Nathanaël DUSSAUD
Level Designer Junior
Far Cry 5 Map
Visio
Premiere
Arcade Editor
Engines Used
Word
Genre : Action aventure
Developer : Alone
Time to do it : 1 month
Pitch :
This Far Cry map is an outpost bigger (motorway rest area) than the ones in the game. Obviously, the character needs to kill everyone in this outpost to win.
General Informations
What I have done
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Make the 2D and the 3D of the map with the assets from the Arcade Editor
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Giving life to my level by using the animation and the different assets to fill the different pieces
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Test it and change it
Important points of an outpost
In every Outpost, there is a point of view in altitude to see a huge part of it and plane a strategy.
And every building and object of the outpost need to be close between them. Thank to that, the character can play with the verticality and kill all the enemies fast
My intentions
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Respect the code of a Far cry outpost
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Try to put my outpost in the map of the game
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Make a bigger outpost, because it's one of the best activity of Far Cry and it's too short
My map
My outpost is a motorway rest area, unfinished because it was taken by the altruists before the end of the construction. With a bridge behind the motorway rest area, destroy.
I directly started with a 2D Layout.
Level Design Document
After the 2D version I directly start by the terrain and then place all the stuff I need for my Level. Then I made an entire LDD to explain my points.
For example I explain how I lead the player. In this case I used a landmark to show a way for another point of view. Even if the way is draw with a different color, I wanted to be sure that the player can see it.
In my LDD, I also show the different cover that the character can use. Specially when he enters in a room.
Waves
For the waves (reinforcements) I try to make something balance, by starting with little enemies and more the waves come, more the enemies have better guns (sniper, RPG…). The waves are organised like:
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First wave:
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3 brawlers
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And 2 with assault rifle
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Second wave:
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4 enemies with assault rifles
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1 sniper
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Third wave:
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1 rocket launcher
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1 sniper
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3 assault rifles
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Fourth wave:
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2 snipers
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2 rocket launchers
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1 assault rifle
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To work on the balance the waves they didn’t appear at the same time but also, not at the same position.
After the outpost
I also though what it will happen to the outpost once it’s free. Obviously, the outpost will change to respond to the needs of the character’s player.
Garage
The garage will become a place where can order some cars, but also inside the garage there will be a note and some consumables and a note for a survivalist hideout.
Shop
In the shop there will be only some consumables.
Chalet
There won’t be a lot of changing for the chalet in term of consumables. The things which will change are to take off all the cult stuff (flag, pic…).
Outside
Outside the big changing are the add of the weapons sellers but also the possibility to order a boat.
Environment/ Story telling
For my map I try to give it a beautiful aspect by decorating all the places in the outpost. It pass by the terrain, but also the different building in it. Because even if it's not my job, Ubisoft gave to everyone a lots of assets, to create unique map for everyone. So I try to make something to attract the attention of the Ubisoft's Community but also the Ubisoft's team (it's more presentable with 3D assets).
It pass by the 3D asset but also the story telling and the intentions. For me, my intentions was to increase that the persons in the cult are brainwashed and heartless. This is why in my level, you will be able to see a lot of civils/dogs corpses, to tell that they cleaned the motorway rest area and do as they don't really care.
Frisking corpse
Eating corpse
Repair car
Test it
If you have the game and want to test my map, you just need to search it by it name "Oupost_Area" by NathKorotkoff and you can test it.