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    svenni_badbwoi's maps

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

      afaf_atoll - poster.jpg

      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 the Game 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

      .
      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

      afaf_atoll - left vs right or rotational play style.jpg afaf_atoll - operational civilian T3 bases + max reclaim settings.jpg T1-T3 operational Civilian Base and Defenses + T1-T4 Wreckage

      .
      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

      Creator of:

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

        ahssa-shi_poster.jpg

        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

        .
        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

        ahssa-shi_compare.jpg ahssa-shi_mid_T3-operational-civi-defenses+T4-wrecks.jpg T1-T3 operational Civilian Defenses + T1-T4 Wreckage

        .
        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

        Creator of:

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

          mangala fossa_poster+marker_v2.jpg

          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

          .
          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)

          mangala fossa_compare_v2.jpg mangala fossa_skybox_v1.jpg

          .
          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)

          Creator of:

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

            adaptive skadi_poster+marker_v1.jpg

            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

            adaptive-skadi-no-decal.png adaptive-skadi-decal.png no decals vs custom map wide decal

            .
            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

            adaptive skadi_compare_v1.jpg adaptive skadi.jpg

            .
            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

            Creator of:

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

              adaptive salt and pepper_poster+marker_v1.jpg

              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

              adaptive-salt-and-pepper-no-decal.png adaptive-salt-and-pepper-decal.png no decals vs custom map wide decal
              .
              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

              adaptive salt and pepper_compare_v1.jpg apdaptive salt and pepper_t4_wreckage_operational T3 civilians_skybox.jpg T1-T4 Wreckage + operational T1-T3 Civilians

              .
              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

              Creator of:

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

                faf props.png

                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.

                Creator of:

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

                  adaptive moon_poster3b.jpg

                  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)

                  .
                  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

                  adaptive moon_compare_v1.jpg adaptive moon_t3_operational_base+t3wreckage2.jpg Operational T1-T3 Civilian Base + T1-T3 Wreckage

                  .
                  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

                  .

                  Credit

                  • to the creator of the spaced maps (water hack)
                  • to @Jip and @Balthazar for their help on various things, especially decals

                  Creator of:

                  • My maps
                  • FAF version
                  • Supreme Props
                  1 Reply Last reply Reply Quote 7
                  • RoweyR Offline
                    Rowey
                    last edited by

                    Any Reason why Sera,UEF & Cybran dont have accses to thier t3 Main Tank ? but Aeon has accses to the harbie ?

                    "The needs of the many outweigh the needs of the few" - Spock

                    1 Reply Last reply Reply Quote 0
                    • ResistanceR Offline
                      Resistance
                      last edited by

                      yeah,wanted to ask why sera and aeon has access to GC and ythotha while neither cyb/uef can get fatties/spiders/megas

                      queuing with a newbie to show him the beauty of tmm and meeting tagada be like:
                      https://www.youtube.com/watch?v=yLcRpdZ0Xb0&ab_channel=Tomoko

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

                        @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.
                        waterramp_black.png
                        waterramp_black2.png

                        Creator of:

                        • My maps
                        • FAF version
                        • Supreme Props
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