Klutz's Map Emporium

@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.
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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.
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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!

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

Newest map: luminary.png

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

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!

@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.

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)
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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?