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

    Scheduled Pinned Locked Moved Mapping
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    • 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
                            • svenni_badbwoiS Offline
                              svenni_badbwoi
                              last edited by svenni_badbwoi

                              Hey guys, first of all thank you for posting the info here in the channel 😉

                              I added Arctic Refuge to the to-do list.
                              But what exactly should be done? Should the northern or southern spawn or map area be used as a base for the rework? @Sir-Prize

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

                              @archsimkat @Auricocorico Thats unit related, I can't do anything about it mapping wise.

                              Creator of:

                              • My maps
                              • FAF version
                              • Supreme Props
                              Sir-PrizeS 1 Reply Last reply Reply Quote 0
                              • AurikoA Offline
                                Auriko
                                last edited by

                                Right now the center base is an awkward rectangle, and the reclaim symettry suggests a left vs right configuration in 2v2.
                                You could draw a line from spawns and use those line as diagonales of a new square/rectangle.

                                arctic.png

                                If you put equal ressources in each polygons, it should be alright for 1v1 and for left vs right / top vs bottom 2v2. You could for example put the line of truck in the center+1+3 zones and the pgens in 2 and 4. Or split the trucks over the 4 zones ?

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                                • T Offline
                                  Tagada Balance Team
                                  last edited by Tagada

                                  To fix the trucks issue you might want to make them belong to Neutral civs instead of hostile ones.

                                  svenni_badbwoiS 1 Reply Last reply Reply Quote 0
                                  • AurikoA Offline
                                    Auriko
                                    last edited by

                                    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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                                    • svenni_badbwoiS Offline
                                      svenni_badbwoi @Tagada
                                      last edited by svenni_badbwoi

                                      @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.
                                      07c6d130-7da4-44a1-b68a-75af325c759a-image.png

                                      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 in ARMY_9?

                                      Creator of:

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

                                        T3 pgen ?

                                        1 Reply Last reply Reply Quote 0
                                        • JipJ Offline
                                          Jip
                                          last edited by

                                          I think Svenni opened up the Supreme Commander version, and not the Forged Alliance version 😄

                                          A work of art is never finished, merely abandoned

                                          svenni_badbwoiS 1 Reply Last reply Reply Quote 0
                                          • Sir-PrizeS Offline
                                            Sir-Prize @svenni_badbwoi
                                            last edited by

                                            @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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