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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

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

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

      Loki - FAF version .v0004
      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

      Issue - Water Reflections
      Because of the Water Shader Improvements the following water properties were lowered in .v0004
      Sun reflection 3.5 > 1.25
      Sky reflection: 1.5 > 0.5
      Loki - FAFversion 0004.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.

      Creator of:

      • My maps
      • FAF version
      • Supreme Props
      1 Reply Last reply Reply Quote 2
      • svenni_badbwoiS Offline
        svenni_badbwoi
        last edited by svenni_badbwoi

        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

        Creator of:

        • My maps
        • FAF version
        • Supreme Props
        1 Reply Last reply Reply Quote 2
        • K Offline
          keyser
          last edited by

          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 ?

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

            @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

            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

              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

              Creator of:

              • My maps
              • FAF version
              • Supreme Props
              1 Reply Last reply Reply Quote 2
              • Brutus5000B Offline
                Brutus5000 FAF Server Admin
                last edited by Brutus5000

                Amazing how much time was spent on this! Love it!
                How did you analyze this differences? All manual or any tooling for the grid?

                He said, "I've been to the year 3000
                Not much has changed, but they live underwater
                And your great-great-great-granddaughter
                Is playin' FAF, playin' FAF"

                svenni_badbwoiS 1 Reply Last reply Reply Quote 1
                • svenni_badbwoiS Offline
                  svenni_badbwoi @Brutus5000
                  last edited by svenni_badbwoi

                  @Brutus5000 Until now I did everything manual. The prop stats can be checked via FAF Editor.

                  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

                    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

                    Creator of:

                    • My maps
                    • FAF version
                    • Supreme Props
                    1 Reply Last reply Reply Quote 3
                    • svenni_badbwoiS Offline
                      svenni_badbwoi
                      last edited by svenni_badbwoi

                      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.

                      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

                        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
                        alt text

                        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!
                        alt text

                        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.

                        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

                          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

                          Creator of:

                          • My maps
                          • FAF version
                          • Supreme Props
                          1 Reply Last reply Reply Quote 2
                          • svenni_badbwoiS Offline
                            svenni_badbwoi
                            last edited by svenni_badbwoi

                            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

                            .

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

                            Creator of:

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

                              The waves got lost while mapping in Setons Clutch - FAF version.v0003. They got re-added in Setons Clutch - FAF version .v0004.
                              gl hf

                              Creator of:

                              • My maps
                              • FAF version
                              • Supreme Props
                              1 Reply Last reply Reply Quote 1
                              • Sir-PrizeS Offline
                                Sir-Prize
                                last edited by Sir-Prize

                                Bump - Arctic Refuge is imbalanced in favour of the northern spawn(s) due to the trucks on the northern side of the civ base in the middle being worth thousands of mass. The buildings are also slightly weighted to the north as well - when I tested it I got about 3k more mass that was obviously northern in the Civ base than I got out of obviously southern mass. Didn't count stuff in the middle.

                                1 Reply Last reply Reply Quote 1
                                • archsimkatA Offline
                                  archsimkat
                                  last edited by

                                  Another thing is that the hostile civilian trucks are prioritized by default over the hostile pd, not sure if that's desirable.

                                  1 Reply Last reply Reply Quote 1
                                  • AurikoA Offline
                                    Auriko
                                    last edited by

                                    On the contrary, I find that last part very convenient, it's much better to shoots trucks instead of the T2 pgen, and you woudn't shoot the pds with the com anyway since shots are block by walls or buildings

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

                                      Hey guys, first of all thank you for posting the info here in the channel 😉

                                      I added Arctic Refuge to the to-do list.
                                      But what exactly should be done? Should the northern or southern spawn or map area be used as a base for the rework? @Sir-Prize

                                      Another thing is that the hostile civilian trucks are prioritized by default over the hostile pd, not sure if that's desirable.

                                      @archsimkat @Auricocorico Thats unit related, I can't do anything about it mapping wise.

                                      Creator of:

                                      • My maps
                                      • FAF version
                                      • Supreme Props
                                      Sir-PrizeS 1 Reply Last reply Reply Quote 0
                                      • AurikoA Offline
                                        Auriko
                                        last edited by

                                        Right now the center base is an awkward rectangle, and the reclaim symettry suggests a left vs right configuration in 2v2.
                                        You could draw a line from spawns and use those line as diagonales of a new square/rectangle.

                                        arctic.png

                                        If you put equal ressources in each polygons, it should be alright for 1v1 and for left vs right / top vs bottom 2v2. You could for example put the line of truck in the center+1+3 zones and the pgens in 2 and 4. Or split the trucks over the 4 zones ?

                                        1 Reply Last reply Reply Quote 0
                                        • T Offline
                                          Tagada Balance Team
                                          last edited by Tagada

                                          To fix the trucks issue you might want to make them belong to Neutral civs instead of hostile ones.

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

                                            I disagree, i think it's a nice feature. It's the only map where you can get vet if you bother to micro your arties and shoot the trucks with ACU instead. I think it's a funny choice you have to make when you're middle : do I shoot trucks for free vet, do i shoot the ennemy tanks/arty, or do i snag the reclaim before it's gone.

                                            1 Reply Last reply Reply Quote 0
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