Visual Person? BROWSE MAPPER VIDEO TUTORIALS
When starting a map you have the option to select a Canvas and Game-mode. You also have the option to edit one of your previously made maps or a map you have added to your favorites in the Browser.
Canvases are a computer-generated environment built from scratch when you load up a canvas. These are helpful for pre-made environments and map leveling if you don’t really know how to edit the terrain. The canvases available are:
- Cedar Forest
- Rocky Island
Game-modes will judge how your map will be played really. The objective for each game-mode is different. The Game-mode can be changed once in the Editor, however this will delete all AI already placed onto the map. The Solo / Co-op Game-modes along with objects required are:
Kill all the enemies (no objects required).
Make it to the exit (an extraction point is required).
Eliminate the targets and escape (AI targets and an extraction point is required).
Kill all the enemies at the outpost (an alarm is required).
The Multiplayer Game-modes along with the objects required are:
Free-for-all, no teams (no objects required).
- Team Deathmatch
6 vs. 6 deathmatch (team 1 spawns / team 2 spawns).
Placing Objects is the main and most crucial part to making a map, because without objects there isn’t a map. Read the information below to see what objects are available in the Editor, this section only includes objects not AI.
The objects library includes a wide-range of objects from Far Cry 5 and other Ubisoft titles. Objects found in the game-mode objects section include objects like: Spawn points, objective markers, and any other objects depending on the game-mode. Search this library for an endless supply of objects to create what ever maps you want.
Once an object is placed you can move it in multiple directions. However some natural objects like, trees, bushes, etc. cannot be moved vertically across the Z axis as they are stuck to the ground.
If you want to do more precise movement you can use the movement panel, where you can move the item decimal by decimal or digit by digit, depending on how far you want to move it.
Rotating objects works almost exactly like moving, items can be rolled and turned, vertically or horizontally. Just like movement though, objects like trees, bushes, and now ladders cannot be rotated vertically along the Z axis. Also precise rotation can be done with the rotation panel.
With the terrain tools you can use tools such as the Texture Tool, Painted Vegetation, Road Tool, Bump, Raise / Lower, Flatten, Ramp, Set to Height, Smooth, Noise, Erosion, Water and Hole tools. The previous tools read are listed below:
Textures paint the ground, they vary from grass to sand etc.
- Painted Vegetation
Plant life that can be easily placed. It varies from pine trees, to rocks and shrubs.
Roads can be drawn onto the maps, these come in helpful for AI pathing as AI which are in vehicles often follow this pathway (if not linked to a Control Zone).
Raises / Lowers terrain at a slow rate, edges are smoothish so forming isn’t too dramatic.
- Raise / Lower
Raise / Lower is different to the bump tool, raising is much more exaggerated compared to it, this will make vertical edges.
Sets terrain no matter what height to an equal flat level.
Turns a hill into a smooth 30 degree ramp which is flat.
- Set to Height
The terrain is set to a certain height, this flattens it at a very specific height.
Smooth jagged hills to smooth hills.
Makes hills jagged and in a random pattern slash form.
Makes hills look like pre-landslide, makes hills slightly bumpy.
Water levels can either be set to a height, this is called Ocean Water. However objects named lakes can be placed which can be scaled to fit in certain areas of the map you are creating. Tides can be set to very quiet up to very strong.
Holes delete sections of the terrain so you can see straight through the natural floor.
- Natural Objects are items like placeable rocks, shrubs and other plant life. These items can be moved individually and do not require the user to paint on the canvas. Every item, except plants can be rotated / moved from every angle. Plants cannot because they’re fixed to the ground like real plants would be, however fallen trees and some stumps / logs can be rotated / moved in multiple directions. These items come in handy as they can form natural looking map boundaries and make natural environments look more alive and realistic.
- Environmental Settings
- Environmental Settings are one of the key features to a map. They set the time of day, weather, fog, music, background sound and more. Without environmental maps your map would be plain and boring. This section is put into different parts to highlight each area of the environment of your map.
- The Skybox area changes the theme of the map and overall appearance of it. The list below shows each part of the Skybox section in the Editor:
- Time of day
Scales the time from 00:00 in the morning to 23:59 at night.
- Latitude (sun and moon)
Sets how bright the time of day / night is, decides whether the natural brightness is extremely bright or dark.
- Sun Angle / Moon Angle
Sets which navigational direction the sun / moon will shine on.
- Moon Phase / Size
Phase allows you to choose the state of the moon (full moon etc.) The size of the moon sets how close / fat away the moon is to your map.
- Preset Options
Sets the overall mood on the map, whether you have it as an exterior setting or a interior setting, however this really doesn’t affect the maps actual theme.
- Ambient Colours
A RGB slider which shows the lighting colours on the map. This effects how Red, Green or Blue the Map is.
- The weather changes the settings of the sky box colours and type, weather effects and more sun / moon options.
- Sky options
The sky options change the appearance of the sky, certain colours etc. The clouds tab changes the cloud sky box, to show how cloudy your map is. Height of the clouds can be changed and if the clouds cast shadows. Along with that a wind force can be changed, this effects items like flags and windmills etc.
- Extra Sun / Moon options
Sun and moon lens flares can be changed here to make the sun / moon more or less obvious when the player looks at it (this does not affect the brightness of the map).
Currently their is only one storm option which is a rainstorm.
- Fog is really more of a detail aspect to your map, it changes how ‘foggy’ your map is. All these options change how dense the fog is. You can set the max height and the min height in the options so the fog doesn’t completely take over your map. RGB colours can also be changed here to set the perfect mood of your fog.
- Backdrop creates an extra addition to the skybox, these vary from an Alpine, Alpine Snow, City, Desert and Mountain backdrops to make your maps look bigger than they are and to make the world feel more alive. Height and angle of the backdrop can also be changed.
- Post FX can change the colour effects on the map these set certain themes to the map. Also HUD effects can be added, at the moment these only vary from dirty and vignette. Both of these Post FXs can be scaled.
Audio volumes are technically a trigger point for the player to walk into. Once the play walks through the volume the background sounds will change. As far as editing goes for these Audio volumes only their XYZ axis size can be changed.
Soundpoints are scriptable sounds that are originally set on an infinite loop. For these items to work scripting must be used. There are no editing options for soundpoints.
For visuals you can have many different variants, flame effects, water effects, smoke effects, etc. These visuals can be used for basically anything you want. Most of the visual effects can be scripted. Effects such as the flame effects can damage you so if you don’t want the effects to damage you, turn off fire damge in Gameplay Modifiers.
Lighting is also another item found in the Visuals section. The two lighting objects are the Omnilight and Spotlight. Options for the lights are: RGB colour, flickering options, render distance, light intensity and light distance. Both light objects can be scripted.
Gameplay Modifiers are for extra game changing options. These can work in single player and multiplayer.
Solo / Co-op
Options for Solo / Co-op gameplay modifiers are listed below:
- Disable health regeneration
Player can only heal with medkits.
- No fall damage
- No fire damage
Damage from flamethrowers / other fire.
- No explosive damage
Damage from grenades etc.
Nothing kills you.
- Infinite ammo
- Unlimited underwater breathing
- Friendly fire
Co-op partners can be shot.
- One shot kills enemy
Any gun kills enemy AI.
- One shot kills player
Any AI can kill you in one hit.
- Reckless driving
Vehicles don’t take damage.
- Modified jump height
Change how high you can jump.
- Modified gravity
Change the gravity of your map (1: Normal G / 100: Zero G).
- Highlight NPC
All human AI is highlighted (basically wallhack).
- Hunter’s Instinct
All animal AI is highlighted (basically animal wallhack).
Sets a countdown for your map, when countdown finishes game ends (in seconds // min: 10 seconds / max: 1 hour).
- Game over when detected
If detected by any enemy AI the game will immediately end.
Options for Multiplayer gameplay modifiers are 99% identical to Solo / Co-op gameplay modifiers, except some are removed. There is also an option for Team 1 modifiers and Team 2 (TDM) modifiers so each team have the option to have different modifiers activated. Extra option listed below:
Countdown to end of match is slightly different (in seconds // min: 5 minutes / max: 15 minutes)
- Score to reach
The score for the player / team to reach (score min: 5 / max: 200 kills)
AI is what makes a map a map, mainly because you cannot publish any single player map without at least 1 wave of AI. AI in the Arcade can be edited and scripted in high detail. Read more to find out how to edit AI in the Editor.
The AI come in many different types, Enemies, Friendlies, Neutrals and Animals. These types of AI are very diverse and can be used in multiple situations on your map, below are the listed types of AI that can be used in the Editor.
Enemies come in many different varieties, there are 8 categories for this AI Type: Follower, Security, VIP, Chosen, Heralds, Angels, Zombies and DLZ NPC. Below is a brief description about each Enemy Category:
Default AI for the game characters vary from, Badass Followers, Cult Followers, Flight Crew, Vietcong Soldiers and more. Each character has 7 versions, this changes what weapons they carry (they can be either male or female). These versions are named: Assaulter, Beserker, Brawler, Defender, Pistolero, Rocket and Sniper (bottom of NPCs Section).
Security AI are similar to Follower AI except they have different types, these vary from: Bikers, Daredevils, Omega Security (Far Cry 3: Blood Dragon) and more. There is one new addition to the Character Version in the Security Section, the Flamer and Heavy characters (bottom of NPCs Section).
These are iconic mini-bosses from the Far Cry 5 Campaign, these vary from a Baptist, Butcher, Chemist, Priestess, Scientist and Trainer (bottom of NPCs Section).
Chosen are the pilots from Far Cry 5’s Campaign, versions can be either the Defender or the Hunter (bottom of NPCs Section).
Heralds are the main antagonists from Far Cry 5’s Campaign, the characters are: Jacob Seed, John Seed, John Seed (Trenchcoat Variant), Joeseph Seed, Joeseph Seed (Shirtless Variant).
Angels are the original Campaign’s version of Zombies, farmers who are in a trance at basic. These enemies all use melee and use hammers, hoes, knives, shovels or their fists.
Zombies have three versions. They carry nothing and usually swarm the player, if not scripted. The versions of the Zombie Type are: the Roach, Walker and Behemoth (below).
- DLZ NPC
These are the Enemy AI from the Dead Livng Zombies DLC. These characters vary from the Vulturez gang or the Evil Corp Military. Both versions use the same version system as the Followers and the Security, excluding the Flamer / Heavy.
- Friendlies are reskins of the Enemy AI, however they do not attack you. However enemies like Heralds, Angels, DLZ NPC’s etc. are not avaliable as an AI Friendly. This time they are not linked into categories so you’ll have to find them the hard way. New additions like Resistance Fighters can be found near the bottom of the Friendlies category.
- Neutrals can act as normal Civilians, Hostages and more, they can be male or female, African American or White American.
- Animals are really a side feature to your map (sometimes) they help make the world feel more alive and natural to the player. There are many variants of animals, including zombie versions of some. Different Types are listed below:
Eagles, Crows, Owls, etc.
- Ground (Domestic)
Dogs, Cats, Goats, etc.
- Ground (Wild)
Bears, Wolves, Deer, etc.
Salmon, Trout, Smelt, etc.
Hatchling Soldier (Elite), Queen (Elite), Scout (Elite), Soldier (Elite), Worker (Elite).
Zombie Yeti, Moose, Bear, etc.
- Blood Dragons (found in Zombies)
Blood Dragon (Easy, Normal & Hard Difficulty).
- These are all the classes for the AI characters (Allies / Enemies).
AR-C / 1911 / Frag Grenades
M199 / MAC-10 / Smoke Grenades
Melee Weapons / Throwing Knives
AR-C / 1911 / Frag Grenades / (slightly stronger than Assaulter)
1911 / Frag Grenades
.44 Magnum / Dynamite Sticks
AR-CL / 1911 / MAC-10
- Heavy Gunner
- Heavy Flamer
Bow / Arrow
- Enemy Waves
- There are a maximum of 5 Waves in Solo Maps, this is mainly based for Enemy AI however Friendlies, Neutrals and Animals take up the Wave 1 Budget.
- Wave 1
- This Wave starts as soon as the player spawns. They are the only Wave out of the 5 that can be scripted.
- Game-modes: Outpost – Wave 1 cannot be reinforcements.
- Wave 2
- This Wave spawns after a certain amount of Wave 1 enemies are killed.
- Spawning Options: Spawn After: One / 25% / 50% / 75% / All Dead (Cooldown Options Avaliable)
- Game-modes: Outpost – Wave 2 enemies can be classed as reinforcements as an option.
- Wave 3
- This Wave spawns after a certain amount of Wave 2 enemies are killed.
- Spawning Options: Spawn After: One / 25% / 50% / 75% / All Dead (Cooldown Options Avaliable)
- Game-modes: Outpost – Wave 3 enemies can be classed as reinforcements as an option.
- Wave 4
- This Wave spawns after a certain amount of Wave 3 enemies are killed.
- Spawning Options: Spawn After: One / 25% / 50% / 75% / All Dead (Cooldown Options Avaliable)
- Game-modes: Outpost – Wave 4 enemies can be classed as reinforcements as an option.
- Wave 5
- This Wave spawns after a certain amount of Wave 4 enemies are killed.
- Spawning Options: Spawn After: One / 25% / 50% / 75% / All Dead (Cooldown Options Available)
Animation Points are creative more making the map look realistic and more dynamic to the player. Animation Points can be placed in the vacinity of the AI you want to commit the action, however this will not always work. The AI will tend to wander off away from the Animation Point and will not commit the action. For AI to stay in the area so they can commit the action a Control Zone must be placed, for more on Control Zones head down to the Control Zones section. Also to point out Animation Points do not work unless the AI commiting the action is ‘related’ to the animation point for example: A Zombie must be linked to a Zombie Animation Point etc. Animation points can be infinitly looped or can be looped on cooldown of a time you choose. Below is an example of a Zombie eating a corpse on my map Swamp Things.
AI CONTROL ZONES
These are Volumed objects that keep AI in a certain section of your map. Editing options allow you to change the width, length and height of the Control Zone. To link an AI to a Control Zone open up the AI’s Object Preferences Menu and press the drop-down bar on ‘Control Zones’ then select the Control Zone Volume you would like your AI to be linked to for example: Defend – 138 (the number represents the number of the object that has been placed down). Listed below are the different types of Control Zones.
A Zone where the AI linked to it and stands completely still, will sometimes commit default idle animations or say general dialogue. These zones are good for keeping a AI in a certain area, especially for Animation Points.
- Defend Cautious
Almost exactly the same as the Defend Control Zone the Cautious Zone makes the AI act ‘cautious’, almost as if they suspect you are near.
- Move & Defend
A Defense area where the AI walks around a specific area as if they are on a sort of Patrol around the area.
- Rush Point
A Zone which is not a Volume, it is a point on the map where the AI chosen is scripted to run towards the point where the Rush Point is. Once the action is complete the AI will wonder aimlessly but not too far away from the original object.
Only applies to animals. Basically a Defend Control Zone made for all Animal AI.
Only applies for Outpost game-mode. When player is spotted AI enemy assigned to this control zone will set off the alarm.
This is an object that can be found in Gameplay > Climbing & Navigation > AI. It is a jump mechanism which works for zombies. If a zombie crosses the object they will automatically ragdoll, this works great for jumping across ledges and etc. In the object preferences you can select how high the zombie will fall from for it to work.
Triggers are what causes the Script to complete it’s action(s). Without a trigger point a script will not complete the action read the following information on trigger points to understand how to use them.
Trigger events are where an action from the player must take place for the script linked to work. Listed below are the different events you can use to set up a trigger point.
- On AI death
Link AI to trigger point by pressing ‘add event target’ and then selecting the AI you would like to target.
- On object destroyed
Link a destructible object to the trigger point by pressing ‘add event target’ and then selecting the object you would like to target.
- On wave started
Select which wave you would like to have linked to the trigger point, the script should work after this.
A trigger look at is where the player must look at the trigger point for the script to activate. The only thing that can be edited for this trigger point is the draw distance (the distance the player must be away from the trigger for the script to evacuate the smaller the number the closer the player must be).
Scripts can only be linked to a trigger point in one way (trigger to script not script to trigger). At the bottom of the trigger’s object preferences a drop down bar will reveal the scripts that trigger can be linked to. Also multiple triggers can be linked to one script. Select the script and then the script should work once obviously triggered (script must include actions).
Scripts add a lot more diversity to the map, they can even change the total structure of your map. Read below on how to perform certain script actions.
Read the following text to learn how to do each item below:
- Spawn object
- Spawn object with lifetime
(select object and then select the time it takes for it to despawn)
- Despawn object
- Spawn AI
- Despawn AI
(delays following script by certain amount of seconds)
- Teleport player
(place two teleport points [sender and reciever] on the locations you want the player to be teleported to)
- Change time of day
(select what time of day you want your map to change to)
- Set fog
(changes fog on the map to some or none)
- Set storm
(adds / removes rainstorm environmental settings)
- Change music theme
(adds / removes or changes background music)
- Set slow motion
(changes the speed of your game; change with slider tools, this can change the speed of death loading time and objective complete time)
Actions can be moved up / down or removed. This determines which script plays first, scripts also have options for when another script is already running. This is kind of limited as you can only ‘queue’ the script or ‘stop’ the script from working, it’s a shame you can’t run two scripts at once. Once the script is complete you can then link it to a trigger point.
Once you believe that every object has been placed down correctly and complete, you must now either fly around and check that no object is clipping through another or the terrain as this can ruin performance and also make the map look buggy and awful. You can do this at the end of everything, but I would recommend checking each and every time you add a new object to the canvas. The Map Validation section does help with this however as it points out which items are clipping (items that are marked with a red ‘X’ mean that the map cannot be published before this problem is solved and items that are marked with a yellow warning symbol mean that there is a problem but it doesn’t affect the maps performance or gameplay).
Some game-modes require certain objects which are required for the map to work. If these are not implemented into the map, the map cannot be published.
Game-modes: Outpost – Wave 5 enemies can be classed as reinforcements as an option.
Outpost – Any wave apart from Wave 1 can be reinforcements – Once one is selected the following waves also class as reinforcements (Wave 2 = Reinforcements therefore 3, 4 & 5 are also reinforcements)
Bounty Hunt – Any wave can be a target.
At least one target and an extraction point.
Alarm and at least one Wave 2 enemy.
(All maps require at least one spawn point, a snapshot and at least one enemy AI)
Press ‘file’ and then ‘publish’. Be Responsible, don’t get us all shut down for a poor decision.
When you publish your map, it gets compiled and uploaded to Far Cry’s online storage. The storage space per map is limited, and sometimes you may hit this limit. You will get a message like “Showshoe-B865AB46: Saving map failed: mapfile too large”.
Maps can get too large due to several reasons. My general rule of thumb: try to minimize diversity in the map’s terrain. This means:
- Having as few distinct terrain height values in the map as possible, with height levels preferably being as contiguous as possible.
- Same with the hole map: a 100% empty or 100% filled hole map compresses way better than a holemap that has several “islands” of holes.
- Same goes for the vegetation layer.
- Same goes for the terrain paint layer.
Generally, map makers are advised to flatten the terrain around the map’s edges. This is because players will mostly never go there anyway. Any detail removed in sections of the map where players don’t go will help decrease the file size.
- Adding more and separated holes with the hole tool makes the holemap more complex, which results in worse compression.
- Having more and separated distinct terrain heights makes the heightmap more complex, which results in worse compression.
- Having more and separated texture painted on the terrain makes the texturemask more complex, which results in worse compression.
- Having more and separated vegetation painted on the terrain makes the collectionmask more complex, which results in worse compression.
Take these steps to optimize compression of unused parts of the map and combat the map filesize:
- Use the Flatten Tool to flatten all the unused terrain, with the brush set to 1.0 Hardness and 1.0 Speed, 0.0 Distortion. Use as few as possible unique Height values throughout the map, so preferably pick a height for all unused terrain and stick to it. Like, the default height (50).
- CTRL-paint the unused terrain with the Texture Tool, with the brush set to 1.0 Hardness and 1.0 Speed, 0.0 Distortion and no brush constraints.
- CTRL-paint the unused terrain with the Vegetation Tool.
- CTRL-paint the unused terrain with the Hole Tool.
|Far Cry 5 Arcade Editor Budget Limits:|
|Limit per sector||Global Limit|
|SP/COOP maps on PC ObjectCount||2000||14000|
|Maps need to be within budget, else they will not publish. But if you’re on PC, check out my Editormod to go beyond these limits.|
PVP Loadouts & Gameplay
A Guide to Balanced TDM Gameplay & Loadouts
Far Cry 5 is TDM is fun as hell, with or without the right parameters. I have published quite a few TDM maps, and here is what I have found:
A. Balanced Gameplay is MANDATORY
If possible, have both teams on even footing at the start. Even better, place them somewhere the enemy team can’t get to to nullify spawn camping. Players who feel the other team have an advantage tend to rage quit. Each team needs an equal number of spawns, if possible safe and not in a place that will cause someone to get spawn camped, or spawn in and instantly die. If you make one team have the high ground, make an alternate version that gives the other team that advantage. Just swap the blue and red spawns after publishing and publish again!
B. Fave Guns by Range:
Close Quarters Battle /w reflex:
AKM w/ Reflex
ARC w/ Reflex
Ak47 w/ Reflex
M16 w/ Reflex 308 Carbine
M-133 Sawed (OP)
Mp5SD (Switch Fire Select to Full-Auto)
Vector (OP) (Switch Fire Select to Full-Auto)
BZ19 (Switch Fire Select to Full-Auto)
SMG-11 (Switch Fire Select to Full-Auto)
Mid w/ Reflex or Optical
Midrange w/ Tactical Scope: BP-2 AKM AK47 ARC MS16 Trooper 45/70 T (OP)
Sniper w/ Long Range Scope:
C. Balanced Loadout schema that people Love:(4 star ratings on published maps)
1: Run and Gun: AK47 w/ Tactical Scope MP5 /w Optical or Reflex (Switch Fire Select to Full-Auto) 1887-T /w reflex p226
2: Scoot and Shoot: ARC w/ Tactical Scope MP5SD /w Optical or Reflex (Switch Fire Select to Full-Auto) M133M /w reflex M9
3: Midrange Madness: BP-2 w/ Tactical Scope BZ19 /w Optical or Reflex (Switch Fire Select to Full-Auto) M133 /w reflex A-99 or SMG-11 (Switch Fire Select to Full-Auto)
4: Tack-Driver: MS16Trooper w/ Tactical Scope 308 Carbine w/ Long Range Scope M133 Sawed /w reflex 1911 D.
Explosives For loadouts, 1 grenade, TNT or Pipe Bomb, Molotovs are underpowered.
AMMUNITION: Give every gun in the loadout at least 60 rounds.
NO PIERCING in loadouts, make the player find and fight over AP rounds. An experienced player will pop AP rounds like Homeos at the start before anyone knows what is happening, and then people will rage quit. Make them hunt down the ultra power ups, even Homeopathic pickups are possible with the EDITORMOD.
No homeopathics. I always check, but people seem to forget and then ragequit once they realize they didn’t use them from the start.
Binoculars are a must for spotting. Parachute and Wingsuit combined can be frustrating. If there are grapple ledges, give every loadout the grappling hook.
H. Overpowered Weapons
OP weapons to make available as sparse pickups:
D2 // D50 // Vector45 // SA-50 // M133 Sawed
On LMGs: They have a slow ADS and a movement penalty, but the M249 can easily outgun the above loadouts, which is why I never include LMGs into loadouts, but only as a “find” with a long respawn timer.
M60V has a slow ADS time, lower ROF …it’s usable
I. Weapons that make people rage quit:
Flamethrower (doesn’t do dmg)
Rocket Launchers (RPG & RAT)
M79 Noob Toob
MG42 (while these weapons are fun, they are easily abused, if included…severely limit the ammunition.
Any combination that allows for explosive spam, ruins a map. Use explosives sparingly.
REMINDER: Obliteratorr is infinite ammo…)
J. Scopes to avoid:
Red-Dot : Sight picture always muddied by reflections in map.
Enhanced Ranger: All scope, no peripheral, crappy chevron reticule
K. Time & Score Limits
7 minimum, 10 max in my opinion. 15 minutes seems too long, people immediately quit. Score caps of 100 are tedious, you know you’ll never reach it. 75 is doable with a full lobby, if a MidSize Map.
Larger Map? Time Limit: 7-10 minutes Score Limit: 35-50 Small Map? Time Limit: 7-10 minutes Score Limit: 50-75