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    A community effort on a map layout

    Scheduled Pinned Locked Moved Mapping
    60 Posts 11 Posters 4.4k Views 3 Watching
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    • tatsuT Offline
      tatsu
      last edited by tatsu

      absolutely gorgeous results. this is earth under it's best light.

      How to setup FAF on linux

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      • archsimkatA Offline
        archsimkat
        last edited by

        Leto's submission is looking scenic and natural, but also immediately readable. Nice work Jip, I am excited to play some 1v1s there!

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        • nine2N Offline
          nine2
          last edited by

          I think the preview would be great for all maps, not just mapgen. Loki with and without the preview.

          97110299-391d-4fb5-b719-b3e630df9a84-image.png

          I think options and settings are a must, not some 30 second hardcoded thing. People will (quite rightly) object massively unless they can control it.

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          • JipJ Offline
            Jip
            last edited by

            Then it is a bit out of scope for this topic - I don't have the time to make such an extensive PR 🙂 .

            A work of art is never finished, merely abandoned

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            • nine2N Offline
              nine2
              last edited by

              yes of course, i have derailed this entirely sorry

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              • JipJ Offline
                Jip
                last edited by Jip

                With pride I present Mauve designed by @Leto_II - the second of a series of maps in this topic! The map is available in both the FAF and LOUD vault. For more information:

                • https://gitlab.com/supreme-commander-forged-alliance/maps/mauve

                edit: apparently there was a map name in the post of Leto and I overlooked that. Apologies again!


                disclaimer: the map in the vault doesn't have any heightlines

                A work of art is never finished, merely abandoned

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                • JipJ Offline
                  Jip
                  last edited by

                  Its been a while but lets get back at it 🙂 .

                  Naamloos.jpg
                  Naamloos-2.jpg
                  Naamloos-3.jpg
                  Naamloos-4.jpg
                  Naamloos-5.jpg

                  Looking at Autumn - an implementation of the design from @Blodir . We've had two sessions and the last one will probably emerge somewhere this weekend when the map will become available in the vault.

                  Naamloos-design.jpg

                  The layout is quite similar to the original design. It still requires a bit of tweaking where the extractors will be located exactly. I hope to finish that up this weekend. At the moment the big quest is 'filling the gaps'. There are some open area's in the map that I don't want to fill with trees, but there isn't much else to fill it with. Therefore I'm experimenting with how Blizzard designed the Starcraft II maps - small patches of detail in larger area's of nothing.

                  The focus since last iteration:

                  • The roads are now nicely marked with a combination of a stratum layer and decals
                  • The cliffs are properly color-tuned
                  • Color cue's are more correct
                  • Props / marker placement

                  Things that still need to be done:

                  • Further prop placement
                  • The center
                  • The rocky areas

                  And last but not least - after talking to @Valki he wasn't able to contact the original author. Therefore he made his own design and I'll soon be implementing that. Its a design based on Starcraft II meta / balance. More about that map later 🙂 .

                  A work of art is never finished, merely abandoned

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                  • JipJ Offline
                    Jip
                    last edited by

                    Autumn is available in the vault 😄 !

                    I'd like to provide @Blodir and @Leto_II an additional month for feedback on small changes, such as flattening terrain, moving an extractor slightly or adding / removing a few props. Once April ends the maps will be as they are.

                    On top of that - I'm intending to making a trailer similar to the trailer for Archsimkats Valley for both maps:

                    • https://www.youtube.com/watch?v=S3fvUrhhMsE

                    If you have a replay that you think is epic feel free to message me the replay!

                    Last but not least - time for a few adjustments for the map of @Tatsu and then onto the last design from @Valki .

                    A work of art is never finished, merely abandoned

                    ValkiV 1 Reply Last reply Reply Quote 4
                    • ValkiV Offline
                      Valki @Jip
                      last edited by

                      @Jip said in A community effort on a map layout:

                      On top of that - I'm intending to making a trailer similar to the trailer for Archsimkats Valley for both maps:

                      • https://www.youtube.com/watch?v=S3fvUrhhMsE

                      If you have a replay that you think is epic feel free to message me the replay!

                      Last but not least - time for a few adjustments for the map of @Tatsu and then onto the last design from @Valki .

                      That is a great idea!

                      However if I might, I think a scripted game will do more to make a good video. You discussed the intended and expected strategies with @archsimkat and the draft creators, maybe take that as a starting point.

                      Have, for example, the draft creator and archsimkat list the key attack paths etc. Have the draft creator and someone, preferably archsimkat or a pro, run a "cheating enabled" game where those key attacks are made. Then make a video from elements of that replay.

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                      • JipJ Offline
                        Jip
                        last edited by

                        There's no rush - over time a good replay will emerge and I'll go with that. As anything else will either take up time from me or from Archsimkat and I'll already be spending a few hours to make the trailer anyhow 🙂 .

                        A work of art is never finished, merely abandoned

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                        • JipJ Offline
                          Jip
                          last edited by Jip

                          As part of the update for Tatsu and his map Two Step Shuffle there has been some updates!

                          9846f4ec-5b53-4994-8a97-ac1b7f377d3b-image.png
                          010d98ed-3070-489d-aea9-399365c2af58-image.png
                          905d46da-3cf7-44ef-b7f7-376076b18277-image.png
                          dd8d7968-7903-4097-89ae-a8e97f91017c-image.png

                          There are numerous updates:

                          • The ramps are now more 'rampy' with swirls all over it. The idea is to visualize that the terrain is going downwards.
                          • The terrain overall has more detail. Not due to a higher resolution but because of using that resolution better.
                          • The center is no longer super-smooth and is now like the rest of the terrain. Including the Atlantis dry dock 🙂 .

                          Also, did anyone spot the CZAR crash and that you can walk underneath it? 😄

                          As with the others - @Tatsu has until the end of April to provide feedback. After that the map will be considered done.

                          The map of @Valki will be started after my exams and other duties - you can expect the first drafts in about two to three weeks!

                          edit: and Two Step Shuffle is in the vault 🙂

                          A work of art is never finished, merely abandoned

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                          • JipJ Offline
                            Jip
                            last edited by Jip

                            With thanks to @KolmarEye for helping out with a graphical bug.

                            It appears that a map can end up being partially downloaded / unzipped. Causing you to miss assets, causing a graphical bug. This bug makes it really hard to play one of these maps.

                            To solve this issue:

                            • Uninstall the map in question via the vault
                            • Install the map in question via the vault. Let it finish as it can take a long time: each map is about 200mb!

                            Then, once finished, it should it all be good. If this isn't the case, please contact me.

                            A work of art is never finished, merely abandoned

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