Xvita Script
Xvita Script
IT IS ALSO ONE THAT THIS GROUP Of FAR CRY ADDICTS HAVE ASKED
ABOUT THE CRYTEK MULTIPLAYER ASSAULT MAPS.
THE ANSWER?
WELCOME TO
FORWARD:
23 August 2005: A Private Message exchange* starts between some leading
members of the Ubisoft Far Cry Forum regarding the latest bugs, glitches and hacks
that are damaging the game. While some can be addressed through Punkbuster,
others cannot. It is agreed that the members of this conclave will keep each other
informed of new “discoveries”.
The PMs discovered so many issues, that we felt something needed to be done.
Aware that Crytek, with the work for new projects and existing Far Cry commitments,
has limited resources to devote to such an effort, we decide to approach them with
an idea: We would do the work and it would be supplied to Crytek for inclusion in the
next patch as a complete update to all the retail maps.
Through Alexander Marschal we were advised that Crytek would consider the idea.
Here we summarise our efforts. We provide a case by case analysis of each change
to each map and why we believed the changes, be they minor tweaks or more
significant were necessary.
*Excerpts from the initial PM series can be found at Appendix A to this proposal.
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FORWARD: 2
CONCEPT 4
BUGS OR GLITCHES 4
COLLISION WALLS 4
GAMEPLAY 4
CHANGES 5
GLOBAL 5
AIRSTRIP 5
ANALYSIS 5
SPECIfICS 6
OUSTANDING ISSUES 11
DAM: 12
ANALYSIS 12
SPECIfICS 12
OUSTANDING ISSUES 27
FREIGHTER 28
ANALYSIS 28
SPECIfICS 29
OUSTANDING ISSUES 31
JUNGLE 32
ANALYSIS 32
SPECIfICS 32
OUSTANDING ISSUES 43
MANGO RIVER 45
ANALYSIS 45
SPECIfICS 45
OUSTANDING ISSUES 55
DUNE 56
ANALYSIS 56
SPECIfICS 56
OUSTANDING ISSUES 77
TERMS Of RELEASE 78
A FINAL THOUGHT 78
CREDITS 79
APPENDIX A: THE BIRTH Of PROJECT FIXIT 81
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CONCEPT
The original retail maps were of the highest quality. A testament to this is the playing
statistics from sources like Splatterladder or CSports that show that the retail maps
are still the most played. However they do have their problems. We are blunt in our
assessment of what changes were required.
BUGS OR GLITCHES
Some maps have bugs that can crash servers, others have design problems that
allow players to gain unfair advantages, mostly through “glitching”. Typical examples
include where a player can lie behind a bunker base and shoot advancing players
but cannot be shot by the people he is shooting, another is to merge with a non
penetrable object e.g. the Flag, once inside you are invulnerable but can still shoot
all who approach. As far as possible we have tried to eliminate or minimise these
instances, without adversely affecting game play.
COLLISION WALLS
As part of this we have addressed the issue of “collision walls”. These are the
communities name for the invisible boundaries that surround the play area.
Unfortunately, in the current retail maps there are gaps in these surrounding areas
that allow skilled climbers to get behind them. Once there, they are immune to
grenades and rockets, only bullets can kill them.
In the US this is considered cheating and people are kicked from servers for it. In
Europe it is considered to be exploiting the terrain. To try and restore a level playing
field and remove the anomaly of limited invulnerability, we have removed the
collision walls from all maps.
To guard against abuse of the new areas that are open to all, certain changes have
been made to the terrain. This has been amongst other reasons, to prevent
prosecuting long range attacks directly on respawn areas, to prevent jumping in to
walled off flags and to prevent unwanted attack routes to key positions. That said we
have tried to encourage the use of these new areas without making them the most
attractive route to attack or defend any particular flag
GAMEPLAY
Two years of honing in game tactics have seen two of the maps, despite their
stunning appearance, be exposed for seriously flawed game play.
Long-range weapons, a lack of available cover or transportation, and murderous
crossfire around the flags see them greeted with groans and a mass exodus when
they appear in the rotation. Other maps have particular flags that once the defence is
settled are close to impossible to capture while other flags are virtually impossible to
defend.
We have tried to address these issues and each will be discussed in detail over the
following pages, furthermore we have taken into account the relative times to first
contact with modified terrains and the new stamina levels in patch 1.4.
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CHANGES
GLOBAL
Base line, with the exception of Jungle, of original release retail maps: all terrain
restricting collision walls removed in comparison with current 1.33 build 1395.
Jungle baseline was MP_TO_JUNGLE rev 1.31
All Flags have had small collision walls added to the model boundaries to prevent
glitching into the Flag.
All vehicle abandonment and vehicle respawn times were reduced to 20 seconds.
Commonly used glitchable objects were either replaced with none glitchable ones or
removed from the maps.
Parallel vehicles offset to prevent phoenix of one killing the occupant of the other
Parrots: One of our group is obsessed with them, so some of the inland gulls have
been changed to parrots on various maps. Yes he is in therapy for this problem.
Removed obsolete objects such as underwater trees buildings and boats outside of
the playing area
AIRSTRIP
ANALYSIS
Airstrip was viewed as one of the most exciting maps with respect to the removal of
the collision walls. This in turn generated the majority of the challenges for the
revised map. It was also contained the most bugs that needed rectification.
For game play, flag one was felt to be very difficult to take, mainly because of the
lack of useable attack routes once the walls were built. The same was true of flag 3
the middle two of 4 attack routes were hampered by a lack of cover.
It was decided that there should be separation between the areas accessible for
attack and defence snipers, giving both new shots not currently available, while
ensuring that there could not be any abuse. Additionally it was decide that there
should be no direct access for the attacking team to the rear of flag 3. Both of these
were achieved through terrain changes.
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SPECIfICS
1a. Crates added to prevent abuse spot where attacker is virtually invulnerable to
defenders trying to retouch flag.
1c. Terrain modified and collision walls added to prevent glitching into building
model.
1e. Move vehicles closer to sides of bridge to make jeep access easier, opening up
and attack route and jeep model replaced with one that allows bullets through gaps
in model.
1f. Added trees to prevent attacks on defence spawn flag 1 from rear.
1g. Gully added to restrict attacker access to ground overlooking defence spawn.
1i. Terrain reshaped to limit access for attackers over hill to F3.
1k. Terrain reshaped to cut off access attackers over hill to F3.
1l. Terrain reshaped to cut off access attackers over hill to F3.
1m. Building model for gate changed to “frameless” to prevent defence just building
the frame and leaving it unfinished. This practice is frustrating for the attackers, as
they would have to finish building the gate then destroy it to gain access in a vehicle.
1n. Base lowered to prevent defence from glitching behind it. This is where the prone
player can shoot the opponents but cannot be shot.
1p. Terrain steepened to prevent quick access to the high ground for attackers.
1q. Rock climb added to increase time take by attackers to reach high ground.
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2a. Added roof to building to give cover from attacking sniper.
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3a. Terrain reshaped and vegetation added to prevent defence and restrict attack
access on DRHS hill. Vegetation includes custom fallen tree model.
3b. Tree added to prevent sniper spawn kills from ARHS high grounds.
3c. New covered bridge model inserted to make attacking over bridge easier.
3i. Jeep removed to prevent spawn killing and Defence access to high ground.
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OUSTANDING ISSUES
These were issues that the team felt should be addressed but where unable to
resolve. For airstrip there were none.
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DAM:
ANALYSIS
The original map whilst visually stunning had serious game play problems. Low end
PCs struggled with the draw distance and all flags could be easily dominated with
long range weapons with no safe approach for attackers. Transportation was limited
and the pseudo random respawns invariably left you with a long walk before the
sniper got you.
Flag 2 was prone to a swift back to back capture given the distance from the defence
spawn and the probability that a successful attack on Flag 1 was made in jeeps.
Flag 3 was made worse by the choke point that that defence could create if they
pushed forwards, especially given that there were limited practical routes to the flag.
Often this flag would see a small number of defenders pushed forwards enjoying a
game, with the remaining few were left bored at the flag. When enough had
wandered off to find some action the flag would invariably fall to a lone sneak
attacker.
It was decide to make radical changes to this map. Transportation would be added,
fog and draw distances would be reduced to increase FPS and Flag 3 would receive
a complete make over. After all what is a Dam without water?☺
SPECIfICS
Flag 1
1a. Draw distance reduced to 500 from 830 this gives a 20% boost to FPS on a low
end machine, and gives even greater on a top end one.
1b. New skybox generated without split near sun, solar glare reduced.
1d. Jeep hut relocated between the two attack spawns to reduce walking to
transport.
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Flag 2
The main changes to this flag are to prevent a back-to-back capture from flag 1
2f. Half of F2 Attack spawns moved to highlighted hut. This was to provide variation,
encourage the use of the lower attack route, and to make spawn killing more difficult.
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Flag 3
3a. New gunboat and wharf at attack spawn making a main third route to the flag
viable.
3c. Foliage cover increased on road approaching dam to provide attackers more
cover.
3d. Dam now has water, walkway, 8 access ladders, and barriers to prevent jeep
access.
3e. Low level buildable barriers at end of dam nearest attackers to strengthen
defence.
3g. Walkway around tower reduced to prevent jeep access, we want the jeeps to use
the gate.
3h. Gate placed in wall to introduce additional route for attack and provide a new
challenge for the defence.
3j. Tower removed and replaced with low level barricades. Tower served no purpose
in original map and had little coverage in the new version. Consideration was given
to replacing it with a bunker but it was decided that this would favour the defence too
much and render the new gate useless.
3k. Vegetation added to provide cover from high snipers and prevent jeeps running
people over straight out of spawn.
3m. Access to island removed, flag 3 already had too many offensive sniper
opportunities
3n. Channel deepened to support high speed gunboat access. While the daring can
actually jump the sandbanks, this channel allows a moderate driver to approach the
dam in a wide arc at full speed.
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OUSTANDING ISSUES
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FREIGHTER
ANALYSIS
One of the most popular maps, the challenge here was to open up the access to the
hills without unbalancing the maps. As all the flags are overlooked by high ground
this required alterations to ensure that the flags could not be jumped into, or easily
accessed from the hills. Additionally balances were made to ensure that the time for
the attack and the defence to gain the high ground was similar.
Flag one was perceived to be overly difficult to take, so additional cover was
provided in several areas.
The left hand side defensive bunker at flag 2 was found to be seldom used and
actually a liability for the defence. This was replaced with a new “fallen tree” custom
model designed by our mapper, modeller and CG animator Harvey “Hervig” Wild.
Additionally the tower close to the flag could be used as a launch pad to clear the
flag walls.
Changes to flag 3 centred on access to or from the high ground and prevention of
glitching from the tower above the flag. A forklift was added to the final warehouse
for novelty value. You haven’t killed anyone in Far Cry until you have run them over
in a forklift!☺
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SPECIfICS
1d. Containers removed and repositioned to make it harder to jump into flag.
1f. Vegetation and terrain changes to cover attackers and discourage spawnkilling.
1g. Added vegetation and modified rock face to prevent jumping into flag from hill.
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2a. Tower moved slightly to right to prevent jumping into the flag, base also lowered
to prevent glitching at the edges.
2c. As all hills are per original release maps, the rock to the right of this point is now
accessible.
2d. Hill modified to prevent easy way down to flag from high ground.
2e. Terrain altered to prevent quick way up to high ground, slow route still available
at this point.
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3a. Rocks added to prevent quick route to flag from high grounds.
3b. Low-level barriers of tower model offset by introduction of new concrete level,
this is to prevent glitching up there by making those players up high more vulnerable
to defence fire. Also fencing now extends around tower to prevent quick flag access.
3c. Doorways removed; they were too low following the raising of the floor level and
could not be adjusted, as the tower is a single piece model.
3d. Closed fencing added to prevent quick route to flag from high grounds.
3e. Jump up to high ground made easier, this is the primary route up high for the
defence.
3h. Slide down from rock reduced to allow swifter access to high ground for defence.
OUSTANDING ISSUES
None
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JUNGLE
ANALYSIS
Jungle while very popular it is renown for several glitching positions. The majority of
these would be addressed.
Concerns around flag one lead to an extension of the compound to increase the
defensive spawn distance to the flag.
The main concern however, was how to allow balanced access to the high ground
overlooking flags 2 and 3.
The first part of this solution was to introduce a lake at the back of Flag 3; the access
route to the high ground. This ruled out the possibility of getting a humvee above the
flags and the rockets from it devastating the defence. The second part was to
introduce sufficient vegetation to prevent direct shots on the spawns from the high
ground.
SPECIfICS
Jungle F1:
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1a: Defensive Spawn moved back.
1c: Transformer 'object' replaced with 'object #2' that has ladder access to top of
'object #2'.
1f: Bunker at front of F1 base set lower; sunk to reduce cover for glitching at bunker
base.
1h: Control Panels added inside Defensive Spawn Building to prevent sniper-window
glitch, where the sniper prone in the spawn building can shoot a sniper on the hill
without the hill side sniper having a reciprocal shot.
1l: Gate on left hand side of offensive spawn opened and road blocked. Gate could
be glitched through in a vehicle. Available terrain via this route would unbalance
map, so road was blocked.
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1G: F1 Vegetation Changes (All Vegetation)
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1G: F1 Vegetation Changes (Bushes only)
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1G: F1 Vegetation Changes (BSC only)
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1L:
Jungle F2:
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2a: F2 ground flattened and flag set lower (sunk to prevent glitching into flag base).
2b: Fallen tree added for cover and aesthetics; a more jungle like appearance.
2d: Adjusted Terrain (to prevent defensive access to ridge via wooden platform)
2f: Adjusted terrain (to prevent defensive access to ridgeline via rocks)
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Jungle F3:
3b: Removed obsolete objects inside attacking left hand side building.
3d: Bunker near gates set lower (sunk to reduce cover @ bunker base).
3h: Added forklift for (a) access to roof left of spawn, (b) mobile cover.
3j: Added Trees alongside F3 wall to give some additional cover from snipers.
3l: Added palm tree at back of building on left as you exit spawn
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3m: Moved ammo location inside defensive spawn
3n: Altered terrain to stop access to building roof via ridgeline (increased drop
height).
3o: Offensive Sniper rocks modified and physicalised (see pic below).
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3o:
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OUSTANDING ISSUES
Sandbags: There is a problem with the sandbags in that a person sheltering behind
them is able to shoot a person covering them, without presenting a target him or
herself. For the person who is shot the bullet appears to come right through the bags
while your own bullets do not penetrate them. This phenomenon is not seen with
other low level non penetrable objects like the concrete barriers now used at 3F. The
pictures below show options we have tried to prevent this.
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As can be seen from these shots from Mango, our initial approach was to try and
make the person taking cover more vulnerable; we reduced the size of the
impenetrable layer but added a penetrable layer in the original position. As the
merge of the objects was not clean we tried offsetting them in front and behind.
In both cases while the person behind had to be more careful, they were still able to
shoot the enemy without presenting a target.
This brings us back to he fact that their view/bullet tracing appears different from
their aspect compared to their opponent’s aspect, in that the shot appears to come
through the bags.
Various possible reasons we have speculated for this include:
Error in model.
Error in engine, calculating visible view from furthest edge of objects not the nearest;
subject to height offsets
Model is so narrow that it allows a glitch past the penetrable detection layer.
Fixed margin of error on the edge definition of objects that only becomes noticeable
when the objects are of small size and the fixed error accounts for a greater
percentage of their total size.
A result of the prone eye/head position relative to the exposed body
No idea…
The Project FiXit team would again welcome anyone’s input on this issue…
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MANGO RIVER
ANALYSIS
This map presented the least problems; only two significant issues existed,
Use of the area behind the collision walls is rife on this map.
With Flag two especially the defence are limited in their response to someone getting
high left or behind them.
The second problem is the dominance of defensive snipers. It is very difficult for
offensive snipers to take up effective positions without being instantly counter
sniped, and again with flag two, the openness of the approaches to both sniper and
MG fire can make the flag almost impossible to take against well organised
opposition.
Both of these issues would be alleviated by the removal of the collision walls.
Additionally there would be additional foliage added at the most exposed spots.
SPECIfICS
Mango F1
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1a: Added Rocks above F1 defensive spawn to prevent spawn raping.
1c: Altered vegetation near rope bridge on attacking left hand side.
1e: Vegetation added to give Offensive spawn cover from sniper(s) on bridge.
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1A & 1B: Rocks above defensive spawn & extra vegetation to prevent “spawn
raping”
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1E: Added vegetation to give offensive spawn more cover
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Mango F2:
2b: Added slow-climb route up to high ground from defensive spawn area.
2c: Added vegetation at back of F2 to give spawn area more cover, shots on flag are
allowed, but not into spawn area.
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2A: Terrain 'Steps' to restrict defensive access to high ground.
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Mango F3:
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3A: Modified Wall, also note that boats and camp have been removed.
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3B: Wall added to back of building.
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OUSTANDING ISSUES
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DUNE
ANALYSIS
We think that is a shame. Given a makeover, the 1st and 3rd flags could be two of the
most exciting in Far Cry, while the second flag is a gem as it stands…
So how have we approached this? Well a sniper likes flat open spaces; so we took
them away. This map is called Dune. A sniper will find it a lot harder to target players
as they bob up and down the undulating terrain with some carefully placed trees
providing additional cover.
Also with the amount of clutter around flag one, it is far too easy to flag camp.
Through some simple reorganising of that area, the flag becomes more open and the
defence are actually under pressure to defend outside the compound, to sit back
here would guarantee failure.
SPECIfICS
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1a. Attack spawn moved in.
1b. Terrain significantly changed. More undulating Dunes to provide cover from
snipers, additional trees added.
1c. Tower removed, Bunker relocated to corner to help free up space and slit added
to adjacent wall.
1d. New vegetation and crashed plane fill the space left by the bunker.
1e. Number of Connex, smaller containers and buildable machine gun removed.
Remaining boxes arranged to reduce possibility of camping flag.
1f. Destroyed model of walls replaced with rubble model produced by Hervig. This
will allow jeeps to access the blown gate ways, particularly relevant for attacking
Flag 2.
1g. Climbing access to both rocks eased. This gives the offence excellent coverage
of the flag and run from spawn. It is in the defences best interests to control these
rocks.
1h. Terrain altered to prevent attackers from climbing over wall, but still allowing a
jeep to driver over.
1i. Ladder from defence front right hand side relocated to defence left hand side.
Ladder was seldom used in its previous position and the slit in front made using it
dangerous. New position will allow exit to left hand side.
1j. Ammo hut moved from right side to left. Cases and doors added. This is to
prevent prone camping of the flag by defenders.
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2a. Bridge reworked. Step in middle removed, to enable safer passage by jeep.
2b. Dune in front of bunker increased in height for two purposes. To provide more
cover when approaching that way, and to act as a takeoff ramp for the jeep. Bunker
and hut repositioned slightly.
2c. So you sneak all the way around only to run out of breath and get shot because
you cant get out of the water… This fisherman’s net might help you climb out?
2d. The abandoned gunboat has been replaced with a boat hut and gunboat.
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3a. Spawn moved forward, one jeep added with garage hut.
3b. Similar terrain modifications to Flag 1, rolling dunes and trees added.
3c. Jeep plus climb to overlook flag is prevented here through a terrain change.
3d. Aesthetic change; name on tanks set to face main action area, also wall raised to
prevent easy walking in to compound.
3e. Unused bunker removed, line of wall changed to make this route of attack more
attractive. This also opens up the rocks above for driving a jeep over wall.
3f. Right hand gate prebuilt to allow the defence to initially concentrate on the front
area.
3g. Climbs up to higher ground behind flag, and down to main building behind flag
prevented here with a terrain change.
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OUSTANDING ISSUES
Texture blending: Noticeable in the retail version we are unable to remove these
texture mismatches.
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TERMS Of RELEASE
The maps are released to Crytek and Ubisoft for inclusion in Patch 1.4.
A FINAL THOUGHT
© 2006 Ubisoft Entertainment. All Rights Reserved. Far Cry, Far Cry Instincts, Far Cry Instincts Evolution, Far Cry Instincts
Predator, Ubisoft and the Ubisoft logo are trademarks of Ubisoft Entertainment in the US and/or other countries. Based on
Crytek’s original Far Cry directed by Cevat Yerli. Powered by Crytek’s technology “CryEngine”.
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CREDITS
THE PROJECT FIXIT TEAM ARE:
LEVEL DESIGN:
Jon McDermott
Simon Carlisle
Hans Hoogendoorn
Harvey Wild
Jeff Witinok
Gary Kirkham
Mike Clive
Harvey Wild
ADDITIONAL MAPPING
Mike Clive
Jeff Witinok
Gary Kirkham
TECHNICAL CONSULTANTS:
[00] c4te
ELITE ACE
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PLAY TESTS
Simon Carlisle
Hans Hoogendoorn
Gary Kirkham
Harvey Wild
Jeff Witinok
Don Combs
Mike Clive
[22ndSAS]
-=UBW=-
W]M [D
Sÿ/)
[00]
[00]Ftownplaya
A4F Manglord
Stringed Evil
Cry-Alex
DOCUMENTATION
Simon Carlisle
Hans Hoogendoorn
Harvey Wild
Gary Kirkham
EDITORIAL:
Gary Kirkham
WEBSPACE:
SPECIAL THANKS
The Project FiXit team would like to say a special thank you to
Alexander Marschal
For his support and encouragement
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APPENDIX A: THE BIRTH Of PROJECT FIXIT
The following are extracts from Ubisoft Far Cry forum PMs from Aug/Sep 2005
Achilles: Hey guys, A clan member pointed this one out to me. First to make it work you have to
change two settings in system.cfg:
- Change: r_ColorBits = "32" to r_ColorBits = "16"
- Change: r_DepthBits = "24" to r_DepthBits = "12"
Doing this results in the following:
- Sniper glare is spottable much easier. It's like a light beacon now.
- When zoomed in with any sniperrifle/OICW/Ag36 you can see through black area partly.
- You can see more through smoke.
- Your compass becomes transparent. Also directions are no longer there.
I have a couple of screenshots. Turns out they came out pretty dark.
This might give players an extra unwanted advantage. Thought I'd report this one.
Doc: Well I'll be...thanks for the submission. Adding those CVARs to the PB config as we speak.
I just happened to be closing another loop that someone else submitted over the weekend and I just
verified, so it will be a 2 for 1 update
IceT: Sorry chaps Ive been away working without internet access.
Nice find Achilles, and nice work Doc with the pbsv.cfg
Erm Cuz, nice job posting replies lol (don’t want you to feel left out).
Whilst we're all here - there is a bug on mp_airstrip which allows you to get inside the tower on flag 1
(you can't shoot though the walls, but you can use grenades apparently):
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CuZ: Looking at these pics it almost seems a disadvantage, once your nades are gone what good are
you in there?
Achilles: Yes I've also seen this. 2 guys in my clan know how to do this one. Apparently Crytek is
aware of this although I do not know if they actually know how to do this.
It's not easy that's what I can tell you. They tried to explain it to me, but I didn't manage to do it. You
can also walk out of the inside again from any direction.
So advantage Cuz could be to sit in there look at the enemy where they are and at the right time step
out. Although I doubt you will get in there unnoticed.
Doc: That is a bug with the object itself not properly detecting the collision between the player and
itself. This is much like the person sinking into boxes and making themselves invincible. There is
nothing PB can do about it. This is a game bug that has been brought to Crytek's attention.
IceT-Bag: Hi guys, its just come to my attention that a bug in mp_airstrip can crash the server. To
crash the server, you simply place a bomb at a specific point at the base of the hangar near flag 2
(shown below):
The server crashed a couple seconds after the bomb went off.
Thought I'd share this with you should your servers suddenly crash. There are some idiots out there
doing this deliberately. The cause is an object inside the hangar - I think its some glass-like object,
and when the bomb goes off - it crashes the server. Doc, would this be worthwhile passing onto Alex
should there be another FC patch?
Achilles: Why not make a separate map pack with only fixes of standard maps?
DocSEAL: Separating the two map packs isn't really a good idea...requiring people to add two more
downloads to their list rather than just adds more confusion, IMHO.
CuZ: The official maps need to be fix by a global change. Now if you can do the fixes to give to Crytek
that is another issue....?
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Slugworth: Changes of stock maps - these would have to come out in a patch, putting them in a map
pack will NOT get the distribution they need to reach enough players. Nothing against any particular
map pack here, but unless it's in an official patch that is mandatory, it will cause more problems than
it's worth.
Doc: I liked the "force it down your throat" approach of Map Pack 1. If enough clan servers, both US
and EU, simultaneously started running the new versions of the maps, then the casual player would
be forced into downloading them. Worked once...will work again IMHO.
CuZ: Sadly that approach didn’t work in Europe for map pack 1… IMHO these fixes should be part of
a patch. If that isn’t possible then they should be a stand alone Map Pak, that as you say would
require the full support of US and EU clans...
Doc: So, if anything is going to be done about this with some haste; it's going to have to be done by
the community. Seems simple enough to do. If I had any Sandbox skills I would've done it by now
Achilles: Seems hard to realise full support though. Even if much clans take over we still have the
very popular European Ubisoft servers running standard maps.
Slugworth: My concern would be to decide exactly what needs to be fixed, and fix only that.
Furthermore, the better job the community does on fixes and QA the easier we make it for Crytek to
release something official. Any fixes can't be the decision of one person, you need a small group of
people who represent various interests, can work together and compromise to make something they
agree in. Hence my previous comments about working to get involvement from the EU clans, and
people who can work together representing various interests. My own opinion is that any update of
stock MP maps should be addressed as follows:
1. Official patch - community does the work, hands it over to Crytek, released as replacements for
existing maps
... or ...
2. Unofficial patch - community does the work, released as standalone fix for a limited set of issues,
released with map names different than stock maps. Community cooperation is secured in NA, EU
and AUS.
Ice: 1. Official patch - community does the work, hand it over to Crytek, released as replacements for
existing maps Personally I think this is the best approach. Maybe we should start a little group and
address any 'imperfections' in the stock maps, once finished and tested we could pass onto Crytek to
officially release. I’m sure Hervig would be happy to help where he can; he is getting more familiar
with the SandBox editor. (Personally I haven’t a clue how to use it lol!)
CuZ: Well count me in for what its worth, I can heckle any forum…Doc, will you run this approach
past Alex/Jack/Gavian please? No sense us getting all excited if they are not interested...
The brief should be explicit as Slug alluded, otherwise we could get bogged down...
1. Fix known bugs.
2. Fix glaringly poor Gameplay issues: Spawns and removable glitches.
3. Remove Collision walls?
Slug: I will emphasize one of my previous points. There needs to be a lot of clarity about what is
going to be fixed, and each item to be fixed needs to be described in detail.
My concern here is fixing just the things that are broken, and not fixing the things that are personal
annoyances, or changing things "because you can".
Is the scope just MP assault maps, or do you include other MP maps? How about the SP maps?
Some things to think about.
I can offer web-based services and support for the effort, and advice.
Doc: I have made a special hidden section on the Project X forums for this group's discussion. If you
haven't already done so, please register at the site and I will add you the team with the correct
permissions to view this area.
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If ONLY WE KNEW THEN, WHAT WE
HAD GOTTEN OURSELVES INTO...
PAGE 84 Of 84