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    Electroma

    @Electroma

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    Electroma Follow

    Best posts made by Electroma

    Electroma's Mapping Factory

    Hello!

    I've been mapping for a bunch of games for a long time now. Started playing SupCom around 2010 and got into mapping for FA a tad later.

    I used to be very active in FAF around 2016-2018, just came back to the scene and I'm looking to promote my maps and mapping style.

    My goal with my Map Collection is to encourage a different approach to gameplay. Exploiting the terrain mechanics to force players into developing new styles to make matches more exciting. I believe that an RTS can have a lot of versatility with the gameplay execution depending on the mapping style.

    • Cloud Kingdom LE [1v1, 5x5km] @ FAF Vault (2.5k+ plays!)
      Current Version: 17

    Latest improvements:
    -Shading
    -Better pathing
    -Better reclaim distribution
    -Eye candy

    Based on the famous StarCraft II map Cloud Kingdom, this map was created for fast paced battles and quick matches. The tight spaces and the elevation changes make this a perfect battlefield to show off your micro skills. The short ranges require perfect timing for defensive structures to be up and running before your opponent takes advantage. Mistakes are costly. Designed for high level play.

    Screenshot 2022-02-26 115014.png
    Screenshot 2022-02-26 115055.png
    Screenshot 2022-02-26 115133.png
    Screenshot 2022-02-26 115304.png

    • Titan Fall [3v3, 10x10km] @ FAF Vault (Adaptive WIP!)

    Titan Fall has been designed with an all front battle mindset. A 3v3 map for fast action and solid teamwork. Open spaces with elevation changes. Large amounts of reclaim which players agile enough will take quick control of. You can never be safe in this battlefield, if you fall behind or a mistake happens, you will be punished by a skilled commander.

    Expected for high level play in which excellent timings and great micro prevail. Teamgames made personal.

    titan_fall.v0006_scenario_preview.jpg
    titanfall_6.png
    titanfall_7.png
    titanfall_8.png
    titanfall_9.png
    titanfall_10.png
    titanfall_11.png
    titanfall_2.png
    titanfall_3.png
    titanfall_5.png

    Thanks for checking them out!

    I'm open for playtesting, feedback and suggestions!

    This post will be updated with more maps as they are released.

    Map visuals can be updated at any time. (As my skill improves)

    posted in Mapping •
    RE: Electroma's Mapping Factory

    @saver said in Electroma's Mapping Factory:

    hey Electroma, in the map Titan Fall is one masspoint are brocken please fix this. Masspoint 55 and 56.

    Got it 🙂 it seems like it was only one of those 2 mexes. Pretty sure theres none left now. I'll push the updated version later tonight or tomorrow morning. I'm polishing a few details now.

    @thomashiatt said in Electroma's Mapping Factory:

    Waited a decade to complain about the top left ramp not having grass texture on cloud kingdom, so it is unclear that it is there. And pathfinding is not good as said previously. Hover units around the edge can be pretty abusive too.

    The hover artillery seems like a nice strat, I'm not sure if I'd classify it as abusive, but I understand why you could say that.
    About the pathing; I'm making a smoother middle map, wider ramps and less path blocking. It should be much more enjoyable once finished. And I will make sure to add grass to the top left ramp as well. 😉 just for you

    Thanks for your input.

    posted in Mapping •
    RE: Electroma's Mapping Factory

    CLOUD KINGDOM LE v14

    Updated Cloud Kingdom to v14, hopefully ready for ladder!

    -Improved heavily textures and overall eye candy
    -Added heightmap shading
    -Pathing fixed (No more stuck acus, engies, or armies)
    -Optimized AI markers
    -Fixed Four Corners load bug
    -Added 2 more mexes to each side near contested positions (hard to defend)
    -Better reclaim distribution and more availability

    [UPDATED PICS]
    Screenshot 2022-02-25 004350.png Screenshot 2022-02-25 004531.png

    [OLD PICS]
    Screenshot 2022-02-23 234634.png

    posted in Mapping •

    Latest posts made by Electroma

    RE: Electroma's Mapping Factory

    CLOUD KINGDOM LE v14

    Updated Cloud Kingdom to v14, hopefully ready for ladder!

    -Improved heavily textures and overall eye candy
    -Added heightmap shading
    -Pathing fixed (No more stuck acus, engies, or armies)
    -Optimized AI markers
    -Fixed Four Corners load bug
    -Added 2 more mexes to each side near contested positions (hard to defend)
    -Better reclaim distribution and more availability

    [UPDATED PICS]
    Screenshot 2022-02-25 004350.png Screenshot 2022-02-25 004531.png

    [OLD PICS]
    Screenshot 2022-02-23 234634.png

    posted in Mapping •
    RE: Electroma's Mapping Factory

    @femboy said in Electroma's Mapping Factory:

    @electroma This is the best attitude to have, take feedback and try to improve on it, good job!

    Absolutely! The goal is to improve my mapping skills AND to provide high-quality material to keep a high standard in the mapping scene for FAF. I believe that, while gameplay is important, quality maps to play on are also necessary ; and without feedback I can't improve! So long as it stays as feedback and not personal attacks I think we can all be happy 🙂

    posted in Mapping •
    RE: Electroma's Mapping Factory

    @saver said in Electroma's Mapping Factory:

    hey Electroma, in the map Titan Fall is one masspoint are brocken please fix this. Masspoint 55 and 56.

    Got it 🙂 it seems like it was only one of those 2 mexes. Pretty sure theres none left now. I'll push the updated version later tonight or tomorrow morning. I'm polishing a few details now.

    @thomashiatt said in Electroma's Mapping Factory:

    Waited a decade to complain about the top left ramp not having grass texture on cloud kingdom, so it is unclear that it is there. And pathfinding is not good as said previously. Hover units around the edge can be pretty abusive too.

    The hover artillery seems like a nice strat, I'm not sure if I'd classify it as abusive, but I understand why you could say that.
    About the pathing; I'm making a smoother middle map, wider ramps and less path blocking. It should be much more enjoyable once finished. And I will make sure to add grass to the top left ramp as well. 😉 just for you

    Thanks for your input.

    posted in Mapping •
    RE: Electroma's Mapping Factory

    @ftxcommando I could see that being an issue. I contacted Morax and Jip to better suit the map for competitive play. I will say, however, that I've received mixed opinions about the terrain variation and tightness; some players seem to enjoy the close quarters and the micro-intensive environment, while others claim that it's not ideal due to the pathing. I'm still on the fence about opening the map too much. Will test further. Thanks for your input!

    @Femboy Yep! Already contacted them to make sure the maps are up to standard. There's still work to be done on both of them, but as of now they are both available to be played and tested.

    posted in Mapping •
    Electroma's Mapping Factory

    Hello!

    I've been mapping for a bunch of games for a long time now. Started playing SupCom around 2010 and got into mapping for FA a tad later.

    I used to be very active in FAF around 2016-2018, just came back to the scene and I'm looking to promote my maps and mapping style.

    My goal with my Map Collection is to encourage a different approach to gameplay. Exploiting the terrain mechanics to force players into developing new styles to make matches more exciting. I believe that an RTS can have a lot of versatility with the gameplay execution depending on the mapping style.

    • Cloud Kingdom LE [1v1, 5x5km] @ FAF Vault (2.5k+ plays!)
      Current Version: 17

    Latest improvements:
    -Shading
    -Better pathing
    -Better reclaim distribution
    -Eye candy

    Based on the famous StarCraft II map Cloud Kingdom, this map was created for fast paced battles and quick matches. The tight spaces and the elevation changes make this a perfect battlefield to show off your micro skills. The short ranges require perfect timing for defensive structures to be up and running before your opponent takes advantage. Mistakes are costly. Designed for high level play.

    Screenshot 2022-02-26 115014.png
    Screenshot 2022-02-26 115055.png
    Screenshot 2022-02-26 115133.png
    Screenshot 2022-02-26 115304.png

    • Titan Fall [3v3, 10x10km] @ FAF Vault (Adaptive WIP!)

    Titan Fall has been designed with an all front battle mindset. A 3v3 map for fast action and solid teamwork. Open spaces with elevation changes. Large amounts of reclaim which players agile enough will take quick control of. You can never be safe in this battlefield, if you fall behind or a mistake happens, you will be punished by a skilled commander.

    Expected for high level play in which excellent timings and great micro prevail. Teamgames made personal.

    titan_fall.v0006_scenario_preview.jpg
    titanfall_6.png
    titanfall_7.png
    titanfall_8.png
    titanfall_9.png
    titanfall_10.png
    titanfall_11.png
    titanfall_2.png
    titanfall_3.png
    titanfall_5.png

    Thanks for checking them out!

    I'm open for playtesting, feedback and suggestions!

    This post will be updated with more maps as they are released.

    Map visuals can be updated at any time. (As my skill improves)

    posted in Mapping •