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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

      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
                                        • AurikoA
                                          Auriko
                                          last edited by

                                          I disagree, i think it's a nice feature. It's the only map where you can get vet if you bother to micro your arties and shoot the trucks with ACU instead. I think it's a funny choice you have to make when you're middle : do I shoot trucks for free vet, do i shoot the ennemy tanks/arty, or do i snag the reclaim before it's gone.

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

                                            @Tagada said in FAF version (GPG, unknown & inactive author map rework):

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

                                            Nice one. In the meantime I came the the same conclusion 🙂

                                            Here are the units in question. The marked units are currently in ARMY_9.
                                            07c6d130-7da4-44a1-b68a-75af325c759a-image.png

                                            I think the middle needs to be completely revised. I will do my best to use the existing structures and place them symmetrically in terms of rotation (e.g. Setons and Syrtis Major - FAF version). The trucks will also be distributed properly!

                                            Should the marked units become Neutral_Civilian or stay in ARMY_9?

                                            Creator of:

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