FAF version (GPG, unknown & inactive author map rework)
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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.
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The Ditch - FAF version
.v0002
45° angle / top-right based rework of the original FA map (v60): SCMP_040
Issue 34
FAF version ensures symmetrical heightmap, textures, decals, marker and props (180° rotation based on top-right side of original content). This results in a total increase of 2450 mass (see below).Marker
Resource & spawn marker were moved to the corresponding 180 ° position.
Props
The 180° rotation of the props results in an increase of mass.
Decals
TheCutoff Distance
was increased from600
to3000
.Issue 34a
The map now contains improved AI marker --> No air marker displayed
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Serenity Desert Small - FAF version
.v0002
Morax rework of the unknown author map (v56): serenity desert small
Issue 35 & 35a
Marker
Resource & spawn marker were moved to the corresponding mirror position. Thenorushradius
was increased from10
to40
.
ARMY spawns
were set to the correct odd vs even setting for Ladder and Team Match Maker (TMM) usage.
Props
The top-left mirror of the props results in slight decrease of mass and an increase of energy.
Issue 35b
The map now contains AI marker --> No air marker displayed
Credit
And thanks to Morax aka @George_W_Crush for his contribution. -
Open Palms - FAF version
.v0002
right based rework of the original FA map (v60): SCMP_007
Issue 40a & 40b
FAF version ensures symmetrical heightmap, textures, decals, marker and props (180° rotation based on the right side of original content). This results in a total decrease of 92 mass & 748 energy (see below).Middle Plateau
The right based rework slightly changes the layout of the middle plateau, due to irregularities of the original. Compared to the original, the plateau is now approximately 2 land factory's wider. A rework based on the right side was chosen over other options.
Marker
Resource & spawn marker were moved to the corresponding 180 ° position.
Props
The 180° rotation of the props results in a decrease of mass and energy.
The small Log props that interrupt adjacency at the spawn ofARMY_3
have been deleted.
Decals
TheCutoff Distance
was increased from600
to1500
.Issue 40
The map now contains improved AI marker --> No air marker displayed
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