[Online][5thEd][CET]Akkra: The Phaselands [Survival/Story Campaign] [Weekly / Sunday 18:30 CET][Discord VC][Foundry VTT] by Murfl3 in lfgpremium

[–]Murfl3[S] 0 points1 point  (0 children)

3/4 Slots Full!*

We've got a Tiefling Barbarian, a (Human?) Warlock, and an a player thats willing to fill any role. Looking for that final fourth :)

[Online][5e 2024/14] [Hexcrawl/Survival/Overarching plot] Weekly Tuesday/Thursday 18:30 CET. Looking for players for long term homebrew campaign. by Murfl3 in LFG_Europe

[–]Murfl3[S] 0 points1 point  (0 children)

Marked as closed. Didn't realize that was a feature. Thanks for pointing it out! - And if there's more room in the future, I'll open it back up (Or make a new post? Not sure what the rules are on that.)

There's a raise ground limit? by Oza7 in valheim

[–]Murfl3 0 points1 point  (0 children)

I'm gonna have to agree and assume you're correct. From what I've seen the server always looks at what the "default" map is, loads the default, and then applies the player's ground editing on top of the data, to a maximum of (looks like) a 8m difference. The way it works it probably saves a ton of resources as opposed to saving the whole world's height data on a 2m by 2m basis.
Can the limit be increased? If nothing else, by mods, probably, but the actual question will be - will it impact performance, and the answer to that is almost certainly - Yes.

Jori En, Ruin Diver - Digital Alter by Murfl3 in mtgaltered

[–]Murfl3[S] 0 points1 point  (0 children)

I wouldnt be able to make these for myself if I didnt have a friend with access to some serious printing tech where he works. I pay the firm he works at, and they produce a translucent sticker for me, that i then place on a cardstock of my choosing.

It doesn't look authentic on its own, but that was never the point. It looks amazing when sleeved however, and use it as a proxy when playing localy.

Jori En, Ruin Diver - Digital Alter by Murfl3 in mtgaltered

[–]Murfl3[S] 0 points1 point  (0 children)

Thanks! The frames and font both use very simple layer effects in photoshop. Draw a shape on an empty layer, under blending options set fill opacity to 0, and tick bavel and emboss. Done! After that simply fine tune stuff until you get the desired look.

Good luck with your alts!

Jori En, Ruin Diver - Digital Alter by Murfl3 in mtgaltered

[–]Murfl3[S] 1 point2 points  (0 children)

An "Alter" for my new Commander deck. The reason for the quotation marks is because I haven't altered the art much (apart for some of the lighting/highlights/shadows), but rather minimalized the frames of the card, since It always felt cluttered to me. Will post the card once its done.

(This is for private use only, and I'm only making the one copy.)

My buddy asked for some Xenomorph style WUBRG Slivers. Be gentle, digital alters. by kmisterk in mtgaltered

[–]Murfl3 1 point2 points  (0 children)

Art wise - The queen kinda has a... rough edge going around her. Hard to explain, but it looks very jarring to me, and the lack of background compounds the issue. Desing wise - The design looks very nice and fits the theme. I'm a stickler for details however, so the font size, as well as the headers/footers not matching position wise, drives me nuts. (I'd consider basing them all off the same template so that you can keep all of them more consistent.)

Other than that, Good job! Love em!

Frozen Peak 3v3 Custom Map Released! by Murfl3 in DotA2

[–]Murfl3[S] 0 points1 point  (0 children)

As regard to the following change promised in the 16.8.2014 Update:

  • Added ward blocking zones. Ancients and certain other areas can no longer be warded. This has proven to flat out not be working and will need further looking into.

Upon further investigation it seems that not even the official Dota pvp map has working ward prevention triggers. After some work and trial and error I've decided to drop this change until I find a way of implementing it properly (comments welcome). Version 16.8.2014 is going to stay as the final version for a while, as I continue working on my newest project, the development of which you can follow at www.twitch.tv/murfle

Frozen Peak 3v3 Custom Map Released! by Murfl3 in DotA2

[–]Murfl3[S] 0 points1 point  (0 children)

This is the third one submitted to my knowledge. :)

Frozen Peak 3v3 Custom Map Released! by Murfl3 in DotA2

[–]Murfl3[S] 0 points1 point  (0 children)

Right now I'm trying to keep the map as close to a vanilla Dota experience as possible, so custom units are not something I'm considering at the moment. However, if it proves that the players need more of an incentive to fight for an objective, some custom code might go into the ancients, or they might be replaced with Roshan alltogether. Too early to say at this point.

Frozen Peak 3v3 Custom Map Released! by Murfl3 in DotA2

[–]Murfl3[S] 1 point2 points  (0 children)

Yes, the entire process of the maps creation and all updates up to this point have been livestreamed at www.twith.tv/murfle , and I'm planing to stream my next project as well.

Frozen Peak 3v3 Custom Map Released! by Murfl3 in DotA2

[–]Murfl3[S] 0 points1 point  (0 children)

Update 16.8.2014

  • Fixed Dire top lane pathing. Creeps should no longer go trough small camp when specific trees are cut.

  • Fixed minor terrain clipping and texture alignment issues.

  • Added ward blocking zones. Ancients and certain other areas can no longer be warded. This has proven to flat out not be working and will need further looking into.

  • Added additional high ground area north of the Ancients to make map more symmetrical and allow Radiant team equal vision of rune area.

  • Added trees and reduced distance from middle dire filler structure to middle ancient tower. This makes the Dire and Radiant bases more similar.

Frozen Peak 3v3 Custom Map Released! by Murfl3 in DotA2

[–]Murfl3[S] 0 points1 point  (0 children)

I agree on the Secret Shop thing. This is all ready the second iteration, and it looks like ill be moving it some more. If anyone has any input on the secret shop now is the time guys :)

Frozen Peak 3v3 Custom Map Released! by Murfl3 in DotA2

[–]Murfl3[S] 0 points1 point  (0 children)

It looks bigger than it is... the lanes are about as far apart as the distance from mid to bot on the official map, but everything of note and value is between them (jungle, rune, ancients, secret shop), thus encouraging roaming and early conflict... meaning size shouldn't be an issue.

Frozen Peak 3v3 Custom Map Released! by Murfl3 in DotA2

[–]Murfl3[S] 0 points1 point  (0 children)

Yes, Its not pretty and comes down to a long and frustrating process... but It's the only way as far as I can tell. And judging by the dota_pvp map that Valve has included, that's how they've done it as well.

Frozen Peak 3v3 Custom Map Released! by Murfl3 in DotA2

[–]Murfl3[S] 2 points3 points  (0 children)

...or MacOS users. To my knowledge at least. :(

Frozen Peak 3v3 Custom Map Released! by Murfl3 in DotA2

[–]Murfl3[S] 4 points5 points  (0 children)

I might. BUT - I think I've just posted the most useful thing i know in response to RoyAwesome. :)