FAF version (GPG, unknown & inactive author map rework)
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Crossfire Canal - FAF version
.v0002
bottom based rework from original FA map (v60): SCMP_024Issue 22
ARMY spawns set to odd vs even. Needed for Team Match Maker (TMM).
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
--> ARMY_4 (former ARMY_3)
--> ARMY_6 (former ARMY_5)
Props
The 180° rotation of the props does not change the mass and energy values.
Issue 20
The map now contains improved AI marker --> No air and amphibuous marker displayed
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Red Rocks - FAF version
.v0001
bottom based rework from unknown author map (v56): Red RocksIssue 23
FAF version ensures symmetrical props. The 180° rotation of the props results in a slight increase of mass and energy.
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
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
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Loki - FAF version
.v0004
left and right based rework from unknown author map (v56): Loki.v0003Issue 25
FAF version ensures symmetrical props (right based rework). The 180° rotation of the props results in an decrease of mass and energy.
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).
Issue 25b
The map now contains improved AI marker --> No air marker displayed
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
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. -
Forbidden Pass - FAF version
.v0004
150° angle based rework from Krapougnak´s (inactive author) map (v56): Forbidden Pass v4Issue 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
Amphibious Passage
To avoid confusion, decals were added to the amphibious mountain passage. All amphibious units can use the passage, except experimentals.
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.
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
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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 ?
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@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.
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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.
Wreckage
The shipwrecks were removed like in White Fire v4 and the T3 naval factory wrecks have been placed symmetrical.
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).
Issue 26b
The map now contains improved AI marker --> No air marker displayed
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.
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Amazing how much time was spent on this! Love it!
How did you analyze this differences? All manual or any tooling for the grid? -
@Brutus5000 Until now I did everything manual. The prop stats can be checked via FAF Editor.
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Tag Craftious Maximus - FAF version
.v0004
78° angle based rework of TAG_Rock's (inactive author)map (v56): Tag_Craftious Maximus
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.
Textures/Strata
The unsightly mountain and grass textures in the water have been extensively revised.
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.
Issue 13b
The map now contains AI marker --> No air marker displayed
Issue 13c
Due to the different heightmap depending slope calculation for structure placement the hydro on the bottom-left could not be build inv0001
. 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
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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. -
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
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!
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.
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Seraphim Glaciers - FAF version
.v0001
77° angle and top based rework from original FA map (v60): SCMP_008Issue 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).
Almost every resource marker & spawn had to be moved to the corresponding 180 ° position (gray circle).
Props
The 180° rotation of the props does not change the mass and energy values.
Issue 38b
The map now contains improved AI marker --> No air marker displayed
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The Bermuda Locket - FAF version
.v0001
bottom-right based rework from original FA map (v60): SCMP_014
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).
Almost every resource marker & spawn had to be moved to the corresponding 180 ° position (gray circle).
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.
Issue 31b
The map now contains improved AI marker --> No air marker displayed
.
Thanks again to @Sheikah for his
MapTransformer
and the consumer-friendly customer support -
The waves got lost while mapping in
Setons Clutch - FAF version.v0003
. They got re-added in Setons Clutch - FAF version.v0004
.
gl hf -
Bump - Arctic Refuge is imbalanced in favour of the northern spawn(s) due to the trucks on the northern side of the civ base in the middle being worth thousands of mass. The buildings are also slightly weighted to the north as well - when I tested it I got about 3k more mass that was obviously northern in the Civ base than I got out of obviously southern mass. Didn't count stuff in the middle.
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Another thing is that the hostile civilian trucks are prioritized by default over the hostile pd, not sure if that's desirable.
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On the contrary, I find that last part very convenient, it's much better to shoots trucks instead of the T2 pgen, and you woudn't shoot the pds with the com anyway since shots are block by walls or buildings
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Hey guys, first of all thank you for posting the info here in the channel
I added Arctic Refuge to the to-do list.
But what exactly should be done? Should the northern or southern spawn or map area be used as a base for the rework? @Sir-PrizeAnother thing is that the hostile civilian trucks are prioritized by default over the hostile pd, not sure if that's desirable.
@archsimkat @Auricocorico Thats unit related, I can't do anything about it mapping wise.
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Right now the center base is an awkward rectangle, and the reclaim symettry suggests a left vs right configuration in 2v2.
You could draw a line from spawns and use those line as diagonales of a new square/rectangle.If you put equal ressources in each polygons, it should be alright for 1v1 and for left vs right / top vs bottom 2v2. You could for example put the line of truck in the center+1+3 zones and the pgens in 2 and 4. Or split the trucks over the 4 zones ?