Klutz's Map Emporium
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@blossomed Forest Nothing is already on the vault! It's seen quite a bit of FFA play.
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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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@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:
Same area zoomed in:
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).
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.
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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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@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 -
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.
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.
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.
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3 maps in as many weeks. Someone stop this man, he's out of control.
Good shit Klutz!
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@indexlibrorum If you ignore the 7 month gap in posting thanks!
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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.
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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!
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@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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Go on, have another, because you've behaved so nicely.
Carbide Canyon
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How a map looks at the beginning of prototyping (about 2 hours in)
Versus how it looks at the end of prototyping (about 4 hours of work later)
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Version 2 of Adaptive Tourmaline (still under heavy work) now on the FAF vault
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Trying to make a red desert defrosting at the end of winter, what do you think?
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@captainklutz That looks delicious!
Was it supposed to look delicious?
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Hey everyone, new survival map now on the vault based on the Survival Genesis script.
PushAndPull Survival
Push the enemies on the left and hold your position on the right. Supports 1-8 players. Mod compatible. Games last 15 minutes - 1 hour.
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@CaptainKlutz Hi, please make a version of the Dual Gap map. Why another DualGap? Newbies < 1000 can't play anything else and therefore don't go to unfamiliar ones. (Astrocrater, this is not a map XD) I wish there was a map similar to DualGap but with some new ideas...
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@nflanders Very few people play dualgap clones in any meaningful quantity, the original is timeless for a reason. There are so many dualgap maps already that it would be a waste of my time compared to the number of players it would get. Even with this in mind, I only make maps I want to make, not what I think would be popular. While it's a fine map, I personally don't enjoy the gameplay dualgap enables and don't want to create something in that vein. And finally, I think creating a very derivative work would be disrespectful to the original author. Hope you understand. Thanks