howdy!
Name: Wyatt Willson aka ChaosWolf
Age: 18
Position: Map design, maker (later)
Past Projects: Neophyte here, fresh for the slaughter, and revival in your image.
Ties to 'Mechwarrior: ... everything!
Other commitments: School (highschool), and a part time job.
finally got around to this... Im currently an in progress learner for SB2, i have worked in Maya, and i know large amounts about trick to make height maps and nice terrain. Below are links to some of my in progress stuffs (most are overhead shots of maps and layouts)
im more of an idea man, but i'll be good and useful in a few weeks, more so if i get help from the current map makers.
RED PENTAGON: CLAN MAIN BASE
RED SQUARE: CLAN OUTPOST
BLUE PENTAGON: IS BASE
BLUE SQUARE: IS OUTPOST
Map 1 aka the Craig
http://i226.photobucket.com/albums/dd214/lordchaoswolf/1.jpgBackground: On the border of the Periphery the Clans first immersed. They struck savagely at any planet and decimated the local forces. On a little known planed aptly named "The Craig" a local garrison delt a major blow to clan moral as the locked down the invading Jag's for over a month. Broken terrain and pit falls made not only the garrison dangerous, but the planet as well.
Environment: Welcome to cliff and dead fall wonderland. Rough broken terrain makes movement difficult for even the most skilled of pilots, areo or otherwise. A large valley between outposts is the primary center for conflicts. Dont be surprised when you see a jump able LRM boat launching from the top of one of those mountains however. Loss of their outpost would be devastating for either side. The clans would be boxed in and forced to fight a battle against a more maneuverable opponent. The IS would hafta wade through dangerously open waters in order to reclaim their out post.
Flow: Large amounts of combat is expected on the shores and in the surrounding valley. Don't be surprised when high ground is taken, or a strike force of fast jump able 'Mechs attacks you command post. Multiple routes allows for dynamic combat that can eb and flow in many directions.
Map 2 aka Iron-sides
http://i226.photobucket.com/albums/dd214/lordchaoswolf/2.jpgBackground: Clan's love nothing more then to have Trials of Possession's. In a core ward planet, a raging battle is fought on a asteroid that is not much more than a solid chunk of iron and frozen liquids. The Clans desire the FR's rechages station, and the battle for it is to be staged on this ozone less hell hole.
Environment: Nothing much more can be said than: asteroid. Literally a frozen chunk of iron floating far orbit of the sun, this is a soldiers nightmare. No ejections without death, and no chance of surviving in a EVA suit in hot combat. Gravity is low, and thus makes flight, and missiles trick things to handle. Power amour and tanks are rare, as the nature of the environment prohibits use of them in large amounts.
Flow: The IS takes the high ground, and the Clans take the compact low ground. While the high ground may make bombardments easy, its is rugged terrain and rather difficult to traverse. The clan zone is much more maneuverable, but is open to attack from multiple directions. Expect this to be a grueling uphill battle for the clans, and a desperate holding maneuver by the IS. Areospace assets are limited (nothing other than fighters), but very dangerous as there is very little natural cover.
Map 3 aka Paradise (my favorite map so far)
http://i226.photobucket.com/albums/dd214/lordchaoswolf/3.jpgBackground: No one ever expects the Clans to make a double blind jump through uninhabited space, and no one even dreamed of them striking at a paradise planet. Expecting a easy victory, the Clans met a rude shock when they landed and were confronted by the 12th Acturian Guards. They had been on planet for R&R, but 2 days warning is more than what this front line unit needed to create a base and outpost of operations.
Environment: To be simple the islands were a paradise before the conflict. Large tropical islands dominate the map with a few scattered sandbars and chains. Miniature forests and great beaches are abound, as is deep oceans. Everything about it screams "RELAX!", until the crack of PPC fire and rumble of LRM fire tell you otherwise. Roughly Earth climate hanging bleow a yellow sun, its easy to see what this was a resort planet.
Flow: Everything from Brutal up close fights to long rage slaughter can be expected out of this map. Volts and fighters scan the waters looking for fresh blood. There is too much cover for effective attacks against land driven forces, but the open waters mean easy targets. Both sides are situated on equivalent islands, and many dangerous sandbar "roads" exist between them. Once battle lines are formed they can be broken by a rouge squad taking the initiative and flanking from an different sand bar. Its going to be bloody, and its going to be great.
Map 4 aka Blue Blood (may have seen this before)
Background: Cianos, or simply known as the "Blue Blood" planet, has gathered much in the way of fame in the recent years. As home to the Blue star Irregulars, it is almost a popular place as Outreach (the Wolfs dragoons planet). The planet gains its nickname from a dark blue star that tinges the planet in blue. Due to their recent success against the Clans, the Jade falcons have decided to land and make an example of them. Upon spotting the incoming drop ships the local militia prepares to mount a defense at their out post long enough for the Irregulars to come out in force.
Environment: The Blue star homeworld didn't get the "blue blood" nickname without reason. A low hanging Blue star drapes the map in eire shadows. It is even so intense that the red of blood is replaced with an evil blue. The map is centered on the edge of water, and consists of mostly rolling, grassy hills. Trees scattered about provide a minimal of cover in route to the major cities. In all regards if you are caught in the open on the field, your an aerojocks dream target. However the shading of blue cast by the sun provides camouflage from high flyers, and forces them to fly near the ground to identify targets. A large city sits near the militia outpost and is expected to be the larges concentration of combat, until one side or the other pushes the enemy out of it. Two other smaller cities are located to the north of the IS base and south of the Clan base. A dangerous route over the water can be taken, as it has a sand bar leading from one end to the other, but if your caught, you have no cover.
Flow:Flow Is very simple, fast and furious out in the open, and nasty short ranges in the cities. Most forces are expected to go for the city (objective or something), but some (light mechs/fast hovers) can rush north from IS base and try to go across the shallow sand bar to attack the clan base directly. Most of the terrain is relatively open, rolling hills and such, but the clan base has got a serious high ground position, but no direct routes to cities or the sand bar. Areospace assets will mostly be used to harass units in the open, and secure the sand bar (both teams). Inf are going to hafta hitch a ride because of the vast open areas with little tree cover (trees are scattered across map). Mechs and tanks are going to need to be on air watch out side of cities, and on defensive inside of cities due to harassing inf.
Map 5 aka Red Wall
http://i226.photobucket.com/albums/dd214/lordchaoswolf/5.jpgBackground: The planet of Redwall is very similar to Mars in the Sol system, with one chief difference: Hydrogen. Just below the Copper/Nickle surface, vast quantities of fusion fuel away the taker. Discovered in an uninhabited sector both IS and clans move to take it for their war efforts.
Environment: Mag-scans are useless, and cliffs are an all to common sight. temperature is about 60C ambient, and the atmosphere is 60% CO2. When not watching where he is headed a 'Mech jock is likely to stumble upon a hydrogen vent or bubble, causing excess damage to his 'Mech. The only reason there are people even on this planet is those dangerous pockets, and its going to cost alot of lives to keep them.
Flow: The map consists of several bottle necks, and grueling open plains. The terrain is rugged enough that Areospace is going to have issues making attack runs, but not crowded enough to make them a poor choice of combat vehicles. Expect hardened heavy equipment at the bottlenecks and fast runners for flanking and sniping maneuvers.
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well thats all i have got for now... im currently in progress on the Paradise map, and would love to be of assistance, or just given pointers from you guys. leme know ok?
[EDIT] ok now then... terrain,textures,roads,bridges,vegetation, i now have a strong grasp of (as far as i can tell). still trying to figure out clouds, and nice buildings other than the junky prefabs....