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    Index Librorum's Maps, assorted projects, and Gaea tutorials

    Scheduled Pinned Locked Moved Mapping
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    • R
      Reckless_Charger
      last edited by

      Does it hatch?

      1 Reply Last reply Reply Quote 1
      • deletethisD
        deletethis @IndexLibrorum
        last edited by

        @indexlibrorum said in Index Librorum's Maps, assorted projects, and Gaea tutorials:

        The center of the crater remains a danger to this day, and it is not recommended that commanders are dropped into the deep.

        ...what happens if you do??

        IndexLibrorumI 1 Reply Last reply Reply Quote 0
        • IndexLibrorumI
          IndexLibrorum Global Moderator @deletethis
          last edited by IndexLibrorum

          @deletethis

          ...what happens if you do??

          I will leave figuring that out as an exercise to the reader 🙂
          Alternatively, a relevant quote from one of my favorite books:

          “And so the First Under the Night came across a portal where great danger might lurk, and upon witnessing it halted and sought the council of Sve Noc. ‘O Night,’ said the First, ‘what wisdom do you offer?’ And so the Young Night answered thus: ‘Try a foot first.'”
          – Extract from the ‘Parables of the Lost and Found’, disputed Firstborn religious text

          @Reckless_Charger

          Does it hatch?

          Just a terrain piece! Be glad for it, I doubt whatever would be in an egg like that would be friendly.

          "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

          See all my projects:

          1 Reply Last reply Reply Quote 2
          • IndexLibrorumI
            IndexLibrorum Global Moderator
            last edited by IndexLibrorum

            Several interesting updates!

            Project Mesa HD

            Project Mesa was the first map I ever made. It was also the first project I made in Gaea. Consequently, on both the map-making side and the Gaea side there was a lot of room for improvement.

            So improvements were made! Released under the new name 'Project Mesa HD', the new map features several fixes to the terrain (which mostly focus on flattening and scaling the map to solve height-related issues), some changes to the mex layout, better reclaim, and much improved use of decals. Pictures at the end of the post.

            I have one or two areas left that I can work on to further improve the visuals of this map and may update again in the future, but for now you can find Project Mesa HD in the mapping vault and in this month's 4v4 matchmaking queue.

            A github repository for project Mesa assets and project files

            I have released a github repository which contains a growing set of decals and textures related to the Project Mesa HD map. The textures and decals will soon become part of the main FAF repository, and thus become available for everyone to use through the FAF editor.

            Along with these new mapping assets, I have included the Gaea project files that were used to create the map and assets. If you're interested in working with Gaea, you may want to have a look at how I've created this map and the decals.


            Topdown.jpg

            sideview.jpg

            decal2.jpg

            decal1.jpg

            decal3.jpg

            "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

            See all my projects:

            1 Reply Last reply Reply Quote 6
            • IndexLibrorumI
              IndexLibrorum Global Moderator
              last edited by

              Promo.png

              This newly discovered garden world would be a great place to start a new farming colony, commander. Secure it for us! // Licensed under CC BY-NC-SA 4.0. This map is AI compatible.

              Project Tumulus is a 5x5km map made for 1v1's. This map's relatively simple, featuring a decent amount of mexes, lots of reclaim to manually click, and a nice autumn theme on low rolling hills. A good fit for the 500-1000 1v1 bracket.

              While there are enough rocks scattered across the map, in such places that you'll have to send your engineers to go out of their way to get them, most of the mass on this map is actually part of the tree groups. The higher rated players may find a challenge in making sure at least some of those tree groups remain intact clumps, or in making sure that no clumps survive on the other side of the map.

              3d2cb513-d9af-442a-9d2b-38acc2029f9c-image.png

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              93c772ff-fc81-41a9-a552-f5a7034f65ea-image.png

              5c914490-27ad-403a-9238-8fb543937074-image.png

              "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

              See all my projects:

              1 Reply Last reply Reply Quote 6
              • S
                snoog
                last edited by

                You really make beautiful maps Index

                IndexLibrorumI 1 Reply Last reply Reply Quote 3
                • IndexLibrorumI
                  IndexLibrorum Global Moderator @snoog
                  last edited by

                  @snoog Glad you like, thanks for the kind words 🙂

                  "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

                  See all my projects:

                  1 Reply Last reply Reply Quote 1
                  • Noble_IceN
                    Noble_Ice
                    last edited by

                    good maps, sadly i stopped playing faf

                    IndexLibrorumI 1 Reply Last reply Reply Quote 1
                    • IndexLibrorumI
                      IndexLibrorum Global Moderator @Noble_Ice
                      last edited by

                      @noble_ice Time to come back just for my maps 😛

                      "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

                      See all my projects:

                      Noble_IceN 1 Reply Last reply Reply Quote 2
                      • Noble_IceN
                        Noble_Ice @IndexLibrorum
                        last edited by

                        @indexlibrorum well you are tempting me but no. when balance despots fix cybrans and stop favoring uef i will come back.. i will just try mods like m28ai, but the maps are so good all of them.

                        1 Reply Last reply Reply Quote 1
                        • IndexLibrorumI
                          IndexLibrorum Global Moderator
                          last edited by IndexLibrorum

                          glacies.png

                          We need ice for our drinks, commander. Remove these enemies and secure that ice! -- Licensed under CC BY-NC-SA 4.0. Based on a map design by StaySane0.

                          Project Glacies is a 10x10km map made for at most 4v4. The map is a rework and redesign of a map originally designed by StaySane0, who was kind enough to give me permission to adjust his original concept. Changes involve significant changes to the heightmap, a redistribution of mexes and reclaim, as well as a complete overhaul of the textures and decals. Assets from my previous map Project Albus were used for the design of this map.

                          As with most of my maps, there is a good amount of reclaim spread out all over the map, with larger chunks of reclaim on the route most engineers will take to reach mexes. Those players with the extra APM to spare will find it rewarding to give the manual reclaim orders to their expanding engineers.

                          This map also features clumps of dense forests, which also contain a hefty amount of mass and energy. Like with Project Tumulus, keeping the tree clumps intact will make scaling your economy significantly easier. Some slots may find that an extra greedy build of starting with 2 factories and no mexes is just about possible if you pay enough attention at manually reclaiming the trees.

                          62d29ef7-0ec4-413c-ac74-4a4e3cb3b101-image.png

                          38be89da-d58f-49e3-bd21-bd240d6d7b86-image.png

                          37bc1759-75e3-4741-9702-22de1b93884d-image.png

                          fff70e75-06ca-461e-99f0-c1634840ec54-image.png

                          079be861-bb2e-4e25-a582-ea9e7155f5ce-image.png

                          "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

                          See all my projects:

                          1 Reply Last reply Reply Quote 4
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