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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

      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
                              • svenni_badbwoiS
                                svenni_badbwoi
                                last edited by

                                The waves got lost while mapping in Setons Clutch - FAF version.v0003. They got re-added in Setons Clutch - FAF version .v0004.
                                gl hf

                                Creator of:

                                • My maps
                                • FAF version
                                • Supreme Props
                                1 Reply Last reply Reply Quote 1
                                • Sir-PrizeS
                                  Sir-Prize
                                  last edited by Sir-Prize

                                  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.

                                  1 Reply Last reply Reply Quote 1
                                  • archsimkatA
                                    archsimkat
                                    last edited by

                                    Another thing is that the hostile civilian trucks are prioritized by default over the hostile pd, not sure if that's desirable.

                                    1 Reply Last reply Reply Quote 1
                                    • AurikoA
                                      Auriko
                                      last edited by

                                      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

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

                                        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-Prize

                                        Another 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.

                                        Creator of:

                                        • My maps
                                        • FAF version
                                        • Supreme Props
                                        Sir-PrizeS 1 Reply Last reply Reply Quote 0
                                        • AurikoA
                                          Auriko
                                          last edited by

                                          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.

                                          arctic.png

                                          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 ?

                                          1 Reply Last reply Reply Quote 0
                                          • T
                                            Tagada Balance Team
                                            last edited by Tagada

                                            To fix the trucks issue you might want to make them belong to Neutral civs instead of hostile ones.

                                            svenni_badbwoiS 1 Reply Last reply Reply Quote 0
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