I recently completed the Terrain Overhaul, and it was requested by several players that I do a Before and After comparison so they would have a better reference of what was changed. Balaad was transformed into a full-blown military fortress, making the area more thematically appropriate and opening up the location to allow new strategies. Its artillery cannons are used to support neighboring AOs, and it features a vehicle bay at the front of the fortress for deploying mechanized support. Thalim became significantly less crowded, featuring a more realistic layout and proportion. Windsor was moved here to preside over the civilian population and keep an eye on the defenses maintained by the local Police Force. The stairwells on the various buildings are custom-built and allow the players to take to the rooftops with ease. Kurin was absorbed into the new Thalim as a residential area, mostly featuring apartment complexes and additional defensive walls to help protect Thalim's eastern side. The cave that used to reside there was moved elsewhere, as it seemed a bit silly to have a cave that was known to have infested inside of it be in a cliffside that supported a residential area. Gusilani (or "Fort Hick" as some have called it) might be the most drastic change, as it went from a mostly featureless hamlet to a miniature fortress built out of mobile homes and whatever materials the residents could scavenge or steal. It may also be the most technically impressive location of the overhaul, as the walls are almost entirely custom work that feature very few natural terrain cells. The Mayor's Abode (Previously Windsor's Abode) was made into a major callback to UA3. Since Windsor was moved to Thalim, I decided to revert the Abode to its layout from the previous installment in the series, then destroy and vandalize it to give it more personality. Much of the graffiti are made of re-purposed ground decals, none of which were ever meant to be applied to walls. The Airport (previously the Heliport) was converted into... well, an Airport. The addition of the taxiway and runway opens up story opportunities for fixed-wing aircraft to be featured, along with making the whole area more realistically laid out. The Radio Tower was given a more militaristic feel to tie it into Balaad's new aesthetic and to make it easier to navigate. The Supply Depot (previously Mining Hill) was changed for two major thematic reasons. First of all, it's rather dangerous to be undertaking large-scale mining operations during the Zombie Apocalypse. Secondly, it makes sense that the Balaad Military Base would have an off-site ammo dump. With these two reasons combined, the Supply Depot came into existence. The Motor Pool was simplified and made into a very "risk vs reward" kind of area. With only one way in or out, the Motor Pool is an incredibly powerful defensive position, but players have no escape if they get overrun. Additionally, it houses two of the Generators used in the side mission of the same name, making it significantly harder to complete solo. The Research Facility was compressed into two buildings to give the players access to more of the map's playable area and to add an additional touch of realism via the Hospital. The Swamp was overhauled to more closely resemble an actual swamp. In addition to looking the part, non-Massive units moving through the Swamp's water will receive a Movement Speed penalty and player characters will be unable to use Jump. The Highlands were transformed into a husk of their former selves as a nod to the setting's ongoing Zombie Apocalypse. However, whether the Highlands were destroyed in an attack by the Infested or if the military employed Scorched Earth tactics to prevent civilians from living outside of fortified areas is ambiguous. The Civilians that used to spawn in the Highlands were moved to the Radio Tower and the Airport, to give both locations more of an "attended" feel. The River got updated water, a new rock arch, and vastly improved terrain scaling. It's also no longer a pathing nightmare, which is nice. The RA Outpost was bombed out after being thoroughly ransacked by the military. Most of the Gusilani residents took the opportunity to use the remaining shell as a trash heap, while at least one enterprising individual uses it as a quiet place to have a beer or two. The Outer RA Facility was demolished by a combination of T1 rampages and military action. After things settled down, the military picked through the debris and then swept the remaining rubble into the corners, increasing the casually accessible area of the map by a significant margin. The Inner RA Facility lives on through sheer audacity and guile, being built in the ruins of the former facility after it had been nearly obliterated and searched. It features an Engineering Bay, Firing Range, Surgical Arena, a Specimen Observation room, and a Combat Development lab to improve upon their Enhanced Soldier projects. In addition to those Location-Specific changes, the terrain received many overall adjustments that cannot be easily detailed with a handful of pictures: As you may have noticed in looking at the other albums, the palette shifted significantly - what was previously yellow with hints of green became green with hints of yellow, which (in my opinion) made the map much easier on the eyes. On top of the palette shift, all of the trees and rocks were replaced with more climate appropriate and/or aesthetically pleasing versions. Every single location received custom hand-painted pathing to increase map performance (via reduced pathing complexity) and decrease load times (via cutting down on the unique pathing footprints needed to initialize the game). Ideally, this should also prevent things like items or units spawning where they shouldn't. The map's various Roads were cleaned up, reducing the amount of Road needed for various locations and eliminating overlap (which could cause graphical glitches). The bodies of water were overhauled to provide a more unique aesthetic for each - the River cutting through the map became clearer and flowed faster, the Swamp near Gusilani became darker and murkier, and the Ocean in the upper left turned a deeper blue. Light-emitting and particle-emitting objects were culled, resulting in a major performance increase for lower-end machines.