svenni_badbwoi's maps

Interesting mapping tools and mapping help.

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
Scorched Monument Valleys.png (955.53 KiB) Viewed 983 times
edmundopt
Avatar-of-War
 
Posts: 57
Joined: 11 Jul 2012, 14:04
Has liked: 1 time
Been liked: 9 times
FAF User Name: SpeedyGonzales

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.
User avatar
svenni_badbwoi
Crusader
 
Posts: 39
Joined: 23 May 2017, 12:19
Has liked: 6 times
Been liked: 19 times
FAF User Name: svenni_badbwoi

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 791 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.
User avatar
svenni_badbwoi
Crusader
 
Posts: 39
Joined: 23 May 2017, 12:19
Has liked: 6 times
Been liked: 19 times
FAF User Name: svenni_badbwoi

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 723 times

ADAPTIVE FAF ATOLL

-Latest version: 2
-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 was created via Inkscape and World Machine this time
-Heightmap fix: Enables T3 ships to pass everywhere
-Highly 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)
-Dynamic Spawn Of Resources* (mirror slots (left-right), used slots, no mirror = no resources, XvX setup)
-Crazyrush (forward crazyrush mexes (first mex ring from center), crazyrush 1 core mex, crazyrush)
-Core Mexes (3 or 4)
-Scale remaining resources (Mexes Near Outer Hydro, 2nd Mex Ring*, Outer Hydros*, Inner Hydros*)
-Civilian HQ Base* (disable, wreckage or operational)
-Civilian HQ Defenses* (disable, wreckage or operational T1 - T2/T3)
-Civilian Forward Base* (disable, wreckage or operational)
-Civilian Forward Defenses* (disable, wreckage or operational T1 - T2/T3)
-Land Wreckage* (disable, T1 - T4)
-Naval Wreckage (disable, T1-T2)
-Natural Reclaim Values
-Regrowing Trees
-Jamming (adds 4 jamming crystals to location of Civilian HQ Base)

afaf_atoll - left vs right or rotational play style.jpg
afaf_atoll - left vs right or rotational play style.jpg (655.71 KiB) Viewed 723 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 723 times
Last edited by svenni_badbwoi on 03 Jun 2018, 22:45, edited 7 times in total.
User avatar
svenni_badbwoi
Crusader
 
Posts: 39
Joined: 23 May 2017, 12:19
Has liked: 6 times
Been liked: 19 times
FAF User Name: svenni_badbwoi

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 589 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.

-Latest version: 5
-Highly improved AI path nodes
-Improved script to avoid vanishing decal glitch - map-decal disappeared, when optional structures (probably due to decal) and a certain amount of unit footprint/track-decals were spawned
-Props statistics: 48.308 Mass & 84480 Energy
-Mapping tools: FAF & SupCom map editor, Inkscape, World Machine, Photoshop, b2ag mirror tool and random prop generator

Adaptive Features:
-Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup)
-Crazyrush (forward crazyrush mexes (4 center mexes), crazyrush 1 core mex, crazyrush)
-Core Mexes (3 or 4)
-Extra Mexes (spawn 4 additional mexes, 1 each in outer riverbed)
-Civilian Defenses (disable, wreckage or operational T1 - T2/T3)
-Wreckage (disable, T1 - T4)
-Natural Reclaim Values
-Regrowing Trees
-Jamming (adds 1 jamming crystal to center of the map)

ahssa-shi_compare.jpg
ahssa-shi_compare.jpg (559.47 KiB) Viewed 352 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 579 times
Last edited by svenni_badbwoi on 04 Jun 2018, 13:06, edited 6 times in total.
User avatar
svenni_badbwoi
Crusader
 
Posts: 39
Joined: 23 May 2017, 12:19
Has liked: 6 times
Been liked: 19 times
FAF User Name: svenni_badbwoi

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.
Snazz
 
Posts: 2
Joined: 05 May 2018, 18:15
Has liked: 0 time
Been liked: 0 time

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?
User avatar
svenni_badbwoi
Crusader
 
Posts: 39
Joined: 23 May 2017, 12:19
Has liked: 6 times
Been liked: 19 times
FAF User Name: svenni_badbwoi

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.
Snazz
 
Posts: 2
Joined: 05 May 2018, 18:15
Has liked: 0 time
Been liked: 0 time

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.

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


*The previous adaptive script triggers the bug. Map-decals disappeared step by step when optional structures (probably due to 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.
User avatar
svenni_badbwoi
Crusader
 
Posts: 39
Joined: 23 May 2017, 12:19
Has liked: 6 times
Been liked: 19 times
FAF User Name: svenni_badbwoi

Previous

Return to Mapping

Who is online

Users browsing this forum: No registered users and 0 guests