FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login

    FAF version (GPG, unknown & inactive author map rework)

    Scheduled Pinned Locked Moved Mapping
    43 Posts 9 Posters 4.5k Views 1 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • svenni_badbwoiS Offline
      svenni_badbwoi
      last edited by svenni_badbwoi

      Setons Clutch - FAF version .v0004
      115° angle based rework from original FA map (v60): SCMP_009
      115 angle.png

      Issue 3, 15 & 15a
      FAF version ensures symmetrical heightmap, marker, decals, props, units and no rush radius. 180° rotation based on 115° angle of original content.

      Heightmap
      There is no longer an extra land-water path for amphibious units on the top side of the map (see Issue 14). Both islands should now behave the same when nuked.
      heightmap_compare.png

      Marker
      Almost every resource marker & spawn had to be moved to the corresponding 180 ° position (gray circle).

      --> Front
      front.jpg

      --> Rock
      setons_rock_fix.jpg

      --> Beach
      beach.jpg

      --> Air
      air.jpg

      --> Island
      "Too close the the edge" error resolved: The AI cannot use resource markers that are closer than 8 game units to the edge of the map.
      setons_island_fix.jpg

      Props
      The 180° rotation of the props results in a slight increase of mass and energy.
      687b8b94-72ae-4ac3-a9d5-c562a194a767-image.png

      Units
      In order to largely maintain the middle, the existing positions of the UEF units were used to determine the 180 ° position of the corresponding Cybran units (except Destroyer). In this undertaking, the mass distribution was adjusted. The mass difference is 0.
      UEF (bottom): 6128 mass > 5350 mass // -2 titans
      Cybran (top): 4376 mass > 5154 mass // +2 Loyalists
      alt text

      Issue 14
      The known bug in the heightmap has been removed. There is no longer an extra land-water path for amphibious units on the top side of the map.
      alt text
      alt text

      Issue 16
      The map now contains improved AI marker --> No air marker displayed
      alt text

      Issue 16b
      The waves got lost while mapping in v0003. They got re-added in v0004.

      Creator of:

      • My maps
      • FAF version
      • Supreme Props
      1 Reply Last reply Reply Quote 1
      • svenni_badbwoiS Offline
        svenni_badbwoi
        last edited by svenni_badbwoi

        Syrtis Major - FAF version .v0002
        top based rework from original FA map (v60): SCMP_017

        Issue 2, 17 & 21
        FAF version ensures symmetrical marker, props, structures and no rush radius.
        The 180° rotation of the props and structure rework results in a total increase of 309 mass and 430 energy (see below).
        Almost every resource marker & spawn had to be moved to the corresponding 180 ° position (gray circle).

        Marker
        --> ARMY_1
        alt text

        --> ARMY_3
        alt text

        Props
        The 180° rotation of the props results in a slight increase of mass and energy.
        alt text

        Structures
        In the middle and on the sides, the distribution and the sum of mass has been adjusted.
        An energy generator has been added to the middle to compensate for the loss of an 61 mass Structure. An energy storage (203 mass) has also been added to the mid to compensate for the T2 AA (324 mass) which is closer to player 2.
        mid base: 3606 mass > 3806 mass
        top base: 231 mass > 304 mass
        bottom base: 341 mass > 304 mass
        The total unit based mass gain is 236 mass.
        alt text

        Issue 18
        The map now contains improved AI marker --> No air marker displayed
        alt text

        Creator of:

        • My maps
        • FAF version
        • Supreme Props
        1 Reply Last reply Reply Quote 1
        • svenni_badbwoiS Offline
          svenni_badbwoi
          last edited by svenni_badbwoi

          Crossfire Canal - FAF version .v0002
          bottom based rework from original FA map (v60): SCMP_024

          Issue 22
          ARMY spawns set to odd vs even. Needed for Team Match Maker (TMM).
          alt text

          Issue 1 & 19
          FAF version ensures symmetrical marker and props.
          Almost every resource marker & spawn had to be moved to the corresponding 180 ° position (gray circle).

          Marker
          --> ARMY_2
          alt text

          --> ARMY_4 (former ARMY_3)
          alt text

          --> ARMY_6 (former ARMY_5)
          alt text

          Props
          The 180° rotation of the props does not change the mass and energy values.
          alt text

          Issue 20
          The map now contains improved AI marker --> No air and amphibuous marker displayed
          alt text

          Creator of:

          • My maps
          • FAF version
          • Supreme Props
          1 Reply Last reply Reply Quote 1
          • svenni_badbwoiS Offline
            svenni_badbwoi
            last edited by svenni_badbwoi

            Red Rocks - FAF version .v0001
            bottom based rework from unknown author map (v56): Red Rocks

            Issue 23
            FAF version ensures symmetrical props. The 180° rotation of the props results in a slight increase of mass and energy.
            alt text
            alt text
            alt text

            Issue 24a
            The FAF version ensures symmetrical marker.
            Almost every resource & spawn marker had to be moved to the corresponding 180 ° position (gray circle).

            --> ARMY_1
            alt text

            Issue 24b
            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
            alt text

            Creator of:

            • My maps
            • FAF version
            • Supreme Props
            1 Reply Last reply Reply Quote 2
            • svenni_badbwoiS Offline
              svenni_badbwoi
              last edited by svenni_badbwoi

              Loki - FAF version .v0004
              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

              Issue - Water Reflections
              Because of the Water Shader Improvements the following water properties were lowered in .v0004
              Sun reflection 3.5 > 1.25
              Sky reflection: 1.5 > 0.5
              Loki - FAFversion 0004.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.

              Creator of:

              • My maps
              • FAF version
              • Supreme Props
              1 Reply Last reply Reply Quote 2
              • svenni_badbwoiS Offline
                svenni_badbwoi
                last edited by svenni_badbwoi

                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

                Creator of:

                • My maps
                • FAF version
                • Supreme Props
                1 Reply Last reply Reply Quote 2
                • K Offline
                  keyser
                  last edited by

                  about loki, what have you done to close by reclaim ? you used the props from the base with the lowest amount of reclaim and copied them to the other spawn ?

                  svenni_badbwoiS 1 Reply Last reply Reply Quote 0
                  • svenni_badbwoiS Offline
                    svenni_badbwoi @keyser
                    last edited by svenni_badbwoi

                    @keyser
                    In coordination with the ladder team, the lowest reclaim value was used. I copied the props on the right side and shifted them by 180 ° to the left side.
                    props_compare_4_ppssibilities.png

                    Creator of:

                    • My maps
                    • FAF version
                    • Supreme Props
                    1 Reply Last reply Reply Quote 1
                    • svenni_badbwoiS Offline
                      svenni_badbwoi
                      last edited by svenni_badbwoi

                      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

                      Creator of:

                      • My maps
                      • FAF version
                      • Supreme Props
                      1 Reply Last reply Reply Quote 2
                      • Brutus5000B Offline
                        Brutus5000 FAF Server Admin
                        last edited by Brutus5000

                        Amazing how much time was spent on this! Love it!
                        How did you analyze this differences? All manual or any tooling for the grid?

                        "Nerds have a really complicated relationship with change: Change is awesome when WE'RE the ones doing it. As soon as change is coming from outside of us it becomes untrustworthy and it threatens what we think of is the familiar."
                        – Benno Rice

                        svenni_badbwoiS 1 Reply Last reply Reply Quote 1
                        • svenni_badbwoiS Offline
                          svenni_badbwoi @Brutus5000
                          last edited by svenni_badbwoi

                          @Brutus5000 Until now I did everything manual. The prop stats can be checked via FAF Editor.

                          Creator of:

                          • My maps
                          • FAF version
                          • Supreme Props
                          1 Reply Last reply Reply Quote 1
                          • svenni_badbwoiS Offline
                            svenni_badbwoi
                            last edited by svenni_badbwoi

                            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

                            Creator of:

                            • My maps
                            • FAF version
                            • Supreme Props
                            1 Reply Last reply Reply Quote 3
                            • svenni_badbwoiS Offline
                              svenni_badbwoi
                              last edited by svenni_badbwoi

                              Setons Clutch - FAF version.v0003 is in the vault. After further coordination, a 115 ° angle was chosen for the rework. The first FAF version was bottom based.

                              Thanks to @Sheikah and his MapTransformer, the rework was easier than ever.

                              Creator of:

                              • My maps
                              • FAF version
                              • Supreme Props
                              1 Reply Last reply Reply Quote 1
                              • svenni_badbwoiS Offline
                                svenni_badbwoi
                                last edited by svenni_badbwoi

                                I just uploaded tag_craftious_maximus_-_faf_version.v0003 to the vault to bypass this problem:

                                @Tagada told me that one hydro cant be build on tag_craftious_maximus_-_faf_version.v0001
                                alt text

                                Since the heightmap and marker placement looks okay, I did some testing with @Sheikah -thanks a lot- and we narrowed it down to a slope calculation error/difference. Because the broken hydro gets fixed when it gets gets rotated/mirrored it to the right side and the working hydro breaks if it gets rotated/mirrored to the left side. heightmap was rotated/mirrored as well!
                                alt text

                                Because of the way the slope gets calculated the hydros/structures behave differently on the left and right side of the map. The same issue occurs with factories, if the marker are moved step by step to the map center.

                                Vert1.y = ScmapEditor.GetHeight(x + 1, y) * ScaleHeight;
                                Vert2.y = ScmapEditor.GetHeight(x + 1, y + 1) * ScaleHeight;
                                Vert3.y = ScmapEditor.GetHeight(x, y + 1) * ScaleHeight;
                                
                                float Dot = getSupComSlope(Vert0.y, Vert1.y, Vert2.y, Vert3.y);
                                static float getSupComSlope(float a, float b, float c, float d)
                                    {
                                        return Mathf.Max(Mathf.Abs(a - b), Mathf.Abs(b - c), Mathf.Abs(c - d), Mathf.Abs(d - a));
                                    }```
                                
                                To fix this forever the slope calculation needs to be changed/improved. This reminds me of @Balthazar 's mod that places structures according to slope (and also solves heightmap terraforming issues). Maybe parts of it could be integrated into FAF some day.

                                Creator of:

                                • My maps
                                • FAF version
                                • Supreme Props
                                1 Reply Last reply Reply Quote 1
                                • svenni_badbwoiS Offline
                                  svenni_badbwoi
                                  last edited by svenni_badbwoi

                                  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

                                  Creator of:

                                  • My maps
                                  • FAF version
                                  • Supreme Props
                                  1 Reply Last reply Reply Quote 2
                                  • svenni_badbwoiS Offline
                                    svenni_badbwoi
                                    last edited by svenni_badbwoi

                                    The Bermuda Locket - FAF version .v0001
                                    bottom-right based rework from original FA map (v60): SCMP_014
                                    315 - BOTTOM-RIGHT.png

                                    Issue 31 & 31a
                                    FAF version ensures symmetrical heightmap, textures/strata, decals, marker, no rush radius and props (180° rotation based on bottom-right of original content).

                                    Marker
                                    ARMY spawns have been adjusted for Team Match Maker (TMM).
                                    army_change.png

                                    Almost every resource marker & spawn had to be moved to the corresponding 180 ° position (gray circle).
                                    marker_change.png

                                    Props
                                    FAF version ensures symmetrical props (180° rotation based on bottom-right of original content). The 180° rotation of the props results in a slight increase of mass and energy.
                                    a9375438-f1fe-416e-919f-cae4790f9bdc-image.png

                                    Issue 31b
                                    The map now contains improved AI marker --> No air marker displayed
                                    bermude_ai_compare (no_air).png

                                    .

                                    Thanks again to @Sheikah for his MapTransformer and the consumer-friendly customer support 😁

                                    Creator of:

                                    • My maps
                                    • FAF version
                                    • Supreme Props
                                    1 Reply Last reply Reply Quote 1
                                    • svenni_badbwoiS Offline
                                      svenni_badbwoi
                                      last edited by

                                      The waves got lost while mapping in Setons Clutch - FAF version.v0003. They got re-added in Setons Clutch - FAF version .v0004.
                                      gl hf

                                      Creator of:

                                      • My maps
                                      • FAF version
                                      • Supreme Props
                                      1 Reply Last reply Reply Quote 1
                                      • Sir-PrizeS Offline
                                        Sir-Prize
                                        last edited by Sir-Prize

                                        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.

                                        1 Reply Last reply Reply Quote 1
                                        • archsimkatA Offline
                                          archsimkat
                                          last edited by

                                          Another thing is that the hostile civilian trucks are prioritized by default over the hostile pd, not sure if that's desirable.

                                          1 Reply Last reply Reply Quote 1
                                          • AurikoA Offline
                                            Auriko
                                            last edited by

                                            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

                                            1 Reply Last reply Reply Quote 0
                                            • First post
                                              Last post