svenni_badbwoi's maps

Interesting mapping tools and mapping help.

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Re: Adaptive Map Bundle

Postby edmundopt » 18 Aug 2017, 18:38

first of all , thanks for the reply , sugestions for the Scorched Monument Valley
the texture I mentioned is present in VargaRemix,
but I also think the map will become darker/Scorched if the nuke explosions are overlayed with current map

the sugestions for new spawn point and mex reduction are in this amazing image, showing all my paint skillz
Spoiler: show
Scorched Monument Valleys.png
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Re: Adaptive Map Bundle

Postby svenni_badbwoi » 10 Dec 2017, 00:54

Hello, new versions of the 4 maps are now available in the vault.

@SpeedyGonzales and @JoonasTo: Thx for the feedback. I integrated "optional number of core mexes" and added "disable expansion base".
Last edited by svenni_badbwoi on 20 Dec 2017, 00:12, edited 1 time in total.
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Re: svenni_badbwoi's maps

Postby svenni_badbwoi » 19 Dec 2017, 21:35

I had some time to further improve the adaptive options for the civilian bases and their defenses. The civilian base and the defenses are now separated. And you are able to disable them or spawn it as wreckage or operational structure.
advanced_civi_base_options.jpg
advanced_civi_base_options.jpg (41.94 KiB) Viewed 12042 times

One more thing: Skyboxes are now included. Stolen from original FA (v60) maps, with newest FAF Map Editor and help from FAF mapping gang.
Last edited by svenni_badbwoi on 29 Jan 2018, 03:05, edited 1 time in total.
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Re: svenni_badbwoi's maps

Postby svenni_badbwoi » 28 Jan 2018, 02:50

afaf_atoll - poster.jpg
afaf_atoll - poster.jpg (560.95 KiB) Viewed 11974 times

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 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

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 mirror tool

afaf_atoll - left vs right or rotational play style.jpg
afaf_atoll - left vs right or rotational play style.jpg (655.71 KiB) Viewed 11974 times

afaf_atoll - operational civilian T3 bases + max reclaim settings.jpg
afaf_atoll - operational civilian T3 bases + max reclaim settings.jpg (446.13 KiB) Viewed 11974 times
Last edited by svenni_badbwoi on 16 Feb 2020, 12:22, edited 21 times in total.
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Re: svenni_badbwoi's maps

Postby svenni_badbwoi » 10 Apr 2018, 23:56

ahssa-shi_poster.jpg
ahssa-shi_poster.jpg (648.46 KiB) Viewed 11840 times

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 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

Mapping tools:
-Inkscape (basic heightmap, marker planning, masks)
-World Machine (final heightmap, strata)
-FAF editor (heightmap fixes, marker)
-SupCom editor (textures, decals, units, props, water, waves)
-b2ag's mirror tool

ahssa-shi_compare.jpg
ahssa-shi_compare.jpg (559.47 KiB) Viewed 11603 times

ahssa-shi_mid_T3-operational-civi-defenses+T4-wrecks.jpg
ahssa-shi_mid_T3-operational-civi-defenses+T4-wrecks.jpg (558.27 KiB) Viewed 11830 times
Last edited by svenni_badbwoi on 16 Feb 2020, 12:27, edited 31 times in total.
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Re: svenni_badbwoi's maps

Postby Snazz » 05 May 2018, 18:24

Thanks for making these maps Svenni, they're very well presented.

I really like FAF Atoll. I was wondering if you have a version without the logo, that is symmetrical and perfectly balanced for rotational play.
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Re: svenni_badbwoi's maps

Postby svenni_badbwoi » 07 May 2018, 12:15

Snazz wrote:Thanks for making these maps Svenni, they're very well presented.
I really like FAF Atoll.

<3

Snazz wrote:I was wondering if you have a version without the logo, that is symmetrical and perfectly balanced for rotational play.

I thought about it as well, but at the moment there is no version without the logo. I'm currently improving the AI marker and adaptive script for all my released maps. In that process I will also fix the heightmap for FAF Atoll, to ensure that T3 ships can pass everywhere.
After that I could fulfill your wish, but I cant promise anything. If I do so, I think I will replace the logo with a smaller ring or small center island. What do you think about the idea?
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Re: svenni_badbwoi's maps

Postby Snazz » 12 May 2018, 14:54

svenni_badbwoi wrote:If I do so, I think I will replace the logo with a smaller ring or small center island. What do you think about the idea?

I like it, an inner ring makes sense if you keep the center mexes.
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Re: svenni_badbwoi's maps

Postby svenni_badbwoi » 03 Jun 2018, 23:07

After I discovered a bug*, I reworked all of my maps to fix the issue.
*The previous adaptive script triggers the bug. Map-decals disappeared step by step when optional structures (probably due to having a decal) and a certain amount of unit footprint/track-decals were spawned. Now optional units/structures are called via "OnPopulate" to prevent the despawning map-decal glitch.

In that process I added:
-Spawnable T4 wrecks and jamming to all maps
-Extra Mexes to some maps --> @SpeedyGonzales, now 2 extra mexes are available in the middle of Adaptive Monument Valley/Flooded
-Optional 4 Core Mexes to Adaptive Sand Box

And reworked:
-AI path nodes --> thx to uveso
-Adaptive map options text to make it easier to understand
-Placement of Forward Crazyrush Mexes
-Fixed heightmap of Adaptive FAF Atoll: Enables T3 ships to pass everywhere

See each map for changes...
GL HF
Last edited by svenni_badbwoi on 23 Dec 2018, 04:56, edited 2 times in total.
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Re: svenni_badbwoi's maps

Postby svenni_badbwoi » 22 Dec 2018, 21:40

mangala fossa_poster+marker_v2.jpg
mangala fossa_poster+marker_v2.jpg (577.48 KiB) Viewed 10493 times

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 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)

Mapping tools:
-Photoshop (prepare heightmap for WM)
-World Machine (final heightmap, strata, normal map)
-GIMP (decal creation from normal map)
-SupCom editor (textures, props)
-Inkscape (marker planning, masks)
-FAF editor (heightmap fixes, marker, units)

mangala fossa_compare_v2.jpg
mangala fossa_compare_v2.jpg (585.61 KiB) Viewed 10493 times

mangala fossa_skybox_v1.jpg
mangala fossa_skybox_v1.jpg (417.92 KiB) Viewed 10865 times

Feedback:
-How do you like the resource amount/distribution? --> e.g. are there too many/less mexes? Should some mexes be bound to (different) player or 'extra mexes' option? Does some spawn possibilities create unforeseen unfair versus conditions (one player with 10mexes vs player with 5 mexes)?
-How do you like the reclaim amout/distribution? --> current prop value 48.302 mass & 20 energy
-Does terraforming (like in Fields of Isis) keeps you from playing on a map? Is terraforming a problem for you on this map?
-Does the increased loading time -due to the decal- discourages you to play this map?
-How do you like the map in general?
Last edited by svenni_badbwoi on 16 Feb 2020, 12:30, edited 14 times in total.
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