I have a new and last batch of maps (updated the original post with screenshots and links):
Bridgetown (1v1, 80x60) needs playtesting
Further experiments with 1v1 navy. The island in the middle has gems (connectable by 2 bridges). The idea is that players should fight for it.
Megaton Dawn (1v1, 70x70) needs playtesting
The name is inspired by Megaton from Fallout 3. The map has custom rules: there's a nuke truck in the middle. It has 10000HP. When you kill it, the whole town is destroyed and you can start mining gems from 2 mines. The rest was not touched.
Abandoned Archipelago (2v2, 96x96) needs playtesting
A simple 2v2 map for brainless games. Inspired by Sidestep, but turned out to be a Tournament Island kind of map with 4 islands. Each of those islands has gems.
Battle on the Ice (2v2, 96x96) needs playtesting
An experiment where the island players (in the middle) need to fight for the island and limited ore and escape it as soon as possible via a transport to gain control over the top of the map. The bottom players are there to support them.
Behind the Veil v3.2 (1v1, 96x95) needs playtesting
Next iteration of BtV which makes the map far more open. The map also solves the problem of walling off the main base in the beginning. I never wanted it to work like that and it always bothered me that a lot of players just wall off that entrance. Now, you can also block it off with a wall, but you need to spend some efforts to mine blocking ore first. I consider it an OK move because now you need to do something to build defence. Previously, you could defend that entrance for free, without any investments ($50 for wall is a joke).
P.S. I've spent
a lot of time making these maps (and even deleted some that are not here), but the fact that nobody plays them is discouraging for me. I had high hopes for Almost Arid, but it didn't get enough votes to be included in RAGL. I wasn't able to gather any criticism of it, so apparently the map is just not up to standards, which was my miscalculation.
Unfortunately, I'm quitting mapmaking. The time I spend on making a map is probably more or equal to the time people play the map in total and it's obvious to me that I can invest my time into something else. With SoScared pulling out of streaming I lost my channel for any kind of promotion of maps that I make, so they don't get any exposure anymore.
In any case, I would like to thank everyone who played my maps and everyone who helped me testing them by joining my server & playing games, and providing feedback! Bye-bye!