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 11/20)

Post by GangsterJawa »

At last another update! YES!
Oh, and :eek:
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Re: Aldura Campaign (Update 11/20)

Post by Ping »

Nice space port! The port looks like a combination of Cloud City and Alderaan :thumbs:
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Re: Aldura Campaign (Update 11/20)

Post by DarthD.U.C.K. »

alderaan is build of cloud city-buildings with edited textures :wink:
Last edited by DarthD.U.C.K. on Fri Nov 21, 2008 4:50 pm, edited 1 time in total.
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Re: Aldura Campaign (Update 11/20)

Post by Eggman »

Yep, the buildings are all from the Bespin assets. Depending on the feedback, I might make a few texture changes, but as of right now I like them the way they are.

@ H_BOMB: I'm hoping to add in a bit of debris here and there. I know there are plenty of good models out there from both the assets and from modders, so I just need to go digging for them.

@ Nova Hawk: In order to see campaign mode, you need some form of updated shell, such as the 1.3 patch or the Conversion Pack (which actually includes the 1.3 patch now). Right now, Orbital Assault only has campaign mode, so in order to play that map you need the updated shell that allows campaign mode to appear in the instant action list.
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Re: Aldura Campaign (Update 11/20)

Post by Null_1138 »

Eggman wrote:(finally :P )!
Yes, a spaceport! This is gonna be an awesome urban map! One question: are there going to be catwalks above the streets, like a network?

Oh, one more thing: the sky looks a little too bright for this map, maybe slightly darkening will give it a better ambiance.

Other than that, great job on this! :bowdown:
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Re: Aldura Campaign (Update 11/20)

Post by Commander_Fett »

Wow, looks nice! Can't wait for this one.
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Re: Aldura Campaign (Update 11/20)

Post by General_Grievous_4 »

I have to say I've downloaded both your previous Aldura maps and they'll be staying in my addon folder for a long time. I agree with H_BOMB about making it look more war-torn just to add to the immersion, but I also like the bright feeling of this map. I'm confident that you'll deliver another gem.
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Re: Aldura Campaign (Update 11/20)

Post by lesovikk1 »

:eek: wow

so let me get this straight

Aldura: Landfall was once a farm then a desert now a city ok thats weird but ok i must admit i loved the farm with the landing space :yes:

but any way im downloading the beta and space map and i think you are really cool because you put updates very quickly :D

so keep up the good work coz im putting my eyes on this mod because this is one wicked mod :faint:
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Re: Aldura Campaign (Update 11/20)

Post by Nova Hawk »

I just played the Aldura: Orbital Assault tonight and I gotta say it is fun. But I think it's too short. Could you maybe expand it?

I meant to put this in the other thread, but that topic is over 30 days old.
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Re: Aldura Campaign (Update 11/20)

Post by RepSharpshooter »

It looks very nicely composed, my only qualm is that the Bespin assets may become a bit hackneyed after awhile. Not to say it looks bad though, it looks great from the pictures. I just am strongly emphasizing the importance of a new look manifested through custom models and skins :wink: I've heard from somewhere that the best art retains classical and familiar elements, yet puts a new spin on them.
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Re: Aldura Campaign (Update 11/20)

Post by Eggman »

Old post:
Hidden/Spoiler:
[quote="RepSharpshooter"]It looks very nicely composed, my only qualm is that the Bespin assets may become a bit hackneyed after awhile. Not to say it looks bad though, it looks great from the pictures. I just am strongly emphasizing the importance of a new look manifested through custom models and skins :wink: I've heard from somewhere that the best art retains classical and familiar elements, yet puts a new spin on them.[/quote]

I agree that custom models are nice, but I am by no means a modeler, and there are no existing custom models that fit the look I'm going for (besides the DMI streets, those are perfect for this :) ).Plus, for whatever reason I like using the stock assets whenever I can.

[quote="Null_1138"][quote="Eggman"](finally :P )![/quote]

Yes, a spaceport! This is gonna be an awesome urban map! One question: are there going to be catwalks above the streets, like a network?

Oh, one more thing: the sky looks a little too bright for this map, maybe slightly darkening will give it a better ambiance.

Other than that, great job on this! :bowdown:[/quote]

There won't be a network of paths above the street, but there are a couple of bridges that you'll be able to reach through teleporters for sniping.

Thanks to everyone else for the feedback. I haven't done a lot of work on this over the past few days, but I did reposition some cover objects and add in new ones to have a little more variety besides just crates.
Update

Conquest mode is pretty much finished. All I have left to do in that mode is fix up the planning for vehicles and add teleporters to give snipers access to the bridges above the street. I played through a few matches while I was testing and taking screenshots, and I have to say it was a lot of fun.

As for campaign mode, it's getting there. I mostly just need to polish up the AI behaviors and it should be ready to go.

The only other thing I can think of that needs to be fixed is all of the floating weapon icons.

Screens from conquest mode:
Hidden/Spoiler:
Droidekas and Super Battledroids can decimate Republic forces if not taken out quickly:
Image

The X-34 Landspeeder model became popular on Aldura shortly before the CIS invasion. Now abandoned speeders can be found scattered in the streets:
Image

They make for good cover, but a well-placed rocket or other explosive can destroy them:
Image

Concrete barriers may be low-tech, but they get the job done:
Image

A group of clones assaults a CIS position:
Image

Tanks provide heavy firepower for each side:
Image

Image
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Re: Aldura Campaign (Update 12/5)

Post by H_BOMB »

Sweet, those last pics with the tanks are awesome.
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Re: Aldura Campaign (Update 12/5)

Post by Sky_216 »

:eek: Wow Eggman....that's all I can say....
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Re: Aldura Campaign (Update 12/5)

Post by Nova Hawk »

Wow, that's awesome! Can't wait....
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Re: Aldura Campaign (Update 12/5)

Post by Delta-1035 »

more than awesome! i can't wait :runaway:
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Re: Aldura Campaign (Update 12/5)

Post by Darth Revan »

:eek: Wow thats awesome
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Re: Aldura Campaign (Update 12/5)

Post by Eggman »

Unfortunately, I'll have to scrap the teleporters to the bridges. I have no idea why, but any teleport node that takes units to the tops of the bridges doesn't work; the unit spawns directly below the bridge and falls to the ground, even if the node is placed 10 meters or so above the surface of the bridge model. You can teleport to any point in the map except the bridges, it seems. Snipers will just have to settle for crouching behind a crate or other form of cover at street level.
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Re: Aldura Campaign (Update 12/5)

Post by Grev »

Theres always the Bespin platform stairs.....
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Re: Aldura Campaign (Update 12/5)

Post by Eggman »

Grev wrote:Theres always the Bespin platform stairs.....
...but that would mess too much with the architecture of the map. At this point I would prefer to leave the buildings the way they are. Next time I open up ZE I'll take a look and see if I can fit something in, but it's doubtful that I'll be able to.
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Re: Aldura Campaign (Update 12/5)

Post by Maveritchell »

Don't do a direct teleport, you're probably having issues with the collision on the bottom of the bridges. Teleport straight up, then teleport down at a diagonal to your point (it's still instantaneous as long as your first teleport takes you directly into your second region). You're making two sides of a triangle instead of a straight line.
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