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Old 11-18-2008   #1 (permalink)
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My first far cry 2 map so don't hate. Zukunft (German- "Future City") is a jungle based map taking place on island in the middle of god-knows-where jungle. The APR spawn on the middle mountainous formation in the center of the map featuring a large tower (control point A at the top) and a house. Along with a mounted turret along the side. The UFLL make their base behind the APR at sea level in a well fortified base as well. While the APR have the height advantage, the UFLL get the one and only vehicle on the island. The UFLL aslo have a good shot at enemy team snipers from atop their stronghold. Nearby the UFLL base is a small cave across the foot bridge concealing control point B (or C idr). Scattered around the map are various watch towers with mounted guns facing the road, and a couple tripod bunkers facing the river with one goal- killing and swimmers. At the foot of the stairs up to the APR base is a small neutral town consisting of a couple homes and stands as well as the final control point of the island.

There ya go, check it out before you post (that means in game, these pics were taken with my phone >.<)



Overview


APR front view


Building entrances, ammo crate in home


APR diamonds, first story of tower


Tower top, control point visible


UFLL base, garage in top left


assault truck


UFLL diamond station, first stair case of base


foot bridge-cave


cave control point


neutral town


ammo crate/control point building


stairs leading to APR base









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Last edited by danIz3pic; 11-19-2008 at 04:46 PM..
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Old 11-19-2008   #2 (permalink)
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looks pretty good, but the control point up in the castle seems as though you could easily just camp that tower, which would be kind of annoying. I do like how little trees and jungle you have. Too much ruins a map, you balanced it out well.



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Old 11-19-2008   #3 (permalink)
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thanks for that. and yea as for the tower idk i figured there'd be that at any control point, the UFLL guys have the cave to camp out unless they get bombed out in which they'd spawn 5 feet away anyways. plus the APR must climb the tower all on their own as I placed their spawn points at the base of the structure.

** btw guys, ive moved the APR tower control point to a more, open and less covered area (all the way up top) very open to snipers.




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Last edited by danIz3pic; 11-19-2008 at 10:19 PM..
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Old 11-30-2008   #4 (permalink)
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After playing a pretty long game on this, i can say that it delivers on looks (although thats almost a given), but falls short in gameplay.

This is simply because the central tower only has one route of access. Any force who have camped out up there can immediately dominate due to their elevated position.

All of the stuff on the outside is rendered useless when everyone ignores it simply to head for the one staircase up to the tower.

Spawning was also an issue, as people were constantly spawning in the enemy bases, in the center of battles, or so far from battle that they ended up not being bothered to head towards it as they'd just be killed on the staircase.



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Old 11-30-2008   #5 (permalink)
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Go here if you want higher quality pictures. Its a free service.
http://www.forgehub.com/forum/fc-map...ure-cards.html
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Old 11-30-2008   #6 (permalink)
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Quote:
Originally Posted by TexturedSun View Post
After playing a pretty long game on this, i can say that it delivers on looks (although thats almost a given), but falls short in gameplay.

This is simply because the central tower only has one route of access. Any force who have camped out up there can immediately dominate due to their elevated position.

All of the stuff on the outside is rendered useless when everyone ignores it simply to head for the one staircase up to the tower.

Spawning was also an issue, as people were constantly spawning in the enemy bases, in the center of battles, or so far from battle that they ended up not being bothered to head towards it as they'd just be killed on the staircase.

I'd Also like to add that when it is nighttime on this level, and you are at the top of the castle, you can't see anything. There is also a ammo crate up there, which is really cheap. It was easy to just sit up there and unload on people, then get more ammo. I did manage to find the cave, and it was smaller than I had expected, you might want to make it larger and have more access points.



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Old 12-02-2008   #7 (permalink)
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I've basically fixed most, if not all of the issues addressed recently with the exception of an alternate route to the APR's. I've not changed the time of day either as I don't see it an issue. As far as what got done is 1) I've ramped several parts of the terrain along the river for those of you who fall and end up swimming for ever, you may now climb out. 2) I've relocated the tower ammo box to near the big propane tank in the mid section of the tower, easy to dispose of campers, yet still an accessible but lengthy trip for snipers. 3) Spawns- all neutral spawns taken out of bases, (I used sdrakulich's Green Devastation as a reference as to what was wrong with the spawns).
4) Not too dramatic a change but added MK-19 tripod to roof UFLL and changed the tripod on the APR overlook to .50 cal.

**edit; 5) The cave hasn't been enlarged but there's no need for crouching to get in, I've raised of the rocks to make possible the ability to just walk in. I may or may not be making it bigger but If I do I may add a bunker-like formation housing the control point, the main cavern housing ammo.

I've re-published so if you'd like to download and evaluate, feel free. I'll work on the alternative route possibly over the weekend as tomorrow I'll be busy (Birthday) and Thursday I have an orthodontist appointment.

Check it out, thanks.




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