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Re: Aldura Campaign (Update 12/5)
Posted: Tue Dec 09, 2008 12:53 am
by Nova Hawk
Off topic: lol, Mav I love your avatar.

Re: Aldura Campaign (Update 12/5)
Posted: Tue Dec 09, 2008 4:32 pm
by Eggman
Maveritchell wrote: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.
I actually tried that already. I placed the middle teleporter at the higher elevation, but to try to avoid the bridge collision altogether I placed it partway down the street, away from the bridge, but on teleporting to the last node the unit still spawned below the bridge. I can give it another try and move the nodes around, though, just in case the collision on the object is larger than the object itself.
Re: Aldura Campaign (Update 12/5)
Posted: Sun Dec 21, 2008 2:45 pm
by Eggman
Sorry for not updating sooner, I was distracted by some small maps I was making just for fun. Anyway, teleporters are half-working right now. I finally found some good positions for the nodes/regions to prevent the unit from getting stopped partway through the move. Republic units can now successfully reach the top of the bridge they control at the beginning of the match. I still need to adjust the teleporters for them to get back down and set up the teleporters for the CIS-controlled bridge.
Also, I think I'm probably going to adjust some of the health/damage values for units and their weapons. Right now, they're set up to be "realistic," but after playing with them that way for a while it just isn't fun anymore. You either find a good spot for cover and blast away dozens of enemies until a stray shot hits you in the head, killing you instantly, or you get cut down practically within seconds of spawning. I'd rather you take a hit or two, realize "oh no, I'm being shot at" and escape from danger than take a hit, realize "oh no, I'm going to die" and be killed a second later. I'll probably set the damage ratios to be more in line with the stock sides, with a few exceptions.
Re: Aldura Campaign (Update 12/21)
Posted: Sun Dec 21, 2008 3:26 pm
by Grev
How about you make it like 4 hit kills? I'd say the stock kill death shooting is about 6-8, so four I think is reasonable.
Re: Aldura Campaign (Update 12/21)
Posted: Thu Dec 25, 2008 11:22 pm
by Eggman
I take back what I said about teleporters in my last post. Yes, I did get some of them to function, but they were annoying me, so I removed them. They weren't always consistent, they looked sloppy (both in ZE and in-game), and they really didn't add much of anything to the gameplay. I also removed tanks from conquest mode because, again, they were annoying me. They didn't follow planning very well and tended to just get in the way.
As for additions, the changes to unit health have been completed. Gameplay is much more enjoyable now. Also, campaign mode has been adjusted slightly to make it more engaging. I'll give more information on that later.
There's not really anything to show screenshots of, but I do have some gameplay videos of bits and pieces of campaign mode. They don't show anything in particular, but I figure they'll give a better idea of what the map looks like.
http://www.xfire.com/video/5848d/
http://www.xfire.com/video/58496/
I'll try to post more (and better) videos every now and then if I don't have many updates.
Re: Aldura Campaign (Update 12/25)
Posted: Fri Dec 26, 2008 12:23 am
by Commander_Fett
Sweet! Lookin good, Eggman, lookin good!
Re: Aldura Campaign (Update 12/25)
Posted: Fri Dec 26, 2008 12:26 am
by Grev
Awesome! Love them minimap, and the door teleport at the beginning is ingenious. However, for conquest, I'd keep from using that CP, unless you've already tested it and all the AI pouring through there doesn't CTD.
Re: Aldura Campaign (Update 12/25)
Posted: Fri Dec 26, 2008 11:10 am
by Eggman
Grev wrote:Awesome! Love them minimap, and the door teleport at the beginning is ingenious. However, for conquest, I'd keep from using that CP, unless you've already tested it and all the AI pouring through there doesn't CTD.
Way ahead of you

. Conquest doesn't use that cp, and the teleporter to get up there is disabled.
Re: Aldura Campaign (Update 12/25)
Posted: Fri Dec 26, 2008 3:12 pm
by H_BOMB
Wow, it looks awesome. I especially like how in the beginning the gunships are zooming overhead. Makes the map feel authentic.
Re: Aldura Campaign (Update 12/25)
Posted: Fri Dec 26, 2008 10:10 pm
by Nova Hawk
Wow, looks really nice. But you are going to change the floating icons, right?
Re: Aldura Campaign (Update 12/25)
Posted: Fri Dec 26, 2008 10:14 pm
by Eggman
Nova Hawk wrote:Wow, looks really nice. But you are going to change the floating icons, right?
Yes, I'm in the process of doing that right now. Why wouldn't I?
Re: Aldura Campaign (Update 12/25)
Posted: Sat Dec 27, 2008 1:06 am
by Nova Hawk
Lol, good that is.
Re: Aldura Campaign (Update 12/25)
Posted: Sat Dec 27, 2008 10:25 am
by Eggman
I'll be gone for a few days, so here's a quick video of some more animations I added to the beginning of the level:
http://www.xfire.com/video/5912e/
Re: Aldura Campaign (Update 12/25)
Posted: Sat Dec 27, 2008 10:56 am
by Null_1138
Nice anims! They look like real take-offs. Great work so far Eggman.
Re: Aldura Campaign (Update 12/25)
Posted: Sat Dec 27, 2008 11:47 am
by Deviss
really nice campaign how many target have the campaign??

Re: Aldura Campaign (Update 12/25)
Posted: Sat Dec 27, 2008 4:43 pm
by AQT

Wow, that video was incredibly awesome! Great work, Eggman!
Re: Aldura Campaign (Update 12/25)
Posted: Sat Dec 27, 2008 5:28 pm
by Delta-1035

amazing anims! very good job

Re: Aldura Campaign (Update 12/25)
Posted: Sat Dec 27, 2008 5:29 pm
by Nova Hawk
Wow, they really do look as thou they are taking off. But maybe you should put a trooper holding on to the railing to make it more realistic because it looks as thou the ship is just taking off with a empty passenger hold.
Re: Aldura Campaign (Update 12/25)
Posted: Sat Dec 27, 2008 5:36 pm
by Delta-1035
Nova Hawk wrote:put a trooper holding on to the railing to make it more realistic because it looks as thou the ship is just taking off with a empty passenger hold.
yeah, it would be very cool!
Re: Aldura Campaign (Update 12/25)
Posted: Mon Dec 29, 2008 6:21 pm
by Eggman
Adding troopers to the gunships isn't going to happen because a.) I don't have the skill in modeling/whatever other modding area would be necessary to do that and b.) The assumption is that the ships just dropped off troops headed to battle (granted, the video doesn't show that very well, since it's before you really go anywhere). The only thing I think I have left to do with that area is spawn a few AI clones to add a little more life up there.
Thanks for the comments. I don't know exactly what I'll work on next, but I'll try to have an update soon.