Added new edition of the valley map, will be in next patch. I've worked on the kaggen generator for next patch as well - it now supports caves and small (simple) ruins generated across the map. This was partly done for the reintroduction of a sandbox mode. We'll see how it plays out, I've tried to keep the amount of interruptions to gameplay minimal in the default gen configs. I agree with the people saying a lot of the maps are "too fancy".
The map still seems like it'll take 7 hours to finish. Personally I'd move all the flags to the second island, and leave the tent at the first one.
Will update tomorrow when I'm free edit: flag on second island now lower elevation on the hills less trees
Yesterday we played SnatchMark till we discovered all the bedrock. That round was marvellous, and it lasted so long (when I left the server no flags had been captured i think). The thing is that we reached to that point in which almost everything was bedrock, we only got 1 tree at base (which is ok considering the resources at tent and that tactic of wooden-door spamming to win), and there was no stone or gold left to dig. I think that maps could have like gold deposits into bedrock to find once all the terrain has been destroyed, like this sketch (just to figure): original with deposits and also some tunnels inside the bedrock block, as the mid of this map After our last catas (for flying with kegs or chickens mainly) and vehicle shops were destroyed, the attack was too ground based, and it led to a stalemate with a few possibilities to win for each team. It a lot of fun, but with catas it would have been better.