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From Gamer to Game Designer: The Official Far Cry® 2 Map Editing Guide

Book Description

Welcome to the official Far Cry ® 2 map editing guide. Bridging the distance between playing and designing video games, From Gamer to Game Designer: The Official Far Cry ®2 Map Editing Guide provides you with in depth advice on creating your own multiplayer maps for Far Cry 2, an open-world, firstperson shooter for the PC, PlayStation® 3, and Xbox 360®. Set in the wilds of Africa, the dunes, oases, savannahs, and jungles provide a unique and exciting setting for both players and map makers. First, you'll be introduced to the powerful yet user-friendly map editor as you get comfortable with the interface, menus, and toolbox. Then, you'll go beyond the basics as you explore how the disciplines of game design theory, military science, environmental geography, and urban planning can help take your map design efforts to the next level. You'll learn how to design indoor and outdoor environments, work with weapons and vehicles, promote tactics and teamwork, and more. No programming skills are required, allowing you to create attractive and engaging maps right from the comfort of your game console that other Far Cry 2 gamers will be eager to play!

Table of Contents

  1. Copyright
    1. Dedication
  2. Acknowledgments
  3. About the Author
  4. 1. The Far Cry 2 Map Editor
    1. Far Cry 2
    2. Far Cry 2 Multiplayer
      1. Multiplayer Match Types
      2. Creating a Custom Match
    3. The Multiplayer Modes
      1. Deathmatch
      2. Team Deathmatch
      3. Capture the Diamond
      4. Uprising
    4. The Weapons
      1. Close-Quarter Weapons
      2. Assault Weapons
      3. Long-Range Weapons
      4. Explosive Weapons
    5. The Soldier Classes
      1. Commando
      2. Sharpshooter
      3. Guerrilla
      4. Rebel
      5. Gunner
      6. Saboteur
    6. The Map Editor
    7. Creating a New Wilderness
      1. Desert Dunes
      2. Desert Oasis
      3. Savannah Plateau 01 and Savannah Plateau 02
      4. Savannah Waterside
      5. Jungle Mountains
      6. Jungle Valley
    8. The User Interface
      1. Cursor
      2. Command Options
      3. Object Selection/Settings Box
      4. Resources
      5. Object Count
      6. Performance
    9. The Map Editor Menu
      1. Preview Final Map
      2. Controls
      3. Settings
      4. Help
      5. Validation
      6. Map Properties
      7. Save
      8. Save As
      9. Exit Map
    10. Navigating the Map
      1. Moving Around (PlayStation 3 and Xbox 360)
      2. Moving Around (PC)
      3. Toggling between the 2D and 3D Perspectives
    11. Testing the Map
    12. Using the Toolbox Radial Menu Dial
      1. Terrain Tools
      2. Objects
      3. Collection System
      4. Paint Texture
      5. Environment Settings
      6. Playable Zones
      7. Road
      8. Snapshot
    13. Sculpting the Terrain
      1. Bump
      2. Set to Height
      3. Raise/Lower
      4. Smooth
      5. Ramp
      6. Erosion
      7. Noise
    14. Texturing the Terrain
    15. Adding Vegetation and Rocks
    16. Adding and Modifying Roads
    17. Adding and Editing Objects
    18. Preparing a Map for Online Play
      1. Placing the Multiplayer Markers
      2. Validating the Map
      3. Setting the Playable Zone
      4. Setting the Map Properties
      5. Modifying the Environment Settings
      6. Taking a Snapshot
      7. Publishing the Map
    19. Downloading and Editing Existing Maps
    20. Summary
  5. 2. Game Design Theory
    1. The Phenomenology of Wargames
      1. Accomplishment
      2. Anticipation
      3. Challenge
      4. Communication
      5. Conflict
      6. Control
      7. Differentiated Experience
      8. Downtime
      9. Emotional Response
      10. Experimentation
      11. Fairness
      12. Feedback
      13. Flow
      14. Freedom
      15. Immersion
      16. Inspiration
      17. Maneuverability
      18. Memorability
      19. Mobility
      20. Pacing
      21. Perspective
      22. Pleasure
      23. Risk
      24. Scale
      25. Security
      26. Structure
      27. Teamwork
      28. Time
    2. Map Making Genres
      1. Tactical Maps
      2. Stealth Maps
      3. Skirmish Maps
      4. Arena Maps
      5. Platform Maps
      6. Historical Maps
      7. Tribute Maps
      8. Sandbox Maps
      9. Exploration Maps
    3. The Elements of Wargame Design
      1. Advantage
      2. Ambience
      3. Aesthetics
      4. Audience
      5. Balance
      6. Barriers and Boundaries
      7. Creativity
      8. Difficulty Curve
      9. Emergent Gameplay
      10. Exploration
      11. Functionality
      12. Goals and Objectives
      13. Intercept Points
      14. Landmarks
      15. Levels and Elevation
      16. Mobility
      17. Navigation
      18. Optimization
      19. Pathways
      20. Randomness
      21. Realism
      22. Replayability
      23. Scenario and Back Story
      24. Side Quests
      25. Skill Level
      26. Symmetrical Design
      27. Teamwork
      28. Variety
      29. Waypoints
    4. Combat Operations
    5. The Map Design Process
      1. 1. Exploring and Experimenting
      2. 2. Planning and Prioritizing
      3. 3. Drafting and Designing
      4. 4. Testing and Tweaking
      5. 5. Distributing and Marketing
    6. Summary
  6. 3. Physical Geography
    1. The Physical Regions of Far Cry 2
      1. Deserts
      2. Savannahs
      3. Jungles
      4. Oases
    2. A Topographical Glossary
      1. - A -
      2. - B -
      3. - C -
      4. - D -
      5. - E -
      6. - F -
      7. - G -
      8. - H -
      9. - I -
      10. - J -
      11. - K -
      12. - L -
      13. - M -
      14. - O -
      15. - P -
      16. - R -
      17. - S -
      18. - T -
      19. - V -
      20. - W -
    3. Summary
  7. 4. Military Geography
    1. The Strategic Value of Terrain
      1. Cover
      2. Visibility Range
      3. Line of Sight
      4. Commanding Position
    2. Battlefield Conditions
      1. Hostile Terrain
      2. Danger Zones
      3. Choke Points
      4. Obstacles
      5. Weather
      6. Travel Time
    3. Battlefield Structure
      1. The Battlespace
      2. Out-of-Bounds Area
      3. Engagement Areas
      4. Intercept Points
      5. Territory
      6. Key Terrain
      7. Staging Areas
      8. Rally Points
      9. Military Bases
      10. Spawn Points
      11. Fortified Positions
      12. Supply Points
    4. Battlefield Pathways
      1. Avenues of Approach
      2. Main Roads
      3. Secondary Roads
      4. Off-Road Pathways
      5. Forged Pathways
      6. Waterways
    5. Battlefield Locations
    6. Summary
  8. 5. Urban Warfare
    1. Urban Planning for an Urban War Zone
      1. Wilderness Areas
      2. Agricultural Lands
      3. Residential Areas
      4. Public Spaces
      5. Commercial Districts
      6. Industrial Zones
      7. Military Zones
    2. The Far Cry 2 Infrastructure Assets
      1. Multiplayer
      2. Signage
      3. Ammo and Weapons
      4. Explosives
      5. Vehicles: Drivable
      6. Vehicles: Non-Drivable and Wrecks
      7. Vehicles: Trains and Tracks
      8. Buildings: Colonial
      9. Buildings: Dogon
      10. Buildings: Fishing
      11. Buildings: Fort
      12. Buildings: Huts
      13. Buildings: Industrial
      14. Buildings: Shanty
      15. Buildings: Urban
      16. Utilities: Fences
      17. Utilities: Structures
      18. Utilities: Stairs and Ladders
      19. Utilities: Doors and Windows
      20. Utilities: Furniture
      21. Utilities: Crates and Containers
      22. Utilities: Detail Objects
      23. Utilities: Other Cover
      24. Utilities: Quays
      25. Utilities: Bridges
      26. Natural: Plants and Bush
      27. Natural: Rocks
      28. Natural: Trees
      29. Natural: Other
      30. Occlusion Blocks
      31. Lighting
    3. Summary
  9. 6. Special Operations
    1. Close-Combat Operations
    2. Stealth Operations
    3. Low-Light Operations
    4. Defensive Operations
    5. Naval Operations
    6. Amphibious Operations
    7. Air Operations
    8. Summary
  10. Afterword: From Map Maker to Game Developer
  11. Bibliography and Further Reading