• Hello and welcome to MSFC. We are a small and close knitted community who specialises in modding the game Star Trek Armada 2 and the Fleet Operations modification, however we have an open field for discussing a number of topics including movies, real life events and everything in-between.

    Being such a close community, we do have some restrictions, including all users required to be registered before being able to post as well as all members requiring to have participated in the community for sometime before being able to download our modding files to name the main ones. This is done for both the protection of our members and to encourage new members to get involved with the community. We also require all new registrations to first be authorised by an Administrator and to also have an active and confirmed email account.

    We have a policy of fairness and a non harassment environment, with the staff quick to act on the rare occasion of when this policy is breached. Feel free to register and join our community.

Thunderfoot's A2 Mapping Thread!

T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Hiya Gang!

As you may be aware of, for the past few months I have been highly interested in making maps for A2. Some of my modest efforts are available for download here at MSFC. Making new maps for A2 seems to be one of those areas of modding which has recieved little attention for a long time.

I hope to change that, a little.

Maps are not that difficult to make. In fact, they require almost no modding skills at all. One does not have to write an ODF, texture a mesh, or any of the things which are normally associated with A2 modding. The Map Editor can be irritating to learn how to use, downright persnickety at certain times, and apparently does not play well at all with Windows 7. Map making can be fraught with peril, but the perils are easily charted and once known can be easily avoided.

Good maps are a challenge to make. What are good maps? I'm glad you asked. I consider a good map to be any map where the player has a rewarding, exciting, fascinating game experience against either another player(s) or the AI(s). A good map is one where the AI has sufficent resources to do the things it is told to do by the build_lists without resorting to the "Ignore Technology" cheat and can seriously threaten a player. Even when set on 'Easy'. Good maps do not always require lots and lots of resources convienently located with a grid square or two of the start point. But to me, the true sign of a good map in any game I own is this:
It is one I've played on before and look forward to playing on again. Think about it. You have games you like very much and these have maps usually. You're thinking of that one map right now aren't you? This is what the smile on your face is telling me, right?

This thread should be the place where I can tell all you A2Fanatics about the next batch of maps I am working on. It is also the place where you can tell me what you do not like about the maps I've released or offer suggestions or advice for the next version. From time to time, I'll post pics of the maps I am currently working on here as well. I also intend to use this thread as a kind of stream of consciousness tutorial for maps making. The directions included in the Editor do not begin to cover all of the really neat tools and ideas available in it. Of all the areas which the devs covered in the original game, this is one of the ones left the most wide open for modders.

Just a brief teaser before I go. One of the most difficult and complex military operations to conduct is an opposed river crossing. It requires maximum effort to conduct successfuly and maximum effort to defend against. I thought this is a neat idea to base a map or two for A2 on. The results are pretty promising so far and as soon as I get something which is workable, I'll send it in to MSFC.

Note: The ideas and concepts discussed herein, now and in the future, should be able to be adapted to any game. Maps are maps right? Only thing different from game to game is the mechanics of applying features to a blank box.
 

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,367
Age
39
I look forward to seeing more of your maps, the ones you've released are awesome and have become favourites of mine If the map editor didn't crash so often for me (on Win7) I might be joining you on mapping.
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Alrighty then! Here's the first part of the tutorial!

Part I - The Idea

As goofy as it sounds, it really seems like a great many maps are made with no clear concept or idea behind them. This does not work for me and I find it difficult to play well on such a map. Maps should be treated like mods. Because maps are mods, are they not? They meet all the criteria of a mod. For me, a new map starts with the idea. Once I have a clear idea of what I want the map to feature, it is relatively easy to do the rest. Most of the time the things which will be needed are instantly obvious as soon as the idea is formed.

This idea should be written down somewhere handy. Because it needs to be kept at the forefront of our mind while doing anything to the map. I spend a lot of time jotting down ideas in my notebooks. These ideas are then translated into mission statements. A mission statement is a simple declarative sentence which precisely describes the goals of a project or team. I use these to keep me on time and on target for my mods. During the process of making a map I usually have a lot of additional ideas. These should be examined as to whether or not they fit the mission statement. If they do, they can be included in the map. If they do not, they should not be placed on the map because they will detract from it. This does not mean they are not good ideas. It means they are not suitable for the current project.

Ideas and concepts can come from almost any source. An easy way to make maps which will make anyone go, "Oooh!" are from the most obvious of places. Other games. There are tons of games with tons of maps which are easily adaptable to A2 or any other game. This mapping tutorial will be primarily for making A2 maps. However there is no good reason some of the concepts and ideas cannot be applied to making maps for other games.

For the map we'll be doing in this tutorial, the idea the map is based upon comes from my personal experience. One of the most difficult military operations to conduct successfully is an opposed river crossing. Armies can and have gone to great lengths to avoid conducting such operations. Defending a river against an enemy determined to cross can also be extraordinarily challenging. When I was in the US Army one of the things we practiced was river crossings, or obstacle breaching, if you prefer. It was an essential part of our warfighting doctrine. It is also an extraordinarily complex series of tasks which required precise timing, proper coordination of units and more than a little good luck. One thing can be mistimed or go wrong and the entire thing will collapse under its own weight.

Oh my! Sounds like a really fun map to play on already, does it not?

So now we begin with the next map. I like simple names for my maps. Names which succinctly describe the map to me. So I guess we'll call this one - "Crossings". Later on, I intend to bundle all this up into a proper tutorial and post it here for anyone to use. I do intend to include pics of what is going on as well. See Y'all next time!
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Time for the next part of the tutorial!

Part II - Lighting

The lighting is probably the very strongest part of the A2 game engine. Done correctly, lighting on a map can make even the stock models look good. Done poorly, it will cause lag problems and make everything look washed out.

Lighting has two sources on a map. The first is the map itself. It is found in the Map Dialog panel. To access the panel press CTRL-R. To access the lighting settings, press the Ambient button in the lower left corner. This will bring up an additional panel which allows one to adjust the ambient lighting on the map. This panel is in standard RGB format and has a color bar to allow you to point and click the color you want and adjust the hue and intensity with a slider. I've never had much success with using this. I always seem to be a few shades off from what I want. Instead, I use the RGB entry just below the slider. 0 is black and 255 is white. There is a window on the panel to the left of these which shows me the color I am setting. In between the RGB settings and the window are settings for Hue, Brightness, and Intensity. These same settings are found on the Object Dialog panel for the Directional lights.

Map ambient lighting affects every object in the game equally. A lot of fan made maps make all the light settings far too bright. Too much brightness tends to mask details on the ships and stations or make them looked washed out. It also makes the screen hard to look at. I tend to turn the gamma setting down on A2 to about half of the stock setting. To me this makes the stock maps look a little more natural. Space is dark. Well, Duh! We know that already. What we may not be aware of is shadowing. Shadows and details are what give any object the appearance of depth and mass. Shadows are required to show the curves in that nacelle or station pod.

The shadowing effect in the game is the game engine lighting each individual pixel with every single screen refresh. I play A2 at a 1024 X 768 resolution. This requires the game engine to calculate the lighting for 786,432 pixels at 60Hz. That is a huge number of calculations. Even if they are rather simple ones. Make the lighting too bright or have too many things on the map simultaneously, and the game engine will lag because it cannot do the math fast enough. The limit on speed here is not the vidcard, it is the game engine. This cannot take advantage of, say, the processing power of a 4 terabyte, fusion-powered vidcard because when A1 and A2 were first made, these did not exist. It does a pretty good job of using system resources well and obviously will use the maximum it is set for when such is available. But this game engine was built in the Nineties. That is about three processor and four vidcard generations ago.

Obviously, we mappers have to help the game engine by reducing the workload on it to something within the parameters it is set for. Equally obviously the calculations for lighting pixels with little or no light are much smaller and faster for the engine to process than one where they are lit up like a World Cup football pitch. The Ambient setting for the map is where I determine how dark the shadows are. Less light means deeper shadows which extend further into view. No light at all means everything will be about the same color as the background unless the modeller of a particular ship did some very specific things to the textures and mesh which we really do not have the time to go into here. As with everything else in A2, a balance is required. I think of the two ends of this scale as performance and appearance. Slide the indicator towards one and the other one is degraded.

Alright, alright. Enough explaining, Rich! We get it. Stop talking and give us the settings already! Jeez! I use RGB settings of between 5 and 50 for the map ambient light. This means I have about 91,000 different color combinations I can use. Some will be too subtle in variation and others will just look wrong (Pastel pink, anyone?)on the map. The useable number here is about half of the total. My "baseline" setting is to type "40" into each of the settings windows. I know I am gong to come back and adjust this later on, so for now these work. They will give me enough light to form shadows so I can determine from what direction and how much I want the directional lights to shine on objects on the map.


Directional Lighting is where the money is. If ambient lighting lights everything equally, then directional lighting hits the pixels in specific ways and colors to really show off a good model very well. However, just as with ambient lighting, too much of a good thing will create uneccessary lag because the game engine has too many calculations to perfrom in too short a time frame. Directional lighting works best with paired lights. One is the light generator and the other is the shadow generator. With map ambient lighting and two directional lights, any map can be lit in a way which appears natural and pleasing to the eye. Even with colors which are far outside our natural comfort zone. None of us has even actually been in a star system which has a red dwarf star as its primary light source. All we can do is guess based upon our own experiences here under the light of a G1 type star. There is no reason these should be uneducated guesses, however. Take a look around you and then try to imagine the light and shadows shifted towards the red end of the spectrum. See? Not as complicated as you thought, was it?

Directional lights are just that. Directional. They are used on a map to simulate a primary light source which is just off the map and out of view. If you've installed Yacuzza's Midnight Universe, you can set the directional lighting so it appears to be coming from one of the beautifully done suns he included. This adds a realism to the map which is nearly impossible to duplicate with just the stock terrain types and object tile sets. I have lost games to an AI set on Easy because I was far too busy ooogling the eye candy such a set up creates and not busy enough being a proper Admiral.

Using any more than two directional lights is can possibly cause lag and is not recommended. If you ideas for the map call for more than this and it does not work right without more directional lights, then do what you have to. But if you can find a way to cut these back to just the two, your players will be greatly appreciative. Directional lights have a Properties Window just as the Ambient lighting does. Since they are map objects they all the properties a ship or station should. They are not visible or accessible during play. The settings we are concerned with here are Roll, Pitch, and Yaw.

Roll rotates the light around the longitudinal axis of the object. It has a range of from 180 degrees to minus 180 degrees. I have spent considerable time trying to determine if this has any effect on anything. I do not believe it does so. Whenever I am placing a directional light, I open the properties window and set this to "0.0" to ensure if it does some effect I am unaware of, this will not interfere with anything I am trying to accomplish.

Pitch determines how far up or down the light tilts. I think of the grid as a tabletop or terrain board set(I play a lot of miniatures as well) and this makes it easy for me to think about how much or little of an angle I want. If you've downloaded any of the maps I've previously released, you may have noticed some of them have names like "Dawn's Early" or "High Noon". This was me tinkering with the pitch to see how accurately I could recreate in A2 the way our sun lights things in the real world. The settting range on this is also from 180 degrees to minus 180 degrees. I try to use a setting of between 12 and 35 degrees with 22.5 being the one I use the most often.

Yaw determines the lateral facing of the light. 0.0 is the top of the monitor screen and 180.0 is the bottom. Negative values face the light towards the left. Positive values make it face the right side. These can be anything you want although I set both lights to the same facing. This looks similar to what we've viewed in the films and the series. Since most 2D representations of a map assume the lighting comes from the Northeast a setting of negative 135 degrees here will suffice for now. Do not be afraid to experiment with these settings. When setting up the lights to get the effects you want, nothing changes on the map until you press CTRL-S. If you make a mistake, simply close the Editor and then reopen it to restore the previous settings. Once you get the setting as you like them, Press CTRL-S immediately to save your work.

I know I promised pictures and I will place some here when we actually start making the map. But for now, I want to get all of the background work completed. If I explain everything about how we do something, then the why will be a lot more understandable when we get to it.

See Y'all next time!
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Here are the pics which show the functions explained in the previous posting.
MapDialog.jpg
MapAmbientLight.jpg
DirectionalLightPositionalSettings.jpg
DirectionalLightColorSettings.jpg
ObjectLightingTest.jpg
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Part III Terrain, Resources, and Object Placement

This is the part where we start to get into the meat of the subject. Ideas and lighting are important, yes. Without an idea there will be no map at all. Without good lighting, the best map in the world will look poorly done. But good lighting and a great idea will not save a poorly done map from itself. And a great many maps are poorly done. Either too many objects or too many objects placed too closely together in a space which is too small for them. Random items which become a centerpiece rather than a sideshow. Maps which have flaws which cause the game to crash. For whatever reason, all these and many more things make a great idea and turn it into a mediocre map which is played once and then deleted.

I have some guidelines I try to follow whenever I start on this part of map making. They are not ironclad rules which must be followed. But whenever I do choose to ignore them, I try to have a very good reason for doing so. I find when I ignore these on a whim, the map does not turn out quite as good as I intended. I view PC and console games as stories. Stories where the player does not just read about what goes on, he/she is an active participant and his/her actions can influence the outcome. The best games are those which tell compelling stories which we return to again and again. Even when we are already sure of how it will turn out.

The rules are simple and easy to follow. Here they are:

1) Plan your work. Work your plan.
2) Model for effect. It is not neccessary to fill a map with nebulae when with the right placement of a few, you can make the player feel as if the map is filled with nebulae.
3) Resources should be something to be contested for, not given away just for showing up
4) "Balance" and "Equal" do NOT mean the same thing. Just because one player starts with a Class M planet nearby, does not mean every other player has to as well.
5) Don't be afraid to try out something new. "Conventional" means someone else has already done a map just like this one and theirs will probably be better.
6) Play test! Play test! Play test! No matter what you do, players will find ways to use your map in ways you did not anticipate or expect. Unless you playtest.
7) Have fun! This is a game, for goodness sakes! If it is not fun for you why are you tasking yourself with it?

Terrain types in A2 are simplicity itself. Nebulae can damage and slow ships and channel movement. Asteroid fields and planets can also channel movement. What is more they can block movement. Wormholes are the expressways of the A2 world. A ship can be on the other side of the map in an eyeblink. Various combinations of these terrain types can do other things to a map which we will discuss further on.

The chief problem with terrain placement on a map is looking at all that empty space, one feels the urge to put something there. Think about your home for a second. Would you really enjoy living there if every cubic centimeter had an object of some type in it? Of course not. The space used by the pathways and to allow room for doors and such to open is an object as well. Without that space placed right where it is, the other objects around it cannot function as intended. Could you open and use the front door with your computer desk placed hard up against it? Nope. But people do exactly this same thing all the time with an A2 map. Clutter is clutter. When placing objects onto a map you are making when you get to the point where "just one more___" would make it perfect, stop! Less is more, when it is placed correctly. Space is needed for the players to build bases and have room to maneuver fleets. Poorly placed or over utilized space will not allow these things.

And then there is the AI to consider. A good rule of thumb is the AI will need about three times the space a Human player does. This is to avoid pathing and construction problems for the AI during the game. This space must also be properly placed so the AI can get to and use resources to provide an effective challenge to the Human player. Having half the map between the AI and the dilithium moon you've placed there for it to use is not good map making. I tend to tilt the table towards the AI a little bit in my maps. A good Human player can adapt their playing style quickly to almost any situation. The AI has to do what it is told to do. If the terrain and instructions conflict, the AI will do nothing at all.

Have a reason for placing an object. A good one. "Because it looks cool there!" is not a good reason. Look around the area you live in. Every single thing there is placed where it is for a reason. The reason may be obscure to you, but it will be very obvious to the person who put it there. None of them are placed because, "It looks cool right there!". Resources are especially vulnerable to this tendency. Every player wants two Infinite dilithium moons, four planets, and about a dozen or so Latinum nebulae placed within one grid square of their start location. This is because players want to build enourmous numbers of ships, hurl them into massed combat, and replace the hundreds which are eliminated instantaneously without the bother of going out and tracking down more resources to support their over sized fleet which is composed entirely of battleships. I am not trying to be negative here. I am pointing out something which happens far more than it should. I have a map done by someone which has nearly fifty latinum nebulae on it. Oh, one more thing. Player do not want their opponents to have any resources at all. And if they are playing against the AI, they are outraged at how unfair your map is because the AI harvested just enough resources to build two scouts.

Something which can help enormously in placing things is a sketch map. It does not have to be anything fancy or overly complicated. It will help you when it comes time to adjust things on the map to make it a little more enjoyable. Another thing which will help out is using an actual map from another game. Especially one which you are very familiar with. In effect, you will be importing a map into A2. Just like some people do with ships.

Part IV - Balance, Bug Hunting, and Play Testing

Balance is one of the most abused words in the gamer's lexicon. Balance is supposed to mean all players have an equal chance of being successful, provided they do not do something stupid. What most people want it to mean is, "I have all the resources and the cool ships and you have just enough of both to provide me with an interesting target array which is great fun to shoot up!" The other meaning people want balance to have is, "If all the other players have two Class M planets to start with, then I should as well!"

Balance should mean this. If Faction A has all the good planets, then Faction B should have access to more dilithium moons. While Faction C starts with about half of what each of the other two start with. All three players will have an equal chance of winning. All three will have to work for the chance as well. If a player has never had to trade heavily before to acquire more metal, then here one can make him do so. If a player is accustomed to having wormholes all over the place which allows him/her to effortlessly zip from one corner of the map to the other, then he/she should have limited resources which make him/her do so. A good rule of thumb to apply here is this: One cannot have cake and eat it as well.

There will be times when it may be neccessary to balance a map differently from the way you are accustomed to doing so. A five player map with Player Five stuck in the middle practically demands he/she have access to some things the others do not right from the start. The other players will be attempting to secure a central position which he/she now occupies. This means Player Five will have combat on two or more fronts. Thinking about this in this manner makes it obvious that if the other four players match him/her in available resources and build space, he/she will be able to hold off one but not two or more. And they will gang up on him/her because the central position is seen as a vulnerable one from the start.

Balance does not mean at all what people want it to. And the complainers are the people you'll hear from the most when you relase your map publicly. Ah well, we knew the job was dangerous before we signed on, right? Someone somewhere will think your modest efforts are the coolest thing ever and cannot wait for you to release your next map. At least this what I am hoping for. You releasing new maps. Not much point in taking you through all this otherwise.

Bug hunting an A2 map is relatively simple to do. There are only a few faults which are obvious and always have the same results. If an error is present, the map will crash the game upon loading. One of the nicer features of A2 is the fact it is so brutally unforgiving about typing errors and object name mismatches. By far the most common fault in map making is the one where all the start points are located in the center on top of each other. If you are making a four player map and you neglected to set Players Five through Eight to "empty", this will occur. If you failed to captialize the letter "C" in the word camera when setting your start points, this will also occur.

Most of the other bugs involve object placement and pathing issues. Placing a nebula or asteroid field too close to a planet or moon ensures the AI cannot use the object in question. Remember, you have to check for the AI as well a live player. The "three times more space" rule applies here as well. Giving the AI enough room for multiple choices of pathing reduces the chance you'll have ships snared on asteroid fields throughout the map. The AI tends to use the same paths for every ship. If one ship gets hung up there, then they all will. Move the object around a little to clear the obvious path. It usually does not have to be moved very far. But after you move it, go back and playtest. If even one ship gets caught near the same place, seriously consider removing the object causing the problem. This will most often occur at the ends of asteroid fields. If you placed them with paths, all you need do is delete a few fields at either end. If you find one such occurence, there is usually another one somewhere.

Play testing is another abused word. Simply running the map through a one time exercise is not play testing. It is ensuring the map will not crash the game. Play testing means playing the map repeatedly to uncover flaws and problems. This is usually a slight problem for me because like most modders I am somewhat blind to my own faults. The best person to play test a map is someone else. Of course they are never available. If they are available, it will be on a much different schedule from yours. Still you can playtest your own maps.

Playtesting is made easier by never making assumptions. If you assume a player will not do something "because no one is that dumb!", then this is precisely the thing players will do most often A successful playtester will always check out the dumb techniques first. Not to determine if they are dumb because we already know that. To check if they can win by being dumb. There is no fun at all in watching someone do something stupid with your map and win. Worse if they know it is stupid and win they will blame your map, not themselves. You have to playtest for all of the dumb things. this is going to require more than a one time run through of the map.

The next thing you playtest for are exploits. An exploit is an unfair advantage of any type which one or more players have and the other players know nothing about. Can someone cheat their way to victory on your map? Does one start point have an unfair advantage which was unseen during construction? Are there places on the map where one player can attack another without retribution? Exploits is the nice word for cheats. A great many people apparently can no longer play any PC or console game without cheats. Especially online. There is no need to help these people by working hard in their behalf. I am not condemning cheats here. Some of them are fun and enjoyable. But I find them fun and enjoyable when everyone playing the map knows they are there or everyone playing the map can use them.

This is one of the most important parts of making a good map great, or a great map even better. It is also one of the most exasperating and time consuming parts of map making. Of all the areas where new modders err, this is by far the most common. The most common error is assuming everything is perfect fresh out of the box. Sweat the details and check your map. The end result will be well worth the time and effort.
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Well, I've sent out a preliminary version of the map to some victims...err, play testers. Yeah! That's what I meant, play testers! But I am not entirely happy with it. I have decided to go in a slightly different direction with the map. Upon looking at it, I find what I've done is a little flawed. The main idea and concepts are valid. They work, I just need to execute them a little more crisply. So I think I'll just start over from scratch and redo it. This is not the bad news you may think it is, because I can now show screenshots here of the entire work as it progresses.

The crossings themselves are done and work well. I do need to shore them up a little. I also need to adjust some things so there is an incentive for a player on one side of the map to attempt crossing to the other side. Here are some pics of the crossings.
centerford.jpg
centerfordingame.jpg
northford.jpg
southford.jpg
playerone.jpg

As a bonus, I've also reworked my Slightly Better Asteroids Mod to make the fields look a little better and not so linear. These odfs will be included in the tutorial and also with the separate release of the map.
 
F

FallenGraces

Deleted Due to Inactivity
Former MSFC Member
Looks really nice TF looking forward to downloadin these :cool:
 

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,367
Age
39
Stunning mate, keep the hard work up, it's very good and should also be very rewarding. :thumbsup:
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Went back and really looked at the Pre Release Map. Hard. I realized the things I did not execute to my satisfaction were a product of me not following my own mapping/modding rules. The asteroid fields were too many and too deep to do anything but lag the game.

"Lag is bad and must be avoided." :lol2:

So I went back and thinned them out. I also adjusted the things which game play had shown me were not working as intended.

My intention for this map was for players/teams to have enough time to place a deliberate defense at one of the crossings and maybe a hasty defense or screening force at the other two. All defensive positions start out as hasty ones and evolve into deliberate ones. The primary difference between the two is time scale. The hasty is in place right now, the deliberate is all the things we'd like to have given time.

For the offense, the players/team should have options not just to timing of the attack, but a choice of locations on where to attack. Nearby nebulas and asteroids offer terrain behind which to conceal the attack force. Players and teams can attack and force the crossings right now with what they have and hurriedly send reinforcements or they can take an extra bit of time to build a balanced force and hope they are inside the decision loop of the other side as to timing.

I also wanted time to be everyone's enemy. There are a fair few resouces available throughout the map. However, if you spend too much time harvesting, your worthy opponent is going to blow through your base with a cruiser force like a tornado through a trailer park. Excuse me, 'Mobile Home Community'. Either way, it will not be pretty, will it?

I also wanted the resouces to be placed in such a fashion as to make it worthwhile to go to the other side of the map. I did not want people crossing over just to smash the enemy with 10 mega fleets. Battles are fought for reasons. Sometimes the reasons make no sense to everyone. But this does not happen very often. Smashing the enemy's combat power is always a worthy goal. But it should not be the only goal. If I can establish a bridgehead on the opposite side of the map and start taking resources from the enemy, his combat power will be weakened without me having to engage the main body of his forces.

Waitaminnit! This is A2! What am I saying?! We like massive fleets of 200+ starships all swirling about firing madly at everything in range! Now that Boy, is A2!

This tutorial, the map, and all things related to each, wiil be an MSFC exclusive. The other two similar maps I've done recently, which are Romulan Redoubt and Klingon Glacis, are also now MSFC exclusives as well.
 
Top