svenni_badbwoi's maps
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ADAPTIVE MONUMENT VALLEY
Just recently news spread around the galaxy that the defending troops from the UEF research facility got completely destroyed after a fatal accident during the secretly conducted experiments on a "Chrono Dampener" of their own. Now every faction is interested to get their hands on the information as well as the resources.Player: 2-12 (1v1-6v6)
Size: 10x10 km
Prop value: 76.725 mass & 40.510 energy
Latest version: 5.
Info- Rotated real world map from the Monument Valley. The heightmap was obtained from terrain.party (USGS shaded relief)
- Since
Monument Valley
was my first map, I improved the spawn points, resources and added new features - Civilian UEF base in expansion --> replaces the crater reclaim of the non-adaptive version of the map
- Improved AI path nodes
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Adaptive Features- Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
- Crazyrush (forward crazyrush mexes (8 mexes on the diagonal middle line), crazyrush 1 core mex, crazyrush) --> default: disabled
- Core Mexes (3 or 4) --> default: 4
- Extra Mexes (2 in the center) --> default: 0
- Civilian Base (disable, wreckage or operational) --> default: operational
- Civilian Defenses (disable, wreckage or operational T1 - T2/T3) --> default: T1 operational (PD+AA)
- Wreckage (disable, T1 - T4) --> default: T1 wrecks
- Natural Reclaim Values (0-300%) --> default: 100%
- Jamming (add a Seraphim jamming crystal to the map center) --> default: disabled
Operational Civilian Base & T1-T3 Defenses + T1-T3 Wreckage
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Mapping Tools- Photoshop: heightmap preparation and rotation
- SupCom editor: heigthmap fixes, strata, textures, decals, props, units
- FAF editor: marker
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ADAPTIVE MONUMENT VALLEY FLOODED
Due to global warming the UEF took heavy looses all over earth. Currently a lot of former well protected areas are vulnerable to enemy attack. This opportunity leads to a fight for resources and technology.
Player: 2-12 (1v1-6v6)
Size: 10x10 km
Prop value: 76.725 mass & 40.510 energy
Latest version: 5.
Info- Rotated real world map from the Monument Valley in the US. The heightmap was obtained from terrain.party (USGS shaded relief)
- Sunken Civilian UEF Base Wreckage as reclaim in expansion --> replaces the crater reclaim of the non-adaptive version of the map
- Improved AI path nodes
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Adaptive Features- Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
- Crazyrush (forward crazyrush mexes (8 mexes on the diagonal middle line), crazyrush 1 core mex, crazyrush) --> default: disabled
- Core Mexes (3 or 4) --> default: 4
- Extra Mexes (2 in the center) --> default: 0
- Sunken Civilian Base (disable, wreckage or operational) --> default: wreckage
- Sunken Civilian Defenses (disable, wreckage or operational T1 - T2/T3*) --> default: T1 wrecks (PD+AA)*
- Wreckage (disable, T1 - T4) --> default: T1 wrecks
- Natural Reclaim Values (0-300%) --> default: 100%
- Jamming (add a Seraphim jamming crystal to the map center) --> default: disabled
T3 Civilian Defenses Wreckage + T1 Wreckage.
Sunken Civilian Base enabled + T1 Wreckage.
Mapping Tools- Photoshop: heightmap preparation and rotation
- GPG editor: heigthmap fixes, strata, textures, decals, props, units, water
- FAF editor: marker
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ADAPTIVE SAND BOX
Until recently this beauty of nature in Aeon territory was a famous destination for travelers from all over the galaxy to chillax. But the revolutionary discovery that the blue crystal has special abilities changed everything. Now every faction wants to get hold of the rare material and years of peace and love are over.
Player: 2-10 (1v1-5v5)
Size: 10x10 km
Prop value: 55.804 mass & 63.996 energy
Latest version: 5.
Info- Completely rebuild to fix the heightmap/reclaim disadvantages and enable the first fair games on this awesome strategic map --> credit to unknown original creator
- Default resources match original 2v2 and 3v3 map version on slots 1-6
- New 1v1 play style possible at expansion slots 9 & 10
- A way on the beach is now implemented --> enables you to walk between water and hills/cliffs with land units
- Single land/air factory placement on beach possible --> outer frigate wrecks mark spots
- Improved AI path nodes --> still not satisfied?! try to keep spot 9 & 10 empty and/or disable naval
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Adaptive Features- Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
- Crazyrush (forward crazyrush mexes (4 center mexes), crazyrush 1 core mex, crazyrush) --> default: disabled
- Core Mexes (3 or 4) --> default: 3
- Civilian Base (disable, wreckage or operational) --> default: wreckage
- Civilian Defenses (disable, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (PD+AA)
- Land Wreckage (disable, T1 - T4) --> default: T1 wrecks
- Naval Wreckage (disable, T1 - T3) --> default: T1 wrecks
- Natural Reclaim Values (0-300%) --> default: 100%
- Regrowing Trees (disable, fast, enable or slow) --> default: disabled
- Jamming (add a Seraphim jamming crystal to the map center) --> default: disabled
Optional Civilian Base + T2 defenses
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Mapping Tools- Photoshop: basic heightmap shape
- GPG editor: final heigthmap, strata, textures, decals, marker, props, units
- b2ag's scmap mirror tool
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ADAPTIVE THETA PASSAGE
Player: 2-6 (1v1-3v3)
Size: 5x5 km
Prop value: 3.835 mass & 1.295 energy
Latest version: 6.
Info- Remake that keeps the spirit of the original alive, BUT fixes the disadvantages in the heightmap as well as in the resource and reclaim distribution --> used for base map for the FAF version rework
- Fit for 1v1 ladder: Default settings at 1v1 (slot 1 & 2) match the resource and reclaim count of the original map
- New 1v1 or 2v2 play style possible via slots 5 & 6
- Skybox included --> source official FA v60 map "The Scar" (scmp_027)
- Replacement and bug fix for
Theta Passage Ultimate
--> placed missing wrecks and assigned player 1 & 2 resources to spawn correctly in all adaptive options - Improved mex border distance, because AI can't build mexes that are closer than 8px to map border --> info about it was implemented in FAF editor
- Improved AI path nodes
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Adaptive Features- Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
- Crazyrush (forward crazyrush mexes (2 top plateau mexes and if enabled 1 middle Extra Mex), crazyrush 1 core mex, crazyrush) --> default: disabled
- Core Mexes (3 or 4) due to less start mexes, not working if you play original 1v1 version on slot 1&2 --> default: 4
- Extra Mexes (1 in the middle of the map & 2 at the bottom plateau) --> default: disabled
- Civilian Base (disable, wreckage or operational) --> default: wreckage
- Civilian Defenses (disable, wreckage or operational T1 - T2/T3) --> default: disabled
- Wreckage (disable, T1 - T4) --> default: disabled
- Natural Reclaim Values (0-300%) --> default: 100%
- Jamming (add a Seraphim jamming crystal to the map center) --> default: disabled
T1-T4 Wreckage
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Mapping Tools- Photoshop: original heightmap fixes
- GPG editor: strata fixes, props, textures, decals, units
- FAF editor: marker
- b2ag's scmap mirror tool
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ADAPTIVE FAF ATOLL
Player: 2-12 (1v1-6v6, FFA, Phantom)
Size: 20x20 km
Prop value: 11.503 mass & 9.778 energy
Latest version: 2.
Info- Once I got the idea, I could not resist
- Due to the logos nature left-right is the default play style, but if you like rotational balance e.g. for Phantom or Free For All, just enable
Rotational
in theGame Option
- Every faction is represented in 2 from a total of 8 optional civilian bases, but all bases contain: Seraphim T2 PD, Aeon T2 TMD, UEF Shields and UEF T3 PD to balance unit/reclaim differences
- Heightmap fix: Enables T3 ships to pass everywhere
- Improved AI path nodes
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Adaptive Features- Rotational balance?! (At default play style "left-right" all adaptive options are available. "Rotational" disables all options marked with a star* to remove resources that are unfit for rotational balance - use case e.g. Phantom or Free for All) --> default: disabled
- Dynamic Spawn Of Resources* (mirror slots (left-right), used slots, no mirror = no resources, XvX setup) --> default: mirror slot (left-right)
- Crazyrush (forward crazyrush mexes (first mex ring from center), crazyrush 1 core mex, crazyrush) --> default: disabled
- Core Mexes (3 or 4) --> default: 4
- Scale remaining resources (Mexes Near Outer Hydro, 2nd Mex Ring*, Outer Hydros*, Inner Hydros*) --> default: enabled
- Civilian HQ Base* (disable, wreckage or operational) --> default: wreckage
- Civilian HQ Defenses* (disable, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (PD+AA)
- Civilian Forward Base* (disable, wreckage or operational) --> default: wreckage
- Civilian Forward Defenses* (disable, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (PD+AA)
- Land Wreckage* (disable, T1 - T4) --> default: T1 wrecks
- Naval Wreckage (disable, T1-T2) --> default: T1 wrecks x2
- Natural Reclaim Values(0-300%) --> default: 100%
- Regrowing Trees (disable, fast, enable or slow) --> default: disabled
- Jamming (adds 4 Seraphim jamming crystals to the location of Civilian HQ Base) --> default: disabled
T1-T3 operational Civilian Base and Defenses + T1-T4 Wreckage
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Mapping Tools- Inkscape: basic heightmap, marker planning, masks
- World Machine: final heightmap, strata
- SupCom editor: textures, decals, units, water
- FAF editor:marker, props
- b2ag's scmap mirror tool
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ADAPTIVE AHSSA-SHI
The Seraphim just discovered Ahssa-Shi (named after god of reincarnation). The latest scans revealed that the planet is habitable, resource-rich and seems to have had large water reserves. Unfortunately the first exploring mission got somehow annihilated under mysterious circumstances at the landing site, plus the rescue signal was intercepted by the other factions. These events postponed further investigations, in order to win the battle ahead.
Player: 2-16 (1v1-8v8, 1v1v1v1-4v4v4v4)
Size: 10x10 km
Props value: 46.426 mass & 51.436 energy
Latest version: 5.
Info- Improved AI path nodes
- Improved
adaptive script
to avoid vanishing decal glitch --> map-decals disappeared when optional structures (probably due to decal) & certain amount of unit footprint/track-decals were spawned
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Adaptive Features- Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
- Crazyrush (forward crazyrush mexes (4 center mexes), crazyrush 1 core mex, crazyrush) --> default: disabled
- Core Mexes (3 or 4) --> default: 4
- Extra Mexes (spawn 4 additional mexes, 1 each in outer riverbed) --> default: 0
- Civilian Defenses (disable, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (PD+AA)
- Wreckage (disable, T1 - T4) --> default: T1 wrecks
- Natural Reclaim Values (0-300%) --> default: 100%
- Regrowing Trees (disable, fast, enable or slow) --> default: disabled
- Jamming (add a Seraphim jamming crystal to the map center) --> default: disabled
T1-T3 operational Civilian Defenses + T1-T4 Wreckage
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Mapping Tools- Inkscape: basic heightmap, marker planning, masks
- World Machine: final heightmap, strata
- FAF editor: heightmap fixes, marker
- GPG editor: textures, decals, units, props, water, waves
- b2ag's scmap mirror tool
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ADAPTIVE MARS - MANGALA FOSSA
HISTORY:
-3833: Habitable planets have become a rarity, due to the still raging Infinite War.
-3840: Humanity established the first research station on Mars to conduct experiments on terraforming. Hopes were high.
-3841: Sudden long-lasting sandstorm lead to the crash of the control satellite. The experiments got out of control, resulting in the destruction of the terraforming facilities.
-3842: Station was abandoned due to economical total loss and evolving military conflicts on Mars.Player: 2-12 (1v1-6v6)
Size: 10x10 km
Prop value: 48.302 mass & 20 energy
Total adaptive relaim value: 67.977 mass & 20 energy (props & units)
Latest version: 3.
Info- Rotated real world map from the Mangala Fossa region on Mars. The heightmap was created from MOLA (Mars Orbiter Laser Altimeter) data
- The map contains a custom map decal to achieve an authentic look. Loading time is now decreased to 2-5s ̶1̶0̶-̶1̶5̶s̶ (once transit screen freezes). --> If you like the custom decal, try Skadi or Salt and Pepper or DeathStorm's map.
- Different 1v1 play style possible at expansion slots 11 & 12
- Small Civilian UEF base in the mid crater
- Skybox included --> source official FA v60 map "The Scar" (scmp_027)
- AI Marker: Yes (Improved in v2) --> Created new AI land and amphibious nodes to reduced the CPU load (formerly >800 nodes each, now 355). Thx to @Uveso for feedback.
- AI Marker: Improved adaptive map script, now only adds the needed marker to the Scenario.MasterChain --> thx to @Uveso
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Adaptive Features- Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
- Crazyrush (forward crazyrush mexes (4 mexes on the diagonal center line), crazyrush 1 core mex, crazyrush) --> default: disabled
- Core Mexes (3 or 4) --> default: 4
- Civilian Defenses (disabled, wreckage or operational T1 - T2/T3) --> default: T1 operational (PD+AA)
- T4 satellite wreck (8100 mass) --> default: disabled
- Natural Reclaim Values (0-300%) --> default: 100%
- Jamming (add a Seraphim jamming crystal to the map center) --> default: disabled
- Integrated resource balance ("Only spawns if both player are present") ---> e.g. ARMY_1 will lose a mex each to ARMY_5 & ARMY_7 if they play. To compensate for the loss an additional mex will spawn for ARMY_1. The color distribution indicated which ARMY should use it (see pic above)
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Mapping Tools- Photoshop: prepare heightmap for WM
- World Machine: final heightmap, strata, normal map
- GIMP: decal creation from normal map
- GPG editor: textures, props)
- Inkscape: marker planning, masks)
- FAF editor:heightmap fixes, marker, units)
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ADAPTIVE SKADI
The abandoned Aeon outpost on the ice planet Skadi (named after the Norse goddess of hunting, winter and mountains) moves back into focus due to its strategic position in the current war effort. It will be a difficult battle. In addition to your opponent, you must constantly watch out for huge icebergs that calve from the seaside of the ice shelf.
Player: 2-14 (1v1-7v7)
Size: 20x20 km
Prop value: 83.047 mass; 3120 energy
Total adaptive reclaim value: 138.991 mass; 3120 energy
Latest version: 2.
Info- Rotated and transformed real world map of the area around Tiger Mountain State Forest (Seattle). The heightmap was obtained from terrain.party (USGS shaded relief).
- The map contains a custom map decal to achieve an authentic look. Loading time is now decreased to 2-5s ̶1̶0̶-̶1̶5̶s̶ (once transit screen freezes). --> If you like the custom decal,try Mangala Fossa or Salt and Pepper or DeathStorm's map.
- AI Marker: Yes --> Adaptive Sorian expands better and thus beats Adaptive Uveso AI
- AI Marker: Improved adaptive map script, now only adds the needed marker to the Scenario.MasterChain --> thx to @Uveso
no decals vs custom map wide decal
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Adaptive Features- Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
- Crazyrush (forward crazyrush mexes (4 mexes), crazyrush 1 core mex, crazyrush) --> default: disabled
- Core Mexes (3 or 4) --> default: 4
- Extra Hydros (0 or 14) --> default: 14
- Civilian's (disabled, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (PD+AA)
- Wreckage (disabled, T1 - T4) --> default: T1 wrecks
- Natural Reclaim Values (0-300%) --> default: 100%
- Jamming (add a Seraphim jamming crystal to every civilian hydro position) --> default: disabled
- integrated resource balance (adaptive marker distribution) --> To compensate for the loss of mexes to additional players, each spawn point/expansion gains one mex per active player
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Mapping Tools- WM: heightmap creation (based on original terrain.party data), strata masks, normal map creation
- GIMP: normal map to decal
- Unity: scaling and placement of decal
- GPG editor: final texturing, final props, heightmap fixes, lighting, waves
- Inkscape: marker planning, tool masks
- FAF editor: marker, units
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ADAPTIVE SALT AND PEPPER
Due to the constantly increasing demand for resources, the UEF leadership opposed the will of the population and transformed this formerly water-rich and blooming planet into a salt desert in just 36 years. In order to take revenge, the remaining residents have formed an alliance with the Seraphim.
Player: 2-6 (1v1-3v3)
Size: 5x5 km
Prop reclaim value: 7.748 mass; 9.085 energy
Default adaptive reclaim value: 10.000 mass, 9.085 energy (props & units)
Total adaptive reclaim value: 45.568 mass; 9.085 energy (props & units)
Latest version: 3.
Info- v2 contains a custom map wide decal. now with better resolution and lower loading time 2-5s ̶8̶-̶1̶0̶s̶ (once transit screen freezes) --> If you like the custom decal,try Mangala Fossa, Skadi or DeathStorm's map.
- AI Marker: Yes --> Adaptive Uveso AI beats Adaptive Sorian AI
- AI Marker: Improved adaptive map script, now only adds the needed marker to the Scenario.MasterChain --> thx to @Uveso
- Skybox included --> source official FA v60 map "Flooded Strip Mine" (X1MP_014)
- v3 ensures symmetry for all wrecks --> the naval wrecks got somehow moved by 1 game unit while mapping
- Mapping Tournament Winner 2020
no decals vs custom map wide decal
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Adaptive Features- Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
- Crazyrush (forward crazyrush mexes (2 mexes), crazyrush 1 core mex, crazyrush) --> default: disabled
- Core Mexes (3 or 4) --> default: 3
- Civilian's (disabled, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (Base)
- Wreckage (disabled, T1 - T4) --> default: T1 wrecks
- Natural Reclaim Values (0-300%) --> default: 100%
- Regrowing Trees (disable, fast, enable or slow) --> default: disabled
- Jamming (add a Seraphim jamming crystal to the map center) --> default: disabled
- Integrated resource balance (adaptive marker distribution) --> 4 additional mexes will spawn if all spots are occupied
T1-T4 Wreckage + operational T1-T3 Civilians
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Mapping Tools- Inkscape: heightmap idea as grey steps, marker planning
- WM: heightmap creation (based on inkscape), strata, masks, normal map creation
- GIMP: normal map to decal
- Unity: scaling and placement of decal
- GPG editor: texturing, heightmap fixes, lighting
- FAF editor: marker, units, skybox
- b2ag's scmap mirror tool: final heigthmap, props, strata
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FA AND FAF PROPS -->tool for map making
This map was created while I was working on Supreme Props and could be used for mapping purposes (e.g. export props to find matching props for your maps). The FAF integration of
Supreme Props
improves all given props and resolves many issues.The left side of the map contains all FA & FAF props that are currently available (Aug 2019). The props are sorted by theme (see letters E = Evergreen). The circle decals indicate emitter and resource props as well as the formerly broken
GeoRock01
.On the right side the props are sorted by size, type and quantity. The circle decals mark major differences, issues and bugged props that have been fixed. The wall-numbers only apply for mass and energy values of the
Supreme Props Mod
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ADAPTIVE MOON
To the annoyance of the UEF, today's battle is taking place on Earth's natural satellite, the Moon. The conflict was inevitable after the data from the LRO (Lunar Reconnaissance Orbiter) was intercepted and leaked to the other factions.
Player: 2-12 (1v1-6v6)
Size: 20x20 km
Prop reclaim value: 44.219 mass; 4 energy
Latest version: 2.
Info- Rotated northern hemisphere of the near side of the Moon. The color and heightmap was obtained from LRO (Lunar Reconnaissance Orbiter) --> GLD100, CGI Moon Kit
- The landing sites of Apollo 15 and 17 are marked with the Seraphim II
Prope_prop
- Contains a custom Moon color, Moon normal map and heightmap decal. --> If you like the custom decal, try Mars - Mangala Fossa, Skadi, Salt and Pepper or DeathStorm's map Lunar Mare Orientale.
- Contains a light map (shadow) --> thx to @Jip
- Contains a black waterramp to achieve a better transition between moon and space
- AI Marker: Yes
- Skybox included --> source official FA v60 map
Haven Reef
(X1MP_004)
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Adaptive Features- Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
- Crazyrush (forward crazyrush mexes (4 mexes), crazyrush 1 core mex, crazyrush) --> default: disabled
- Civilian's (disabled, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (Base)
- Wreckage (disabled, T1 - T4) --> default: T1 wrecks
- Natural Reclaim Values (0-300%) --> default: 100%
- Jamming (add a Seraphim jamming crystal to the map center) --> default: disabled
Operational T1-T3 Civilian Base + T1-T3 Wreckage
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Mapping Tools- Inkscape: cut relevant area (color and heightmap), mask creation
- WM: heightmap, strata, color, light and normal map creation
- GIMP: normal map to decal, combining color and light map, custom preview creation
- Blender: Combine Normal Maps
- GPG editor: props, lighting, decal placement (import via preset)
- FAF editor: heightmap fixes, marker, units, adaptive, terrain type, skybox --> thx to @ozonex for improving it further and further
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Credit
- to the creator of the spaced maps (water hack)
- to @Jip and @Balthazar for their help on various things, especially decals
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Any Reason why Sera,UEF & Cybran dont have accses to thier t3 Main Tank ? but Aeon has accses to the harbie ?
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yeah,wanted to ask why sera and aeon has access to GC and ythotha while neither cyb/uef can get fatties/spiders/megas
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@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.