Navigation

    FAForever Forums
    • Login
        No matches found
    • Search
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    1. Home
    2. svenni_badbwoi
    svenni_badbwoi

    svenni_badbwoi

    @svenni_badbwoi

    17
    Reputation
    34
    Posts
    1
    Profile views
    0
    Followers
    0
    Following
    Joined Last Online
    Website vup.berlin

    • Profile
    • More
      • Following
      • Followers
      • Topics
      • Posts
      • Best
      • Groups
    svenni_badbwoi Follow

    Best posts made by svenni_badbwoi

    RE: svenni_badbwoi's maps

    adaptive moon_poster3b.jpg

    ADAPTIVE MOON

    To the annoyance of the UEF, today's battle is taking place on Earth's natural satellite, the Moon. The conflict was inevitable after the data from the LRO (Lunar Reconnaissance Orbiter) was intercepted and leaked to the other factions.

    Player: 2-12 (1v1-6v6)
    Size: 20x20 km
    Prop reclaim value: 44.219 mass; 4 energy
    Latest version: 2

    .
    Info

    • Rotated northern hemisphere of the near side of the Moon. The color and heightmap was obtained from LRO (Lunar Reconnaissance Orbiter) --> GLD100, CGI Moon Kit
    • The landing sites of Apollo 15 and 17 are marked with the Seraphim II Prope_prop
    • Contains a custom Moon color, Moon normal map and heightmap decal. --> If you like the custom decal, try Mars - Mangala Fossa, Skadi, Salt and Pepper or DeathStorm's map Lunar Mare Orientale.
    • Contains a light map (shadow) --> thx to @Jip
    • Contains a black waterramp to achieve a better transition between moon and space
    • AI Marker: Yes
    • Skybox included --> source official FA v60 map Haven Reef (X1MP_004)

    .
    Adaptive Features

    • Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
    • Crazyrush (forward crazyrush mexes (4 mexes), crazyrush 1 core mex, crazyrush) --> default: disabled
    • Civilian's (disabled, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (Base)
    • Wreckage (disabled, T1 - T4) --> default: T1 wrecks
    • Natural Reclaim Values (0-300%) --> default: 100%
    • Jamming (add a Seraphim jamming crystal to the map center) --> default: disabled

    adaptive moon_compare_v1.jpg adaptive moon_t3_operational_base+t3wreckage2.jpg Operational T1-T3 Civilian Base + T1-T3 Wreckage

    .
    Mapping Tools

    • Inkscape: cut relevant area (color and heightmap), mask creation
    • WM: heightmap, strata, color, light and normal map creation
    • GIMP: normal map to decal, combining color and light map, custom preview creation
    • Blender: Combine Normal Maps
    • GPG editor: props, lighting, decal placement (import via preset)
    • FAF editor: heightmap fixes, marker, units, adaptive, terrain type, skybox --> thx to @ozonex for improving it further and further

    .

    Credit

    • to the creator of the spaced maps (water hack)
    • to @Jip and @Balthazar for their help on various things, especially decals
    posted in Mapping •
    FAF version (GPG, unknown & inactive author map rework)

    Hello everybody,

    do you sometimes get annoyed about unbalanced heightmap & props, different mex arrangement or unevenly distributed units in GPG or ladder maps?

    The aim of the FAF version is to guarantee fair gaming conditions and to improve the gaming experience of our beloved GPG (Gas Powered Games) maps (stock maps included in the original game) as well as influential unknown/inactive author maps.

    If the map author is no longer active, you are welcome to inform us about the problem here. You could even send us fixes. But be aware that they will be checked/tested by FAF Creative staff and ladder team.

    Map upload of approved content stays in the hands of FAF Creative staff! Please don't upload any " - FAF version" yourself.

    DOCUMENTED ISSUES

    • Please check in advance if the issue is already documented or fixed
    • If the problem is not documented, please let us know

    The following maps have already been reworked and can be found in the vault under the suffix FAF version. Please download the latest map version .v000X for the best in game experience.

    All maps can also be downloaded as FAF version map bundle.

    GPG

    • Crossfire Canal - FAF version .v0002
    • Eye of the Storm - FAF version .v0002
    • Haven Reef - FAF version .v0003
    • Seraphim Glaciers - FAF version .v0001
    • Setons Clutch - FAF version .v0004
    • Syrtis Major - FAF version .v0002
    • The Bermuda Locket - FAF version .v0001
    • Theta Passage - FAF version .v0001
    • White Fire - FAF version .v0002
      .

    Unknown Author

    • Loki - FAF version .v0003
    • Red Rocks - FAF version .v0001
      .

    Inactive Author

    • Forbidden Pass - FAF version .v0004
    • Tag Craftious Maximus - FAF version .v0004

    .

    FAF Creative workflow: How to create a FAF version?!

    • The suffix - FAF version is added to the original map name

    • If possible, FA maps (v60) should always be used as the basis for the FAF version. The FA maps (v60) are further developed (e.g. Skybox, different units, ...) compared to the SupCom (v56) ones.
      .
      Theta Passage - v56 VS v60:
      v56: \Gas Powered Games\Supreme Commander\maps
      v60: \THQ\Gas Powered Games\Supreme Commander - Forged Alliance\maps
      alt text

    • search the vault for map versions that may already contain fixed issues.

    • Always add ['ExtraArmies'] = STRING( 'ARMY_9 NEUTRAL_CIVILIAN' ), to the scenario.lua. ARMY_9 (GPG maps) / ARMY_17 (other maps) and NEUTRAL_CIVILIAN (all maps). Both armys also need an INITIAL and WRECKAGE subfolder for some mods to work properly.

    • Add a reasonable norushradius if the value is 0

    .
    Link to the old forum

    posted in Mapping •
    RE: FAF version (GPG, unknown & inactive author map rework)

    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

    posted in Mapping •
    RE: svenni_badbwoi's maps

    @Rowey @Resistance thanks for the info. That wasn't on purpose 🙃
    The problem was caused by wrong unit restrictions and is now fixed.
    old: local NAVALbuildRestriction = categories.NAVAL + categories.ANTINAVY
    new: local NAVALbuildRestriction = categories.NAVAL + (categories.ANTINAVY * categories.STRUCTURE)

    Thanks to @jip 's hint, version 2 also contains a black waterramp to achieve a better transition between the moon and space.
    waterramp_black.png
    waterramp_black2.png

    posted in Mapping •
    RE: FAF version (GPG, unknown & inactive author map rework)

    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

    posted in Mapping •
    RE: FAF version (GPG, unknown & inactive author map rework)

    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

    posted in Mapping •
    RE: FAF version (GPG, unknown & inactive author map rework)

    Loki - FAF version .v0003
    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

    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.

    posted in Mapping •
    RE: FAF version (GPG, unknown & inactive author map rework)

    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

    posted in Mapping •
    RE: svenni_badbwoi's maps

    faf props.png

    FA AND FAF PROPS -->tool for map making

    This map was created while I was working on Supreme Props and could be used for mapping purposes (e.g. export props to find matching props for your maps). The FAF integration of Supreme Props improves all given props and resolves many issues.

    The left side of the map contains all FA & FAF props that are currently available (Aug 2019). The props are sorted by theme (see letters E = Evergreen). The circle decals indicate emitter and resource props as well as the formerly broken GeoRock01.

    On the right side the props are sorted by size, type and quantity. The circle decals mark major differences, issues and bugged props that have been fixed. The wall-numbers only apply for mass and energy values of the Supreme Props Mod.

    posted in Mapping •

    Latest posts made by svenni_badbwoi

    RE: FAF Creative Palette

    Hey, lovely idea!
    When I was working on Supreme Props, I also noticed a lot of inconsistencies in the props. You can find more pictures and details here: https://forums.faforever.com/viewtopic.php?f=41&t=15934&start=10#p174625

    Some prop models are exclusive to certain themes. E.g. the 37.5 (38) stones from the desert theme. We could already create new props by recombining existing models and textures. If relevant, the map FA and FAF Props contains all currently usable props.
    2021-02-23_22-13.png

    posted in Mapping •
    RE: M&M Team "Top Picks" Map Submissions

    Hello, I like to submit Adaptive Moon. Its a spaced 20x20 map with a land body of ~12km radius for 1v1-6v6.

    693ae084-906a-4c10-ad88-cd3e53492f75-image.png

    posted in Mapping •
    RE: svenni_badbwoi's maps

    @Rowey @Resistance thanks for the info. That wasn't on purpose 🙃
    The problem was caused by wrong unit restrictions and is now fixed.
    old: local NAVALbuildRestriction = categories.NAVAL + categories.ANTINAVY
    new: local NAVALbuildRestriction = categories.NAVAL + (categories.ANTINAVY * categories.STRUCTURE)

    Thanks to @jip 's hint, version 2 also contains a black waterramp to achieve a better transition between the moon and space.
    waterramp_black.png
    waterramp_black2.png

    posted in Mapping •
    RE: svenni_badbwoi's maps

    adaptive moon_poster3b.jpg

    ADAPTIVE MOON

    To the annoyance of the UEF, today's battle is taking place on Earth's natural satellite, the Moon. The conflict was inevitable after the data from the LRO (Lunar Reconnaissance Orbiter) was intercepted and leaked to the other factions.

    Player: 2-12 (1v1-6v6)
    Size: 20x20 km
    Prop reclaim value: 44.219 mass; 4 energy
    Latest version: 2

    .
    Info

    • Rotated northern hemisphere of the near side of the Moon. The color and heightmap was obtained from LRO (Lunar Reconnaissance Orbiter) --> GLD100, CGI Moon Kit
    • The landing sites of Apollo 15 and 17 are marked with the Seraphim II Prope_prop
    • Contains a custom Moon color, Moon normal map and heightmap decal. --> If you like the custom decal, try Mars - Mangala Fossa, Skadi, Salt and Pepper or DeathStorm's map Lunar Mare Orientale.
    • Contains a light map (shadow) --> thx to @Jip
    • Contains a black waterramp to achieve a better transition between moon and space
    • AI Marker: Yes
    • Skybox included --> source official FA v60 map Haven Reef (X1MP_004)

    .
    Adaptive Features

    • Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
    • Crazyrush (forward crazyrush mexes (4 mexes), crazyrush 1 core mex, crazyrush) --> default: disabled
    • Civilian's (disabled, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (Base)
    • Wreckage (disabled, T1 - T4) --> default: T1 wrecks
    • Natural Reclaim Values (0-300%) --> default: 100%
    • Jamming (add a Seraphim jamming crystal to the map center) --> default: disabled

    adaptive moon_compare_v1.jpg adaptive moon_t3_operational_base+t3wreckage2.jpg Operational T1-T3 Civilian Base + T1-T3 Wreckage

    .
    Mapping Tools

    • Inkscape: cut relevant area (color and heightmap), mask creation
    • WM: heightmap, strata, color, light and normal map creation
    • GIMP: normal map to decal, combining color and light map, custom preview creation
    • Blender: Combine Normal Maps
    • GPG editor: props, lighting, decal placement (import via preset)
    • FAF editor: heightmap fixes, marker, units, adaptive, terrain type, skybox --> thx to @ozonex for improving it further and further

    .

    Credit

    • to the creator of the spaced maps (water hack)
    • to @Jip and @Balthazar for their help on various things, especially decals
    posted in Mapping •
    RE: svenni_badbwoi's maps

    faf props.png

    FA AND FAF PROPS -->tool for map making

    This map was created while I was working on Supreme Props and could be used for mapping purposes (e.g. export props to find matching props for your maps). The FAF integration of Supreme Props improves all given props and resolves many issues.

    The left side of the map contains all FA & FAF props that are currently available (Aug 2019). The props are sorted by theme (see letters E = Evergreen). The circle decals indicate emitter and resource props as well as the formerly broken GeoRock01.

    On the right side the props are sorted by size, type and quantity. The circle decals mark major differences, issues and bugged props that have been fixed. The wall-numbers only apply for mass and energy values of the Supreme Props Mod.

    posted in Mapping •
    RE: svenni_badbwoi's maps

    adaptive salt and pepper_poster+marker_v1.jpg

    ADAPTIVE SALT AND PEPPER

    Due to the constantly increasing demand for resources, the UEF leadership opposed the will of the population and transformed this formerly water-rich and blooming planet into a salt desert in just 36 years. In order to take revenge, the remaining residents have formed an alliance with the Seraphim.

    Player: 2-6 (1v1-3v3)
    Size: 5x5 km
    Prop reclaim value: 7.748 mass; 9.085 energy
    Default adaptive reclaim value: 10.000 mass, 9.085 energy (props & units)
    Total adaptive reclaim value: 45.568 mass; 9.085 energy (props & units)
    Latest version: 3

    .
    Info

    • v2 contains a custom map wide decal. now with better resolution and lower loading time 2-5s ̶8̶-̶1̶0̶s̶ (once transit screen freezes) --> If you like the custom decal,try Mangala Fossa, Skadi or DeathStorm's map.
    • AI Marker: Yes --> Adaptive Uveso AI beats Adaptive Sorian AI
    • AI Marker: Improved adaptive map script, now only adds the needed marker to the Scenario.MasterChain --> thx to @Uveso
    • Skybox included --> source official FA v60 map "Flooded Strip Mine" (X1MP_014)
    • v3 ensures symmetry for all wrecks --> the naval wrecks got somehow moved by 1 game unit while mapping
    • Mapping Tournament Winner 2020

    adaptive-salt-and-pepper-no-decal.png adaptive-salt-and-pepper-decal.png no decals vs custom map wide decal
    .
    Adaptive Features

    • Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
    • Crazyrush (forward crazyrush mexes (2 mexes), crazyrush 1 core mex, crazyrush) --> default: disabled
    • Core Mexes (3 or 4) --> default: 3
    • Civilian's (disabled, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (Base)
    • Wreckage (disabled, T1 - T4) --> default: T1 wrecks
    • Natural Reclaim Values (0-300%) --> default: 100%
    • Regrowing Trees (disable, fast, enable or slow) --> default: disabled
    • Jamming (add a Seraphim jamming crystal to the map center) --> default: disabled
    • Integrated resource balance (adaptive marker distribution) --> 4 additional mexes will spawn if all spots are occupied

    adaptive salt and pepper_compare_v1.jpg apdaptive salt and pepper_t4_wreckage_operational T3 civilians_skybox.jpg T1-T4 Wreckage + operational T1-T3 Civilians

    .
    Mapping Tools

    • Inkscape: heightmap idea as grey steps, marker planning
    • WM: heightmap creation (based on inkscape), strata, masks, normal map creation
    • GIMP: normal map to decal
    • Unity: scaling and placement of decal
    • GPG editor: texturing, heightmap fixes, lighting
    • FAF editor: marker, units, skybox
    • b2ag's scmap mirror tool: final heigthmap, props, strata
    posted in Mapping •
    RE: svenni_badbwoi's maps

    adaptive skadi_poster+marker_v1.jpg

    ADAPTIVE SKADI

    The abandoned Aeon outpost on the ice planet Skadi (named after the Norse goddess of hunting, winter and mountains) moves back into focus due to its strategic position in the current war effort. It will be a difficult battle. In addition to your opponent, you must constantly watch out for huge icebergs that calve from the seaside of the ice shelf.

    Player: 2-14 (1v1-7v7)
    Size: 20x20 km
    Prop value: 83.047 mass; 3120 energy
    Total adaptive reclaim value: 138.991 mass; 3120 energy
    Latest version: 2

    .
    Info

    • Rotated and transformed real world map of the area around Tiger Mountain State Forest (Seattle). The heightmap was obtained from terrain.party (USGS shaded relief).
    • The map contains a custom map decal to achieve an authentic look. Loading time is now decreased to 2-5s ̶1̶0̶-̶1̶5̶s̶ (once transit screen freezes). --> If you like the custom decal,try Mangala Fossa or Salt and Pepper or DeathStorm's map.
    • AI Marker: Yes --> Adaptive Sorian expands better and thus beats Adaptive Uveso AI
    • AI Marker: Improved adaptive map script, now only adds the needed marker to the Scenario.MasterChain --> thx to @Uveso

    adaptive-skadi-no-decal.png adaptive-skadi-decal.png no decals vs custom map wide decal

    .
    Adaptive Features

    • Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
    • Crazyrush (forward crazyrush mexes (4 mexes), crazyrush 1 core mex, crazyrush) --> default: disabled
    • Core Mexes (3 or 4) --> default: 4
    • Extra Hydros (0 or 14) --> default: 14
    • Civilian's (disabled, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (PD+AA)
    • Wreckage (disabled, T1 - T4) --> default: T1 wrecks
    • Natural Reclaim Values (0-300%) --> default: 100%
    • Jamming (add a Seraphim jamming crystal to every civilian hydro position) --> default: disabled
    • integrated resource balance (adaptive marker distribution) --> To compensate for the loss of mexes to additional players, each spawn point/expansion gains one mex per active player

    adaptive skadi_compare_v1.jpg adaptive skadi.jpg

    .
    Mapping Tools

    • WM: heightmap creation (based on original terrain.party data), strata masks, normal map creation
    • GIMP: normal map to decal
    • Unity: scaling and placement of decal
    • GPG editor: final texturing, final props, heightmap fixes, lighting, waves
    • Inkscape: marker planning, tool masks
    • FAF editor: marker, units
    posted in Mapping •
    RE: svenni_badbwoi's maps

    mangala fossa_poster+marker_v2.jpg

    ADAPTIVE MARS - MANGALA FOSSA

    HISTORY:
    -3833: Habitable planets have become a rarity, due to the still raging Infinite War.
    -3840: Humanity established the first research station on Mars to conduct experiments on terraforming. Hopes were high.
    -3841: Sudden long-lasting sandstorm lead to the crash of the control satellite. The experiments got out of control, resulting in the destruction of the terraforming facilities.
    -3842: Station was abandoned due to economical total loss and evolving military conflicts on Mars.

    Player: 2-12 (1v1-6v6)
    Size: 10x10 km
    Prop value: 48.302 mass & 20 energy
    Total adaptive relaim value: 67.977 mass & 20 energy (props & units)
    Latest version: 3

    .
    Info

    • Rotated real world map from the Mangala Fossa region on Mars. The heightmap was created from MOLA (Mars Orbiter Laser Altimeter) data
    • The map contains a custom map decal to achieve an authentic look. Loading time is now decreased to 2-5s ̶1̶0̶-̶1̶5̶s̶ (once transit screen freezes). --> If you like the custom decal, try Skadi or Salt and Pepper or DeathStorm's map.
    • Different 1v1 play style possible at expansion slots 11 & 12
    • Small Civilian UEF base in the mid crater
    • Skybox included --> source official FA v60 map "The Scar" (scmp_027)
    • AI Marker: Yes (Improved in v2) --> Created new AI land and amphibious nodes to reduced the CPU load (formerly >800 nodes each, now 355). Thx to @Uveso for feedback.
    • AI Marker: Improved adaptive map script, now only adds the needed marker to the Scenario.MasterChain --> thx to @Uveso

    .
    Adaptive Features

    • Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
    • Crazyrush (forward crazyrush mexes (4 mexes on the diagonal center line), crazyrush 1 core mex, crazyrush) --> default: disabled
    • Core Mexes (3 or 4) --> default: 4
    • Civilian Defenses (disabled, wreckage or operational T1 - T2/T3) --> default: T1 operational (PD+AA)
    • T4 satellite wreck (8100 mass) --> default: disabled
    • Natural Reclaim Values (0-300%) --> default: 100%
    • Jamming (add a Seraphim jamming crystal to the map center) --> default: disabled
    • Integrated resource balance ("Only spawns if both player are present") ---> e.g. ARMY_1 will lose a mex each to ARMY_5 & ARMY_7 if they play. To compensate for the loss an additional mex will spawn for ARMY_1. The color distribution indicated which ARMY should use it (see pic above)

    mangala fossa_compare_v2.jpg mangala fossa_skybox_v1.jpg

    .
    Mapping Tools

    • Photoshop: prepare heightmap for WM
    • World Machine: final heightmap, strata, normal map
    • GIMP: decal creation from normal map
    • GPG editor: textures, props)
    • Inkscape: marker planning, masks)
    • FAF editor:heightmap fixes, marker, units)
    posted in Mapping •
    RE: svenni_badbwoi's maps

    ahssa-shi_poster.jpg

    ADAPTIVE AHSSA-SHI

    The Seraphim just discovered Ahssa-Shi (named after god of reincarnation). The latest scans revealed that the planet is habitable, resource-rich and seems to have had large water reserves. Unfortunately the first exploring mission got somehow annihilated under mysterious circumstances at the landing site, plus the rescue signal was intercepted by the other factions. These events postponed further investigations, in order to win the battle ahead.

    Player: 2-16 (1v1-8v8, 1v1v1v1-4v4v4v4)
    Size: 10x10 km
    Props value: 46.426 mass & 51.436 energy
    Latest version: 5

    .
    Info

    • Improved AI path nodes
    • Improved adaptive script to avoid vanishing decal glitch --> map-decals disappeared when optional structures (probably due to decal) & certain amount of unit footprint/track-decals were spawned

    .
    Adaptive Features

    • Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
    • Crazyrush (forward crazyrush mexes (4 center mexes), crazyrush 1 core mex, crazyrush) --> default: disabled
    • Core Mexes (3 or 4) --> default: 4
    • Extra Mexes (spawn 4 additional mexes, 1 each in outer riverbed) --> default: 0
    • Civilian Defenses (disable, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (PD+AA)
    • Wreckage (disable, T1 - T4) --> default: T1 wrecks
    • Natural Reclaim Values (0-300%) --> default: 100%
    • Regrowing Trees (disable, fast, enable or slow) --> default: disabled
    • Jamming (add a Seraphim jamming crystal to the map center) --> default: disabled

    ahssa-shi_compare.jpg ahssa-shi_mid_T3-operational-civi-defenses+T4-wrecks.jpg T1-T3 operational Civilian Defenses + T1-T4 Wreckage

    .
    Mapping Tools

    • Inkscape: basic heightmap, marker planning, masks
    • World Machine: final heightmap, strata
    • FAF editor: heightmap fixes, marker
    • GPG editor: textures, decals, units, props, water, waves
    • b2ag's scmap mirror tool
    posted in Mapping •
    RE: svenni_badbwoi's maps

    afaf_atoll - poster.jpg

    ADAPTIVE FAF ATOLL

    Player: 2-12 (1v1-6v6, FFA, Phantom)
    Size: 20x20 km
    Prop value: 11.503 mass & 9.778 energy
    Latest version: 2

    .
    Info

    • Once I got the idea, I could not resist 🙂
    • Due to the logos nature left-right is the default play style, but if you like rotational balance e.g. for Phantom or Free For All, just enable Rotational in the Game Option
    • Every faction is represented in 2 from a total of 8 optional civilian bases, but all bases contain: Seraphim T2 PD, Aeon T2 TMD, UEF Shields and UEF T3 PD to balance unit/reclaim differences
    • Heightmap fix: Enables T3 ships to pass everywhere
    • Improved AI path nodes

    .
    Adaptive Features

    • Rotational balance?! (At default play style "left-right" all adaptive options are available. "Rotational" disables all options marked with a star* to remove resources that are unfit for rotational balance - use case e.g. Phantom or Free for All) --> default: disabled
    • Dynamic Spawn Of Resources* (mirror slots (left-right), used slots, no mirror = no resources, XvX setup) --> default: mirror slot (left-right)
    • Crazyrush (forward crazyrush mexes (first mex ring from center), crazyrush 1 core mex, crazyrush) --> default: disabled
    • Core Mexes (3 or 4) --> default: 4
    • Scale remaining resources (Mexes Near Outer Hydro, 2nd Mex Ring*, Outer Hydros*, Inner Hydros*) --> default: enabled
    • Civilian HQ Base* (disable, wreckage or operational) --> default: wreckage
    • Civilian HQ Defenses* (disable, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (PD+AA)
    • Civilian Forward Base* (disable, wreckage or operational) --> default: wreckage
    • Civilian Forward Defenses* (disable, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (PD+AA)
    • Land Wreckage* (disable, T1 - T4) --> default: T1 wrecks
    • Naval Wreckage (disable, T1-T2) --> default: T1 wrecks x2
    • Natural Reclaim Values(0-300%) --> default: 100%
    • Regrowing Trees (disable, fast, enable or slow) --> default: disabled
    • Jamming (adds 4 Seraphim jamming crystals to the location of Civilian HQ Base) --> default: disabled

    afaf_atoll - left vs right or rotational play style.jpg afaf_atoll - operational civilian T3 bases + max reclaim settings.jpg T1-T3 operational Civilian Base and Defenses + T1-T4 Wreckage

    .
    Mapping Tools

    • Inkscape: basic heightmap, marker planning, masks
    • World Machine: final heightmap, strata
    • SupCom editor: textures, decals, units, water
    • FAF editor:marker, props
    • b2ag's scmap mirror tool
    posted in Mapping •