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Re: Aldura: Beachhead Beta

Posted: Thu May 15, 2008 4:08 pm
by Eggman
Bantha55 wrote:suggestions:
-make the lasers thinner
-make the homing range of the rocket launcher higher, then you are able to destroy the droid starfighters in the campaign mode.
-the campaign doesn´t take long so i think it would be cool if you make some more objectives.maybe you could add snail tanks or dwarf spiders to make it a bit harder to capture the beach base.
1. Which lasers do you mean? Anti-aircraft lasers, infantry lasers, or all of them? Either way, I can easily do that.
2. I completely overlooked that, probably because I hadn't tried using the rocket launcher to complete that objective.
3. I was thinking about including AATs in a few places during the course of the mission, so I'll make sure I implement that. I hadn't considered dwarf spiders, but now that I think about it I could see them as part of the map.

All good suggestions, thanks.

Re: Aldura: Beachhead Beta

Posted: Thu May 15, 2008 9:53 pm
by AlexSecura
This map could become very awesome Conquest Map.All in all it looks very good.you should spend more time, in looking to game layout

my Suggestions:
add more objects to the beach llike crashed ships,rocks,more cover or trenches,a little island which locates cp1.
i like the infantery laser as they are.
the campaign looks like this:
Image
could you copy the english objectives to eu/german locals.
add more passages through the rhen var buildings left and right besides the main way
set more optic to the -marketpalace-.the one statue in the middle should not stand ,it should be 2 Statues located lieing destroyed on the ground.
good map so far. :thumbs:

Image

Re: Aldura: Beachhead Beta

Posted: Fri May 16, 2008 8:45 pm
by Eggman
Yeah, localization needs to be done in the languages besides English. Spanish is the only other language I have much experience with, but that experience isn't enough to perfectly translate everything BF2 related, and there are still all the other languages, so if anybody could help with translations to any other language, I'd appreciate it.

I'd like to add more stuff to the beach, but I really have no clue what. There originally was a crashed gunship there as part of an objective, but it didn't flow well at all with the rest of the mission, so I removed it. At one point I tried the barbed wire road blocks from Squeddie's source pack, and they seemed alright, so I could use those. But something that gets in the way of details like that that I mentioned in the WIP topic is that this map is running really close to its object limit, so I need to be careful about what I put in.

The object limit is also why there's only one main street. When I was first designing the map there were other streets as well, but I had to remove them.

Nice shot, by the way.

Re: Aldura: Beachhead Beta

Posted: Fri May 16, 2008 11:23 pm
by Maveritchell
Eggman wrote:Yeah, localization needs to be done in the languages besides English. Spanish is the only other language I have much experience with, but that experience isn't enough to perfectly translate everything BF2 related, and there are still all the other languages, so if anybody could help with translations to any other language, I'd appreciate it.
You never need to translate everything - the other languages just need to have something there. The easiest thing to do is go to your common/localize folder and copy, paste, and rename the english localization file to all the other languages.

Re: Aldura: Beachhead Beta

Posted: Sat May 17, 2008 12:18 am
by EraOfDesann
Objective descriptions don't show up for me, but other than that this is a pretty good map so far. I really love the environment and detail.

Re: Aldura: Beachhead Beta

Posted: Sat May 17, 2008 5:04 pm
by Eggman
Maveritchell wrote:
Eggman wrote:Yeah, localization needs to be done in the languages besides English. Spanish is the only other language I have much experience with, but that experience isn't enough to perfectly translate everything BF2 related, and there are still all the other languages, so if anybody could help with translations to any other language, I'd appreciate it.
You never need to translate everything - the other languages just need to have something there. The easiest thing to do is go to your common/localize folder and copy, paste, and rename the english localization file to all the other languages.
Thanks, didn't know that. Do I need to do the same in common/localize/pc, or just in the main localize folder?

Re: Aldura: Beachhead Beta

Posted: Sun May 18, 2008 8:43 am
by Bantha55
Eggman wrote:
Bantha55 wrote:suggestions:
-make the lasers thinner
-make the homing range of the rocket launcher higher, then you are able to destroy the droid starfighters in the campaign mode.
-the campaign doesn´t take long so i think it would be cool if you make some more objectives.maybe you could add snail tanks or dwarf spiders to make it a bit harder to capture the beach base.
1. Which lasers do you mean? Anti-aircraft lasers, infantry lasers, or all of them? Either way, I can easily do that.
All of them.I think lasers look much more authentic when they´re thinner.

Re: Aldura: Beachhead Beta

Posted: Thu May 22, 2008 12:42 pm
by Aman/Pinguin
Eggman wrote:
Maveritchell wrote:
Eggman wrote:Yeah, localization needs to be done in the languages besides English. Spanish is the only other language I have much experience with, but that experience isn't enough to perfectly translate everything BF2 related, and there are still all the other languages, so if anybody could help with translations to any other language, I'd appreciate it.
You never need to translate everything - the other languages just need to have something there. The easiest thing to do is go to your common/localize folder and copy, paste, and rename the english localization file to all the other languages.
Thanks, didn't know that. Do I need to do the same in common/localize/pc, or just in the main localize folder?
I could do the german translation for you though.

Re: Aldura: Beachhead Beta

Posted: Thu May 22, 2008 6:04 pm
by Sky_216
Didn't get to play campaign cos no updated shell.lvl, but for conquest i have this to say:

1) Nice environment. Got a good 'just got nuked' look.
2) Love the destropyed vehicles.
3) New sides are pretty good.

Suggestions:
1) Use max fly height and boundaries to stop people getting outside, to give a better illusion that its all just part of a city, not an isolated little thing.
2) Add some stuff to the beach/shallows. Maybe some more bits of destroyed vehicles.
3) Give the CIS base right at the end some stuff to make it look a bit more base like. Shuttle of some sort maybe.
4) Please add some vehic;es/turrets to this map and maybe some auto fighters overhead.
5) Its pretty irrelevant, but the sniper rifle for rep has normal laser rather than one of your dark blue lasars.

Re: Aldura Release Thread

Posted: Fri Jun 20, 2008 11:38 am
by Eggman
Orbital Assault, the first map in the series, has been released. Look for the download link in the first post. At this moment, the only mode available is campaign, so as with the Beachhead Beta campaign mode, you'll need some form of an updated shell in order to play. I have plans for other modes that shouldn't have any requirements like that, but don't have the time to work on them right now. Please leave any feedback or questions you might have (but don't expect an answer any time soon; I'm leaving for a while in two days).

Re: Aldura Release Thread

Posted: Fri Jun 20, 2008 1:51 pm
by Bantha55
Ooooooh I love your campaign maps, they are both wonderfull!
Your Aldura:Orbital attack is really worthy to get the name space battle. It makes fun and is really realistic, unlike the normal bf2 space maps wich are really boring. And those new space ship models...Amazing!

:thumbs:

Re: Aldura Release Thread

Posted: Fri Jun 20, 2008 5:38 pm
by Maveritchell
Like your earlier map, the campaign was really simple, but it was well put-together. My opinion is that you pretty much nerfed the ability of fighters to dogfight, but that's more or less a preference issue. I can't find any faults with this map, except maybe that it's too simple. Nice work!

Re: Aldura Release Thread

Posted: Fri Jun 20, 2008 6:04 pm
by Delta 47
Sounds good I will try it out right away.

Re: Aldura Release Thread

Posted: Sat Jun 21, 2008 12:11 am
by Grev
For the space map, add another ship for the engine destroy objective. I wasn't able to destroy the engines with homing rockets.

As for the land map, you're kind of off the turret when you shoot.

Re: Aldura Release Thread

Posted: Sat Jun 21, 2008 6:25 am
by Guest
both maps are very very very good 99/100 (why only 99%, i miss assault mode for space map and because of it the ability to play as CIS and therefore the ability to take off in the droid control ship :P )

what i like so much are the new models and the concentration on dogfighting in the space map and the omaha beach MoH feeling and the need for tactics in the land map

Re: Aldura Release Thread

Posted: Sat Jun 21, 2008 11:25 am
by Eggman
Grev wrote:For the space map, add another ship for the engine destroy objective. I wasn't able to destroy the engines with homing rockets.
Do you mean that you weren't able to damage them? If so, you're probably firing at the wrong part. You need to approach from behind and hit the orange part where the thrust would be coming from. The reason for this is that the main ship model, including its engine housings, is just a prop which cannot be damaged; in order to make this objective I placed Star Destroyer engines within the engine housings on the main model.
negah wrote:both maps are very very very good 99/100 (why only 99%, i miss assault mode for space map and because of it the ability to play as CIS and therefore the ability to take off in the droid control ship :P )
The next version of this (although it won't be for a while) should include some type of assault mode and most likely something else, I'm thinking an endurance mode of some sort. Both will allow you to play as the CIS, but I haven't quite figured out how I'm going work that out, because the droid control ship is completely outside the map boundaries. I can always just place the spawn point on the outside of one of the frigates, but all of them are far enough away from the center of the map that you would die as soon as you spawned. I might end up making a separate ship layout for the other modes.

Thanks for all the feedback!

Re: Aldura Release Thread

Posted: Sat Jun 21, 2008 3:42 pm
by RevanSithLord
Eggman wrote:...should include some type of assault mode and most likely something else, I'm thinking an endurance mode of some sort...
Awesome. Btw, do those Droid Starfighters fly out of nothingness or do they come from the Lucrehulk-class cruiser in the map? I just tested it. Made me feel like I was in SWCW. lol

Pretty epic - especially with great music going on in the background in my WMP. :D

Re: Aldura Release Thread

Posted: Sat Jun 21, 2008 6:38 pm
by Eggman
RevanSithLord wrote:Btw, do those Droid Starfighters fly out of nothingness or do they come from the Lucrehulk-class cruiser in the map?
The spawn points are behind the main body of the CIS fleet, but not in the Lucrehulk, so yeah, they sort of are in the middle of space, but still removed from where the main battle will take place. One annoying problem, though, is that fighters both from the Republic and CIS will randomly appear headed straight toward you, similar to the way they would appear from the edges of the map in shipped space battles. I don't know what causes it, but I couldn't find a way to get rid of it either. So you might need to dodge the occasional fighter that appears out of nowhere. :cpu:

Re: Aldura Release Thread

Posted: Sat Jun 21, 2008 6:49 pm
by Grev
Another problem would be t he lack of hangar shield, so that the enemy shoots into the hangar, and you can just as easily jump out. Theres also one Torrent on the far right of one of the hangars that you cant get into.

Re: Aldura Release Thread

Posted: Sat Jun 21, 2008 7:23 pm
by Eggman
Grev wrote:Another problem would be t he lack of hangar shield, so that the enemy shoots into the hangar, and you can just as easily jump out. Theres also one Torrent on the far right of one of the hangars that you cant get into.
I did grapple a bit with the issue of enemy fire getting in the hangars. I didn't like it that it was possible for that to happen, but I really hate look of the shields, so I decided to leave the risk of fighters being damaged there. That's what your fusion cutter is for :P . And I really don't see any reason that being able to jump out would be a problem, since there's no point to do so in the first place. If there's enough popular demand, I can always put the shields back in, it's just a personal preference.

As for not being able to get in some of the V-19s, you're only supposed to be able to get into one of them in each hangar. The rest are self-piloted.

Edit: For everyone who runs the game in a language besides English, does the localization show up okay? It was an issue in the Beachhead map, and I want to make sure I got it right with this one.