I have a second map out now... if any of you are interested. It's at
www.DeathDealerMercenaries.com/downloads/SA_Desolation.zip . It is awesome... you guys should get MWLL so you can check it out. I'll try to get some screenshots of it as soon as some servers get it running.
For now here are some peaceful shots of the empty map.
This is a big ruined bridge with a bypass road that goes over the top of a big ice cave. The main areas of the map are a multi-level battlefield with mining trenches deep enough to hide the heaviest mechs, as well as bridges and huge pipelines that can be crossed by mechs. There is a lot of variety to the terrain over the map. Every type of play-style should have an area where the terrain suits it. You just have to choose the right area for the tactic, and vice versa. The map is also really cold, with heat draining off at about double the normal rate. You can run masc basically unimpeded and fire small to medium energy weapons as fast as they can recharge, but weapons still generate the same initial heat so if an alpha shuts you down on a hat map, it will do the same here. You just need to hit a quick burst of coolant flush to make it through the initial spike. The map is very friendly to energy weapons.... I can't wait to take the new ovacat out on it.
The action centers around the trenches and abandoned mining complex. This little mining camp is about as close as we can currently get to city combat in MWLL.
Each team has one forward outpost, defended by a single turret and positioned to offer a good spot for extreme long-range mechs and tanks to perch. This is a truck I Frankensteine together at the radio tower on the clan side. It's made from a modern truck and the base of a crane. I think it came out looking pretty cool for the minimal amount of effort that went in to it.
This is a huge ice cave, creating a tunnel under the main bridge. The mirrored ice textures here looks really awesome on high or better settings. You can't see it from this angle, but there is a really cool blizzard blowing effect coming through the tunnel. Once you get in this far, you are a long way in either direction for a smooth spot to exit the trenches, but it's a great place to fight.
These two shots give you an idea of the scale on the trenches. They are easily wide enough to get in in a good circle of death, even in the fastest mechs.... as long as you don't lose situational awareness and slam in to the wall. Jump-jets are a super advantage in this area... but it's also great terrain for hover-tanks. They slide across the smooth ice like a greased hockey-puck.
This is from a large dome building I used for a circle of equals style arena. It's actually a dome inside a dome, with safe viewing platforms in the outer dome, and plenty of room to settle a trial of vengeance inside.
This is just a little base set between the two clan spawns.. It looks pretty awesome with the frozen layer added to the buildings.