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    FAF version (GPG, unknown & inactive author map rework)

    Scheduled Pinned Locked Moved Mapping
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    • svenni_badbwoiS
      svenni_badbwoi
      last edited by svenni_badbwoi

      Hello everybody,

      do you sometimes get annoyed about unbalanced heightmap & props, different mex arrangement or unevenly distributed units in GPG or ladder maps?

      The aim of the FAF version is to guarantee fair gaming conditions and to improve the gaming experience of our beloved GPG (Gas Powered Games) maps (stock maps included in the original game) as well as influential unknown/inactive author maps.

      If the map author is no longer active, you are welcome to inform us about the problem here. You could even send us fixes. But be aware that they will be checked/tested by FAF Creative staff and ladder team.

      Map upload of approved content stays in the hands of FAF Creative staff! Please don't upload any " - FAF version" yourself.

      DOCUMENTED ISSUES

      • Please check in advance if the issue is already documented or fixed
      • If the problem is not documented, please let us know

      The following maps have already been reworked and can be found in the vault under the suffix - FAF version. Please download the latest map version .v000X for the best in game experience.

      All maps can also be downloaded as FAF version map bundle.

      GPG

      • Arctic Refuge - FAF version .v0002
      • Crossfire Canal - FAF version .v0002
      • Eye of the Storm - FAF version .v0002
      • Haven Reef - FAF version .v0003
      • Open Palms - FAF version .v0002
      • Seraphim Glaciers - FAF version .v0001
      • Setons Clutch - FAF version .v0004
      • Syrtis Major - FAF version .v0002
      • The Bermuda Locket - FAF version .v0001
      • The Ditch - FAF version .v0002
      • Theta Passage - FAF version .v0001
      • White Fire - FAF version .v0002
        .

      Unknown Author

      • Loki - FAF version .v0004
      • Red Rocks - FAF version .v0001
      • Serenity Desert Small - FAF version .v0002

      .

      Inactive Author

      • Desert Arena - FAF version .v0002
      • Forbidden Pass - FAF version .v0004
      • Tag Craftious Maximus - FAF version .v0004

      .

      FAF Creative workflow: How to create a FAF version?!

      • Capitalize the first letters of the original map name: map name --> Map Name
      • Add the suffix - FAF version to the get the final map name: Map Name - FAF version
      • If possible, FA maps (v60) should always be used as the basis for the FAF version. The FA maps (v60) are further developed (e.g. Skybox, different units, ...) compared to the SupCom (v56) ones.
        .
        Theta Passage - v56 VS v60:
        v56: \Gas Powered Games\Supreme Commander\maps
        v60: \THQ\Gas Powered Games\Supreme Commander - Forged Alliance\maps
        alt text
      • search the vault for map versions that may already contain fixed issues.
      • Always add ['ExtraArmies'] = STRING( 'ARMY_9 NEUTRAL_CIVILIAN' ), to the scenario.lua. ARMY_9 (GPG maps) / ARMY_17 (other maps) and NEUTRAL_CIVILIAN (all maps). Both armys also need an INITIAL and WRECKAGE subfolder for some mods to work properly.
      • Add a reasonable norushradius if the value is 0
      • Adjust Cutoff Distance for the given decals
      • Add a similar description with a link to this forum channel: - FAF version of the unknown author map 'Loki': Ensures symmetrical marker and props. Contains new AI marker. - Modified by FAF Creative: https://forum.faforever.com/topic/398/faf-version-gpg-unknown-inactive-author-map-rework
      • Present/discuss changes with ladder team in FAF Creative Discord (#preflight), before map release
      • Post/ explain map changes in one post & in a similar style/fashion

      .
      Credit

      • Thanks to @Sheikah for his MapTransformer. It a big help and saves a lot of time.

      .

      Link to the old forum

      Creator of:

      • My maps
      • FAF version
      • Supreme Props
      svenni_badbwoiS 1 Reply Last reply Reply Quote 5
      • svenni_badbwoiS
        svenni_badbwoi @svenni_badbwoi
        last edited by svenni_badbwoi

        Eye of the Storm - FAF version .v0002
        from original FA map (v60): X1MP_017

        Supreme Props integration fix --> Supreme what?
        "Aeon_Fence" aka "The Light" prop got replaced by "Aeon Dock" to restore the former 300 mass.
        alt text

        Issue 11
        FAF version ensures symmetrical hydros and middle mexes.
        alt text
        alt text

        Issue 11a
        The FAF version ensures symmetrical props (top based rework). The 180° rotation of the does not change the mass and energy values.
        eots_props.png

        Issue 11b
        The map now contains improved AI marker --> No air and amphibuous marker displayed
        eots_ai_compare.png

        Creator of:

        • My maps
        • FAF version
        • Supreme Props
        1 Reply Last reply Reply Quote 1
        • svenni_badbwoiS
          svenni_badbwoi
          last edited by svenni_badbwoi

          Haven Reef - FAF version .v0003
          from original FA map (v60): X1MP_004

          Issue 12 & Supreme Props integration fix -->Supreme what?
          FAF version ensures symmetric placement of props and units/structures.
          Incorporates the fixes from Haven Reef Fixed e.g **heightmap --> Thx to Tokyto

          --> Mid base
          alt text

          --> Side base
          alt text

          Creator of:

          • My maps
          • FAF version
          • Supreme Props
          1 Reply Last reply Reply Quote 0
          • svenni_badbwoiS
            svenni_badbwoi
            last edited by svenni_badbwoi

            Theta Passage - FAF version .v0001
            from original FA map (v60): SCMP_012

            Issue 8
            FAF version ensures a mirrored/balanced heightmap.

            --> GPG vs FAF version
            alt text

            Issue 7 & 9
            -ensures balanced/mirrored marker, units/structures and props
            alt text

            -->10 mass rocks + marker
            alt text

            Its really hard to find a good prop solution for Theta Passage. Simply mirroring one original side will not match the original reclaim numbers (mass, energy), because we are going to mirror unbalanced/uneven sides. That's why I distributed the props evenly around the whole middle mountain. I used the props from "Adaptive Theta Passage" as basis. Added some "pod" props to the bottom plateau and reached almost the same mass (+11) and energy (+3) as the original. I'm still open for suggestions or even a finished prop export for import and testing.
            alt text

            AI Marker
            added from Adaptive Theta Passage --> No air marker displayed
            alt text

            Note
            Mid base difference between Vanilla (v56) and FA (v60) map version
            alt text

            Creator of:

            • My maps
            • FAF version
            • Supreme Props
            1 Reply Last reply Reply Quote 1
            • svenni_badbwoiS
              svenni_badbwoi
              last edited by svenni_badbwoi

              Setons Clutch - FAF version .v0004
              115° angle based rework from original FA map (v60): SCMP_009
              115 angle.png

              Issue 3, 15 & 15a
              FAF version ensures symmetrical heightmap, marker, decals, props, units and no rush radius. 180° rotation based on 115° angle of original content.

              Heightmap
              There is no longer an extra land-water path for amphibious units on the top side of the map (see Issue 14). Both islands should now behave the same when nuked.
              heightmap_compare.png

              Marker
              Almost every resource marker & spawn had to be moved to the corresponding 180 ° position (gray circle).

              --> Front
              front.jpg

              --> Rock
              setons_rock_fix.jpg

              --> Beach
              beach.jpg

              --> Air
              air.jpg

              --> Island
              "Too close the the edge" error resolved: The AI cannot use resource markers that are closer than 8 game units to the edge of the map.
              setons_island_fix.jpg

              Props
              The 180° rotation of the props results in a slight increase of mass and energy.
              687b8b94-72ae-4ac3-a9d5-c562a194a767-image.png

              Units
              In order to largely maintain the middle, the existing positions of the UEF units were used to determine the 180 ° position of the corresponding Cybran units (except Destroyer). In this undertaking, the mass distribution was adjusted. The mass difference is 0.
              UEF (bottom): 6128 mass > 5350 mass // -2 titans
              Cybran (top): 4376 mass > 5154 mass // +2 Loyalists
              alt text

              Issue 14
              The known bug in the heightmap has been removed. There is no longer an extra land-water path for amphibious units on the top side of the map.
              alt text
              alt text

              Issue 16
              The map now contains improved AI marker --> No air marker displayed
              alt text

              Issue 16b
              The waves got lost while mapping in v0003. They got re-added in v0004.

              Creator of:

              • My maps
              • FAF version
              • Supreme Props
              1 Reply Last reply Reply Quote 1
              • svenni_badbwoiS
                svenni_badbwoi
                last edited by svenni_badbwoi

                Syrtis Major - FAF version .v0002
                top based rework from original FA map (v60): SCMP_017

                Issue 2, 17 & 21
                FAF version ensures symmetrical marker, props, structures and no rush radius.
                The 180° rotation of the props and structure rework results in a total increase of 309 mass and 430 energy (see below).
                Almost every resource marker & spawn had to be moved to the corresponding 180 ° position (gray circle).

                Marker
                --> ARMY_1
                alt text

                --> ARMY_3
                alt text

                Props
                The 180° rotation of the props results in a slight increase of mass and energy.
                alt text

                Structures
                In the middle and on the sides, the distribution and the sum of mass has been adjusted.
                An energy generator has been added to the middle to compensate for the loss of an 61 mass Structure. An energy storage (203 mass) has also been added to the mid to compensate for the T2 AA (324 mass) which is closer to player 2.
                mid base: 3606 mass > 3806 mass
                top base: 231 mass > 304 mass
                bottom base: 341 mass > 304 mass
                The total unit based mass gain is 236 mass.
                alt text

                Issue 18
                The map now contains improved AI marker --> No air marker displayed
                alt text

                Creator of:

                • My maps
                • FAF version
                • Supreme Props
                1 Reply Last reply Reply Quote 1
                • svenni_badbwoiS
                  svenni_badbwoi
                  last edited by svenni_badbwoi

                  Crossfire Canal - FAF version .v0002
                  bottom based rework from original FA map (v60): SCMP_024

                  Issue 22
                  ARMY spawns set to odd vs even. Needed for Team Match Maker (TMM).
                  alt text

                  Issue 1 & 19
                  FAF version ensures symmetrical marker and props.
                  Almost every resource marker & spawn had to be moved to the corresponding 180 ° position (gray circle).

                  Marker
                  --> ARMY_2
                  alt text

                  --> ARMY_4 (former ARMY_3)
                  alt text

                  --> ARMY_6 (former ARMY_5)
                  alt text

                  Props
                  The 180° rotation of the props does not change the mass and energy values.
                  alt text

                  Issue 20
                  The map now contains improved AI marker --> No air and amphibuous marker displayed
                  alt text

                  Creator of:

                  • My maps
                  • FAF version
                  • Supreme Props
                  1 Reply Last reply Reply Quote 1
                  • svenni_badbwoiS
                    svenni_badbwoi
                    last edited by svenni_badbwoi

                    Red Rocks - FAF version .v0001
                    bottom based rework from unknown author map (v56): Red Rocks

                    Issue 23
                    FAF version ensures symmetrical props. The 180° rotation of the props results in a slight increase of mass and energy.
                    alt text
                    alt text
                    alt text

                    Issue 24a
                    The FAF version ensures symmetrical marker.
                    Almost every resource & spawn marker had to be moved to the corresponding 180 ° position (gray circle).

                    --> ARMY_1
                    alt text

                    Issue 24b
                    The map now contains improved AI marker and ensures the use of all mexes through the AI (to close to the edge bug resolved) --> No air marker displayed
                    alt text

                    Creator of:

                    • My maps
                    • FAF version
                    • Supreme Props
                    1 Reply Last reply Reply Quote 2
                    • svenni_badbwoiS
                      svenni_badbwoi
                      last edited by svenni_badbwoi

                      Loki - FAF version .v0004
                      left and right based rework from unknown author map (v56): Loki.v0003

                      Issue 25
                      FAF version ensures symmetrical props (right based rework). The 180° rotation of the props results in an decrease of mass and energy.
                      props_compare.png

                      Issue 25a
                      The FAF version ensures symmetrical marker (left based rework). Every resource & spawn marker had to be moved to the corresponding 180 ° position (gray circle).
                      left based marker rework.png

                      Issue 25b
                      The map now contains improved AI marker --> No air marker displayed
                      AI_marker_compare.png

                      Issue - Water Reflections
                      Because of the Water Shader Improvements the following water properties were lowered in .v0004
                      Sun reflection 3.5 > 1.25
                      Sky reflection: 1.5 > 0.5
                      Loki - FAFversion 0004.png

                      Note:
                      The units and structures are scripted (invincible walls, lowered mass for all placed units). These remain unchanged despite slight differences, since the low mass value is not an advantage.

                      Creator of:

                      • My maps
                      • FAF version
                      • Supreme Props
                      1 Reply Last reply Reply Quote 2
                      • svenni_badbwoiS
                        svenni_badbwoi
                        last edited by svenni_badbwoi

                        Forbidden Pass - FAF version .v0004
                        150° angle based rework from Krapougnak´s (inactive author) map (v56): Forbidden Pass v4

                        150_white_used.png

                        Issue 4a, 4b & 4d
                        FAF version ensures symmetrical heightmap, strata, decals & marker (180° rotation based on 150° angle of original content). Every resource & spawn marker had to be moved to the corresponding 180 ° position.

                        --> Original heightmap 180° rotation Video-Demo

                        heightmap, strata, decals, marker compare.jpg

                        Amphibious Passage
                        To avoid confusion, decals were added to the amphibious mountain passage. All amphibious units can use the passage, except experimentals.
                        amphibious passage through mountain.png

                        Issue 4
                        FAF version ensures symmetrical props (180° rotation based on 150° angle of original content). The 180° rotation of the props results in a slight increase of mass and energy.
                        props_value_diff.png

                        Issue 4c
                        The map now contains improved AI marker and ensures the use of all mexes through the AI (to close to the edge bug resolved) --> No air marker displayed
                        AI_marker_compare.png

                        Creator of:

                        • My maps
                        • FAF version
                        • Supreme Props
                        1 Reply Last reply Reply Quote 2
                        • K
                          keyser
                          last edited by

                          about loki, what have you done to close by reclaim ? you used the props from the base with the lowest amount of reclaim and copied them to the other spawn ?

                          svenni_badbwoiS 1 Reply Last reply Reply Quote 0
                          • svenni_badbwoiS
                            svenni_badbwoi @keyser
                            last edited by svenni_badbwoi

                            @keyser
                            In coordination with the ladder team, the lowest reclaim value was used. I copied the props on the right side and shifted them by 180 ° to the left side.
                            props_compare_4_ppssibilities.png

                            Creator of:

                            • My maps
                            • FAF version
                            • Supreme Props
                            1 Reply Last reply Reply Quote 1
                            • svenni_badbwoiS
                              svenni_badbwoi
                              last edited by svenni_badbwoi

                              White Fire - FAF version .v0002
                              top and bottom based rework from original FA map (v60): SCMP_033
                              includes changes from White Fire v4 (v56)

                              Issue 26
                              FAF version ensures symmetrical props and wreckage (bottom based rework).

                              Props
                              The 180° rotation of the props results in an decrease of mass and energy.
                              white_fire_props_bottom_based.png

                              Wreckage
                              The shipwrecks were removed like in White Fire v4 and the T3 naval factory wrecks have been placed symmetrical.
                              structures_compare.png

                              Issue 26a
                              The FAF version ensures symmetrical marker (top based rework). Every resource & spawn marker had to be moved to the corresponding 180 ° position (gray circle).
                              Marker_rework_top_based.png

                              Issue 26b
                              The map now contains improved AI marker --> No air marker displayed
                              ai_compare.png

                              Note
                              The GPG version (SCMP_033) and White Fire v4 have different lighting. The values of the GPG version were used for the FAF version.
                              ligthing differences.png

                              Creator of:

                              • My maps
                              • FAF version
                              • Supreme Props
                              1 Reply Last reply Reply Quote 2
                              • Brutus5000B
                                Brutus5000 FAF Server Admin
                                last edited by Brutus5000

                                Amazing how much time was spent on this! Love it!
                                How did you analyze this differences? All manual or any tooling for the grid?

                                He said, "I've been to the year 3000
                                Not much has changed, but they live underwater
                                And your great-great-great-granddaughter
                                Is playin' FAF, playin' FAF"

                                svenni_badbwoiS 1 Reply Last reply Reply Quote 1
                                • svenni_badbwoiS
                                  svenni_badbwoi @Brutus5000
                                  last edited by svenni_badbwoi

                                  @Brutus5000 Until now I did everything manual. The prop stats can be checked via FAF Editor.

                                  Creator of:

                                  • My maps
                                  • FAF version
                                  • Supreme Props
                                  1 Reply Last reply Reply Quote 1
                                  • svenni_badbwoiS
                                    svenni_badbwoi
                                    last edited by svenni_badbwoi

                                    Tag Craftious Maximus - FAF version .v0004
                                    78° angle based rework of TAG_Rock's (inactive author)map (v56): Tag_Craftious Maximus
                                    78 angle.png

                                    Issue 13 & 13a
                                    FAF version ensures symmetrical heightmap, textures/strata, decals, marker and props (180° rotation based on 78° angle of original content). Every resource & spawn marker had to be moved to the corresponding 180 ° position.
                                    heightmap_marker compare.svg.jpg

                                    Textures/Strata
                                    The unsightly mountain and grass textures in the water have been extensively revised.
                                    strata_compare.png

                                    Props
                                    FAF version ensures symmetrical props (180° rotation based on 78° angle of original content). The 180° rotation of the props results in a slight increase of mass and energy.
                                    tcm_props.png

                                    Issue 13b
                                    The map now contains AI marker --> No air marker displayed
                                    new_ai_marker.png

                                    Issue 13c
                                    Due to the different heightmap depending slope calculation for structure placement the hydro on the bottom-left could not be build in v0001. The hydro at bottom-left and top-right (+ mass marker around it) have been move 3 in game units to the map center, to ensure that all hydros can be build. The same issue leads to factorys that cannot be build on the left side, if 1-2 in game units are used. See here for more information.

                                    Issue 13d
                                    Tweaked water settings and added waves.
                                    Color Lerp Max: 0.101 -> 0.036
                                    Refelction Sun: 1.100 -> 2.480

                                    Creator of:

                                    • My maps
                                    • FAF version
                                    • Supreme Props
                                    1 Reply Last reply Reply Quote 3
                                    • svenni_badbwoiS
                                      svenni_badbwoi
                                      last edited by svenni_badbwoi

                                      Setons Clutch - FAF version.v0003 is in the vault. After further coordination, a 115 ° angle was chosen for the rework. The first FAF version was bottom based.

                                      Thanks to @Sheikah and his MapTransformer, the rework was easier than ever.

                                      Creator of:

                                      • My maps
                                      • FAF version
                                      • Supreme Props
                                      1 Reply Last reply Reply Quote 1
                                      • svenni_badbwoiS
                                        svenni_badbwoi
                                        last edited by svenni_badbwoi

                                        I just uploaded tag_craftious_maximus_-_faf_version.v0003 to the vault to bypass this problem:

                                        @Tagada told me that one hydro cant be build on tag_craftious_maximus_-_faf_version.v0001
                                        alt text

                                        Since the heightmap and marker placement looks okay, I did some testing with @Sheikah -thanks a lot- and we narrowed it down to a slope calculation error/difference. Because the broken hydro gets fixed when it gets gets rotated/mirrored it to the right side and the working hydro breaks if it gets rotated/mirrored to the left side. heightmap was rotated/mirrored as well!
                                        alt text

                                        Because of the way the slope gets calculated the hydros/structures behave differently on the left and right side of the map. The same issue occurs with factories, if the marker are moved step by step to the map center.

                                        Vert1.y = ScmapEditor.GetHeight(x + 1, y) * ScaleHeight;
                                        Vert2.y = ScmapEditor.GetHeight(x + 1, y + 1) * ScaleHeight;
                                        Vert3.y = ScmapEditor.GetHeight(x, y + 1) * ScaleHeight;
                                        
                                        float Dot = getSupComSlope(Vert0.y, Vert1.y, Vert2.y, Vert3.y);
                                        static float getSupComSlope(float a, float b, float c, float d)
                                            {
                                                return Mathf.Max(Mathf.Abs(a - b), Mathf.Abs(b - c), Mathf.Abs(c - d), Mathf.Abs(d - a));
                                            }```
                                        
                                        To fix this forever the slope calculation needs to be changed/improved. This reminds me of @Balthazar 's mod that places structures according to slope (and also solves heightmap terraforming issues). Maybe parts of it could be integrated into FAF some day.

                                        Creator of:

                                        • My maps
                                        • FAF version
                                        • Supreme Props
                                        1 Reply Last reply Reply Quote 1
                                        • svenni_badbwoiS
                                          svenni_badbwoi
                                          last edited by svenni_badbwoi

                                          Seraphim Glaciers - FAF version .v0001
                                          77° angle and top based rework from original FA map (v60): SCMP_008

                                          Issue 38
                                          FAF version ensures symmetrical heightmap (except middle island). 180° rotation based on 77° angle of original content.

                                          Issue 38a
                                          FAF version ensures symmetrical marker (except middle island), no rush radius and props. Top based 180° rotation based on top half of original content.

                                          Marker
                                          ARMY spawns have been adjusted for Team Match Maker (TMM).
                                          army_compare.png

                                          Almost every resource marker & spawn had to be moved to the corresponding 180 ° position (gray circle).
                                          alt text

                                          Props
                                          The 180° rotation of the props does not change the mass and energy values.
                                          760d2e12-696e-44d9-93fb-48f26e695996-image.png

                                          Issue 38b
                                          The map now contains improved AI marker --> No air marker displayed
                                          ai_compare(no_air)2.jpg

                                          Creator of:

                                          • My maps
                                          • FAF version
                                          • Supreme Props
                                          1 Reply Last reply Reply Quote 2
                                          • svenni_badbwoiS
                                            svenni_badbwoi
                                            last edited by svenni_badbwoi

                                            The Bermuda Locket - FAF version .v0001
                                            bottom-right based rework from original FA map (v60): SCMP_014
                                            315 - BOTTOM-RIGHT.png

                                            Issue 31 & 31a
                                            FAF version ensures symmetrical heightmap, textures/strata, decals, marker, no rush radius and props (180° rotation based on bottom-right of original content).

                                            Marker
                                            ARMY spawns have been adjusted for Team Match Maker (TMM).
                                            army_change.png

                                            Almost every resource marker & spawn had to be moved to the corresponding 180 ° position (gray circle).
                                            marker_change.png

                                            Props
                                            FAF version ensures symmetrical props (180° rotation based on bottom-right of original content). The 180° rotation of the props results in a slight increase of mass and energy.
                                            a9375438-f1fe-416e-919f-cae4790f9bdc-image.png

                                            Issue 31b
                                            The map now contains improved AI marker --> No air marker displayed
                                            bermude_ai_compare (no_air).png

                                            .

                                            Thanks again to @Sheikah for his MapTransformer and the consumer-friendly customer support 😁

                                            Creator of:

                                            • My maps
                                            • FAF version
                                            • Supreme Props
                                            1 Reply Last reply Reply Quote 1
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