Aldura Campaign (Update 1/15)

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Re: Aldura Campaign (Update 6/13)

Post by Delta 47 »

Nice Eggman, the ship models look great!
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Re: Aldura Campaign (Update 6/13)

Post by EraOfDesann »

Those pictures are absolutely stunning. They look as though they were taken straight out of the movies.
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Re: Aldura Campaign (Update 6/13)

Post by RevanSithLord »

Ah. Flying a Jedi Starfighter through the amassing Confederacy Fleet. Sounds fun. I love the epicness of darting between two capital ships tearing into each other. *reminds self of SWCW and/or Beginning of RotS* Hmmmm... Yep.
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Re: Aldura Campaign (Update 6/13)

Post by Eggman »

Previous post:
Hidden/Spoiler:
I've spent pretty much the last two days working on this and nothing else, so I've made a fair amount of progress. With just a few more days of dedicated work on this, I may be able to get a release out before I leave for five weeks starting on the 22nd ( a week from tomorrow). The major work on this is done, so really all I need to do is polish stuff off - fix up/add flyer splines, add a few more starfighters flying around, adjust turrets so that they fire a lot, but not too much, all that kind of stuff. It's all pretty simple to do and won't take long; I'll just need to do hours on end of testing to make sure everything is in good working order before I release anything since I'll be gone for over a month and won't be able to make any quick fixes if I realize I forgot something.
Finishing touches are being put on the map. All that's left to do is to make sure things are localized in all languages and to make a few adjustments to flyer splines and turrets.

I've decided that I'm going to release only campaign mode for now. I have plans for other modes, but no time to work on them at the moment. I'm thinking that I'll release each map in the series individually, but every few maps I'll release a map pack with any necessary fixes, improvements, and additions. When this map is re-released in a pack I'll add in some other modes. As for this version, I'll upload the file within a few days.
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Re: Aldura Campaign (Update 6/18)

Post by RepSharpshooter »

This looks like a very amazing map! Good thing the release is soon.
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Re: Aldura Campaign (first map finished)

Post by Eggman »

6/18:
Hidden/Spoiler:
The map is now available for download.

Release Thread: http://www.gametoast.com/forums/viewtop ... &sk=t&sd=a
8/3

Aldura: Landfall

After being away for a good five weeks, I've finally been able to get some work done on the next map.

Story:
Republic forces have broken the CIS blockade and landed on Aldura's surface. The first wave must secure a landing zone before moving toward the main concentration of droid forces on the continent. The designated landing zone is a rural farm due to the large, open fields. Although the farm was seized by the CIS early in the occupation of the planet, its only use was as an outpost for scouting patrols, so defenses should be light.

Map Description:
Throughout the course of the battle, you will move through three different areas: a farm, a forest, and a meadow. The farm consists of two fairly large fields and several buildings. The fields have become overgrown with grass and brush due to several months of neglect. Next, you travel through a long and twisting forest path (perfect for ambushes :wink: ). Last, you arrive at a peaceful-looking meadow for the final stage of the battle.

Images:
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Re: Aldura Campaign (Update 8/3)

Post by Grev »

Thats really cool. I see you are using the Kashyyk sky. Its on a tilt, so change the tilt in the sky file to 0. Its currently on 90.
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Re: Aldura Campaign (Update 8/3)

Post by Delta 47 »

Looks cool! :P
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Re: Aldura Campaign (Update 8/3)

Post by Lord Bardar »

i just read all 8 pages, and i must say: this is the best mappack i've seen in a while. i can't wait for the whole shebang to be released. so it's gonna be a big pack right? about 7 or 8 maps?
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Re: Aldura Campaign (Update 8/3)

Post by Eggman »

Grev wrote:Thats really cool. I see you are using the Kashyyk sky. Its on a tilt, so change the tilt in the sky file to 0. Its currently on 90.
That's actually not a Kashyyyk sky; it's from the BF1 Naboo: Theed.
Lord Bardar wrote:i just read all 8 pages, and i must say: this is the best mappack i've seen in a while. i can't wait for the whole shebang to be released. so it's gonna be a big pack right? about 7 or 8 maps?
My ideal plan is for the series to have nine maps, split up into three packs (although I'm releasing each map individually as well). I might cut that down though to six or seven, given that I might be kind of busy over the next year.
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Re: Aldura Campaign (Update 8/3)

Post by Grev »

Agh! The purple clouds had me fooled! Curse you purple clouds!

Is the farm like a complex? Or is it just a small farm "thing".
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Re: Aldura Campaign (Update 8/3)

Post by EraOfDesann »

Whoa, you just made my eyes explode... :shock:
Hidden/Spoiler:
Looks beautiful and incredibly well-designed. Excellent work!
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Re: Aldura Campaign (Update 8/3)

Post by Eggman »

8/7:
Hidden/Spoiler:
[quote="Grev"]Agh! The purple clouds had me fooled! Curse you purple clouds!

Is the farm like a complex? Or is it just a small farm "thing".[/quote]

The farm consists of two fields, with some buildings in between them. There are two grain tower-like objects, a few garages, and a small house. So I wouldn't call it a complex, but it's still pretty sizable in terms of area.

I don't have any new screenshots, but the mapping work is almost done. The only real work that I have left to do in Zeroeditor is to place the rest of the trees in the background. After that, I'll start work on game modes.
8/19: Update

It's been a while since I've posted anything, but I have made some progress. I said earlier that I would work on game modes next, but after working on conquest a bit I decided that I wanted to rebuild the sides from the ground up in order to ensure that there wasn't any extra clutter in their folders and because there were some other things I wanted to fix up or change. As of now, the infantry portion of both sides is about 95% complete. I like each unit by itself, and when playing against each other in a test map with the generic setup of four cp's they balance out pretty well, with each team having an equal chance of winning. However, when looking at the side lineup as a whole on the selection screen, some of the units become pretty much useless for a human player to use, so I'll need to make sure that I give each unit something special to give the player some incentive to use it. I also did some work with the Republic vehicles, mainly turning the RTT into a hover vehicle. It still has some kinks to work out as far as animations go, but it's getting there. Here's some screens showing the noticeable changes in the sides (I'll post a full layout of the sides once they are completely finished):
Hidden/Spoiler:
The clone lieutenant and engineer now have backpack addons, courtesy of Syth:

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The clone commander has an under-barrel grenade launcher on its rifle (again, courtesy of Syth):

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I have the RTT working as a hover vehicle; I just need to figure out how to make the animations that close its doors play since they were designed to work for a flyer:

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And some screens showing off the map:
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An outer command post in conquest mode:
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Moving through the fields toward the main congregation of buildings:
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Tree placement is finished, so now there is a full forest:

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For anybody wondering what kind of lag there is due to all of the trees, they actually cause very little. When running around the fields there is some pretty noticeable lag, but it's being caused by the grass, so I'm working on cutting it down a bit. Once you move into the forest, the lag disappears entirely.

It might be a while between now and my next update since I'll be busy over the next week finishing up some work for the beginning of school, but once school gets going I should actually have a decent amount of free time for the first month or so since I'm not expecting to have a heavy work load.
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Re: Aldura Campaign (Update 8/19)

Post by woner11 »

Looks unbeleivably insane.
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Re: Aldura Campaign (Update 8/19)

Post by Sky_216 »

Looks good. Would it be okay if I could use the hovering Republic TRansport once you get it working. I was going to make one for a map I'm working on anyway, and it would save me a lot of time.
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Re: Aldura Campaign (Update 8/19)

Post by Silas »

Wowza, this looks sweet. You pulled off a complete forest very nicely. My only concern about the map is a lot of areas seem a bit too open, and the ground a bit flat. I know they're meadows and fields, but it seems a little like it going to be more of a sniper heaven map. Other than that, it looks really well done.
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Re: Aldura Campaign (Update 8/19)

Post by Taivyx »

wow this looks exactly how I had planned my first Terra Strife map, but I tried to make a too-complete forest that was way too big. This however, looks perfect, superb job :D
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Re: Aldura Campaign (Update 8/19)

Post by Delta 47 »

This looks totally awesome Eggman! Love the map setting :thumbs:
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Re: Aldura Campaign (Update 8/19)

Post by Jediguy »

I agree with everyone. This looks really cool. Maybe I missed this, but will speederbikes and other transports be included?
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Re: Aldura Campaign (Update 8/19)

Post by Eggman »

Skyhammer_216 wrote:Looks good. Would it be okay if I could use the hovering Republic Transport once you get it working. I was going to make one for a map I'm working on anyway, and it would save me a lot of time.
Since Psych0fred is the one who did all the work to get the RTT working for Battlefront and created the original .odfs, I would want to double check to make sure it's alright for me to go passing my edited version around, but other than that I don't have a problem with letting you use it. Of course, it might be a while before I figure out the animation problem, considering that I haven't had any luck finding a solution in the modding forum and I don't have the knowledge to create new animations.
Silas wrote:Wowza, this looks sweet. You pulled off a complete forest very nicely. My only concern about the map is a lot of areas seem a bit too open, and the ground a bit flat. I know they're meadows and fields, but it seems a little like it going to be more of a sniper heaven map. Other than that, it looks really well done.
The wide open spaces are part of the environment I'm trying to create, so those need to stay pretty much the way they are. However, I am considering placing some boulders in a few places in the fields to add a bit of interest and to provide some cover. Fences might be put in some places too.
Jediguy wrote:I agree with everyone. This looks really cool. Maybe I missed this, but will speederbikes and other transports be included?


Vehicles of several types will definitely be in. Conquest mode will include AATs for the CIS and IFTs for the Republic, while campaign mode will include a greater variety, such as RTTs (which a large part of the mission revolves around), possibly AT-TEs (although they won't be useable by the player), and some others for the CIS which I haven't decided on yet. Speederbikes won't be in conquest or campaign mode, but I have some ideas for other modes that might include them if I have the time.
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