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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

      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 ?

                          1 Reply Last reply Reply Quote 0
                          • 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.

                              1 Reply Last reply Reply Quote 0
                              • 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?

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

                                        @Jip said in FAF version (GPG, unknown & inactive author map rework):

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

                                        yep 🙂 here is the middle of the v60 aka FA version.
                                        3c39cefc-4b1e-4396-97d7-efa0101435ef-image.png

                                        @Sir-Prize I will mirror/rotate the whole map content and will rework the middle. it should be complete balanced afterwards. What rotation angle do you prefer? (see setons and other faf versions)

                                        Creator of:

                                        • My maps
                                        • FAF version
                                        • Supreme Props
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                                        • Sir-PrizeS Offline
                                          Sir-Prize
                                          last edited by

                                          Whatever makes your job easiest tbh. I generally don't have strong opinions about how maps play or look, so long as they're balanced, and definitely no preference about the angle of symmetry.

                                          If you want a second opinion that matters I'd doublecheck with arch or ftx as they run the map pools, so it would be best if they like (and therefore use) your version.

                                          1 Reply Last reply Reply Quote 0
                                          • MoraxM Offline
                                            Morax
                                            last edited by

                                            Not going to lie: this is absolutely phenomenal issue and remedy logging. We are very privileged to have you here, svenni.

                                            svenni_badbwoiS 1 Reply Last reply Reply Quote 1
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