First and foremost, even though I am busy in real life I am still passionate about this project and I really want to finish it. I haven't forgot about everyone involved and I will be PMing everyone involved shortly! With that, I thought I would post a status update with where I am at and where I hope to be in the semi-distant future. I will also post what features will be in this mod. Please note that at the time of this post I have not talked to anyone involved.
Status update 11/06/2013:
Basically, very little progress has been made by me. I know, don't hate me for it... However, I made some changes to the m4a1. I will post screenshots when I finish making changes. Changes to the m4a1 will include:
-an improved texture
-an improved model. I WILL include a trigger (contrary to previous post). This is also for better UV's and some added detail while still not passing 2.7k polygons.
-Much, MUCH better UV's (hence an improved model). Right now, if anyone else tried working on the texture it would be a complete DISASTER...
That's basically it. Now for the better news!
Where I hope to be/What I want to do in the near future

11/06/2013
-Once I get the m4a1 finished(for sure this time) I will go back to mapping. This way you guys can get some gameplay footage with stock (or possibly 'Nates) sides. I will probably be 75% complete on the map before I release some true gameplay footage though (and not just me running through and around buildings xD) This will hopefully be done in and around the first week in august, if not sooner.
- Create/finish/get in/ all building models. NoMatt, this means you ( I know you tried sending me your houses. Don't worry, I will be PMing you shortly and we can discuss it from there. )
- Once I have my models fully functional I will start mapping. By "functional" I mean finished with shadowvolume, lowrez, and hopefully not too cheese-y destruction. Yes you heard right, I want to add some sort of destruction to this mod. The modelling shouldn't talk that much time, so I'm guessing within the next 3-4 weeks I should have a large portion finished, provided I can work on it steadily.
- Send finished m4a1 and any weapon models from KinetosImpetus to ARCTroopaNate so he can hopefully post a side update. This will depend on where 'Nate is at.
- Talk to Cleb about his tank!! It looked phenomenal! I haven't heard anything from you about it. I hope you still have it as I could make great use of it!
And thats more or less it. In short: Finish M4a1, start mapping.
What features will be in this mod:
-A moderate degree of destruction. It won't be anything near the battlefield series and thats not what I am aiming for. I am aiming for tanks/rockets to strategically blow 1-2 holes in (possibly only certain) buildings while not looking too cheese-y. This is for realism and effect. I have also seen very few maps that have this type of feature. In fact, the only map I've seen with "destruction" is stock coruscant in the library.
-Marth and I discussed previously adding a railroad that brings reinforcements for Team 1. If Team 2 can derail the train then Team 1 does not get reinforcements. This should hopefully be implemented well. Named Team 1/2 for explanation purposes.
-Animated props. I am not 100% sure what exactly (other than the train) so I guess that can be up for discussion.
-Custom sides. I will have a realism era (meaning weapons do a lot more damage) and then an era setup to feel more like stock swbf2.
-Hopefully I can implement smarter AI. This will require a lot of in depth mapping on my part, but I think its possible.
-Lots of new particle effects! I hope to get someone to help me with this. I have a working PE last time I checked.
-Random weather. This will be include 1) A night time blizzard 2) a day time blizzard 3) day time light snow 4) night time light snow. This is up for discussion. I want to know what you guys think the random weather should be.
-Any other cool features you guys think I should add!
That's pretty much it! I hope you guys have liked what you've seen so far! I'm feeling very ambitious now that I can spend more time on my project and I hope it will turn out great! I will be releasing the assets after the project itself is released, which is a few months down the road.