• Ladder Curation: An Analysis of Maps

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    MadMaxM

    thanks for sharing hopefully this will start a meaningful discussion about map design, and what mappers can do to improve the 'score' of their maps, which will in turn maybe break the astro cycle..... (doubtful). But anything that help mappers understand what makes for interesting and varied games on their maps, is good in my books and i think will be good for the community at large.

  • Index Librorum's Maps, assorted projects, and Gaea tutorials

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    IndexLibrorumI

    glacies.png

    We need ice for our drinks, commander. Remove these enemies and secure that ice! -- Licensed under CC BY-NC-SA 4.0. Based on a map design by StaySane0.

    Project Glacies is a 10x10km map made for at most 4v4. The map is a rework and redesign of a map originally designed by StaySane0, who was kind enough to give me permission to adjust his original concept. Changes involve significant changes to the heightmap, a redistribution of mexes and reclaim, as well as a complete overhaul of the textures and decals. Assets from my previous map Project Albus were used for the design of this map.

    As with most of my maps, there is a good amount of reclaim spread out all over the map, with larger chunks of reclaim on the route most engineers will take to reach mexes. Those players with the extra APM to spare will find it rewarding to give the manual reclaim orders to their expanding engineers.

    This map also features clumps of dense forests, which also contain a hefty amount of mass and energy. Like with Project Tumulus, keeping the tree clumps intact will make scaling your economy significantly easier. Some slots may find that an extra greedy build of starting with 2 factories and no mexes is just about possible if you pay enough attention at manually reclaiming the trees.

    62d29ef7-0ec4-413c-ac74-4a4e3cb3b101-image.png

    38be89da-d58f-49e3-bd21-bd240d6d7b86-image.png

    37bc1759-75e3-4741-9702-22de1b93884d-image.png

    fff70e75-06ca-461e-99f0-c1634840ec54-image.png

    079be861-bb2e-4e25-a582-ea9e7155f5ce-image.png

  • What is Latest version of Map Editor?

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    O

    no worries....you tried. Bloom works in lower version 704 and less, so I can load a finished map in there and add Bloom adjustments and save I gues

  • Map Editor V 0.8 Issues

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    BlackYpsB

    Far on the horizon maybe. I added the issues to the issue tracker here: https://github.com/FAForever/FAForeverMapEditor/issues

  • Cant Upload last few Maps....NEW ERROR - Payload too Large......!!??

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    Brutus5000B

    How big is your folder?

  • Beach Water Depth Units not Detected

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    N

    Yeah 3.75 works easily but the tricky part is that if the offset is too much then units will target the underwater unit thinking it is on land, while its hitbox is covered by water (dbg c in console to see collision boxes). I think they start ignoring that unit after they hit the water too.

  • Klutz's Map Emporium

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    CaptainKlutzC

    @nflanders Very few people play dualgap clones in any meaningful quantity, the original is timeless for a reason. There are so many dualgap maps already that it would be a waste of my time compared to the number of players it would get. Even with this in mind, I only make maps I want to make, not what I think would be popular. While it's a fine map, I personally don't enjoy the gameplay dualgap enables and don't want to create something in that vein. And finally, I think creating a very derivative work would be disrespectful to the original author. Hope you understand. Thanks

  • Pics for OnceHandsome

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    JipJ

    You'll need to update the texture reference manually. You can do this the same way that you set the texture reference. Likely by exporting the water settings, update the reference, import them back in.

  • Cant Load Props.....All Missing....Not Reclaimable error!

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    O

    Jip you rock and thanks.....I guess the love of these things you do, has turned me into an impatient SOB......thank you again for your efforts and I appreciate the efficiency at which you all achieve it!

    Bravissimo!!!

  • Can you ADD More Armies to your Existing Map?

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    O

    thanks once again for your help Index......worked perfectly!!

  • Issues with the heightmap in the FAF Map Editor.

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    RoweyR

    @captainklutz i can take a look at automating the pull from that repo so that with the builds of the editor it pulls in the new brushes

  • Noob question - How to add destroyed units?

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    IndexLibrorumI

    Have a look at this tutorial.

    Also, come join us over at the #mapping-general channel in the FAF discord. You'll get answers to mapping related questions a lot faster and we can help you easier!

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    C

    Tried to do the same but still no joy

  • Adaptiv map Option bug?

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    SaverS

    Since I search every time, here's a picture ^^ 5779fa7c-993f-4181-8c10-b9b185cc0b70-image.png

  • 'Empty' Texture Set when creating a new Map

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    MostLostNoobM

    @siege Did you set the root folder of your vanilla SCFA install as the Sup Com Forged Alliance installation path in the editor's Preferences?

  • Top Level Alpha Light Masking for terrain shadows question

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    BlackYpsB

    Which tutorial exactly?
    I'd recommend using the Terrain002 shader. An explanation how the texture has to be made to give correct results is available here: https://wiki.faforever.com/en/Development/Mapping

  • Anyone have MORE BRUSHES than the Default ones in Ozonex Editor?

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    CaptainKlutzC

    There's a pinned message in the FAF Discord in #mapping-general that contains a copy of my brush folder, which includes both brushes that I have made and ones I have collected from others.

  • Keyboard Shortcuts for OZONEX Map Editor

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    MostLostNoobM

    The FAF Wiki is full of info, including these FAForever Map Editor shortcuts.

  • GAEA World Builder - How to make maps symmetrical?

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    IndexLibrorumI

    @askaholic I am glad someone read some of the 20k words I wrote on this topic 🙂