svenni_badbwoi's maps

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svenni_badbwoi's maps

Postby svenni_badbwoi » 11 Aug 2017, 20:22

adaptive map bundle_all_pt6.jpg
adaptive map bundle_all_pt6.jpg (698 KiB) Viewed 6518 times

Good news everyone,
here are more toys to play with. My main motivation was to ensure fair playing conditions, which are partly missing even in some frequently played maps. All the following maps as well as the resources (marker, props, wrecks, civilians) and spawn points are symmetrical (mirrored/rotated). Even the decals are mirrored if needed. On top of that, all maps come as "Adaptive" version with many optional features (select "game options" and after that sroll down to "advanced" options).
If you like more informations about "Adaptive" maps, look here or in the FAF-wiki.

Released Maps:
Adaptive Monument Valley --> improved version of "Monument Valley"
Adaptive Monument Valley Flooded
Adaptive Sand Box
Adaptive Theta Passage --> replacement for "Theta Passage Ultimate"
Adaptive FAF Atoll
Adaptive Ahssa-Shi
Adaptive Mars - Mangala Fossa
Adaptive Skadi
Adaptive Salt and Pepper

Crossfire Canal - FAF version --> GPG map fixes/improvements
Eye of the Storm - FAF version --> GPG map fixes/improvements
Haven Reef - FAF version --> GPG map fixes/improvements
Setons Clutch - FAF version --> GPG map fixes/improvements
Syrtis Major - FAF version --> GPG map fixes/improvements
Theta Passage - FAF version --> GPG map fixes/improvements
Red Rocks - FAF version --> Unknown author map fixes/improvements
FA and FAF Props -->tool for map maker with all available props (2019)

Adaptive Features:
-Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> determine how resource marker will adapt to number and position of spawned players
-Crazyrush (forward crazyrush mexes, crazyrush 1 core mex, crazyrush) --> building a mex on a chosen mass point, will always create new adjacent mass points to build upon
-Core Mexes (3 or 4) --> scale the amount of mexes in ACU build range at map start
-Civilian Base (disable, wreckage or operational) --> chose a civilian base of your liking
-Civilian Defenses (disable, wreckage or operational T1 - T2/T3) --> chose civilian defenses of your liking
-Wreckage (disable, T1 - T3/T4) --> scale the amount & tech of unit wrecks on the map
-Natural Reclaim Values (0-300%) --> change mass & energy values of rock & tree props
-Jamming --> add a seraphim jamming crystal to the map, to create false radar signals
+Additional features for some maps

Other Features:
-AI Marker (improved) -->thx to Uveso and his AI Uveso
-Close-Spawn Mex (lobby slot option)

Used Tools:
-Supcom Map Editor
-FAF Map Editor (forum & github) --> thx to ozonex
-Scmap Mirror Tool (github) --> thx to b2ag
-Adaptive Map Files (forum & github & FAF-wiki) --> thx to CookieNoob & KeyBlue
-Photoshop, Gimp, Inkscape
-World Machine

Note: Please refrain from changing and uploading any of my content to the vault without authorization.


Mapping Workflow:
Spoiler: show
Here are some mapping hints I find useful for every person who like to create a map. I hope it saves you some frustration.

In addition to that I recommend:
-Maps & Mods FAF Bois channel at discord for help and discussion
-Supcom Editor guide - except versioning picture (see step 11)
-FA Forever Map Editor guide
-Biass' mapping guide
-Lionhardt's mapping tutorials


0) GET STARTED
1) HEIGHTMAP
2) STRATA/TEXTURE
3) MARKER
4) DECALS
5) PROPS
6) UNITS AND STRUCTURES
7) BALANCE MAP
8) ADAPTIVE MAP FILES
9) SKYBOX
10) TEST MAP
11) BEFORE UPLOAD
12) UPLOAD
13) AFTER UPLOAD


0) GET STARTED
-Take a look at frequently played maps and their structure: heightmap steps, terrain distances, strata use, marker distance/amount, size of buildspace, ...
-Consider drawing the map and its concept before you begin: e.g. blocked path (units/TML), water to hide ACU/Experimental, hill (don't) covers certain units, drop points, ...
-Even consider writing a map story, which is in line with the map and its features
-Take your time to make a good map and a solid in game impression (if people don't like it at first/second experience, they might not play it again)
-I need at least 4-8 weeks for .v0001 of a map. This includes try and error, till I got the right settings/look/features implemented and no known bugs remain.

Fileinfo:
.scmap - stores heightmap and strata and props, map preview and mini map, position and path of props and decals
_save.lua - stores marker and unit positions
_scenario.lua - stores mapinfo: name, description, version, army count, no rush range
_script.lua - tells the game what should happen once map is loaded (just copy and paste the default_script.lua into your map folder. editing is only needed for adaptive maps or other special map features)


1) HEIGHTMAP
-Can be created in Editor, Photoshop, Inkscape, World Machine, ...
-I use Inkscape for creation, World machine to add erosion and blur

*Tokyto's how to videos:
-Heightmap review
-Mountain making tutorial

File size and settings:
-Width/height: Mapsize + 1 pixel (e.g. 512 + 1 = 513)
-Grayscale image, 16 bit
-Open exported RAW-file: Count 1, 16bit, IBM PC (in Photoshop)
>Save as .raw: Header 0; IMB PC (in Photoshop)
>Save as .png (FAF Map Editor can read it)

Build heightmap:
-Get a feeling for height: Check y-axis (height) in editor
-Consider creating different elevations/heights in editor and export them as heightmap, so you can use the grey steps e.g. in Photoshop for mapping
!-Use a height difference from max 50 grey steps for the whole map, or you end up with the black pane bug (areas that could not be displayed in game). If you really need a height difference >50 grey steps, see here how to combat the black plane bug
!-'MaxWaterDepth=25' for amphibious units: Means, the under water movement of units is limited to 'water elevation/level - MaxWaterDepth' (after that it acts like a blocked path)
-Avoid a to detailed main terrain (build space/battle field): It's always a pain if you can't build where you like to, even if you are using height differences of 1 and blur it, there will be terra forming issues or you cant even place a factory because of a resulting strange angle
-Avoid having high slopes at terrain differences (e.g. ramps), if something should be build here in the future
-To avoid terrain issues while building structures or shooting at each other in game, maybe try similar grey steps: e.g. seafloor 55, water surface 60, main terrain 65, plateaus 70, hills 75 grey
-Unit height: ACU 3, Fatboy 3, ML 5, Scathis 6, GC 8, Megalith 8, Ythotha 9 - If you want to cover/block a unit, add at least one grey step: e.g. Ythotha = 10 (9+1) > water 60, main terrain 70, hills 80 grey
-If height difference >24, Fatboy can't hit
-If elevation difference >10, T1 artillery cant shoot up (e.g. plateau)
!-Keep the standard elevation of air units in mind or they will rise/slow down/adjust to right height while flying over hills. I believe 10 (gray steps or units in y-axis) is a good height difference here, since it covers most of the air units (Transport: T1 & T3 = 10, T2 = 8 / Gunships: All = 10
/ Soulripper = 12 / Bomber: T1 & T2 = 18, T3 = 20 / Fighter: T1 = 18, T2 & T3 = 20 / Scouts: T1 = 20 , T3 = 25 / CZAR & Ahwassa = 25)
-In other word: If difference <= 10, T1 arty can shoot up and transports not slowing down. If difference >10, T1 arty cant shoot up and transport ETA increases/slows down due to rising

Finish heightmap:
-Since all future steps depends on the heightmap, make it perfect before you proceed
-Press "O" in Supcom Editor or "Ctrl+G" in FAF Map Editor to display elevation/slope - green can be build on, red can't be crossed. But you should always test it in game, because the slopes are sometimes not 100% accurate, especially at the end of blocked areas (e.g. ramp)
!-Check in game if you can build everywhere (with e.g. factorys) - Use "Blur" tool to fix terrain issues
!-Check if units do what you want them to, e.g. transport/bomber flying over hills without rising, ACU/experimetal/arty are (not) covered by hill/water, units (don't) shoot up/down plateau, pathfinding - units don't stuck, ...
!-Rotated or mirrored map? Read step 7) BALANCE MAP


2) STRATA/TEXTURE
-Can be created in Editor, Photoshop, Inkscape, World Machine, ...
-I use World Machine for better control and results (e.g. slope/height selection and masks)
-Use many Strata (editor allows up to 8) to give your map an overall good and natural look
-Texturing: Play with Albedo and Normal size in editor till you like it. If they have the same scale value and type, the Normal (Decal) will match the Albedo.
-Texturing: Ensure that Albedo and Normal are not overscaled/-sized

*Maybe use masks as strata for better orientation

File size and settings (Photoshop):
-Width/height: Half the Mapsize (e.g. 512/2 = 256)
-Greyscale Image, 8 bit
-Use "Select > Colorrange" to make strata
-Use opacity and blur to smooth transition between strata
-Use clouds (Ctrl+F) to generate strata content. Ctrl+Alt+F more contrast between your clouds
>export as .raw


3) MARKER
-I use FAF Map Editor for symmetry and easy placement
-Use your mexes and hydros to guide the player (it sould be clear who takes which resources)

AI marker:
-uveso explains here how it should be done
!-Get and enable AI-Uveso: Check map for bugs in game with Moholog ("F9") while AI is playing and remove them
-Spawn points have the same effect on the AI as an expansion marker (so don't place an expansion marker in the start base)
!-Only place a maximum of 400 nodes for each layer (land, amphibious, water, air) or the path finding will slow down the computer/game --> better use 300 or less, in respect of slow computers
-Create good routes for the AI: max distance of land/amphibious path nodes to each other: (radius of arty = 30)*2 = 60
-Always connect the AI path nodes - otherwise the Sorian AI wont work
-Units of AI orientate on the marker itself - crossing lines don't count
-Never place AI path nodes directly upon resources or base markers - pathfinding!
-even arrange amphibious and land path nodes in two lanes for better pathfinding: Experimentals and engineers are almost all amphibious, best to give them a separated way (fast lane)
-Amphibious Pathnodes = Land + Water Pathnodes
-place marker in even distance to plateau/cliff, to enable e.g. valley lane and plateau lane (uneven distance will lead to units trying to get up/down hill to close marker)
-If you want the Lobby to display "Yes" the map has AI marker, change the names of the land path nodes in the save file to "['LandPN01']" (only applies for FAF Editor)
-Sorian shortens way if target is closer as 100 units
-GPG AI can skip last way point if target is closer as 40 units
-Check for duplicated/missing marker

Land path nodes:
-place good routes and let untis move around obstacles
-use offset from map border, to ensure that the way points are reachable

Air path nodes:
-place a grid, determined by mapsize and intelfield (always 16)*
-use offset from map border, to ensure that the way points are reachable and in the middle of every intelfield: X+(intelfield/2) and Z+(intelfield/2)
-I prepared an air grid for 5x5, 10x10 and 20x20 km maps to save you some time. Ozonex put these in his FAF editor content "FAForeverMapEditor_Data\Structure\MarkerPresets" for import

mapsize-intelfield / intelfield = air path node distance
5x5km: 256/16 = 16
10x10km: 512/16 = 32
20x20km: 1024/16 = 64


4) DECALS
-"Common" features the most basic decals (e.g. erosion)
-Decals from wreckage vanish after 5 min in game
-Use a lot of decals to give your map character (support natural features)
!-Ensure that the decals are not overscaled/-sized (look good)
-If you want your decals to be more visible from far away and achieve a smooth zoom transition: select all decals and set LOD to values around 700-1000
-Decals bound to structures will always keep there original LOD (even if you select all decals and set a new LOD)
-You can even create you own decals (from e.g. normal map in World Machine). Switch channels of normal map from R,G,B,A to R(inverted blue),G,B(removed),A(red). Save as .dds with compression 'DTX5' and mid maps. Add 'env/decals/' folder to your map and put the dds-file in it. Place the decal via FAF editor.


5) PROPS
-I recommend a natural look and placement
!-Always use "snap to land layer" for rocks and trees and test look in game. Because "auto snap to grid" is enabled in game (FA). That means if u place stuff wrong in the editor, it will snap to land layer/grid in game and maybe you end up with flying trees
-If you want to make sure that all props are snapped to the ground: select all via "ctrl + a" and press "delete", now press "ctrl + z" to undo > all props are aligned now
-If you want props under water: move water level to 0, re+align (remove and undo remove) props, raise water to previous level
!-Never place rocks from "RedRocks" and "Swamp" in the water, they are missing "under water" animation
-Check reclaim value of prop itself and total values of all props in FAF Editor

*The map FA and FAF Props contains all currently available props. --> check the vault
Left side: All props in editor order. Right side: Supreme Props Mod order by size


6) UNITS AND STRUCTURES
-Add Units/Structures in SupCom Editor (with right-click at location in map) or FAF editor
-Civilian radar/sonar/shield need enough energy and an energy-storage to work
!-Check for duplicated UNIT_IDs and missing units/structures
-Check reclaim value of unit ( T1-T3 land all factions)


7) BALANCE MAP
-This step is really important to ensure fair playing conditions

A) 180° Rotation:
-If you "only" like to rotate, build 1/2 of your map and do the steps 1-6 individually
-Heightmap and strata need to be rotated via Photoshop/Inkscape/World Machine/...
-Rotation for marker, decals, props and units can be done by original editor, but I recommend initial symmetrical placement via FAF Editor

B) B2ag's scmap mirror tool
-Tool will mirror results from step 1-6 and will create folder with mirrored decals
-Build 1/2, 1/4 or even 1/8 of your map real good and mirror the rest

! Mirror note:
-Check/delete duplicated markers/structures an there decals at mirror axis
-Check/fix path node connections. Connections are sometimes fucked, due to different naming in Original and FAF editor
-Marker, props and units will placed mirror symmetrical
-Some prop groups cant be mirrored properly, because the model itself is not centered
-Credit the creator


8) ADAPTIVE MAP FILES
!-Make sure the map folder and names are right in script.lua file
!-Check map for bugs in game with Moholog ("F9") and remove them
!-If your map is adaptive add "AdaptiveMap = true," to scenario.lua file (note Editor will erase that line while saving, make sure to add it before upload)


9) SKYBOX
!-Only works for map version v60. Supcom Editor writes and reads only v56 maps. FAF Map Editor reads and writes v56 and v60.
-Ex-/import skybox via FAF Map Editor from the v60 FA maps: C:\Program Files (x86)\THQ\Gas Powered Games\Supreme Commander - Forged Alliance\maps
-Adjust fog to blend it in


10) TEST MAP
-check all "!" again and test map thoroughly (e.g. spawn a few units via cheat menu, then test your desired behavior/features (build factorys (around mexes), check pathfinding, units (don't) shoot up/down plateau, units are (not) covered by hill/water, air units are not rising at hill,...)
-Share (-DONT UPLOAD TO FAF VAULT YET- e.g. .zip it and find other ways) and test it with friends or FAF community


11) BEFORE UPLOAD
-If you map includes work from others, credit the author in the map description
-Reduce your folder content to the needed files:
  • Standard Map: .scmap, _save.lua, _scenario.lua, _script.lua
  • Adaptive Map: .scmap, _save.lua, _scenario.lua, _script.lua, _options.lua, _tables.lua
  • Individual features: e.g. different map preview, unique decals

!How to upload a map/replace a map version?!
-Don't change the map name (name = "Best Map-Name") or the versioning is not working and a new map is created
-Add the right map version to scenario.lua file: "map_version = x,"
-Remove ".v000x" from folder (best_map-name.v0001) and in files (best_map-name_scenario.lua and best_map-name_script.lua) that it will look like "best_map-name" (If you dont do that the upload will create a path like that "best_map-name.v0001.v0001")
-Map upload will create folder name and path in files (except .scmap)* from scenario.lua file via:
(name = "Best Map-Name") + (map_version = 2) = (created folder/path name = "best_map-name.v0002")


!7B - Mirrored decals note:
*New map version = new decal path in .scmap
-Since the upload did not change the given decal path in the .scmap, you need to make sure, that it matches the upload requirements (name, map_version) of the folder and files. Otherwise the decals can't be displayed!
Bad example: You upload "map_version = 2", then the new path will look like "best_map-name.v0002". But the .scmap decal path still is "best_map-name.v0001" >> No mirrored decals for you. To fix that you need to...
1A) export decals > search and replace ".v000x"in file > delete old decals & import new version
1B) or open .scmap file and find & replace "v000x"
2) delete old map version from map folder to check if the decals of new version are working


12) UPLOAD
-Use Downlord's FAF client


13) AFTER UPLOAD
-delete the mapping version of your map from the maps folder and download your newly uploaded final map from the vault to check if the upload broke anything
-All working?! Congrats :)
Last edited by svenni_badbwoi on 21 Jun 2020, 13:59, edited 239 times in total.
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Re: Adaptive Map Pack

Postby svenni_badbwoi » 11 Aug 2017, 20:23

monument_poster_copy.jpg
monument_poster_copy.jpg (376.96 KiB) Viewed 14459 times

ADAPTIVE MONUMENT VALLEY

Just recently news spread around the galaxy that the defending troops from the UEF research facility got completely destroyed after a fatal accident during the secretly conducted experiments on a "Chrono Dampener" of their own. Now every faction is interested to get their hands on the information as well as the resources.

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)
-Since "Monument Valley" was my first map, I improved the spawn points, resources and added new features
-Civilian UEF base 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
-Civilian Base (disable, wreckage or operational) --> default: operational
-Civilian Defenses (disable, wreckage or operational T1 - T2/T3) --> default: T1 operational (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

Mapping tools:
-Photoshop (heightmap preparation and rotation)
-SupCom editor (heigthmap fixes, strata, textures, decals, props, units)
-FAF editor (marker)

monument_compare_v5.jpg
monument_compare_v5.jpg (583.62 KiB) Viewed 13089 times

monument_civi base + T3 defenses.jpg
monument_civi base + T3 defenses.jpg (534.83 KiB) Viewed 15675 times
Last edited by svenni_badbwoi on 16 Feb 2020, 12:21, edited 58 times in total.
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Re: Adaptive Map Pack

Postby svenni_badbwoi » 11 Aug 2017, 20:24

monumentf_poster copy.jpg
monumentf_poster copy.jpg (371.13 KiB) Viewed 16000 times

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:
-I was kindly reminded to consider global warming
-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

Mapping tools:
-Photoshop (heightmap preparation and rotation)
-SupCom editor (heigthmap fixes, strata, textures, decals, props, units, water)
-FAF editor (marker)

monumentf_compare_v5.jpg
monumentf_compare_v5.jpg (644.33 KiB) Viewed 13088 times

monumentf_sunken civilian base disabled + T3 civilian defenses wreckage + T1 reclaim.jpg
monumentf_sunken civilian base disabled + T3 civilian defenses wreckage + T1 reclaim.jpg (564.92 KiB) Viewed 14537 times
Last edited by svenni_badbwoi on 16 Feb 2020, 12:20, edited 51 times in total.
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Re: Adaptive Map Pack

Postby svenni_badbwoi » 11 Aug 2017, 20:26

sb_poster_copy.jpg
sb_poster_copy.jpg (480.59 KiB) Viewed 16000 times

ADAPTIVE SAND BOX

Until recently this beauty of nature in Aeon territory was a famous destination for travellers 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

Mapping tools:
-Photoshop (basic heightmap shape)
-SupCom editor (final heigthmap, strata, textures, decals, marker, props, units)
-b2ag's mirror tool

sb_compare original and adaptive version.jpg
sb_compare original and adaptive version.jpg (522.11 KiB) Viewed 14152 times

sb_optional civi base + T2 defenses.jpg
sb_optional civi base + T2 defenses.jpg (336.45 KiB) Viewed 15676 times
Last edited by svenni_badbwoi on 16 Feb 2020, 12:14, edited 49 times in total.
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Re: Adaptive Map Pack

Postby svenni_badbwoi » 11 Aug 2017, 20:27

theta_poster copy.jpg
theta_poster copy.jpg (302.29 KiB) Viewed 16000 times

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
-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 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

Mapping tools:
-Photoshop (original heightmap fixes)
-SupCom editor (strata fixes, props, textures, decals, units)
-FAF editor (marker)
-b2ag's mirror tool

theta_compare_v6.jpg
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theta_T4 reclaim2.jpg
theta_T4 reclaim2.jpg (605.13 KiB) Viewed 14552 times
Last edited by svenni_badbwoi on 16 Feb 2020, 12:17, edited 50 times in total.
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Re: Adaptive Map Bundle

Postby svenni_badbwoi » 15 Aug 2017, 17:18

hey guys, the upload broke v1 of all maps, but finally v2 is up and working.
thx to downlord for the help and fixes.

If you have problems getting the map preview displayed, try "faf > options > clear data > cache" or delete the content manually C:\ProgramData\FAForever\cache.

maximum fun have ...
Last edited by svenni_badbwoi on 20 Aug 2017, 16:16, edited 3 times in total.
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Re: Adaptive Map Bundle

Postby edmundopt » 15 Aug 2017, 22:03

ok, two map sugestions, decrease the number of mass extractor in Monument Valley starting point
have the option to increase the number of mass extractors in middle
forward player instead of back player, 2 players start near the middle of the map
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Re: Adaptive Map Bundle

Postby svenni_badbwoi » 16 Aug 2017, 00:03

thx for the suggestion edmundopt, i will gather more information and consider it for v3. but right now i need a break after over 4 month regular work on that project ;)
in the mean time, try "add wrecks" or "forward crazy rush mexes" to make the middle more interesting. the (start) mexes will also adapt to 1v1 - 6v6, so check this out as well.
Last edited by svenni_badbwoi on 17 Aug 2017, 11:04, edited 1 time in total.
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Re: Adaptive Map Bundle

Postby JoonasTo » 16 Aug 2017, 21:32

Can we somehow disable the Adaptive flooded reclaim from the corners?
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Re: Adaptive Map Bundle

Postby svenni_badbwoi » 17 Aug 2017, 11:02

JoonasTo wrote:Can we somehow disable the Adaptive flooded reclaim from the corners?

Since it replaces the former rock reclaim value in the expansion (strategic reclaim point), I did not thought about implementing that. But I will add it to the "to do list", if it is desired. thx, regards
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