final attempt to fix bug failed
Volcano Inside Moved Down

it currently has a walnut flooring, I'll make it lava later tonight lol
Landscapev2.map has been added

in order to be none destructive, I rereleased the landscape under a new
map.  I'd like some opinions before I commit it over the current
landscape
additions to a possible new heightmap for the mountain area. keeping separate from main landscape.
Ur4 crashed. damn you. syncing current lv2

need new texturess pl0x
Textures and 1 model

Building model and a bunch of solo textures
Merge branch 'master' into DesignTeam
Rings Above The Mountain

Placed placeholder rings above the mountain
Terrain Overhaul 2

Change log:
Heightmaps around the mountains have been greatly adjusted.
They should now more accurately represent a mountains scaling. Max
height was taken into account throughout the process. Width distances
can't be made much greater.
The Map for the level 1 area is being adjusted to more accurately
transition from a beach into a rocky height. the boardwalk will need to
be re positioned, as well as the lighthouse.
The first primer of paint has been laid out. The world is massive and
this will need to be re updated many times before the end, as it's hard
to cover every nook and cranny. 3 of 5 intended layers were used.
Noise didn't make it into this build. Terrain Variance has proved to be
much more complex then anticipated to add to the material.
Placeholder Normal maps were used from the default engine, and will also
need to be redone. as these things finish, overall look and quality
should greatly increase.
Distance scaling to create a seamless gradient look from far away should
also be added before the end.
Level 2 edits

Adjusted city placeholders and added placeholders for mission 5.
Merge branch 'terrain' into DesignTeam
Noise layer! Still needs work but hype!

needs tweaking with bringing the textures forward, but got it done right
at the end of my time for the day! get excittedd
Level 3

Rearranged placeholders, added a few more side mission placeholders
Terrain paint coated added, TerrainMat changed

Normal maps removed from terrain, as they interfered with the intention
of the art design. noise map(s) in place, are placeholder and will
almost certainly be reworked with new tiling. a new lair of paint has
been added, representing rock, and a light coating has been added to
help simulate grass foliage throughout the island. these coatings were
very quickly added (about 2 hours) and will be cleaned up over time.
dirt layer has also been approved to stay for the time being.
For now, the island should look more pleasant, and colorful, and
slightly closer to the original intention.
Level 1,  and lots Boardwalk edits

asset placement, resizing, material editing.
More Models and Textures

Jordan and Abduls models/textures. A few small weird things didnt work
right and for some reason there are little 1KB files that get left in
the meshes folder (invisible in UE4) and I dont know why. All the models
were working though from what I could see
Merge branch 'master' into DesignTeam
Level3-cavern

Put some placeholders in the cavern, as well cage asset.
Triggers and Clouds

Added Triggers and smoke clouds to level 3, the triggers will be able to
teleport you in and out once I figure out how to do that. The smoke
clouds are only on the inside of the volcano at this time.
Randomize the texture for meshes with multiple

Set it up in the blueprint Model_BoxOfFood. Whenever the blueprint is
dragged to the stage it adds the box of food with a randomly assigned
texture. Check the blueprint because it might be possible to not run the
top half every time but I cant figure out a way to set it up as a
blueprint.