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    Klutz's Map Emporium

    Scheduled Pinned Locked Moved Mapping
    71 Posts 25 Posters 33.9k Views
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    • JipJ Offline
      Jip
      last edited by

      @Doompants You may like that one

      A work of art is never finished, merely abandoned

      1 Reply Last reply Reply Quote 1
      • maudlin27M Online
        maudlin27 @CaptainKlutz
        last edited by

        @captainklutz
        Does it only support 7 start points or could it support 14 eg 2 players on each ‘reef’, and/or adaptive settings for a different number of players?

        (Can’t load client atm to check the start position settings)

        M27AI and M28AI developer; Devlogs and more general AI development guide:
        https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
        https://forum.faforever.com/topic/5331/m28ai-devlog-v150

        CaptainKlutzC 1 Reply Last reply Reply Quote 0
        • CaptainKlutzC Offline
          CaptainKlutz @maudlin27
          last edited by

          @maudlin27 Currently there are only 7 army start points. I could update it to be compatible with adaptive settings and upload a separate Adaptive version if there's interest in that.

          While I was in the mood, I also made

          Elevenfold Island Phantom

          Again, using the dynamic normal decal method stated above.

          Overmap
          Beauty shot
          Reclaim

          1 Reply Last reply Reply Quote 1
          • BlossomedB Offline
            Blossomed
            last edited by

            Looks amazing, great work! Can't wait for forest nothing among other amazing maps ❤ how is it coming along?

            CaptainKlutzC 1 Reply Last reply Reply Quote 1
            • CaptainKlutzC Offline
              CaptainKlutz @Blossomed
              last edited by

              @blossomed Forest Nothing is already on the vault! It's seen quite a bit of FFA play.

              1 Reply Last reply Reply Quote 1
              • DoompantsD Offline
                Doompants
                last edited by Doompants

                Haha.. Jip called me out, but it's amazing how often our playgroup ends up with 7 people logged in. I'll be sure to try Seven Bay Reef next time it happens. Anyone else in the same boat, check out the 7 player version of Sung Island I did; "Seven Sons of Sung Island" 😉

                Have played Corina's Hourglass a bit too and liked it, so keep up the good work @CaptainKlutz

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                • DoompantsD Offline
                  Doompants
                  last edited by Doompants

                  @CaptainKlutz There we go! played Seven Bay Reef Phantom and had a great game.

                  No gameplay issues at all. Everything's symmetrical, no pathing issues. Cliffs are well-demarcated. Plays a little mass-rich but that's fine. All in all, good map.

                  The only issue is one of your decal settings. They seem VERY strange and I wonder if it was intentional or an error. Zoomed out, the erosion decals cast VERY strong shadows, and then as you zoom in, somewhere around 500-700, they all disappear! This is backwards from usual decal settings (where you see the decals zoomed in, but they fade out as you zoom out).

                  Decals while zoomed out:
                  014338bd-b338-49a0-a058-eb1a2767e6df-image.png

                  Same area zoomed in:
                  5253b918-1e42-4b55-9f57-e303511c7189-image.png

                  If you use the FAF editor, this can be controlled by the 'Cutoff distance' and 'Near Cutoff Distance' variables under decals. It looks like you have entered a value for 'near cutoff distance' (which you probably want to select the decal(s) and change that value to zero).

                  be139ae7-0cb9-464e-9c4c-f8eccf2fb463-image.png

                  Aside from that one jarring graphic setting, the map was great. Let me know if you want to fix this, and I'll give a good vault review when it's done.

                  CaptainKlutzC 1 Reply Last reply Reply Quote 0
                  • DoompantsD Offline
                    Doompants
                    last edited by

                    Oops. Another thing -- One of our other players noted your oceans are very shallow. He had a pair of chicken bots and the water was only waist deep, so they were able to just walk around out there firing their main guns at everything. 🙂

                    Might want to make the waters 10 or 15 units deeper out there to make it behave more like people expect.

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                    • CaptainKlutzC Offline
                      CaptainKlutz @Doompants
                      last edited by

                      @doompants The decal behaviour is mostly intentional- supposed to give an 'epic feeling' when zoomed out and seeing tons of units moving over the detailed terrain, but when zoomed in, it disappears so building large bases, pathing, putting PD on cliffs etc. is not obstructed.
                      I think what I'll do is split the decal into two with different cutoffs and reduce their intensities, so when zoomed out, it produces the current effect, and then when you zoom in, instead of disappearing, it will instead halve in intensity.
                      I'll also look into the water issue.
                      Thanks for your detailed feedback! Much appreciated

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                      • CaptainKlutzC Offline
                        CaptainKlutz
                        last edited by

                        Concordance

                        A 20x20 designed to be an alternative to Bermuda Locket in high level play. Fixes a lot of the terrain issues and RNG drops that Bermuda has while offering a different but familiar overall mapfeel.
                        d25c0744-5110-42f2-b7d5-678f298b92cb-image.png
                        1c5ec35c-38d4-447b-810d-ac0df5dd598d-image.png

                        Adaptive Fangtooth Islands

                        My entry to the Brigadier Fletcher mapping tournament. Inspired by the many flaws of my much older Mangrove Delta map and the need for a much better flowing island-based navy map for 4v4 than Point of Reach.
                        9392d9a7-032f-4126-9efb-ccfd1ff497ac-image.png
                        c546fffc-1132-4af8-89cc-b6806e40c0d4-image.png

                        Adaptive Violet Ridge

                        Inspired by a Mapgen map that Farms played on. I found the layout of the central plateau, only accessible by two ramps, very interesting, but the original map had a lot of flaws that required making a lot of adjustments.
                        c0fcc5e2-58bb-4181-9aa0-ced059b454b4-image.png
                        7252d8a6-f360-4f6f-ab6e-e418ddc36d35-image.png

                        1 Reply Last reply Reply Quote 3
                        • IndexLibrorumI Offline
                          IndexLibrorum Global Moderator
                          last edited by

                          3 maps in as many weeks. Someone stop this man, he's out of control.

                          Good shit Klutz!

                          "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

                          See all my projects:

                          CaptainKlutzC 1 Reply Last reply Reply Quote 0
                          • CaptainKlutzC Offline
                            CaptainKlutz @IndexLibrorum
                            last edited by

                            @indexlibrorum If you ignore the 7 month gap in posting 😂 thanks!

                            1 Reply Last reply Reply Quote 1
                            • CaptainKlutzC Offline
                              CaptainKlutz
                              last edited by

                              Fixed the "double suns" lighting bug on Stickleback Ridge, and reworked the spawns of Tamara Pass, as well as uploading a draft of a new 1v1 map, Jacob's Ladder.

                              c89165de-95aa-40b1-8862-de4a5a3591ff-image.png

                              1 Reply Last reply Reply Quote 0
                              • R Offline
                                Rama
                                last edited by

                                I downloaded some of your maps a long while back to test out with my mod. They were really nice maps! I see you made your maps open to being modified. Hope you don't mind if I make a few Survival versions, possibly, in the future. And hope to see more asynchronous maps! I love asynchronous maps and they work really well for survival play!

                                CaptainKlutzC 1 Reply Last reply Reply Quote 0
                                • CaptainKlutzC Offline
                                  CaptainKlutz @Rama
                                  last edited by

                                  @rama That's right! You're able to use any of my maps to create derivative works! All you have to do is credit me in the map description. And I'm glad to hear you like the asymmetric maps, I have a couple that I never finished that might be worth polishing up into a playable state.

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                                  • CaptainKlutzC Offline
                                    CaptainKlutz
                                    last edited by

                                    Go on, have another, because you've behaved so nicely.

                                    Carbide Canyon

                                    6558fb48-ad97-40ec-abd7-4ccfa42b5413-image.png
                                    162ff4e5-951b-4729-a5f0-7d539f1cc56d-image.png

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                                    • CaptainKlutzC Offline
                                      CaptainKlutz
                                      last edited by

                                      How a map looks at the beginning of prototyping (about 2 hours in)
                                      ec28ddaa-3488-41f4-a475-ea641a4e0397-image.png

                                      Versus how it looks at the end of prototyping (about 4 hours of work later)
                                      470a35cc-00cb-460e-bec0-6436368b7761-image.png

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                                      • CaptainKlutzC Offline
                                        CaptainKlutz
                                        last edited by

                                        Version 2 of Adaptive Tourmaline (still under heavy work) now on the FAF vault
                                        419f17b6-d1b7-4eae-b57e-f8ca5efd7298-image.png
                                        84877dc5-b30f-4493-a165-8bbc96bf22d8-image.png

                                        1 Reply Last reply Reply Quote 2
                                        • CaptainKlutzC Offline
                                          CaptainKlutz
                                          last edited by

                                          Trying to make a red desert defrosting at the end of winter, what do you think?
                                          80337861-4e2f-425e-8e2a-5b63cb3d4297-image.png

                                          deletethisD 1 Reply Last reply Reply Quote 1
                                          • deletethisD Offline
                                            deletethis @CaptainKlutz
                                            last edited by

                                            @captainklutz That looks delicious!

                                            Was it supposed to look delicious?

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