First, go ahead and create your map with the Map Creator. After this is finished, open your Mech4/content/textures/Maps/mymap (where my map is the name of your map) directory. In here, you will find a number of other folders named AA, AB, BA, BA, etc. Depending on the size of your map there will be more or less of them. Open the AA folder. You will find a number of TGA image files. Open the mymap_AA_0_0000.Tga with PhotoShop. As you can see, this image is a chunk of the texture you used for your map. Now change the image mode to Indexed (Image>Mode>Indexed Color). This will pop up a new dialog box. Select custom palette in the Pallet drop down menu. This will pop up a new widow with little boxed with different colors. Refer to the material_map.rtf (available on the downloads page MW4>docs) for which colors represent which sound. The first box on the upper left is color 0, the one to the right of it is color 1. Change the colors you know you will be using to something recognizable (bright red, green, blue, etc). Click ok until you are back to your image. Now click the swatches window. Select the colors you want and paint the corresponding areas on that image with the color/sound you want. Once finished painting, click save as. In the type menu select *.raw and save the image as AA.raw in some non- MW4 folder. Open explorer and find the AA.raw file. Rename this to AA.material and move it into the Mech4/content/maps/mymap directory. Now open the Mech4/content/textures/Maps/mymap/AB folder and the mymap_AB_0_0000.Tga and repeat this process until you have finished with all the TGA images. (Note: If you want only one sound, simply do this process with only the AA image. Then copy and rename the .material file so it covers all of the other files required). Once all the .materials are made, delete the mymap.dep and mymap.mw4 in the Mech4/resource/maps directory. Now all you have to do is run the map editor and open your map and resave it. Enjoy your new footfalls sounds! The material that will be associated with the terrain will be determined by the position of the color swatch you use on the table. Note: The first color will be Material type 0 Color swatch based on position equals the following material: 0 None 006666 1 GrassMaterial 006600 2 WaterMaterial 00ffff 3 ConcreteMaterial 999999 4 GreyDirtMaterial 666633 5 BrownDirtMaterial 663300 6 RockMaterial FF0000 7 DarkConcreteMaterial 333333 8 DarkGreyDirtMaterial 999900 9 DarkBrownDirtMaterial FFFF00 10 DarkRockMaterial 00FF00 11 BlacktopMaterial 000000 12 SnowMaterial FFFFFF 13 WoodMaterial 330000 14 LavaMaterial 990000 15 GlassMaterial 66CCFF 16 SteelMaterial 000066 17 UsMaterial 663399 18 ThemMaterial 660099 Materials 19 through 23 can only be used with MechWarrior4: Black Knight 19 Light Mineral Material 20 Dark Mineral Material 21 Ash Material 22 Cracked Lava Material (will cause heat to 'Mechs) 23 Open Lava Material (will cause heat as well as leg damage) Step 5: Fixing the shadows on your mission. Because you ran your terrain test mentioned above you will now have a mission in contents/missions under a directory named after your mission. For example heres the path to my Grandcanyon mission files directory. mechwarrior4\content\Missions\GrandCanyon The file we're interested in is named after your map, in my case its grandcanyon.lights and can be found in the directory listed above. My Grandcanyon map has the following lines in it. [ambient_light0000] LightType=Ambient Intensity=1.000000 Color=0.803922 0.737255 0.721569 Position=0.000000 0.000000 0.000000 Direction=0.577350 -0.577350 -0.577350 [infinite_light0001] LightType=Infinite Intensity=1.000000 Color=0.811765 0.709804 0.619608 Position=0.000000 0.000000 0.000000 Direction=0.577350 -0.577350 -0.577350 If you look at the Direction= lines, one will have all zeros and the other will have numbers similar to mine. You need to paste the one with numbers like mine over the one containing all zeros. This will fix your shadow problem.