FAF version (GPG, unknown & inactive author map rework)

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Hello everybody,

do you sometimes get annoyed about unbalanced heightmap & props, different mex arrangement or unevenly distributed units in GPG or ladder maps?

The aim of the FAF version is to guarantee fair gaming conditions and to improve the gaming experience of our beloved GPG (Gas Powered Games) maps (stock maps included in the original game) as well as influential unknown/inactive author maps.

If the map author is no longer active, you are welcome to inform us about the problem here. You could even send us fixes. But be aware that they will be checked/tested by FAF Creative staff and ladder team.

Map upload of approved content stays in the hands of FAF Creative staff! Please don't upload any " - FAF version" yourself.

DOCUMENTED ISSUES

  • Please check in advance if the issue is already documented or fixed
  • If the problem is not documented, please let us know

The following maps have already been reworked and can be found in the vault under the suffix - FAF version. Please download the latest map version .v000X for the best in game experience.

All maps can also be downloaded as FAF version map bundle.

GPG

Unknown Author

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Inactive Author

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FAF Creative workflow: How to create a FAF version?!

  • Capitalize the first letters of the original map name: map name --> Map Name
  • Add the suffix - FAF version to the get the final map name: Map Name - FAF version
  • If possible, FA maps (v60) should always be used as the basis for the FAF version. The FA maps (v60) are further developed (e.g. Skybox, different units, ...) compared to the SupCom (v56) ones.
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    Theta Passage - v56 VS v60:
    v56: \Gas Powered Games\Supreme Commander\maps
    v60: \THQ\Gas Powered Games\Supreme Commander - Forged Alliance\maps
    alt text
  • search the vault for map versions that may already contain fixed issues.
  • Always add ['ExtraArmies'] = STRING( 'ARMY_9 NEUTRAL_CIVILIAN' ), to the scenario.lua. ARMY_9 (GPG maps) / ARMY_17 (other maps) and NEUTRAL_CIVILIAN (all maps). Both armys also need an INITIAL and WRECKAGE subfolder for some mods to work properly.
  • Add a reasonable norushradius if the value is 0
  • Adjust Cutoff Distance for the given decals
  • Add a similar description with a link to this forum channel: - FAF version of the unknown author map 'Loki': Ensures symmetrical marker and props. Contains new AI marker. - Modified by FAF Creative: https://forum.faforever.com/topic/398/faf-version-gpg-unknown-inactive-author-map-rework
  • Present/discuss changes with ladder team in FAF Creative Discord (#preflight), before map release
  • Post/ explain map changes in one post & in a similar style/fashion

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Credit

  • Thanks to @Sheikah for his MapTransformer. It a big help and saves a lot of time.

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Link to the old forum

1

Eye of the Storm - FAF version .v0002
from original FA map (v60): X1MP_017

Supreme Props integration fix --> Supreme what?
"Aeon_Fence" aka "The Light" prop got replaced by "Aeon Dock" to restore the former 300 mass.
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Issue 11
FAF version ensures symmetrical hydros and middle mexes.
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Issue 11a
The FAF version ensures symmetrical props (top based rework). The 180° rotation of the does not change the mass and energy values.
eots_props.png

Issue 11b
The map now contains improved AI marker --> No air and amphibuous marker displayed
eots_ai_compare.png

0

Haven Reef - FAF version .v0003
from original FA map (v60): X1MP_004

Issue 12 & Supreme Props integration fix -->Supreme what?
FAF version ensures symmetric placement of props and units/structures.
Incorporates the fixes from Haven Reef Fixed e.g **heightmap --> Thx to Tokyto

--> Mid base
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--> Side base
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Theta Passage - FAF version .v0001
from original FA map (v60): SCMP_012

Issue 8
FAF version ensures a mirrored/balanced heightmap.

--> GPG vs FAF version
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Issue 7 & 9
-ensures balanced/mirrored marker, units/structures and props
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-->10 mass rocks + marker
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Its really hard to find a good prop solution for Theta Passage. Simply mirroring one original side will not match the original reclaim numbers (mass, energy), because we are going to mirror unbalanced/uneven sides. That's why I distributed the props evenly around the whole middle mountain. I used the props from "Adaptive Theta Passage" as basis. Added some "pod" props to the bottom plateau and reached almost the same mass (+11) and energy (+3) as the original. I'm still open for suggestions or even a finished prop export for import and testing.
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AI Marker
added from Adaptive Theta Passage --> No air marker displayed
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Note
Mid base difference between Vanilla (v56) and FA (v60) map version
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Setons Clutch - FAF version .v0004
115° angle based rework from original FA map (v60): SCMP_009
115 angle.png

Issue 3, 15 & 15a
FAF version ensures symmetrical heightmap, marker, decals, props, units and no rush radius. 180° rotation based on 115° angle of original content.

Heightmap
There is no longer an extra land-water path for amphibious units on the top side of the map (see Issue 14). Both islands should now behave the same when nuked.
heightmap_compare.png

Marker
Almost every resource marker & spawn had to be moved to the corresponding 180 ° position (gray circle).

--> Front
front.jpg

--> Rock
setons_rock_fix.jpg

--> Beach
beach.jpg

--> Air
air.jpg

--> Island
"Too close the the edge" error resolved: The AI cannot use resource markers that are closer than 8 game units to the edge of the map.
setons_island_fix.jpg

Props
The 180° rotation of the props results in a slight increase of mass and energy.
687b8b94-72ae-4ac3-a9d5-c562a194a767-image.png

Units
In order to largely maintain the middle, the existing positions of the UEF units were used to determine the 180 ° position of the corresponding Cybran units (except Destroyer). In this undertaking, the mass distribution was adjusted. The mass difference is 0.
UEF (bottom): 6128 mass > 5350 mass // -2 titans
Cybran (top): 4376 mass > 5154 mass // +2 Loyalists
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Issue 14
The known bug in the heightmap has been removed. There is no longer an extra land-water path for amphibious units on the top side of the map.
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Issue 16
The map now contains improved AI marker --> No air marker displayed
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Issue 16b
The waves got lost while mapping in v0003. They got re-added in v0004.

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Syrtis Major - FAF version .v0002
top based rework from original FA map (v60): SCMP_017

Issue 2, 17 & 21
FAF version ensures symmetrical marker, props, structures and no rush radius.
The 180° rotation of the props and structure rework results in a total increase of 309 mass and 430 energy (see below).
Almost every resource marker & spawn had to be moved to the corresponding 180 ° position (gray circle).

Marker
--> ARMY_1
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--> ARMY_3
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Props
The 180° rotation of the props results in a slight increase of mass and energy.
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Structures
In the middle and on the sides, the distribution and the sum of mass has been adjusted.
An energy generator has been added to the middle to compensate for the loss of an 61 mass Structure. An energy storage (203 mass) has also been added to the mid to compensate for the T2 AA (324 mass) which is closer to player 2.
mid base: 3606 mass > 3806 mass
top base: 231 mass > 304 mass
bottom base: 341 mass > 304 mass
The total unit based mass gain is 236 mass.
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Issue 18
The map now contains improved AI marker --> No air marker displayed
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Crossfire Canal - FAF version .v0002
bottom based rework from original FA map (v60): SCMP_024

Issue 22
ARMY spawns set to odd vs even. Needed for Team Match Maker (TMM).
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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
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--> ARMY_4 (former ARMY_3)
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--> ARMY_6 (former ARMY_5)
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Props
The 180° rotation of the props does not change the mass and energy values.
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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 Rocks

Issue 23
FAF version ensures symmetrical props. The 180° rotation of the props results in a slight increase of mass and energy.
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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
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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 .v0003
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

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.

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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

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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.
props_compare_4_ppssibilities.png

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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.
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

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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?

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@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
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

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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.

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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
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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!
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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_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

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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

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Thanks again to @Sheikah for his MapTransformer and the consumer-friendly customer support 😁