New map
Forlorn Fjords
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).
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.
@jip said in Klutz's Map Emporium:
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.
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.
This is an official statement that all my maps are CC-BY-NC 3.0.
What does this mean?
It means you can remix them, use them for scenarios, change them up, rip the original textures or heightmaps, and use them in your own works, as long as you give me credit (ideally in the map description) and don't make any money from them.
@captainklutz said in Klutz's Map Emporium:
This is an official statement that all my maps are CC-BY-NC 3.0.
What does this mean?
It means you can remix them, use them for scenarios, change them up, rip the original textures or heightmaps, and use them in your own works, as long as you give me credit (ideally in the map description) and don't make any money from them.
Cool, some really good looking textures/decals in your map. If I use something of your maps I'll make sure to give you the credit in the map description.
I felt the need to make a map that tries to rectify the problems with Verdanis. This is the result. The layout is inspired by the best parts of Badlands, but with various changes that I think will help improve gameplay.
A 20x20 1v1, 2v2 and 4v4 map. 20k visible (rock, wreckage) reclaim but 40k total reclaim in small rocks. Symmetric along both horizontal and vertical axes.
2v2 is bottom left vs top right (thanks Jip for suggestion).
Thank you to Grimplex and Archsimkat for putting up with my questions and providing suggestions.
Due to an internal harddrive failure, I have lost all workflows and works in progress.
Thank you to everyone for your support, there will be a delay in map production for the near future.
Commissioned by @BalanceSlave.
It's literally just a FAF interpretation of Corvana Chasm from Supreme Commander 2.
A 20x20 1v1, 2v2 and 4v4 map. Limited but useful reclaim in the form of Cybran wrecks. You are unable to send units across, land units on, or build on the lava. This is the closest I could get to recreating the gameplay of the original Corvana Chasm without having to resort to clientside mods or cliffs that could break air pathing. Decals are present but incomplete.
The original 3v3 map, for reference:
Asymmetric, adaptive map with a lot of spawns, designed to for games against AI or with uneven teams, made with replayability in mind.
I made this 20km x 20km mixed land and navy map because I was dissatisfied with the number of 7 player Phantom maps available after playing some games with Gyle's patrons.
Features dynamic decal rendering: when zoomed in, the normal decal is hidden, so areas where structures can be placed and where units can path are more obvious (see second screenshot).
@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-v130
@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
Again, using the dynamic normal decal method stated above.
Looks amazing, great work! Can't wait for forest nothing among other amazing maps how is it coming along?
@blossomed Forest Nothing is already on the vault! It's seen quite a bit of FFA play.