FAF version (GPG, unknown & inactive author map rework)
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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.
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Another thing is that the hostile civilian trucks are prioritized by default over the hostile pd, not sure if that's desirable.
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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
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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-PrizeAnother 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.
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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.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 ?
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To fix the trucks issue you might want to make them belong to Neutral civs instead of hostile ones.
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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.
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@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
.
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 inARMY_9
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T3 pgen ?
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I think Svenni opened up the Supreme Commander version, and not the Forged Alliance version
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@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?
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@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.
@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)
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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.
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Not going to lie: this is absolutely phenomenal issue and remedy logging. We are very privileged to have you here, svenni.
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Arctic Refuge - FAF version
.v0002
146° angle based rework of the original FA map (v60): SCMP_022
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.
Props
The 180° rotation of the props results in a slight increase of mass and energy.
Units & Structures
The units as well as the T1 PD remain hostile / inARMY_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. Atruck
was replaced by aT1 mobile AA
. These adjustments lead to a slight increase of mass.
Decals
TheCutoff Distance
was increased from600
to1500
.Issue 33a
The map now contains improved AI marker --> No air marker displayed
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@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
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Hm are the pgens closer to each other ? If so, it changes the gameplay a little, because pgen explosion destroys part of the other pgen, or worse, the other wreck. I recall that the pgen explosion is stronger the closer you are, right ?
Otherwise, good work
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Desert Arena - FAF version
.v0002
Top-left square based rework from @ozonex ' s (inactive author) map (v56): Desert Arena.v0001
Issue 5, 5a & 5c
FAF version ensures symmetrical heightmap, strata, props and marker (based on the top-left original content). This results in a total decrease of 1275 mass (see below). The norushradius and AI marker were improved.Props
The top-left rotation of the props results in a decrease of mass.
Marker
Resource & spawn marker were moved to the corresponding position.ARMY spawns have been adjusted for Team Match Maker (TMM).
Now all slots have 4x double adjacency.
No Rush Radius
Thenorushradius
was set from0
to40
.Issue 5b
The map now contains AI marker --> No air marker displayed
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@Auricocorico said in FAF version (GPG, unknown & inactive author map rework):
I recall that the pgen explosion is stronger the closer you are, right ?
Nah, death weapons have a flat damage cutoff at their max range, unlike nukes which have inner/outer ring. And they were already in range of eachother - just quickly tested it.