maybe i should make a quick tutorial
Klutz's Map Emporium
@CaptainKlutz if you want to make any mapping videos let me know and possibly get them linked to the FAF youtube or can upload them with credit to you ?
"The needs of the many outweigh the needs of the few" - Spock
Want to post it here now I've been asked about it a couple of times- I am open to the idea of commissions. A 10x10 map for me takes anywhere between 8-16 hours from start to finish, and if we go for a generous €10/hour, that works out to easily over a hundred for a 10x10 map. However, this assumes I'm doing it from scratch. It would depend on each case, but I'm willing to discount if given clear directions and sketches. Or, I might just like the idea so much that I'll do it for free, like I did with Astral Craters and Forest Nothing.
In any case, I like hearing ideas, so don't hesitate to talk to me about any you might have.
I also won't stop making maps for free. The inspiration just comes and goes, and now the leaves have fallen from the trees I'm lacking it. But seeing as I have 3 maps in the matchmaking pools right now, I expect replays on those will be nice to watch. Thanks to everyone who's been staying tuned and continues to help and encourage me. I wouldn't be able to be where I am without you.
Mangrove Delta and Frozen Firefight are some of my favorite maps in the TMM map pool. Thanks for making these awesome creations!
My only tiny suggestion of improvement: I find it often hard to read which parts of the map are passable, and which ones aren't (I hate Adaptive Moon for this reason). Frozen Firefight suffers a similar issue with a hill-like looking texture on one of the islands. It can be seen in the top left of this image:
To me, this visually looks like a mountain, particularly when only glossed over from a top-down perspective in the heat of a hectic battle. It doesn't help that the actual mountains on this map have the same color theme as this spot. However, contrary to the visual communication, this area is transversable by units. I think I'm not the only one who is confused, as I observe many players circumventing/avoiding this spot with their raids.
Maybe the communication could be improved by making it a wind-blown snow hill texture instead? Or alternatively, make it a proper mountain.
@xayo you will hopefully be happy to hear that after feedback from you, Morax, and the rest of the matchmaker team, I've changed the lighting and one of the textures on Frozen Firefight to better represent the pathability of the terrain.
February 2022 update
Commissioned by Dragun. A remix of the SCTA map, Trout Farm. 10x10 hyper reclaim FFA or 1v1.
Based on Dune. Fight over the city of Arrakeen to secure the spice fields. 10x10 hyper reclaim teamgame map (up to 6v6).
Based on Dune. The rugged highlands of Caladan form towering cliffs where they meet the sea. 20x20 teamgame (up to 6v6) or FFA map.
Commissioned by Yudi. The salty volcanic spring waters keep the twisted isles thawed. 20x20 naval 2v2.
The sequel to Floralis. 15x15 teamgame map (up to 4v4).
And now for something a little different for those who want a little glimpse into what goes into these maps:
A remix of Canis River. Theme idea by Blackyps. Fight over the thawing Sirenukall River, using its ice dams and rugged mountains to your tactical advantage. 15x15 teamgame map (up to 4v4).
And now for something completely different: Racketeer Ridge, an unranked, uneven map. I've heard people ask for more maps for AI games, and this is just the start of my answer to them. You can expect more medium-effort uneven maps in the future.
Could you show the marker layout too?
A work of art is never finished, merely abandoned
Could you show the marker layout too?
Of course, here's the markers of the amphibious type. The land markers are almost identical and the air markers are just a uniform grid.
I found adding defense markers to each expansion made RngAI take them much more seriously.
Archsimkat approached me and asked if I could make a map similar to a randomly generated one.
I accepted, and this is the result.
Adaptive Pillars of Sand
A remix of a Mapgen map from replay #16736685. 15km x 15km, supports up to 6v6, all slots have adaptive mexes. ~60k reclaim.
Привет, хто может подсказать, почему физика юнитов в первом Supreme Commander реалистичнее чем чем сейчас в FAF, и как ее вернуть в FAF?
This summer, I went to the Scottish Highlands for the first time and really liked it. Using the inspiration from this journey, I was able to make this map.
A 20x20 1v1 map with the playable area of a 10x10. 19k visible (rock, tree group) reclaim but 30k total reclaim in trees etc.
Civilians are not invincible.