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August Edition
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Hello [NAME],
The team of MechWarrior: Living Legends sends proud greetings with its
fourth edition of our monthly newsletter. We've been working hard to
bring you top quality game assets and are now looking forward to show
you some of the results for this month.
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1. MWLL Moving to Crysis
First, the team here at MWLL
would like to announce our move over to Crysis. There has been ongoing
talk regarding MWLL switching or "porting" all the assets over to a
new engine for the last few months and we believe we've made the best
decision for not only our fans but also for the entire team. There is
alot of reasons for this...one of the more important ones being the
overall popularity of ET:QW diminishing as well as the constant
pushing back of release dates. Right now the title will be releasing
at around the same time as other engines that are far superior in ALL
regards, namely Crysis.

There were many things we wanted
to achieve in ET:QW that are inherently not possible or very difficult
to do. One of them being achieving the true MechWarrior scale. Since
in ET:QW we are restricted to quite small maps and there really isn't
alot we can do with hulking battlemechs on such a small map sizes.
Crysis features maps up to 60KM wide and with view distances between
14km and 60km!

Being a NextGen Game, Crysis
offers us far more features for us to use to our advantage - Time of
Day Lighting, Dynamic Soft Shadows, God Rays, 3D Ocean Technology,
Motion Blur, and Fully Interactive/Destructible Environment and many
more! Also, Crysis offers a far more sophisticated SDK for us to work
with and will enable us to produce levels and assets far quicker than
what was possible in ET:QW.

To read more about MWLL porting over to Crysis,
click here
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3. Vote for "Mad Dog | Vulture"

We’ve recently constructed two different versions of the Mad
Dog/Vulture Battlemech and we need you to vote on which one deserves
its place in MWLL.
Register today to decide
the fate of which “Mad Dog | Vulture” you’d like to see in MWLL!
First Option – Classic BattleTech “Mad Dog”

Second Option – Mech Warrior 4 “Vulture”

Make your voice heard!

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4. Animations
In this month’s issue we are eager to show you a
behind the scenes look at some of our animations we are doing. The following
is a video reel of the preliminary animations of the Shadow Cat Mech Low
Poly.
Modeled by Inferno
Animation by E.T. and Hacker.
To see more Animations from MWLL,
click here
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5. Game-Modes
“Solaris” Battle Arena
This new and exciting game mode enables players to play in a gladiatorial
combat arena against other combatants ranging from duels all the way to 16
versus 16 team combat. These battles can be fought with different weight
classes ranging from battle suits only all the way to Mech on Mech fighting.
This option may be selected on the server side or set by player vote. The
exciting part is the additional Betting code that our talented Lead Coder –
Mach10 – is working on.

Since we currently do not have access to the Crysis
SDK, Mach10 has been working with LUA scripting in Farcry to create a
Betting System that will enable players to remain as an audience member and
bet on which Gladiator Combatants will win the round. This money earned
through betting will be added to your total accumulated C-bill count towards
your next combat round when you wish to purchase your equipment.

To Read more about the Solaris game mode,
click here
“Theatre of War”
The second game mode that will be present in MWLL, the player will be given
the option to pick one of two sides (Clan or Inner Sphere) like any standard
conquest game mode, how ever the map will be segmented off into 3 “Action
Zones”. These Action Zones are basically mini-maps within the “World Map”.
Upon the start of the server, both teams will battle over the “Middle Action
Zone” for dominance. To dominate an Action Zone, one team must Capture and
Hold 90% of the “Capture points” within the Zone. Once the battle is won,
both teams must fight over the next Action Zone where it would be a more
defensive position for the team that lost the first zone. The now defending
team gets the ability to respawn over at their Action Zone’s main base how
ever the now Attacking Team must find transport in order to get to the next
location (via cars, tanks, air transports, or Dropship). This travel time
(approximately 30 – 60 seconds) give the Defending team a chance to setup
some defenses to attempt to ward off the approaching foe.
The same win condition is set for this Action Zone (control of 90% of the
Control Points). If the Attacking Team wins, then the Theatre of War is over
and the Server will move onto a different Theatre. However, if the Defending
Team wins in this Action Zone, they will drive the Attacking team back to
the “Middle Action Zone” where the previous destruction has already taken
place and the battle will start a-new.
This game mode is still under the Dev only section,
but expect to see a topic made in the public section soon!
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6. Meet the Devs
In this month’s issue we would like to tell you a
little more about Corey “Inferno” Trick.
Hey
there everyone. My name is Corey Trick (aka Inferno). I am 22 years old
and live in Minnesota. I am one of the mech modelers on the Living Legends’
team. Currently, I am working on the low-poly and high-poly, game-ready versions of the
Mechs.
As for
my modding experience, aside from just using in-game editors, I really have
none. I came to the mod team as an animation student researching for my
senior project. I saw that Living Legends was accepting help from the
community, and I promptly offered my services. I came into the project
really not knowing what to expect, but was quickly brought up-to-speed and
thrown into assignments. The experience has not only helped me greatly for
my film, but has given me tremendous satisfaction by seeing my works out in
the community. I am very excited to give something back to a community that
I have been a part of for many years and I hope you all enjoy the mod. See
you on the battlefield.
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7. Join the Team!
We are always
accepting applications to join the team. If you have the desire and drive to
make a next-gen MechWarrior game then this is DEFIANTLY the place to be.
Everyone needs to start somewhere and as long as you have the desire to
learn and enjoy working with others to achieve a common goal then you would
fit in just fine.
You do NOT need to join the team full time to be considered for any
position this mod is made by a community for the community so as far as
commitment goes all we ask is that if you say you'll do something just do
it. In addition, we all have lives outside of the internet and we all do
this for fun, so as long as whatever time you choose to commit is spent
doing something you enjoy then we will be happy to have you on the team.
We thank all applicants that apply, however we are no longer accepting
applicants who do not have the basic skills for the fields they wish to
apply for.
Examples (Applicants must have the following skills for the
positions below):
Texture Artists - UVW Mapping, Basic Photoshop skills, Familiarity
with Normal Mapping
Animators - Rig/Skin models, use IK/FK systems
Modelers - Lowpoly modeling skills (4 - 10,000 triangles), Ability to
follow concept art references, Preferable Highpoly modeling skills (10k+
triangles) but not required
Level Designers - Height Mapping experience, Prior experience using
other game editors, Basic understanding of Level Design Theory
Coders - Experience Compiling using visual studio, Prior experience
with other programming languages, Previous experience compiling and running
script languages in other Game Engines.
To read more about opportunities at MWLL,
click here
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As always, we appreciate your
feedback to our models, to the concept art, the work in progress, this
newsletter and any other input you want to give.
Should you now feel motivated to contribute to this mod, head over to
our website and introduce yourself on the forums.
Best wishes,
The team of
MechWarrior: Living Legends

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