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    Posts

    Recent Best Controversial
    • RE: FAF version (GPG, unknown & inactive author map rework)

      Open Palms - FAF version .v0002
      right based rework of the original FA map (v60): SCMP_007
      open_plams_right.png

      Issue 40a & 40b
      FAF version ensures symmetrical heightmap, textures, decals, marker and props (180° rotation based on the right side of original content). This results in a total decrease of 92 mass & 748 energy (see below).

      open_plams_compare.png

      Middle Plateau
      The right based rework slightly changes the layout of the middle plateau, due to irregularities of the original. Compared to the original, the plateau is now approximately 2 land factory's wider. A rework based on the right side was chosen over other options.
      compare_rotation_options.png

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

      Props
      The 180° rotation of the props results in a decrease of mass and energy.
      open_palms_props.png
      The small Log props that interrupt adjacency at the spawn of ARMY_3 have been deleted.
      8d471172-e118-4f9a-82ef-c00e9db332ed-image.png

      Decals
      The Cutoff Distance was increased from 600 to 1500.

      Issue 40
      The map now contains improved AI marker --> No air marker displayed
      open_palms_marker_compare.png

      posted in Mapping
      svenni_badbwoiS
      svenni_badbwoi
    • RE: FAF version (GPG, unknown & inactive author map rework)

      Serenity Desert Small - FAF version .v0002
      Morax rework of the unknown author map (v56): serenity desert small
      orgVSfaf.png

      Issue 35 & 35a
      Marker
      Resource & spawn marker were moved to the corresponding mirror position. The norushradius was increased from 10 to 40.
      ARMY spawns were set to the correct odd vs even setting for Ladder and Team Match Maker (TMM) usage.
      Spawn_points.png

      Props
      The top-left mirror of the props results in slight decrease of mass and an increase of energy.
      cc129a3c-a4a6-45db-86a1-c60385230a4b-image.png

      Issue 35b
      The map now contains AI marker --> No air marker displayed
      serenity desert small - marker compare.png

      Credit
      And thanks to Morax aka @George_W_Crush for his contribution.

      posted in Mapping
      svenni_badbwoiS
      svenni_badbwoi
    • RE: FAF version (GPG, unknown & inactive author map rework)

      The Ditch - FAF version .v0002
      45° angle / top-right based rework of the original FA map (v60): SCMP_040
      top_right.png

      Issue 34
      FAF version ensures symmetrical heightmap, textures, decals, marker and props (180° rotation based on top-right side of original content). This results in a total increase of 2450 mass (see below).

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

      Props
      The 180° rotation of the props results in an increase of mass.
      the_ditch_props.png

      Decals
      The Cutoff Distance was increased from 600 to 3000.

      Issue 34a
      The map now contains improved AI marker --> No air marker displayed
      the_ditch_ai_compare.png

      posted in Mapping
      svenni_badbwoiS
      svenni_badbwoi
    • RE: FAF version (GPG, unknown & inactive author map rework)

      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

      posted in Mapping
      svenni_badbwoiS
      svenni_badbwoi
    • RE: FAF version (GPG, unknown & inactive author map rework)

      @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 😊

      posted in Mapping
      svenni_badbwoiS
      svenni_badbwoi
    • RE: FAF version (GPG, unknown & inactive author map rework)

      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

      posted in Mapping
      svenni_badbwoiS
      svenni_badbwoi
    • RE: FAF version (GPG, unknown & inactive author map rework)

      @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)

      posted in Mapping
      svenni_badbwoiS
      svenni_badbwoi
    • RE: FAF version (GPG, unknown & inactive author map rework)

      @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?

      posted in Mapping
      svenni_badbwoiS
      svenni_badbwoi
    • RE: FAF version (GPG, unknown & inactive author map rework)

      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.

      posted in Mapping
      svenni_badbwoiS
      svenni_badbwoi
    • RE: svenni_badbwoi's maps

      @Rowey @Resistance thanks for the info. That wasn't on purpose 🙃
      The problem was caused by wrong unit restrictions and is now fixed.
      old: local NAVALbuildRestriction = categories.NAVAL + categories.ANTINAVY
      new: local NAVALbuildRestriction = categories.NAVAL + (categories.ANTINAVY * categories.STRUCTURE)

      Thanks to @jip 's hint, version 2 also contains a black waterramp to achieve a better transition between the moon and space.
      waterramp_black.png
      waterramp_black2.png

      posted in Mapping
      svenni_badbwoiS
      svenni_badbwoi
    • RE: svenni_badbwoi's maps

      adaptive moon_poster3b.jpg

      ADAPTIVE MOON

      To the annoyance of the UEF, today's battle is taking place on Earth's natural satellite, the Moon. The conflict was inevitable after the data from the LRO (Lunar Reconnaissance Orbiter) was intercepted and leaked to the other factions.

      Player: 2-12 (1v1-6v6)
      Size: 20x20 km
      Prop reclaim value: 44.219 mass; 4 energy
      Latest version: 2

      .
      Info

      • Rotated northern hemisphere of the near side of the Moon. The color and heightmap was obtained from LRO (Lunar Reconnaissance Orbiter) --> GLD100, CGI Moon Kit
      • The landing sites of Apollo 15 and 17 are marked with the Seraphim II Prope_prop
      • Contains a custom Moon color, Moon normal map and heightmap decal. --> If you like the custom decal, try Mars - Mangala Fossa, Skadi, Salt and Pepper or DeathStorm's map Lunar Mare Orientale.
      • Contains a light map (shadow) --> thx to @Jip
      • Contains a black waterramp to achieve a better transition between moon and space
      • AI Marker: Yes
      • Skybox included --> source official FA v60 map Haven Reef (X1MP_004)

      .
      Adaptive Features

      • Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
      • Crazyrush (forward crazyrush mexes (4 mexes), crazyrush 1 core mex, crazyrush) --> default: disabled
      • Civilian's (disabled, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (Base)
      • Wreckage (disabled, T1 - T4) --> default: T1 wrecks
      • Natural Reclaim Values (0-300%) --> default: 100%
      • Jamming (add a Seraphim jamming crystal to the map center) --> default: disabled

      adaptive moon_compare_v1.jpg adaptive moon_t3_operational_base+t3wreckage2.jpg Operational T1-T3 Civilian Base + T1-T3 Wreckage

      .
      Mapping Tools

      • Inkscape: cut relevant area (color and heightmap), mask creation
      • WM: heightmap, strata, color, light and normal map creation
      • GIMP: normal map to decal, combining color and light map, custom preview creation
      • Blender: Combine Normal Maps
      • GPG editor: props, lighting, decal placement (import via preset)
      • FAF editor: heightmap fixes, marker, units, adaptive, terrain type, skybox --> thx to @ozonex for improving it further and further

      .

      Credit

      • to the creator of the spaced maps (water hack)
      • to @Jip and @Balthazar for their help on various things, especially decals
      posted in Mapping
      svenni_badbwoiS
      svenni_badbwoi
    • RE: svenni_badbwoi's maps

      faf props.png

      FA AND FAF PROPS -->tool for map making

      This map was created while I was working on Supreme Props and could be used for mapping purposes (e.g. export props to find matching props for your maps). The FAF integration of Supreme Props improves all given props and resolves many issues.

      The left side of the map contains all FA & FAF props that are currently available (Aug 2019). The props are sorted by theme (see letters E = Evergreen). The circle decals indicate emitter and resource props as well as the formerly broken GeoRock01.

      On the right side the props are sorted by size, type and quantity. The circle decals mark major differences, issues and bugged props that have been fixed. The wall-numbers only apply for mass and energy values of the Supreme Props Mod.

      posted in Mapping
      svenni_badbwoiS
      svenni_badbwoi
    • RE: svenni_badbwoi's maps

      adaptive salt and pepper_poster+marker_v1.jpg

      ADAPTIVE SALT AND PEPPER

      Due to the constantly increasing demand for resources, the UEF leadership opposed the will of the population and transformed this formerly water-rich and blooming planet into a salt desert in just 36 years. In order to take revenge, the remaining residents have formed an alliance with the Seraphim.

      Player: 2-6 (1v1-3v3)
      Size: 5x5 km
      Prop reclaim value: 7.748 mass; 9.085 energy
      Default adaptive reclaim value: 10.000 mass, 9.085 energy (props & units)
      Total adaptive reclaim value: 45.568 mass; 9.085 energy (props & units)
      Latest version: 3

      .
      Info

      • v2 contains a custom map wide decal. now with better resolution and lower loading time 2-5s ̶8̶-̶1̶0̶s̶ (once transit screen freezes) --> If you like the custom decal,try Mangala Fossa, Skadi or DeathStorm's map.
      • AI Marker: Yes --> Adaptive Uveso AI beats Adaptive Sorian AI
      • AI Marker: Improved adaptive map script, now only adds the needed marker to the Scenario.MasterChain --> thx to @Uveso
      • Skybox included --> source official FA v60 map "Flooded Strip Mine" (X1MP_014)
      • v3 ensures symmetry for all wrecks --> the naval wrecks got somehow moved by 1 game unit while mapping
      • Mapping Tournament Winner 2020

      adaptive-salt-and-pepper-no-decal.png adaptive-salt-and-pepper-decal.png no decals vs custom map wide decal
      .
      Adaptive Features

      • Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
      • Crazyrush (forward crazyrush mexes (2 mexes), crazyrush 1 core mex, crazyrush) --> default: disabled
      • Core Mexes (3 or 4) --> default: 3
      • Civilian's (disabled, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (Base)
      • Wreckage (disabled, T1 - T4) --> default: T1 wrecks
      • Natural Reclaim Values (0-300%) --> default: 100%
      • Regrowing Trees (disable, fast, enable or slow) --> default: disabled
      • Jamming (add a Seraphim jamming crystal to the map center) --> default: disabled
      • Integrated resource balance (adaptive marker distribution) --> 4 additional mexes will spawn if all spots are occupied

      adaptive salt and pepper_compare_v1.jpg apdaptive salt and pepper_t4_wreckage_operational T3 civilians_skybox.jpg T1-T4 Wreckage + operational T1-T3 Civilians

      .
      Mapping Tools

      • Inkscape: heightmap idea as grey steps, marker planning
      • WM: heightmap creation (based on inkscape), strata, masks, normal map creation
      • GIMP: normal map to decal
      • Unity: scaling and placement of decal
      • GPG editor: texturing, heightmap fixes, lighting
      • FAF editor: marker, units, skybox
      • b2ag's scmap mirror tool: final heigthmap, props, strata
      posted in Mapping
      svenni_badbwoiS
      svenni_badbwoi
    • RE: svenni_badbwoi's maps

      adaptive skadi_poster+marker_v1.jpg

      ADAPTIVE SKADI

      The abandoned Aeon outpost on the ice planet Skadi (named after the Norse goddess of hunting, winter and mountains) moves back into focus due to its strategic position in the current war effort. It will be a difficult battle. In addition to your opponent, you must constantly watch out for huge icebergs that calve from the seaside of the ice shelf.

      Player: 2-14 (1v1-7v7)
      Size: 20x20 km
      Prop value: 83.047 mass; 3120 energy
      Total adaptive reclaim value: 138.991 mass; 3120 energy
      Latest version: 2

      .
      Info

      • Rotated and transformed real world map of the area around Tiger Mountain State Forest (Seattle). The heightmap was obtained from terrain.party (USGS shaded relief).
      • The map contains a custom map decal to achieve an authentic look. Loading time is now decreased to 2-5s ̶1̶0̶-̶1̶5̶s̶ (once transit screen freezes). --> If you like the custom decal,try Mangala Fossa or Salt and Pepper or DeathStorm's map.
      • AI Marker: Yes --> Adaptive Sorian expands better and thus beats Adaptive Uveso AI
      • AI Marker: Improved adaptive map script, now only adds the needed marker to the Scenario.MasterChain --> thx to @Uveso

      adaptive-skadi-no-decal.png adaptive-skadi-decal.png no decals vs custom map wide decal

      .
      Adaptive Features

      • Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
      • Crazyrush (forward crazyrush mexes (4 mexes), crazyrush 1 core mex, crazyrush) --> default: disabled
      • Core Mexes (3 or 4) --> default: 4
      • Extra Hydros (0 or 14) --> default: 14
      • Civilian's (disabled, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (PD+AA)
      • Wreckage (disabled, T1 - T4) --> default: T1 wrecks
      • Natural Reclaim Values (0-300%) --> default: 100%
      • Jamming (add a Seraphim jamming crystal to every civilian hydro position) --> default: disabled
      • integrated resource balance (adaptive marker distribution) --> To compensate for the loss of mexes to additional players, each spawn point/expansion gains one mex per active player

      adaptive skadi_compare_v1.jpg adaptive skadi.jpg

      .
      Mapping Tools

      • WM: heightmap creation (based on original terrain.party data), strata masks, normal map creation
      • GIMP: normal map to decal
      • Unity: scaling and placement of decal
      • GPG editor: final texturing, final props, heightmap fixes, lighting, waves
      • Inkscape: marker planning, tool masks
      • FAF editor: marker, units
      posted in Mapping
      svenni_badbwoiS
      svenni_badbwoi
    • RE: svenni_badbwoi's maps

      mangala fossa_poster+marker_v2.jpg

      ADAPTIVE MARS - MANGALA FOSSA

      HISTORY:
      -3833: Habitable planets have become a rarity, due to the still raging Infinite War.
      -3840: Humanity established the first research station on Mars to conduct experiments on terraforming. Hopes were high.
      -3841: Sudden long-lasting sandstorm lead to the crash of the control satellite. The experiments got out of control, resulting in the destruction of the terraforming facilities.
      -3842: Station was abandoned due to economical total loss and evolving military conflicts on Mars.

      Player: 2-12 (1v1-6v6)
      Size: 10x10 km
      Prop value: 48.302 mass & 20 energy
      Total adaptive relaim value: 67.977 mass & 20 energy (props & units)
      Latest version: 3

      .
      Info

      • Rotated real world map from the Mangala Fossa region on Mars. The heightmap was created from MOLA (Mars Orbiter Laser Altimeter) data
      • The map contains a custom map decal to achieve an authentic look. Loading time is now decreased to 2-5s ̶1̶0̶-̶1̶5̶s̶ (once transit screen freezes). --> If you like the custom decal, try Skadi or Salt and Pepper or DeathStorm's map.
      • Different 1v1 play style possible at expansion slots 11 & 12
      • Small Civilian UEF base in the mid crater
      • Skybox included --> source official FA v60 map "The Scar" (scmp_027)
      • AI Marker: Yes (Improved in v2) --> Created new AI land and amphibious nodes to reduced the CPU load (formerly >800 nodes each, now 355). Thx to @Uveso for feedback.
      • AI Marker: Improved adaptive map script, now only adds the needed marker to the Scenario.MasterChain --> thx to @Uveso

      .
      Adaptive Features

      • Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
      • Crazyrush (forward crazyrush mexes (4 mexes on the diagonal center line), crazyrush 1 core mex, crazyrush) --> default: disabled
      • Core Mexes (3 or 4) --> default: 4
      • Civilian Defenses (disabled, wreckage or operational T1 - T2/T3) --> default: T1 operational (PD+AA)
      • T4 satellite wreck (8100 mass) --> default: disabled
      • Natural Reclaim Values (0-300%) --> default: 100%
      • Jamming (add a Seraphim jamming crystal to the map center) --> default: disabled
      • Integrated resource balance ("Only spawns if both player are present") ---> e.g. ARMY_1 will lose a mex each to ARMY_5 & ARMY_7 if they play. To compensate for the loss an additional mex will spawn for ARMY_1. The color distribution indicated which ARMY should use it (see pic above)

      mangala fossa_compare_v2.jpg mangala fossa_skybox_v1.jpg

      .
      Mapping Tools

      • Photoshop: prepare heightmap for WM
      • World Machine: final heightmap, strata, normal map
      • GIMP: decal creation from normal map
      • GPG editor: textures, props)
      • Inkscape: marker planning, masks)
      • FAF editor:heightmap fixes, marker, units)
      posted in Mapping
      svenni_badbwoiS
      svenni_badbwoi
    • RE: svenni_badbwoi's maps

      ahssa-shi_poster.jpg

      ADAPTIVE AHSSA-SHI

      The Seraphim just discovered Ahssa-Shi (named after god of reincarnation). The latest scans revealed that the planet is habitable, resource-rich and seems to have had large water reserves. Unfortunately the first exploring mission got somehow annihilated under mysterious circumstances at the landing site, plus the rescue signal was intercepted by the other factions. These events postponed further investigations, in order to win the battle ahead.

      Player: 2-16 (1v1-8v8, 1v1v1v1-4v4v4v4)
      Size: 10x10 km
      Props value: 46.426 mass & 51.436 energy
      Latest version: 5

      .
      Info

      • Improved AI path nodes
      • Improved adaptive script to avoid vanishing decal glitch --> map-decals disappeared when optional structures (probably due to decal) & certain amount of unit footprint/track-decals were spawned

      .
      Adaptive Features

      • Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
      • Crazyrush (forward crazyrush mexes (4 center mexes), crazyrush 1 core mex, crazyrush) --> default: disabled
      • Core Mexes (3 or 4) --> default: 4
      • Extra Mexes (spawn 4 additional mexes, 1 each in outer riverbed) --> default: 0
      • Civilian Defenses (disable, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (PD+AA)
      • Wreckage (disable, T1 - T4) --> default: T1 wrecks
      • Natural Reclaim Values (0-300%) --> default: 100%
      • Regrowing Trees (disable, fast, enable or slow) --> default: disabled
      • Jamming (add a Seraphim jamming crystal to the map center) --> default: disabled

      ahssa-shi_compare.jpg ahssa-shi_mid_T3-operational-civi-defenses+T4-wrecks.jpg T1-T3 operational Civilian Defenses + T1-T4 Wreckage

      .
      Mapping Tools

      • Inkscape: basic heightmap, marker planning, masks
      • World Machine: final heightmap, strata
      • FAF editor: heightmap fixes, marker
      • GPG editor: textures, decals, units, props, water, waves
      • b2ag's scmap mirror tool
      posted in Mapping
      svenni_badbwoiS
      svenni_badbwoi
    • RE: svenni_badbwoi's maps

      afaf_atoll - poster.jpg

      ADAPTIVE FAF ATOLL

      Player: 2-12 (1v1-6v6, FFA, Phantom)
      Size: 20x20 km
      Prop value: 11.503 mass & 9.778 energy
      Latest version: 2

      .
      Info

      • Once I got the idea, I could not resist 🙂
      • Due to the logos nature left-right is the default play style, but if you like rotational balance e.g. for Phantom or Free For All, just enable Rotational in the Game Option
      • Every faction is represented in 2 from a total of 8 optional civilian bases, but all bases contain: Seraphim T2 PD, Aeon T2 TMD, UEF Shields and UEF T3 PD to balance unit/reclaim differences
      • Heightmap fix: Enables T3 ships to pass everywhere
      • Improved AI path nodes

      .
      Adaptive Features

      • Rotational balance?! (At default play style "left-right" all adaptive options are available. "Rotational" disables all options marked with a star* to remove resources that are unfit for rotational balance - use case e.g. Phantom or Free for All) --> default: disabled
      • Dynamic Spawn Of Resources* (mirror slots (left-right), used slots, no mirror = no resources, XvX setup) --> default: mirror slot (left-right)
      • Crazyrush (forward crazyrush mexes (first mex ring from center), crazyrush 1 core mex, crazyrush) --> default: disabled
      • Core Mexes (3 or 4) --> default: 4
      • Scale remaining resources (Mexes Near Outer Hydro, 2nd Mex Ring*, Outer Hydros*, Inner Hydros*) --> default: enabled
      • Civilian HQ Base* (disable, wreckage or operational) --> default: wreckage
      • Civilian HQ Defenses* (disable, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (PD+AA)
      • Civilian Forward Base* (disable, wreckage or operational) --> default: wreckage
      • Civilian Forward Defenses* (disable, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (PD+AA)
      • Land Wreckage* (disable, T1 - T4) --> default: T1 wrecks
      • Naval Wreckage (disable, T1-T2) --> default: T1 wrecks x2
      • Natural Reclaim Values(0-300%) --> default: 100%
      • Regrowing Trees (disable, fast, enable or slow) --> default: disabled
      • Jamming (adds 4 Seraphim jamming crystals to the location of Civilian HQ Base) --> default: disabled

      afaf_atoll - left vs right or rotational play style.jpg afaf_atoll - operational civilian T3 bases + max reclaim settings.jpg T1-T3 operational Civilian Base and Defenses + T1-T4 Wreckage

      .
      Mapping Tools

      • Inkscape: basic heightmap, marker planning, masks
      • World Machine: final heightmap, strata
      • SupCom editor: textures, decals, units, water
      • FAF editor:marker, props
      • b2ag's scmap mirror tool
      posted in Mapping
      svenni_badbwoiS
      svenni_badbwoi
    • RE: svenni_badbwoi's maps

      theta_poster copy.jpg

      ADAPTIVE THETA PASSAGE

      Player: 2-6 (1v1-3v3)
      Size: 5x5 km
      Prop value: 3.835 mass & 1.295 energy
      Latest version: 6

      .
      Info

      • Remake that keeps the spirit of the original alive, BUT fixes the disadvantages in the heightmap as well as in the resource and reclaim distribution --> used for base map for the FAF version rework
      • Fit for 1v1 ladder: Default settings at 1v1 (slot 1 & 2) match the resource and reclaim count of the original map
      • New 1v1 or 2v2 play style possible via slots 5 & 6
      • Skybox included --> source official FA v60 map "The Scar" (scmp_027)
      • Replacement and bug fix for Theta Passage Ultimate --> placed missing wrecks and assigned player 1 & 2 resources to spawn correctly in all adaptive options
      • Improved mex border distance, because AI can't build mexes that are closer than 8px to map border --> info about it was implemented in FAF editor
      • Improved AI path nodes

      .
      Adaptive Features

      • Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
      • Crazyrush (forward crazyrush mexes (2 top plateau mexes and if enabled 1 middle Extra Mex), crazyrush 1 core mex, crazyrush) --> default: disabled
      • Core Mexes (3 or 4) due to less start mexes, not working if you play original 1v1 version on slot 1&2 --> default: 4
      • Extra Mexes (1 in the middle of the map & 2 at the bottom plateau) --> default: disabled
      • Civilian Base (disable, wreckage or operational) --> default: wreckage
      • Civilian Defenses (disable, wreckage or operational T1 - T2/T3) --> default: disabled
      • Wreckage (disable, T1 - T4) --> default: disabled
      • Natural Reclaim Values (0-300%) --> default: 100%
      • Jamming (add a Seraphim jamming crystal to the map center) --> default: disabled

      theta_compare_v6.jpg theta_T4 reclaim2.jpg T1-T4 Wreckage

      .
      Mapping Tools

      • Photoshop: original heightmap fixes
      • GPG editor: strata fixes, props, textures, decals, units
      • FAF editor: marker
      • b2ag's scmap mirror tool
      posted in Mapping
      svenni_badbwoiS
      svenni_badbwoi
    • RE: svenni_badbwoi's maps

      sb_poster_copy.jpg

      ADAPTIVE SAND BOX

      Until recently this beauty of nature in Aeon territory was a famous destination for travelers from all over the galaxy to chillax. But the revolutionary discovery that the blue crystal has special abilities changed everything. Now every faction wants to get hold of the rare material and years of peace and love are over.

      Player: 2-10 (1v1-5v5)
      Size: 10x10 km
      Prop value: 55.804 mass & 63.996 energy
      Latest version: 5

      .
      Info

      • Completely rebuild to fix the heightmap/reclaim disadvantages and enable the first fair games on this awesome strategic map --> credit to unknown original creator
      • Default resources match original 2v2 and 3v3 map version on slots 1-6
      • New 1v1 play style possible at expansion slots 9 & 10
      • A way on the beach is now implemented --> enables you to walk between water and hills/cliffs with land units
      • Single land/air factory placement on beach possible --> outer frigate wrecks mark spots
      • Improved AI path nodes --> still not satisfied?! try to keep spot 9 & 10 empty and/or disable naval

      .
      Adaptive Features

      • Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
      • Crazyrush (forward crazyrush mexes (4 center mexes), crazyrush 1 core mex, crazyrush) --> default: disabled
      • Core Mexes (3 or 4) --> default: 3
      • Civilian Base (disable, wreckage or operational) --> default: wreckage
      • Civilian Defenses (disable, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (PD+AA)
      • Land Wreckage (disable, T1 - T4) --> default: T1 wrecks
      • Naval Wreckage (disable, T1 - T3) --> default: T1 wrecks
      • Natural Reclaim Values (0-300%) --> default: 100%
      • Regrowing Trees (disable, fast, enable or slow) --> default: disabled
      • Jamming (add a Seraphim jamming crystal to the map center) --> default: disabled

      sb_compare original and adaptive version.jpg sb_optional civi base + T2 defenses.jpg Optional Civilian Base + T2 defenses

      .
      Mapping Tools

      • Photoshop: basic heightmap shape
      • GPG editor: final heigthmap, strata, textures, decals, marker, props, units
      • b2ag's scmap mirror tool
      posted in Mapping
      svenni_badbwoiS
      svenni_badbwoi
    • RE: svenni_badbwoi's maps

      monumentf_poster - default base + T3 reclaim.jpg

      ADAPTIVE MONUMENT VALLEY FLOODED

      Due to global warming the UEF took heavy looses all over earth. Currently a lot of former well protected areas are vulnerable to enemy attack. This opportunity leads to a fight for resources and technology.

      Player: 2-12 (1v1-6v6)
      Size: 10x10 km
      Prop value: 76.725 mass & 40.510 energy
      Latest version: 5

      .
      Info

      • Rotated real world map from the Monument Valley in the US. The heightmap was obtained from terrain.party (USGS shaded relief)
      • Sunken Civilian UEF Base Wreckage as reclaim in expansion --> replaces the crater reclaim of the non-adaptive version of the map
      • Improved AI path nodes

      .
      Adaptive Features

      • Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
      • Crazyrush (forward crazyrush mexes (8 mexes on the diagonal middle line), crazyrush 1 core mex, crazyrush) --> default: disabled
      • Core Mexes (3 or 4) --> default: 4
      • Extra Mexes (2 in the center) --> default: 0
      • Sunken Civilian Base (disable, wreckage or operational) --> default: wreckage
      • Sunken Civilian Defenses (disable, wreckage or operational T1 - T2/T3*) --> default: T1 wrecks (PD+AA)*
      • Wreckage (disable, T1 - T4) --> default: T1 wrecks
      • Natural Reclaim Values (0-300%) --> default: 100%
      • Jamming (add a Seraphim jamming crystal to the map center) --> default: disabled

      monumentf_compare copy.jpg monumentf_sunken civilian base disabled + T3 civilian defenses wreckage + T1 reclaim.jpg T3 Civilian Defenses Wreckage + T1 Wreckage.
      monumentf_sunken civilian base + T1 reclaim (default settings).jpg Sunken Civilian Base enabled + T1 Wreckage

      .
      Mapping Tools

      • Photoshop: heightmap preparation and rotation
      • GPG editor: heigthmap fixes, strata, textures, decals, props, units, water
      • FAF editor: marker
      posted in Mapping
      svenni_badbwoiS
      svenni_badbwoi