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Vehicles, Explosive Barrels, and Ammo Piles You can add large amounts of trees to areas of the map that players can’t reach and fill in areas that are a little bare. Add them to the map as you did the textures they won’t plant in roads, but will often take root in any structure they happen to run into. Rocks, grass, and trees are arranged in Collections, each map can have up to eight types. You don’t need to place every tree by hand. Use the included axies to position items precisely and map them to the ground level underneath. You can rotate objects by holding down CTRL, clicking the left mouse button, and then moving left and right to rotate in the direction you want. Just pick up an item and click on the spot to add it. Use the Furniture category, Signs category, and, of course, Explosives and Weapons Categories to fill up the space the way you want it to look. The buildings are put down without anything inside and you need to add the items you want. One point: although the editor will normally map buildings to the land, you need to ensure the ground where you locate a building is flat otherwise the building may float magically in the air.
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At first stick to simple buildings and structures, like churches and houses (look in the “Urban” folder under “Buildings”), and later you can let your hair down. The items are separated into categories that vary from simple signs to building blocks you can implement to build a complete fort.
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Click the Object button and a list of the available items will appear. Once you have the basic town and surrounding terrain ready, it’s time to add things to your map. Width of a road is about man-size, so you’ll probably want to increase that a bit, and add a few curves in the road for character. You lay out a road using curves, and then draw it onto the map by clicking the road icon in the toolbar and laying out the points. We started by flattening a suitable area for the town and then laid a few urban textures beneath it. We used a central town with a roadway heading off of the map with natural looking trees. Once we finish textures, it’s time to begin blocking out parts of the map.
#FAR CRY 2 MAPS UPDATE#
The game will automatically update using the new texture if you change the texture, and you can overlap the textures and they will blend into each other. To assign a texture, double-click on a slot and select the texture you desire. There are only four textures for you to use, which isn’t as bad as it sounds. This time we’re designing a peninsula land mass that will provide lots of space for the multiplayer action that will occur later. You can now implement the terrain tools to carve out the areas where you want the land to be. Don’t raise the water to much, but move the slider at least part way. Water slider until you reach the water level you desire. Find the cloud icon located on the tool bar, click it, and then move the
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If you want to put in lakes, rivers, and other water features, you’ll need to raise the water level. Take your time and practice trying to make the look natural, rather than the creation of some chaotic deity. Try a big brush to add a couple ripples and details to the map, and then complete the look using the Erosion, Noise, and Smoothing tools. The tools to the right change the radius of the brush, its hardness, level of distortion, and other properties. The tools located at the top of the screen raise and lower the terrain as you hold down the mouse button, allowing you to select the shape you desire. The map editor here is similar to other height-based map editors.
#FAR CRY 2 MAPS HOW TO#
Keep reading to find out how to get things done in this Far Cry 2 map making guide. This editor does have its limitations though: you can only make maps for the multiplayer modes Deathmatch, Team Deathmatch, Hunt The Diamond, and Uprising. We’ll begin taming Africa by using the Far Cry 2 editor, a wonderful feature that works beautifully for the job were about to undertake. Resources you need: Official FC2 map-maping forum location Make a Few Changes