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

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.

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

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 😁

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

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.

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

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

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.

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 ?

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

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.

@Tagada said in FAF version (GPG, unknown & inactive author map rework):

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

Nice one. In the meantime I came the the same conclusion 🙂

Here are the units in question. The marked units are currently in ARMY_9.
07c6d130-7da4-44a1-b68a-75af325c759a-image.png

I think the middle needs to be completely revised. I will do my best to use the existing structures and place them symmetrically in terms of rotation (e.g. Setons and Syrtis Major - FAF version). The trucks will also be distributed properly!

Should the marked units become Neutral_Civilian or stay in ARMY_9?

T3 pgen ?

I think Svenni opened up the Supreme Commander version, and not the Forged Alliance version 😄

A work of art is never finished, merely abandoned

@svenni_badbwoi The main issue I can see can be fixed with moving props in the middle. I'm sure balancing the map could be optimised much better, but in the first instance I think making the props in the centre so they are vertically and horizontally symmetrical would make the map acceptable for use in the matchmaker pools. To avoid seriously changing the gameplay by changing mass values in the middle I guess that means four groups of trucks and the T1 MAA in the centre of the base, and the buildings laid out symmetrically.

Might be worth uploading a version 1 like that and working on more finetuning over time?

@Jip said in FAF version (GPG, unknown & inactive author map rework):

I think Svenni opened up the Supreme Commander version, and not the Forged Alliance version 😄

yep 🙂 here is the middle of the v60 aka FA version.
3c39cefc-4b1e-4396-97d7-efa0101435ef-image.png

@Sir-Prize I will mirror/rotate the whole map content and will rework the middle. it should be complete balanced afterwards. What rotation angle do you prefer? (see setons and other faf versions)

Whatever makes your job easiest tbh. I generally don't have strong opinions about how maps play or look, so long as they're balanced, and definitely no preference about the angle of symmetry.

If you want a second opinion that matters I'd doublecheck with arch or ftx as they run the map pools, so it would be best if they like (and therefore use) your version.

Not going to lie: this is absolutely phenomenal issue and remedy logging. We are very privileged to have you here, svenni.

Arctic Refuge - FAF version .v0002
146° angle based rework of the original FA map (v60): SCMP_022
146_angle.png

Issue 33
FAF version ensures symmetrical heightmap, textures, decals, marker, props and units/structures (180° rotation based on 146° angle of original content). This results in a total increase of 222 mass and 1600 energy (see below).

Marker
Resource & spawn marker were moved to the corresponding 180 ° position.
marker.png

Props
The 180° rotation of the props results in a slight increase of mass and energy.
04601a01-5e86-4f96-b962-6ec6ce58f2a8-image.png

Units & Structures
The units as well as the T1 PD remain hostile / in ARMY_9. The arrangement of the units and structures has been adjusted based on the 146 ° rotation of the original content. 6 structures were exchanged (they were also used before) in order to get as close as possible to the original values. In addition, the units were distributed symmetrically in terms of rotation. A truck was replaced by a T1 mobile AA. These adjustments lead to a slight increase of mass.
dced7a4c-2bf9-407e-b3f7-fc968374b269-image.png
units_structures_compare.jpg units_structure_in_game.png

Decals
The Cutoff Distance was increased from 600 to 1500.

Issue 33a
The map now contains improved AI marker --> No air marker displayed
ai_marker_compare.png

@George_W_Crush said in FAF version (GPG, unknown & inactive author map rework):

Not going to lie: this is absolutely phenomenal issue and remedy logging. We are very privileged to have you here, svenni.

hehe, thx 😊