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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Klutz's Map Emporium

    Scheduled Pinned Locked Moved Mapping
    71 Posts 25 Posters 34.0k Views
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    • CaptainKlutzC Offline
      CaptainKlutz
      last edited by

      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.

      1 Reply Last reply Reply Quote 6
      • N Offline
        No_naval_player
        last edited by

        Привет, хто может подсказать, почему физика юнитов в первом Supreme Commander реалистичнее чем чем сейчас в FAF, и как ее вернуть в FAF?

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

          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.

          Verisimilitude

          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.




          1 Reply Last reply Reply Quote 6
          • CaptainKlutzC Offline
            CaptainKlutz
            last edited by CaptainKlutz

            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.

            H-masterH 1 Reply Last reply Reply Quote 4
            • FemboyF Offline
              Femboy Promotions team
              last edited by

              Oh sorry I just had sold all your maps for 0.50$ FAF best maps DLC 😫

              FAF Website Developer

              1 Reply Last reply Reply Quote 1
              • H-masterH Offline
                H-master @CaptainKlutz
                last edited by

                @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.

                Check out my maps here:

                Madness 1 - 10

                https://forum.faforever.com/topic/480/h-master-s-maps

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

                  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.

                  Corina's Hourglass

                  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.

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

                    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.

                    1 Reply Last reply Reply Quote 3
                    • CaptainKlutzC Offline
                      CaptainKlutz
                      last edited by CaptainKlutz

                      Corellia Chasm

                      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:

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

                        Adaptive Wartorn Glens

                        Asymmetric, adaptive map with a lot of spawns, designed to for games against AI or with uneven teams, made with replayability in mind.

                        1 Reply Last reply Reply Quote 7
                        • CaptainKlutzC Offline
                          CaptainKlutz
                          last edited by

                          Seven Bay Reef Phantom

                          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).

                          Overmap
                          Zoomed in
                          Reclaim

                          maudlin27M 1 Reply Last reply Reply Quote 5
                          • 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 Offline
                              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

                                      1 Reply Last reply Reply Quote 0
                                      • 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.

                                          1 Reply Last reply Reply Quote 0
                                          • 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

                                            1 Reply Last reply Reply Quote 1
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