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Acezuraize: Canyons - Version 3.0 - Alpha Available Here

Posted: Tue Oct 05, 2010 5:04 pm
by Ace_Azzameen_5
Original Post:
Hidden/Spoiler:
This thread is to force me to act on releasing this thing. WIP rules are being observed. (3 days)
*edit*
By coincidence, it's been 3 years to the day since the initial release of 2.0.
I have some unfortunate news. Acezuraize Canyons v 2.1c has been canceled. I know you were all anxiously awaiting its release.
The good news is that it's changes have been merged into the upcoming Version 3.0, an alpha version (I'll try to tidy it up to BETA standards, either fixing or (temporarily?) cutting some incomplete features I will post to this WIP thread in the coming days.

Screens and Info
Version 2 WIP Thread
Version 2 Release Thread

My Xfire Videos - Spoilerificish.(It shows off some of my ambience work...)

An Egotistically Humble Narrative
I'd describe this map as possibly the most advanced cooperative campaign map and race map for Battlefront 2. The quality is not up to the exacting standards set by Maveritchell, but it's not something to laugh at.
The campaign may lack a solid game play design plan - the initial purpose, currently abandoned (for now) was to have conquest with animated spawns, and then it was to make conquest style or objective style game-play work on a map that was designed for the Race mode, and artistically and without any initial planning either. It was intended to have voice over work and new sound effects to compliment the visuals, but I haven't got sound working yet.
Since then it has become somewhat of a 'Tech Map' where I've experimented with cinematic style ambiance and effects (Cinematic perhaps being too generous, it's not very polished) and whatever modding I felt like doing, most recently I learned Blender to cut down on some of my noobish use of stock props.
This is why I am releasing this. I've spent far too many hours playing this mod, and devoted quite a bit of time working on it, for it to remain unreleased. I can't claim this to be the product of 3 years continuous effort, even by modder standards (my HD crashed ~ May 2008 and - hell, this mod even taught me how to recover a hard drive with a failed circuit board - and I didn't get the files back until summer 2009. )
It is finally time for this map to serve some purpose, so I can concentrate on my future, beginning with dedicating more time to my studies. (I'm also cutting down on gaming. Maybe If I tell the internet that I'll do it)
Now if Clone War Campaign mode is this map's imperfect crown jewel, Race Mode is it's simple yet more or less complete raison d'ĂȘtre. No AI, though - you may recall I tried to create some this spring, I put that on hold and the only fruit of that labour is a jerky 'ghost' to race against/follow. But it does have a HUD element showing you what place you are in...

Once posted, maybe I will abandon this project, knowing that maybe a few people downloaded it and got some fun out of it. Maybe if it is well received, and people post bug reports, it will help me to work quickly and effectively on it and I will post updates, but don't feel obliged to post anything, I am aware of many of the bugs and positive/constructive feedback does not guarantee further work.

A little Dark I know...
Image
A better look... Well, actually I prefer the night.
Image

Wait, why should I download this?
Did I mention that it has about every game mode, and each has working 'E/Action' key operated Elevators?
A fuller feature list maybe to come, but the old threads and vids have some info.
Oh and maybe I'll post the map.

Novahawk - I've waited 1077 days since my last release. Had I not made that 1 line post, these 200 would never have followed it.

Alpha Version Download
(alpha only because Beta's are supposed to be release candidates without known bugs/rough edges - this map is version THREE alpha, as in hundreds of hours of work over 3 years)
3.0.1
Download Here
Release Notes:
- Unofficial patch or any ingame/core.lvl mod which shows Campaign and Race mode is required
- This might not work. I've been using several mods, don't want to test on a clean install. I think I cut its dependencies on the Conversion Pack's old? republic legions, but if they are there it will use them. (rep212th.lvl, rep327th.lvl, rep146.lvl in your global SIDE folder)
- As of this post, and probably of release time, Campaign mode has some crash bugs. If you crash during 'Area 2', and you saw the large craft go boom, theres not much point in a second playthrough, 'Area 3' is currently underwhelming.
- CTF is broken: 1flag ctf is out of commission, 2 flag GCW has no vehicles which it needs, might fix later versions. So go ahead and try Race, Campaign, Hero and I enjoy GCW conquest probably because I spend so much time testing Clone Wars.

Credits
A copy-paste of my old Credits. Will check different forum posts I've been using to add help from others.
majin revan supplying odf for turret gunship, also helping with and Supplying awesome gunship fire sounds
Xwingguy-gave me transport start code animation lua stuff.
rdhzerted straighening me out with Timers and helping with luascript again and again
archer01-for supplying the code to link ambusher deaths to cis tickets.
Teancum for helping me get game modes set up
Hebes24 for helping me get game modes set up
Big Rick for giving me the proper code to get my falling boulder to, well, fall. .. on you. . .
Abiter_b for LUA support
Jaspo - His blender tutorial got me started on working on the map again and also, showed me how to model more or less. Along with contributors to this thread
mswf - further blender help.
Gametoast.com contributors and staff for the FAQs and FAQ lists, and anyone who responds to a question on the forums from me or from someone else.
Guru: See above. See this post. See that he's paying for and maintaining it. :bowdown: :jawa:

Re: Acezuraize: Canyons - Version 3.0

Posted: Tue Oct 05, 2010 5:05 pm
by Nova Hawk
Then why didn't you wait three days before posting this?

Re: Acezuraize: Canyons - Version 3.0

Posted: Wed Oct 06, 2010 11:05 am
by Anakin
what will you cahnge??

Re: Acezuraize: Canyons - Version 3.0

Posted: Wed Oct 06, 2010 6:21 pm
by Ace_Azzameen_5
Well, I'll use sentences with qualifiers in this version. No more vague open-ended questions.

Re: Acezuraize: Canyons - Version 3.0

Posted: Wed Oct 06, 2010 7:19 pm
by Press_Tilty
Nova Hawk wrote:Then why didn't you wait three days before posting this?
It's a motivator to make him work on it so the thread isn't locked.

Re: Acezuraize: Canyons - Version 3.0

Posted: Thu Oct 14, 2010 3:24 pm
by Ace_Azzameen_5
I added 2 screens to the first post a few days ago. I mean to upload a copy later today, but my Day sky has gone block and I can't seem to find why. If I can't I have to backup juggle. I might just upload a version with the glitch.

Re: Acezuraize: Canyons - Version 3.0

Posted: Thu Oct 14, 2010 8:52 pm
by MrCrayon
WHOA! Fix it! Fix it!Fix it!Fix it!Fix it!Fix it!Fix it!Fix it!


This looks like a very awesome map. Maybe a bit of cleanup on the ground and some compatibility with the dark times, and you got a winner!

Re: Acezuraize: Canyons - Version 3.0

Posted: Fri Oct 15, 2010 5:03 am
by Anakin
:thumbs:

the Stardestroyer looks great ( or is it an venator??)

Re: Acezuraize: Canyons - Version 3.0

Posted: Fri Oct 15, 2010 5:06 am
by commander501stappo
Anakin wrote::thumbs:

the Stardestroyer looks great ( or is it an venator??)
It looks like a venator.
and nice map :thumbs:

Re: Acezuraize: Canyons - Version 3.0

Posted: Fri Oct 15, 2010 5:30 am
by DarthD.U.C.K.
looks great especially at night. does the ground in the city still glow like in the first beta? :P
i think the textures of the props dont fit toegether extremely well. some color adjustments would probably make it look as great in daylight as in night.

Re: Acezuraize: Canyons - Version 3.0 - Alpha Available Here

Posted: Fri Oct 15, 2010 3:28 pm
by Ace_Azzameen_5
The way I have day/night working, I need two separate textures for each object that isn't effected enough by the .sky settings or that needs to have bright spots at night. Some I've yet to make 2 textures for. I don't want anything else holding up my release, I have to fix this one bug with the 'commander chat' and then its going up. Whenever that is. I might fix those bright green trees though.

*Edit*
Now with less luminescent trees! Acezuraize: Canyons v3.0.1 (Alpha) linked in first post. You really have to wade through the text to get to it.

Re: Acezuraize: Canyons - Version 3.0 - Alpha Available Here

Posted: Mon Oct 18, 2010 9:49 pm
by R8-Q88
Wow. Great map. I really like the canpaign in particular.

P.S. That weapon in the opening of EP III that you replicated is a SPHA turbolazer. Anakin Skywalker suggested that a SPHA be magnetically locked to the ventral and dorsal hangars of the Venators to act as heavy artillery.

Re: Acezuraize: Canyons - Version 3.0 - Alpha Available Here

Posted: Mon Oct 18, 2010 10:04 pm
by sim-al2
Although I did notice that the lasers are fired out of those open-turrets right inside the hull... :funny2:

Re: Acezuraize: Canyons - Version 3.0 - Alpha Available Here

Posted: Tue Oct 19, 2010 10:20 am
by Ace_Azzameen_5
Yeah, well, FreeCam tears down the fourth wall in this map anyway.
R8-Q88 wrote:P.S. That weapon in the opening of EP III that you replicated is a SPHA turbolazer. Anakin Skywalker suggested that a SPHA be magnetically locked to the ventral and dorsal hangars of the Venators to act as heavy artillery.
Yup, I looked at the film a few times to graps where exactly it was coming from, then went to wookiepedia to find a diagram. Seeing that it was an SPHA-T I placed the 'emitter' :) inside the hangar at about SPHA height.
I think it would have been more impressive with sound. Hopefully I'll add that some day, liek some time next summer. :(
So, having had other confirm that the map at least RUNS, I'll probably post a release thread for this version.

Re: Acezuraize: Canyons - Version 3.0 - Alpha Available Here

Posted: Tue Oct 19, 2010 4:28 pm
by Cerfon Rournes
Did I mention that it has about every game mode, and each has working 'E/Action' key operated Elevators?
Epic! Always wanted to see something like this in-game :yes: