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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If the map author is no longer active, you are welcome to inform us about the problem here.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
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.
FAF version
.v000X
All maps can also be downloaded as FAF version map bundle.
GPG
.v0002
.v0003
.v0001
.v0004
Unknown Author
Inactive Author
.
FAF Creative workflow: How to create a FAF version?!
The suffix - FAF version is added to the original 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. . Theta Passage - v56 VS v60: v56: \Gas Powered Games\Supreme Commander\maps v60: \THQ\Gas Powered Games\Supreme Commander - Forged Alliance\maps
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.
['ExtraArmies'] = STRING( 'ARMY_9 NEUTRAL_CIVILIAN' ),
ARMY_9
ARMY_17
NEUTRAL_CIVILIAN
INITIAL
WRECKAGE
Add a reasonable norushradius if the value is 0
norushradius
0
. Link to the old forum
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.
Issue 11 FAF version ensures symmetrical hydros and middle mexes.
Issue 11a The FAF version ensures symmetrical props (top based rework). The 180° rotation of the does not change the mass and energy values.
Issue 11b The map now contains improved AI marker --> No air and amphibuous marker displayed
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
--> Side base
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
Issue 7 & 9 -ensures balanced/mirrored marker, units/structures and props
-->10 mass rocks + marker
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.
AI Marker added from Adaptive Theta Passage --> No air marker displayed
Note Mid base difference between Vanilla (v56) and FA (v60) map version
Setons Clutch - FAF version .v0004 115° angle based rework from original FA map (v60): SCMP_009
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.
Marker Almost every resource marker & spawn had to be moved to the corresponding 180 ° position (gray circle).
--> Front
--> Rock
--> Beach
--> Air
--> 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.
Props The 180° rotation of the props results in a slight increase of mass and energy.
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
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.
Issue 16 The map now contains improved AI marker --> No air marker displayed
Issue 16b The waves got lost while mapping in v0003. They got re-added in v0004.
v0003
v0004
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
--> ARMY_3
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.
Issue 18 The map now contains improved AI marker --> No air marker displayed
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).
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
--> ARMY_4 (former ARMY_3)
--> ARMY_6 (former ARMY_5)
Props The 180° rotation of the props does not change the mass and energy values.
Issue 20 The map now contains improved AI marker --> No air and amphibuous marker displayed
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.
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
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
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.
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).
Issue 25b The map now contains improved AI marker --> No air marker displayed
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.
Forbidden Pass - FAF version .v0004 150° angle based rework from Krapougnak´s (inactive author) map (v56): Forbidden Pass v4
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
Amphibious Passage To avoid confusion, decals were added to the amphibious mountain passage. All amphibious units can use the passage, except experimentals.
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.
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
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 ?
@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.
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.
Wreckage The shipwrecks were removed like in White Fire v4 and the T3 naval factory wrecks have been placed symmetrical.
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).
Issue 26b The map now contains improved AI marker --> No air marker displayed
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.
Amazing how much time was spent on this! Love it! How did you analyze this differences? All manual or any tooling for the grid?
@Brutus5000 Until now I did everything manual. The prop stats can be checked via FAF Editor.
Tag Craftious Maximus - FAF version .v0004 78° angle based rework of TAG_Rock's (inactive author)map (v56): Tag_Craftious Maximus
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.
Textures/Strata The unsightly mountain and grass textures in the water have been extensively revised.
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.
Issue 13b The map now contains AI marker --> No air marker displayed
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.
v0001
Issue 13d Tweaked water settings and added waves. Color Lerp Max: 0.101 -> 0.036 Refelction Sun: 1.100 -> 2.480
0.101
0.036
1.100
2.480
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.
MapTransformer
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
tag_craftious_maximus_-_faf_version.v0001
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!
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.
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).
Almost every resource marker & spawn had to be moved to the corresponding 180 ° position (gray circle).
Issue 38b The map now contains improved AI marker --> No air marker displayed
The Bermuda Locket - FAF version .v0001 bottom-right based rework from original FA map (v60): SCMP_014
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).
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.
Issue 31b The map now contains improved AI marker --> No air marker displayed
Thanks again to @Sheikah for his MapTransformer and the consumer-friendly customer support