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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

      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
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      • 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
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        • 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.

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          • 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.

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            • 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

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              • 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
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                        • 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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                              • 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.

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                                  • 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
                                    • svenni_badbwoiS Offline
                                      svenni_badbwoi
                                      last edited by svenni_badbwoi

                                      Arctic Refuge - FAF version .v0002
                                      146° angle based rework of the original FA map (v60): SCMP_022
                                      146_angle.png

                                      Issue 33
                                      FAF version ensures symmetrical heightmap, textures, decals, marker, props and units/structures (180° rotation based on 146° angle of original content). This results in a total increase of 222 mass and 1600 energy (see below).

                                      Marker
                                      Resource & spawn marker were moved to the corresponding 180 ° position.
                                      marker.png

                                      Props
                                      The 180° rotation of the props results in a slight increase of mass and energy.
                                      04601a01-5e86-4f96-b962-6ec6ce58f2a8-image.png

                                      Units & Structures
                                      The units as well as the T1 PD remain hostile / in ARMY_9. The arrangement of the units and structures has been adjusted based on the 146 ° rotation of the original content. 6 structures were exchanged (they were also used before) in order to get as close as possible to the original values. In addition, the units were distributed symmetrically in terms of rotation. A truck was replaced by a T1 mobile AA. These adjustments lead to a slight increase of mass.
                                      dced7a4c-2bf9-407e-b3f7-fc968374b269-image.png
                                      units_structures_compare.jpg units_structure_in_game.png

                                      Decals
                                      The Cutoff Distance was increased from 600 to 1500.

                                      Issue 33a
                                      The map now contains improved AI marker --> No air marker displayed
                                      ai_marker_compare.png

                                      Creator of:

                                      • My maps
                                      • FAF version
                                      • Supreme Props
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                                      • svenni_badbwoiS Offline
                                        svenni_badbwoi @Morax
                                        last edited by svenni_badbwoi

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

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

                                        hehe, thx 😊

                                        Creator of:

                                        • My maps
                                        • FAF version
                                        • Supreme Props
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                                        • AurikoA Offline
                                          Auriko
                                          last edited by Auriko

                                          Hm are the pgens closer to each other ? If so, it changes the gameplay a little, because pgen explosion destroys part of the other pgen, or worse, the other wreck. I recall that the pgen explosion is stronger the closer you are, right ?

                                          Otherwise, good work 😉

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

                                            Desert Arena - FAF version .v0002
                                            Top-left square based rework from @ozonex ' s (inactive author) map (v56): Desert Arena .v0001
                                            top-left.png

                                            Issue 5, 5a & 5c
                                            FAF version ensures symmetrical heightmap, strata, props and marker (based on the top-left original content). This results in a total decrease of 1275 mass (see below). The norushradius and AI marker were improved.

                                            Props
                                            The top-left rotation of the props results in a decrease of mass.
                                            props.png

                                            Marker
                                            Resource & spawn marker were moved to the corresponding position. org_vs_new_strata.png

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

                                            Now all slots have 4x double adjacency. 7cf72026-494c-4100-8c8c-3440d4ed6902-image.png

                                            No Rush Radius
                                            The norushradius was set from 0 to 40.

                                            Issue 5b
                                            The map now contains AI marker --> No air marker displayed
                                            ai_marker.png

                                            Creator of:

                                            • My maps
                                            • FAF version
                                            • Supreme Props
                                            1 Reply Last reply Reply Quote 1
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