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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
Prope_prop
Haven Reef
. Adaptive Features
Operational T1-T3 Civilian Base + T1-T3 Wreckage
. Mapping Tools
.
Credit
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If the map author is no longer active, you are welcome to inform us about the problem here.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
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.
FAF version
.v000X
All maps can also be downloaded as FAF version map bundle.
GPG
.v0002
.v0003
.v0001
.v0004
Unknown Author
Inactive Author
FAF Creative workflow: How to create a FAF version?!
The suffix - FAF version is added to the original map name
- FAF version
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
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.
['ExtraArmies'] = STRING( 'ARMY_9 NEUTRAL_CIVILIAN' ),
ARMY_9
ARMY_17
NEUTRAL_CIVILIAN
INITIAL
WRECKAGE
Add a reasonable norushradius if the value is 0
norushradius
0
. Link to the old forum
Tag Craftious Maximus - FAF version .v0004 78° angle based rework of TAG_Rock's (inactive author)map (v56): Tag_Craftious Maximus
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.
Textures/Strata The unsightly mountain and grass textures in the water have been extensively revised.
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.
Issue 13b The map now contains AI marker --> No air marker displayed
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.
v0001
Issue 13d Tweaked water settings and added waves. Color Lerp Max: 0.101 -> 0.036 Refelction Sun: 1.100 -> 2.480
0.101
0.036
1.100
2.480
@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)
local NAVALbuildRestriction = categories.NAVAL + categories.ANTINAVY
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.
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.
Wreckage The shipwrecks were removed like in White Fire v4 and the T3 naval factory wrecks have been placed symmetrical.
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).
Issue 26b The map now contains improved AI marker --> No air marker displayed
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.
Forbidden Pass - FAF version .v0004 150° angle based rework from Krapougnak´s (inactive author) map (v56): Forbidden Pass v4
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
Amphibious Passage To avoid confusion, decals were added to the amphibious mountain passage. All amphibious units can use the passage, except experimentals.
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.
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
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.
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).
Issue 25b The map now contains improved AI marker --> No air marker displayed
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.
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).
Almost every resource marker & spawn had to be moved to the corresponding 180 ° position (gray circle).
Props The 180° rotation of the props does not change the mass and energy values.
Issue 38b The map now contains improved AI marker --> No air marker displayed
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.
Supreme Props
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.
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.
Supreme Props Mod
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.
FA and FAF Props
Hello, I like to submit Adaptive Moon. Its a spaced 20x20 map with a land body of ~12km radius for 1v1-6v6.
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
no decals vs custom map wide decal . Adaptive Features
T1-T4 Wreckage + operational T1-T3 Civilians
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
no decals vs custom map wide decal
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
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
adaptive script
T1-T3 operational Civilian Defenses + T1-T4 Wreckage
ADAPTIVE FAF ATOLL
Player: 2-12 (1v1-6v6, FFA, Phantom) Size: 20x20 km Prop value: 11.503 mass & 9.778 energy Latest version: 2
Rotational
Game Option
T1-T3 operational Civilian Base and Defenses + T1-T4 Wreckage