I write all this assuming you have already gone through the FAF wiki for mapping, if there is something you dont understand ("What is decals?") asking questions will probably get you a free link straight to the page, good to go have a read, right?
Don't feel like an idiot for not knowing any of what i have written down, especially if you're new. Map-Making is currently rendered void by the vaults not being fixed in 7 months and you're essentially making maps for shits and giggles, so i assume you have not really had your stuff judged by other community members yet if you're starting off.
I would ask for this to be stickied, mods if you're watching.
Before we begin: File sharing
Without a vault to upload to, people share maps through basic file sharing, it sucks, but needs to be done.
A lot of people seem to like google drive, and while it might be handy because it integrates with your gmail/youtube accounts, you should really try to set up a dropbox account. It is wayy more professional, more accessible (better ui) and the free version will allow you 20gb of space, which is plenty for maps.
Check mine here: https://www.dropbox.com/sh/ol886dqoke95 ... Ks-na?dl=0
Another small note is the basic packaging, a large majority of people share the map folder itself, so if they unpack the download incorrectly they get the files tossed all over their PC, i have found that sharing the folder containing the map folder works a bit better, so any form of unpacking keeps the files in the one place, that being the folder you will put into your FAF maps.
Part 2: The File Names
Peeking through any map files shows some common traits, and a lot of new mappers have not put them in,, im talking of course about the VERSION NUMBERS and they are very important if you need to make small revisions to maps you have already uploaded to the vault, without spamming said vault with however many copies you make.
For example: When i look at the map files for "Africa" the folder is named Africa.v0005, straight away i can tell the map author (a lovely man named seero) has uploaded changes to the same map in the vault 4 times, without making any new maps. another good idea is to tell people what you changed in you map description, like seero has.
Remember to check that your file paths in the _scenario.lua are correct, so the map actually works
You might also see the maps also have some .png, or .dds files in the folders, these map previews are generated when the map is uploaded, and sometimes a random un-uploaded map will show (only those who have it) a preview also
Part 3: The script.lua
What you might not know starting out is that your map folder needs a 3rd .lua file to run properly, the "script"
It has a path you need to link it to in your scenario file, it's best to keep it named that same as your other files.
Inside the lua file, you need this:
- Code: Select all
local ScenarioUtils = import('/lua/sim/ScenarioUtilities.lua')
function OnPopulate()
ScenarioUtils.InitializeArmies()
end
function OnStart(self)
end
It's a good idea to check to see if your code matches the one above, i have had a couple examples where people have copied scripts over (everyone copies the script from map to map, dont worry.) and it had some strange chunks in the code. scripts for maps with special things (crazyrush, etc) will be faaar larger and have some different functions that your map might not need, so stick to the basic script if you are making a basic map for multiplayer.
Part 4: Basic Map Tips
Im not here to judge "did i make this look pretty" because that is really half of mapping and also very subjective, im just going to throw down a couple dot points.
~Make sure your starting height has enough space to move both up and down, i have had an instance where another mapper had not left enough space under his map to account for the water layers, of which there are three, resulting in some horrible looking water, you also need to keep enough space upwards incase you put weather effects in, but if you need this guide i would stay away for now.
An example of weather in the vaults is "Setons lite" and "firelight"
~Symmetry, you basically need Photoshop for mapping, im not sure of many other Raster based programs that will read and edit .RAW files like PS will, which you need to do to make your maps "balanced", this does also mean if you're able to copy the halves around to line up properly your time making the heightmap is cut in half
Im told by Koopa there is a program out there called "Supcom Symmetry" that can flip the heightmap and 4 strata levels, but i cannot confirm, i guess he will link it here later.
Im not going to tell you how to make the best mountains or best strata combos, all of those are completely up to you, although if Lionhardt sees this thread he might post his guides for some terrain below.
~Markers, a handy way to make sure you line up your markers properly is to use a prop/decal, as these two can be rotated around to be perfectly symmetric, place a small (contrasting, so you can see) decal/prop down where you want one halves markers to be, copy + flip the decals around so you have perfectly balanced placement, and then replace the decal/prop with the marker until you have everything in order.
make sure they are properly aligned to the grid, make sure you move markers around a little (shaking them) to line them up.
~Lighting, as mentioned in the wiki, use TTerrainXP for your lighting, you really want to have the ability to use all 8 strata levels in your maps, i wish i had more, personally.
~Also, decals, use them. the amount of effort you put into your maps really shows.
For now, this is all that comes to my mind, but be sure to check back incase i update the guide, if you would like, you can link your maps here to be looked at, and also feel free to ask questions, any decent ones i will add to the OP,
Cheers, and happy mapping!