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 4/2)

Post by Sky_216 »

Nice job on the pick up weapons Egg. Just make sure you get rid of any possible crashes (first time I used it got a ton).
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Re: Aldura Campaign (Update 4/2)

Post by Eggman »

Skyhammer_216 wrote:Nice job on the pick up weapons Egg. Just make sure you get rid of any possible crashes (first time I used it got a ton).
I actually used your topic about that in the modding forum as a reference.

It took a bit of trial and error, but I got things working. What's strange about it is that the problem was caused by me not setting up the extra weapon slot in the unit's .odf correctly, so even the dummy weapon didn't show up at first. It took me a bit to realize that, because that's usually such a simple task I didn't think I could possibly have messed that up. :P
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Re: Aldura Campaign (Update 4/2)

Post by Nova Hawk »

Very nice, Eggman!
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Re: Aldura Campaign (Update 4/2)

Post by Eggman »

Campaign mode is nearing completion for Ambush. I made up a to-do list for myself and it's pretty short, mostly tiny little details that add on the polish.

For releasing things, I won't be releasing this map right away - I'm moving more into a map-pack format (actually, that was my intent from the beginning, but I was just releasing things as I went). It means you won't see a release for a while, but it will make the end product better, trust me.

I have four more maps planned, so look for information on them soon!
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Re: Aldura Campaign (Update 4/12)

Post by Nova Hawk »

Wow, four more? Cool.
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Re: Aldura Campaign (Update 4/12)

Post by Darth Revan »

I agree with Nova they have been very high quality so far and four more!
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Re: Aldura Campaign (Update 4/12)

Post by B-1Burt »

Ok... I kinda new to GT, when I first clicked on this topic I intended to look at the description on the first page then skip to the last. But when I saw the picture of those sepratist cruisers I knew I had to read all the way through. Can't wait for this to come out these are awesome I think campaign is what sets them apart. My diagnosis(but nothing is wrong with this map just what I think would make it better)

Mud, I think it needs mud in places to go with the grass. It would give it that ominous, impending doom(hey, old amp name!)feeling.
Reskin those clones, give them that wartorn, "got my can kicked", dirty feeling; woud probably perfect the map.
Music, kind of heavy set like LotR when Orcs are coming to kill you. :D (good times)
Fleeing clones, when the droids are approching in the campaign have a couple gunships fly over then get shot down by missles or, have clones on speeders(half blown up speeders)get really close then have artillery blow them to bits. :runaway:

I know you're almost done but if you think it needs something else, this is what I'd change. :thumbs: But hey, I not making this you are, I know what ever you do to it will be awesome!
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Re: Aldura Campaign (Update 4/12)

Post by Faceman2000 »

Almost everything you just said sounded REALLY hard.
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Re: Aldura Campaign (Update 4/12)

Post by Eggman »

Faceman2000 wrote:Almost everything you just said sounded REALLY hard.
Not really, actually.

Anyway, for B-1Burt's suggestions:
-Mud: you might not be able to see it, but around the AT-TE the terrain texture is mud, while out in the rest of the field is a grass texture. Adding a bit more certainly wouldn't hurt, though.
-Battered skins for clones: Again, not a bad idea, and one I've certainly been toying with. Only reason I have against it is file size; all the maps are using the same sides, and adding in more skins could bump up the file size a few MBs
-Music: Already planning to set up the music to fit the environment perfectly, just need to set it up
-Gunships and stuff being shot down: Not happening since it wouldn't fit the premise/story of the map

Glad to see new people are still checking this out. :) I was expecting this to just fall back a few pages while I've been working on it (speaking of which, I'm working on map #4 right now, and it's coming along okay).
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Re: Aldura Campaign (Update 4/12)

Post by Null_1138 »

Faceman2000 wrote:Almost everything you just said sounded REALLY hard.
Not really.
Hidden/Spoiler:
[quote]Mud, I think it needs mud in places to go with the grass. It would give it that ominous, impending doom(hey, old amp name!)feeling[/quote]
Add water reskinned brown, or use the Death Star water.

[quote]Reskin those clones, give them that wartorn, "got my can kicked", dirty feeling; woud probably perfect the map.[/quote]
New skins are hard at all. Just need a good editor.

[quote]Music, kind of heavy set like LotR when Orcs are coming to kill you. :D (good times) [/quote]
Not sure about this one. Depends on if he wants to go through the trouble.

[quote]Fleeing clones, when the droids are approching in the campaign[/quote]
Just needs paths / barriers.

[quote]have a couple gunships fly over then get shot down by missles or[/quote]
Possible: Have gunships paths and then fly them through a death region in the air.

[quote]have clones on speeders(half blown up speeders)get really close then have artillery blow them to bits. :runaway: [/quote]
Not sure about this one.
EDIT: Darn, Egg beat me to it :P . Well, he's got a point, with the filesize. It can't be that big, else no one could download it.
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Re: Aldura Campaign (Update 4/12)

Post by Eggman »

Posting here reminded me that some of the download links in the release thread are broken. Orbital Assault has been uploaded to GT, Landfall should still be available at the Filefront link, although I want to upload it here when I have a few minutes, maybe later tonight. I'm not bothering with Beachhead because it's obsolete, not part of the series anymore, and not up to the quality standards of my newer maps (although if anyone else feels like uploading it, go ahead).
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Re: Aldura Campaign (Update 4/12)

Post by B-1Burt »

I didn't see the mud sorry. I tried to suggest things that I knew were possible/not to awful hard i.e. the mud, the gunships ect.
Hidden/Spoiler:
This is how you'd probably go about doing that speeder thing. Spawn speeders with sabotage(like in galactic conquest), have some AI(clones)get in them and drive towards where ever you want. Modify the exp. file for those speeders and so it looks like they are hit by an artillery like blast, spin out of control ect. Then make death regions(speeders only)where you want them to die. The complete effect works like this AI spawn and get on those speeders, drive towards you while the enemy fires at them, the speeders hit the death region and explode, the clones scream, everyone cheers and it looks cool! :runaway:
But Egg has his story and I don't want him to compromise it, ever. Can't wait but don't want to pressure you, take your time so its awesome all the way through. :mrgreen:
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Re: Aldura Campaign (Update 4/12)

Post by Devastator77 »

B-1Burt wrote:Take your time so its awesome all the way through.
Agreed. This will be a truly epic campaign series from a very skilled modder.
Keep up the good work :thumbs:
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Re: Aldura Campaign (Update 4/12)

Post by Eggman »

I don't have any real updates right now, but since it looks like at least a few people have been browsing through the thread lately I might as well mention that work is moving along at a pretty good clip. I've started working on the next two maps, with the bulk of the ZE work finished on one and a good foundation for the other. I won't be posting screenshots or other updates for a while, but I'm still getting a lot done.
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Re: Aldura Campaign (Update 4/12)

Post by B-1Burt »

YAY!...
I'm done. :)
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Re: Aldura Campaign (Update 4/12)

Post by Dom380 »

this looks cool i didn't see it till now but after i read about it im going to be following this one
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Re: Aldura Campaign (Update 7/3)

Post by Eggman »

What's this? An update? Indeed it is. :)

Update

Although I've been silent for several months now, I've gotten a lot of work done. All but one map have a solid foundation; sides have been done for a while, with only minor tweaks left; scripting is farther behind, but its basic elements shouldn't take too long. Most of the time spent on scripting will be perfecting it and adding in tiny details. I don't want to give too much away since I'm releasing this all together as a mappack now, so here's a few screenshots to show off the new maps:
Hidden/Spoiler:
Image

Image

Image
I'll also direct you to my shiny new Mod DB page: http://www.moddb.com/mods/aldura-campaign

There's not a lot of information I haven't covered in this thread, but there is an updated credits list and a boatload of new screenshots. I should be posting updates in this thread more frequently, and over the next few days I'll be adding a bit more to the Mod DB page.
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Re: Aldura Campaign (Update 7/3)

Post by mswf »

Wow, looks those screenshots on moddb look cool. I really like the campaigns.
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Re: Aldura Campaign (Update 7/3)

Post by obiboba3po »

woot looks great. i like that urbanish setting (2nd screen)
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Re: Aldura Campaign (Update 7/3)

Post by B.I.G_Cookie »

Looks great. :P

The second screen is my favourtite too.
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