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Red Rocks - FAF version .v0001 bottom based rework from unknown author map (v56): Red Rocks
.v0001
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
.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
.v0004
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)
.v0002
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).
Props The 180° rotation of the props does not change the mass and energy values.
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
The waves got lost while mapping in Setons Clutch - FAF version.v0003. They got re-added in Setons Clutch - FAF version .v0004. gl hf
Setons Clutch - FAF version.v0003