The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!
  • FAF Version Maps

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    MadMaxM
    Desert Planet II - FAF Version Issue 1 the map is asymmetrical [image: 1679415249783-desert-planet-ii_scenario_preview-resized.jpg] [image: 1679417575918-cbb5bae2-7224-4aed-821b-1991f9d65ad6-image.png] Fixed by using the top half and rotating it to the bottom half i also added a dry lake bed to replace the lost one [image: 1679415213712-desert_planet_ii_faf_version_scenario_preview.png] [image: 1679417602582-21e9eed2-0f5d-4268-8a40-ea568778b334-image.png] Issue 2 The map had random spots of blocking terrain type all over causing units to die on transport drops [image: 1679415507445-d76bed7a-8b84-4d31-ac84-a0a20d4912de-image.png] Fixed by redoing the terrain types to be more consistent [image: 1679415635904-a785ff1f-9dcb-4788-bde8-52459b022ef2-image.png] Issue 3 The map had no AI path markers Fixed by adding path markers (only showing land markers amph and air markers are also present) [image: 1679416125456-c1b5c531-2a4e-48cb-9b71-8d91983f3423-image.png] Resources Old [image: 1679416596210-7f55fc1f-95ec-4952-b7c9-7b3026a586be-image.png] New [image: 1679416626213-893bb42d-62df-4350-96fa-d69342cab87d-image.png] Reclaim Old [image: 1679416806638-73737623-5083-4a3b-8c7c-e6520849bc71-image.png] [image: 1679417326902-ebb234e8-be72-4c25-ae84-743ac5d2d1a1-image.png] New [image: 1679416854518-c5435a5d-3052-4021-a5ab-2079c5d4dc34-image.png] [image: 1679417460730-391dbe98-3ec2-4c93-bd85-01ea02a8a66b-image.png] credit to @Sheikah for proving the rotated scmap
  • Seton's Clutch is as disgusting as Dual Gap

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    NOC-N
    This man has clearly not matched many setons if he thinks we only play a certain way
  • AIs Spawn but don't Build

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    G
    M27 worked great, note to self: try more of the newer AIs. Thanks for your help @maudlin27
  • How to make Extra Armies do more stuff? (Patrol, Attack, etc.)

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    UvesoU
    @MrShady i only know the location on the repository (Git-Hub): https://github.com/FAForever/fa/tree/deploy/fafdevelop/testmaps/PerfTestOriginal
  • On the idea of map bounties

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    ThomasHiattT
    Paying me to play the video game and complain about maps sounds like a good idea.
  • Maps

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    SkratS
    А они открыты для общего пользования?
  • How do I add armies?

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    D
    Thanks I was able to get the Mapping Tag now. It wont let me reply to your post so I'm editing this one. @penguin_ said in How do I add armies?: Where did you look that led to you this conclusion? I was looking in the roles channel instead of role selection channel.
  • No Preview of the Map when i want to host a game

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    Brutus5000B
    @magge The point is I literally can close this subsection and make it point to the Discord instead. I don't insist having a subforum here.
  • Suggest new props

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    arma473A
    If you're going to put vehicles in, they should be capturable so you can drive them around Imagine if the battle took place in a recently-evacuated city full of civilian buildings, cars, buses, trucks and you could capture or reclaim them. Buildings would give some vision if you captured them and vehicles would be mobile and give vision. Maybe there's even civilian engineering vehicles that have 1 bp and can capture or reclaim things. And perhaps civilian cop/security vehicles that have more firepower than a snoop. And some civilian aircraft that aren't particularly good (like a scout plane, but slower) but if they're close to the player's spawn, you could skip going into air as early by capturing them to scout with. It would be pretty cool if fighting in the city meant your units had to drive around buildings unless you destroyed them, and buildings took collateral damage from the fighting around them (absorbing direct fire shots or just being in the radius of AOE weapons). As the match goes on, the buildings get destroyed/reclaimed. you could intentionally send engineers to make a path through the buildings so your units can move easier through them. And if possible, don't give radar signatures to civilian structures/vehicles as long as they belong to the civilian team. That way, the other team can't see the buildings being reclaimed just by seeing radar signatures change on the map.
  • Problem with creating accurate heightmap

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    K
    Thank you! I will ask over there.
  • TREEMANs Extreme Survival

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    K
    Great Map. Relatively slow start but it gets really insane towards the end. I only have one slight improvement suggestion: Give the main defense building more life. It can really easy die later on if planes crash on it. Thanks for building this map
  • Spawning a team in a random position

    spawn team
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    Anachronism_A
    @longhead You can make a map with custom lobby options that can do what you described that you want, but you'd have to code the functionality to make it happen. You can look at what some adaptive maps do for some examples of how custom lobby options can be set up.
  • MadMax's maps page

    maps
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  • Can't Test 10+ Players Map From Map Editor

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  • Packer's Survival Genesis Script

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  • Question about disappearing markers

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    M
    @rowey Thank you! Will check them out
  • Electroma's Mapping Factory

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    SaverS
    Looks great
  • Jip's maps and others

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    SaverS
    Oh ok, thx and thx for your work
  • Maps that use 3D Meshes

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    D
    @speed2 Yes transparent textures do work, Jip has done a lot of work on the shaders and Its even possible to do terrain culling, but this has the same issues as the console command, ie range rings etc. dont render, it may be possible to create an entity shader that does render range rings and decals on it, I dont know
  • Specific player messages

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    DDDXD
    @emperor_penguin hell yes!!!!!!!!!! Thank you, both!