THREE THINGS: I need someone who has the results (including .mul files) from Gamma's drop to get in touch with me so I can post the update. ASAP I'm putting a general call out to all map makers. I've successfully converted all previous maps to standard size formats. Now we just need to fill in the blank spots and fix the errors. All maps marked as "Work In Progress" have been placed in the WIP folder. If you are interested, contact me and I will send you the most current files. Finally, I need some test monkeys who can pound out some fast drops so I can test the reliability of the new build. I work Thursday and Friday so lets aim for Saturday. Stability Test Drop: Saturday @ 1400 EST
I can do the test drops, also have some of the mul files from our drop, those that had become observers didn't generate mul files for me.
Will be busy Sat, so I can't help with the test drops, but drop me those map files and I'll work on 'em!
Here are the mul files that I had saved from the end of the match https://www.dropbox.com/sh/j0zha1j6ilfo16t/vH2lmRbPXP
going to my uncle's b-day party tonight. thank you for the files MH. i will review them later tonight when i get back. i hope to have something posted before midnight.
I am getting sleepy from a belly full of beer and Brazilian meats. Need to push back that update until tomorrow morning. 'Night everyone. zzzZZZ
one more thing, MH: i need the "salvage".mul file from your drop. it has the damage report for Tzeetch's and Sardonic's mechs. it can be found in the "logs" folder. ==== In regards to maps... I'm simplifying map sizes to the following: 16x17 = used as templates for creating larger maps (might also be used for underwater missions) 32x34 = "small" maps for skirmishes and quicker fights 48x51 = "large" maps for missions that require more room for movement or have multiple objectives Variations such as 48x34 and 32x51 have been upsized to 48x51. The reason for this was that these variations did not contribute anything that the 48x51 sized maps couldn't satisfy. The end results is a much tighter and more organized map selection. Maps will also be organized by different biomes. The following is a working list and subject to change: Temperate standard alpine, forest, plain, swamp, and island maps may use grass or standard non-grass terrain. Jungle extensive use of grass terrain, mud, and jungle hexes different than Temperate mostly in visual aesthetic Water underwater maps due to slowness of mechs underwater, these might be limited to 16x17 sized maps (subject to change) will add a -1 heat modifier to weapons fired certain weapons will not work underwater; others will have reduced range Underground underground facilities are not uncommon in Battletech lore; expect to see these more often for assault and raid missions. will make extensive use of impassible terrain to simulate cave walls in most cases, jumpjets will be unavailable for use due to low ceilings Desert mars terrain used; extensive use of sand and/or rough no water or trees for extreme hot/dry temperature climates will add a +1 heat modifier to weapons fired Arid halfway between Temperate and Desert minimal use of trees and water standard non-grass terrain used Ice exclusively snow and ice terrain used no trees. minimal to no use of water (most water would be frozen as ice). for extreme cold temperature environments will add a -1 heat modifier to weapons fired Snow very similar to temperate with the exception of extensive use of snow for relatively comfortable colder climates that still have vegetation minimal use of ice terrain Volcanic extreme heat environment may use volcanic or lunar terrain (lunar might be easier to read hex info) no vegitation or water may add +1 or +2 heat modifier to weapons fire Lunar extreme atmospheric temperatures but with no ice or magma exclusively uses lunar terrain used for low/zero atmosphere moons or asteroids may add -1 or +1 heat modifier to weapons fired NOTE: city, mountain, or toxic environments could fall under any one of the above categories (excluding the more obvious contradictions).