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!
  • Map Editor hotkeys?

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    DeliD
    @thomashiatt Thank you very much!
  • Mappers: 15km Setons, I will pay

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    S
    If it does get made Github. Expecially as a backup to prevent loss of content due to arbitary removal.
  • FAF Map Editor v0.703

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    E
    I've tried using your program to export heightmaps but I can't get any other program to read what is exported, be it the .RAW file or .R16 container. Claims it is corrupted. Edit: I have managed to get the .RAW to open in photoshop now. Also, the link for the wiki article has changed. https://wiki.faforever.com/en/FA-Forever-Map-Editor
  • CC0 Textures and You

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    CaptainKlutzC
    god i imagine the cybrans would love to see some of their units rendered in this hardtoon style
  • Stop putting small rocks everywhere

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    CaptainKlutzC
    I don't think I'll stop placing small rocks. I place big rocks and wrecks for early game reclaim targets, and small rocks for aesthetics and late game attack move engineers. They serve different purposes. Admittedly on maps of mine like Stickleback I could replace some of the rock bundles with geothermal style rock groups but then I have to worry about the aesthetics and the disproportionately large reclaim the geo rocks provide. Edit: one of the maps that I think gets the balance pretty perfect is Twin Rivers.
  • Your opinion about maps with map-wide assets

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    JipJ
    tldr; I'm not too fond of having two versions where one is low-res and one is hi-res. This is a hi-res re-work of Two Step Shuffle. I used it to experiment with. You can view it in the video in the previous post or just enjoy these screenshots: [image: preview-revamped-1.png] [image: preview-revamped-3.png] [image: preview-revamped-4.png] This is some of the work that needs to be done in order to make two versions of a map. World Machine Miss match World machine itself can render at a lower resolution without a problem. But, we do not want to introduce features that are present in a higher resolution, but look odd in a lower resolution. For example: a cliff that is slightly offset in the lower resolution, causing the according map-wide assets to miss-match the heightmap. As an example in Kaali: [image: 1626462004357-93215a47-9978-4f6e-8e84-d38d5d6b88b2-image.png] High-res version based on a low-res heightmap from the top [image: 1626462049733-76720a10-0736-47bc-ae7c-c537bd8bfe01-image.png] High-res version based on a low-res heightmap from the side They no longer match. Typically this isn't an issue because you're not viewing the map from such an angle. But I suspect cinematic shots will be more common because you installed the high-res versions of the textures. scaling One solution would be to just use the high-res version and resize it. [image: 1626462624744-3942582e-4166-489b-ae09-71cd2ada24de-image.png] original 16k (340mb) version [image: 1626462739873-4bffb205-f001-4e01-9540-1c40810187ea-image.png] 4k (22mb) version of 16k albedo texture The high-contrast you'd expect / want is gone. The erosion was processed at a resolution of 16k, creating small pathways that can not be captured in 4k. Therefore they get 'merged together', reducing the overall contrast / sharpness even further than just being in 4k. To mitigate this you can create a version with more contrast by default, but at that resolution it just takes a lot more time (RAM). Detail Another issue is that there are just less pixels in a 4k (or 2k) version of a texture. A solution is to make the texture more transparent to use the stratum layers to compensate for the loss of detail. Luckily, this can be tuned in World Machine using a parameter in the automation script. Sadly, this adds more complexity and it hurts the maintenance and flexibility of the template as adding or removing parts requires not just changing the template, but also the automation script. Automation pipeline I made an (extensive) automation pipeline so that I do not need to touch Gimp or Photoshop for anything. The idea is that I do as much in World Machine as is reasonable. This would need to be refactored / adjusted to make two maps instead of one. Once that is set in place I do not expect it to be much more effort, but it makes the entire workflow more complex and that is typically not something good. Decals I anticipate over 95% of the players to be playing on the low-res version. This version should still look decent. In order to compensate for that there would need to be more-than-required number of manually placed decals. Even though they can look brilliant, it is very time consuming (Archsimkats Valley took roughly 40 hours to make - majority of the time clicking decals) but more importantly: it is uninteresting work. At some point you cap and don't learn anything from doing it. There's more than just these points, but for the sake of time I'm leaving it at this. Point being is that the overall pipeline gets significantly more complicated and the time investment increases by a lot and I'm just not sure if it is worth it. Just 'dumping' a 4k version is not an option, as I have an intended experience that I want people to feel when they play a map. And last - where could I host the hi-res versions of the decals? We're quickly talking about gigabytes of data.
  • CAF312's map

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  • Suggestions for hidden gems for a trailer

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    JipJ
    Thanks to H-master and Chunky for their suggestions. I've decided to work with the following list: Gates of Annubis / Osiris - Mozy The Ganges Chasma / Adaptive Tartarus - BorgCubeJanitor Selkie Isle - Blodir Hallnac / Palaneum - Chosen Adaptive Mars - Svenni_Badbwoi Highway to Hell / Flaming Saddle - Couchwolf Adaptive Synthetic - Ajack Durfait Isles - BullydozerNoob Oscars Graveyard - Fremy_Speeddraw Bacarzi Basin - Madmax Gods of War - Biass Madnass -2- - H-master Falcon Stone River - Lenkin Lily Pads? Two Step Shuffle? I've looked at previous tournaments and just randomly through the vault. I'm not expecting anymore ideas from people therefore I'm now also closing the suggestions .
  • Neroxis Map Generator

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    As an update if you have client version 1.4.5 or higher then you can generate asymmetric maps. To do so set the number of teams in the generate UI to 0. This will produce an asymmetric map with the number of players you select. More generally you can also create symmetric 3v3v3 or 1v1v1v1. You just need to set the number of teams to however many teams you want and then set the number of players. Example num teams at 3 and num players at 9 results in 3v3v3 map.
  • Scripts for map development

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    JipJ
    I've updated this topic with scripts that I commonly use during the development of maps. This includes: Batch resizing (drag and drop any folder / file) Batch appending (drag and drop any folder / file) Batch composing (drag and drop two folders: one with RGB images, another with greyscale images. Greyscale images become the alpha channel of the RGB images. Tad harder to use with drag and drop - first click greyscale folder, then click rgb folder) Batch converting to DDS (drag and drop any folder / file) Batch converting to TIF (drag and drop any folder / file) See the original post for a link to the repository. You need a bash shell and Image Magick installed in order to use these scripts. More information later on how I use these scripts in my own workflow.
  • Samadhi's Maps

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    SamadhiS
    WorldSet War Bridge 7 vs 7 player 20 x 10 km [image: 1622303598180-war_bridge_header_1-resized.jpg] This map is one of my "War Series" maps. It's a multiplayer battle arena style map like Dual Gap. This map features 7 bases behind mountains accessible only through small areas between them, the two different lakes or via air. The most important physical features are 2 land bridges, thats were the name "War Bridge" comes from. In the north two players walk through a door like gap marked with pillars which opens up to a big plane with ponds and lakes. The same setup is found at the southern side of the map. Behind these 4 frontal players are 3 support bases which can chose between specializing in air cover and/or navy. A landlocked ocean sized lake is found in the middle of this map. Be careful, there are certain spots where players can drop and build hidden bases behind enemy lines to build a surprise army flanking inside enemy territory. All this territory is complimented with a lot of flat top mountains to build radar, anti air turrets or even small bases where players can spam artillery. This map is meant to appeal to Dual Gap players or players wanting to mix up their Setons Clutch repertoire. [image: 1622303598282-war_bridge_header_2-resized.jpg] As with all of my maps I wanted to keep it simple and max out on the playability side of things. There are 3 distinct heights, the flat lands and two different heights at the mountains. The top and niche like areas. So - download this map - open up a lobby, beam down to this planet, build a base, conquer the middle, build a lot of boom boom sticks and pew pew lasers and throw them at your opponents. Can you be victorious? Close Ups: [image: 1622304323253-war_bridge_closeup6-resized.jpg] [image: 1622304323058-war_bridge_closeup5-resized.jpg] [image: 1622304322610-war_bridge_closeup3-resized.jpg] [image: 1622304322361-war_bridge_closeup2-resized.jpg] [image: 1622304322150-war_bridge_closeup1-resized.jpg] [image: 1622304429668-war_bridge_closeup4-resized.jpg] Mapping tools FAF Map Editor (@ozonex) Photoshop
  • Maps by DarkWolf79 created with FAForever Editor

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    D
    ah ok.. i think i need to download a client tnx!
  • ph Waters

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    AngryBirdA
    I've always dreamt mix that 2 intros)) https://www.youtube.com/watch?v=1YYVGFxmQRo
  • FAF version (GPG, unknown & inactive author map rework)

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    svenni_badbwoiS
    Open Palms - FAF version .v0002 right based rework of the original FA map (v60): SCMP_007 [image: 1618902378269-open_plams_right.png] Issue 40a & 40b FAF version ensures symmetrical heightmap, textures, decals, marker and props (180° rotation based on the right side of original content). This results in a total decrease of 92 mass & 748 energy (see below). [image: 1618903316659-open_plams_compare.png] Middle Plateau The right based rework slightly changes the layout of the middle plateau, due to irregularities of the original. Compared to the original, the plateau is now approximately 2 land factory's wider. A rework based on the right side was chosen over other options. [image: 1619095272947-compare_rotation_options-resized.png] Marker Resource & spawn marker were moved to the corresponding 180 ° position. [image: 1618905521776-old_marker.png] Props The 180° rotation of the props results in a decrease of mass and energy. [image: 1618903456957-open_palms_props.png] The small Log props that interrupt adjacency at the spawn of ARMY_3 have been deleted. [image: 1618904345202-8d471172-e118-4f9a-82ef-c00e9db332ed-image.png] Decals The Cutoff Distance was increased from 600 to 1500. Issue 40 The map now contains improved AI marker --> No air marker displayed [image: 1619197791127-open_palms_marker_compare.png]
  • A community effort on a map layout

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    JipJ
    With thanks to @KolmarEye for helping out with a graphical bug. It appears that a map can end up being partially downloaded / unzipped. Causing you to miss assets, causing a graphical bug. This bug makes it really hard to play one of these maps. To solve this issue: Uninstall the map in question via the vault Install the map in question via the vault. Let it finish as it can take a long time: each map is about 200mb! Then, once finished, it should it all be good. If this isn't the case, please contact me.
  • svenni_badbwoi's maps

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    svenni_badbwoiS
    @Rowey @Resistance thanks for the info. That wasn't on purpose The problem was caused by wrong unit restrictions and is now fixed. old: local NAVALbuildRestriction = categories.NAVAL + categories.ANTINAVY new: local NAVALbuildRestriction = categories.NAVAL + (categories.ANTINAVY * categories.STRUCTURE) Thanks to @jip 's hint, version 2 also contains a black waterramp to achieve a better transition between the moon and space. [image: 1610557557584-waterramp_black.png] [image: 1610557563115-waterramp_black2.png]
  • Map is Broken, there is an Easy Fix, can't find Author, what do?

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    ArkyonA
    @MadMax said in Map is Broken, there is an Easy Fix, can't find Author, what do?: send an offine message through the client pm "thesetoner" with the command: !offlinemessage [name of player] [message] or leave a review on the map Alright sent the message, I'll wait and see if anything crops up over this week. @biass said in Map is Broken, there is an Easy Fix, can't find Author, what do?: Join the FAF Creative discord and keep me informed of your progress in contacting the author. If you can't; we'll discuss a workaround there instead. Noted, I'll join if Author is MIA. Edit: if anyone is checking in on the situation I'm going to wait till 18th of January before I assume long term MIA.
  • Naval/Air Path markers vs Land Path

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    UvesoU
    Hello Jammerfar , You say "nets in the sea" and "Naval Links". Looks like you are only placing waypoints but the AI needs a "Naval Area" marker for building naval factories. Its the same like a expansion area but in water. And like Sprouto said; What AI are you using ? Did you set "naval expansions" inside the game options to 1 or more ? Are there amphibious waypoints from land to the naval area for engineers ? In case you use my AI (AI-Uveso) is there enough build space for a naval area ? (Did you know, my AI can autogenerate markers; Ready for copy & paste to your map script) (My AI also has some debug functions to visual display how the AI is using waypoints and marker grids) And if all fails, post us your unfinished map here, and we can do some tests with it.
  • Hutt's Clutch (adaptive)

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    ArhurtA
    A few screenshots of the Alpha (current) version [image: RFaIl3h.jpg] [image: S7ZGDTS.jpg] [image: FxVEVm0.jpg] [image: PHfO5i2.jpg] [image: ZvjtVrW.jpg]
  • I can't open the custom campaign map in SupCom Map Editor!

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    speed2S
    Yes, the only problem was one army with color 20, that high number doesnt exist in vanilla colour files so the editor crashes