FAF version (GPG & unknown author map rework)

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FAF version (GPG & unknown author map rework)

Postby svenni_badbwoi » 05 Oct 2019, 14:15

Hello everybody,

the aim of the FAF version is to guarantee fair gaming conditions and to improve the gaming experience of our beloved GPG (Gas Powered Games) maps (stock maps included in the original game) as well as influential unknown author maps.

Do you sometimes get annoyed about unbalanced props, different mex arrangement or unevenly distributed units in GPG or ladder maps?
If the map author is no longer active, you are welcome to inform us about the problem here.
Your could even send us fixes. But be aware that they will be checked/tested by M&M and ladder team.
Map upload of approved contend stays in the hands of M&M! Please don't upload any " - FAF version" yourself.

DOCUMENTED ISSUES
-Please check in advance if the issue is already documented or fixed
-If the problem is not documented, please let us know

The following maps have already been revised and can be found in the vault under the suffix "FAF version":

GPG --> Credit and thanks for creating these maps
Crossfire Canal - FAF version
Eye of the Storm - FAF version
Haven Reef - FAF version
Setons Clutch - FAF version
Syrtis Major - FAF version
Theta Passage - FAF version

Unknown Author --> Credit and thanks for creating these maps
Red Rocks - FAF version


M&M workflow: How to create a " - FAF version"?!
Spoiler: show
-Fixed maps are released with the suffix " - FAF version"
-If possible, FA maps (v60) should always be used as the basis for the "FAF version". The FA maps (v60) are further developed (e.g. Skybox, different units, ...) compared to the SupCom (v56) ones.
-It's a good idea to search the vault for map versions that may already contain fixed issues.

Theta Passage - v56 VS v60:
v56: \Gas Powered Games\Supreme Commander\maps
v60: \THQ\Gas Powered Games\Supreme Commander - Forged Alliance\maps
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Re: GPG/official map issues & fixes

Postby svenni_badbwoi » 05 Oct 2019, 14:18

Eye of the Storm - FAF version
from original FA map (v60): X1MP_017

Supreme Props integration fix -->Supreme what?
"Aeon_Fence" aka "The Light" prop got replaced by "Aeon Dock" to restore the former 300 mass.
Image

Issue 11
FAF version ensures symmetrical hydros and middle mexes
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Re: GPG/official map issues & fixes

Postby svenni_badbwoi » 05 Oct 2019, 14:24

Haven Reef - FAF version
from original FA map (v60): X1MP_004

Issue 12 & Supreme Props integration fix -->Supreme what?
-FAF version ensures symmetric placement of props and units
-incorporates the fixes from "Haven Reef Fixed" e.g heightmap --> Thx to Tokyto

>mid base
Image

>side base
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Re: GPG/official map issues & fixes

Postby svenni_badbwoi » 05 Oct 2019, 14:41

Theta Passage - FAF version
from original FA map (v60): SCMP_012

Issue 8
-ensures a mirrored/balanced heightmap
--> GPG vs FAF version
Image

Issue 7 & 9
-ensures balanced/mirrored marker, units/structures and props
Image
10 mass rocks + marker.JPG
10 mass rocks + marker.JPG (284.3 KiB) Viewed 2318 times

Its really hard to find a good prop solution for Theta Passage. Simply mirroring one original side will not match the original reclaim numbers (mass, energy), because we are going to mirror unbalanced/uneven sides. That's why I distributed the props evenly around the whole middle mountain. I used the props from "Adaptive Theta Passage" as basis. Added some "pod" props to the bottom plateau and reached almost the same mass (+11) and energy (+3) as the original. I'm still open for suggestions or even a finished prop export for import and testing.
Image

-AI Marker added from Adaptive Theta Passage
--> No air marker displayed
Image

Side info: Mid base difference between Vanilla (v56) and FA (v60) map version
Spoiler: show
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Last edited by svenni_badbwoi on 22 Jun 2020, 23:59, edited 9 times in total.
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Re: GPG/official map issues & fixes

Postby keyser » 05 Oct 2019, 15:21

Side info: Mid base difference between Vanilla (v56) and FA (v60) map version

just for information, the civilian building weren't worth anything until this fix https://github.com/FAForever/fa/pull/2308
that's why we had a new version with fewer civ building after this change iirc.
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Re: GPG/official map issues & fixes

Postby svenni_badbwoi » 05 Oct 2019, 15:31

keyser wrote:
Side info: Mid base difference between Vanilla (v56) and FA (v60) map version

just for information, the civilian building weren't worth anything until this fix https://github.com/FAForever/fa/pull/2308
that's why we had a new version with fewer civ building after this change iirc.

Hey, thx for the info!
Do you mean a different Theta version? I'm pretty sure that the stock maps are different.

v56: \Gas Powered Games\Supreme Commander\maps
v60: \THQ\Gas Powered Games\Supreme Commander - Forged Alliance\maps

That's why I was asking myself if v60 maps from FA are loaded preferred to the v56 from original Supcom. Because I was unable to launch the v56 from the old client. Only v60 was available for choosing.
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Re: GPG/official map issues & fixes

Postby keyser » 05 Oct 2019, 16:30

that's why we had a new version with fewer civ building after this change iirc.

might have just confused stuff around

can't help on the FA or vanilla version.
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Re: GPG/official map issues & fixes

Postby svenni_badbwoi » 05 Oct 2019, 16:36

keyser wrote:
that's why we had a new version with fewer civ building after this change iirc.

might have just confused stuff around

can't help on the FA or vanilla version.

Do not worry, the FA (v60) version seems to be the default. And the changes in the "FAF version" are based on the values/structures of the Fa (v60) version.
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Re: GPG/official map issues & fixes

Postby ZLO_RD » 10 May 2020, 11:11

On setons below top mid spawn there is some unintended path trought montain.
Bottom spot does not have it
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Re: GPG/official map issues & fixes

Postby svenni_badbwoi » 13 May 2020, 00:06

Setons Clutch - FAF version
bottom based rework from original FA map (v60): SCMP_009

Issue 3 & 15
FAF version ensures symmetrical marker, props, units and no rush radius.
Almost every resource marker & spawn had to be moved to the corresponding 180 ° position (gray circle).

Marker
--> Front
Image

--> Rock
Image

--> Beach
Image

--> Air
Image

--> Island
"Too close the the edge" error resolved: The AI cannot use resource markers that are closer than 8 game units to the edge of the map.

Image

Props
The 180° rotation of the props results in a slight decrease of mass and energy.
Image

Units
In order to largely maintain the middle, the existing positions of the UEF units were used to determine the 180 ° position of the corresponding Cybran units (except Destroyer). In this undertaking, the mass distribution was adjusted. The mass difference is 0.
UEF (bottom): 6128 mass > 5350 mass // -2 titans
Cybran (top): 4376 mass > 5154 mass // +2 Loyalists
Image

Issue 14
The known bug in the heightmap has been removed. There is no longer an extra land-water path for amphibious units on the top side of the map.
Image
Image

Issue 16
The map now contains improved AI marker.
--> No air marker displayed
Image
Last edited by svenni_badbwoi on 23 Jun 2020, 00:04, edited 9 times in total.
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