version 0.6
Changes:
added SOUNDS! over 200 ambient and global sound areas
added global and local dynamic temperatures
added many many many fish
added more base structures and detailing
added a special single-cycle trackview animation to give the feel of an invasion
added lights!
added decals
time-of-day starts at midnight
tweaked TOD settings
improved height and texture maps
CPs don't disappear when captured
two outposts have factories that can build vehicles, but not mechs
palm trees are now destructible (most of them)
fixed broken capture zones
fixed broken factories and turrets
lowered underwater fog
lowered nightime fog
removed some clouds and tweaked settings
reduced global gravity - should be about 6.2 m/s^2
plus - probably some stuff I forgot to mention
version 0.5.5
Changes
longer day/night cycle
added clouds
added static objects (details), more wildlife
replaced procedural vegetation with normal vegetation, to eliminate the 'popping' effect
fixed buyzones
fixed broken turrets
smoothed voxels
marked capture areas
fixed repair bays
plus a very special easter egg - a preview of whats to come! If you can find it...
version .5.2: quick fix:
More sandbars added
forbiddenarea now marked on minimap
(some) destructible trees
day/night cycle fixed (I hope)
version .5.1: Balancing issues have been changed:
Changes:
AA/repair outposts have been added. These are worth 0 tickets!
ForbiddenArea has been added
Shallow areas and sandbars have been added.
This is a Terrain Control map called Paradise Lost! TC Paradise Lost is at 0.6 and is now in its beta stages. This is a very large map designed for large scale team play. Bases and control points are on islands leaving a fair amount of fighting to be done underwater, limiting the use of heavier, slower mechs. There is only one airfield, giving whoever controls it the upper hand. There are also plenty of islands, shallows, and beaches to fight on so it wont be all underwater. This map is based on four different maps from the mechwarrior 4 mercenaries MP3.1 free release. My work here is merely an adaptation of these maps that were created for MW4. Yes, the final map will be very different from the original form, but I still used those maps as my starting point.
Download:
http://mwllmaps.com/maps/TC/TC_ParadiseLost.zipProgress as of 7/21:
Heightmap - 98% done
Textures - 99% done
Bases - 80% done
Map parameters - 90% done
Objects - 90% done
Completion - 55%?
Things to come:
seaport/docks
more base details
more wildlife (mostly fish)
more unique paths (sandbars, caves, etc.)
Things to come even later:
Dropship
Initial VTOL capabilities (may be limited)
And even later:
Fully destructible vegetation!
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