furniture, empty bottles, and scribbles. The door is marked by a bulls-eye with hatchet buried deep into it, then blasted down by some explosive. A table is turned over in the living room facing the front door where the cultists broke in, and bullet casings are littered in both places. Behind the table a broken window and several bullet holes show the cultists sneaking around and hitting the home owner, forcing them to crawl to safety in the bathroom while bleeding profusely and locking themselves inside.

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The second home was made to be much cleaner, with more of a family feeling. I filled the living room with different chairs with some props to give some details about who may live there, such as a computer, guitar, or HAM radio. I also stocked a good amount of food to show the proportion difference between the two homes. I also added an ominous shallow grave in the background next to a lot of gardening equipment just out of sight of the kid's playset outback.

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In the older drafts, I left the connections between different sections open, which proved to make players lost or undirected. While some pathways were set up to guide players, I needed more interesting and constricting connectors. To achieve this, I added cliff sides, grappling sections, and light platforming sections to vary how players got around and give emphasis to which direction they are going. For example, jumping down a cliff with the parachute was much safer than grappling up and dangling between many enemies. I also split the starting area to go to one of three different points on the map depending on what play style players preferred; the upper forest behind the ruined home for the sniper, the front lines between the two homes for the assault, and around the lake shore for stealth.

Conclusion

Overall, I succeeded in creating a fun and engaging FPS map while keeping the themes and feeling of Far Cry 5 with over 700 plays and a 4.5/5 rating. I learned a more complete process for taking a map from start to finish. I also experimented and failed with a few ideas, such as the underground section and spacing of structures, that can raise red flags for my future projects.

 

While the level is currently made for a single player experience, I could transform it into a multiplayer map by closing off some extended dead ends and offering resources where different loops collide. I would also have to consider making more entrances for the roof and mines to keep players from camping out safely in those locations.

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However, as it is, I would still make some changes:

  • Change gold storage area to a larger tented area and model the second nicer home to be overrun by the cultists to create a makeshift HQ for them

  • Expand the lake shore area

  • Make area around smaller home more desolate and neglected

  • Create area where cars could have driven from out of the map up to the homes, but still block players from the road naturally

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