Page 1 of 4
ALDERAAN: CITY SQUARE (Final 1.0 Released!)
Posted: Sun Oct 02, 2005 2:00 am
by Schizo
The final version of the long-awaited Alderaan: City Square map has been released. I basically just got my rear in gear when I found out someone nominated it for Map Pack #6. I kinda thought, "Whoa, cool...", but then I realized that the currently-released map is still a crappy beta with half-assed bot planning. So, I tried as hard as I could to get the bots to actually move and fight and everything. Really, I had no luck. So then, I just moved around the spawn paths a bit, and now it's almost perfect. Really action-packed fighting down on the ground. And, as always, plenty of chaos up on the skyways. So I went up, added a few finishing touches, such as a couple more backround buildings, and a new minimap, and I must say, this map has finally made me proud. It's really great, and I suggest you all give it a try. Here's the download link:
http://savefile.com/files.php?fid=4397129
(As always, read the Readme; it's got some important information in there)
Enjoy.
Oh, and if you really like this map, and you haven't already voted for which map you want in Pack 6, I'd appreciate it if you voted for this map. It needs some publicity, and I really want this map to get into this pack! After all, this
is going to be the last pack... but it's your vote, so choose wisely... (and vote for me!

)
Screenshots:
http://img297.imageshack.us/img297/5315/ald17ow.png
http://img297.imageshack.us/img297/3857/ald129lx.png
http://img297.imageshack.us/img297/8824/ald141ze.png
http://img297.imageshack.us/img297/1444/ald165sq.png
http://img297.imageshack.us/img297/5910/ald172tg.png
http://img297.imageshack.us/img297/1700/ald187yr.png
RE: ALDERAAN: CITY SQUARE (Final 1.0 Released!)
Posted: Sun Oct 02, 2005 7:10 am
by Teancum
Wonderful! I'll get to work on a preview movie.
Posted: Sun Oct 02, 2005 7:01 pm
by Joe-B-Wan
Yayyy Schizo!!!!
I'm really glad you went back to finish this map! I was disappointed that you seemed to be too frustrated to work on it anymore, but you pulled through for us!
I'm downloading now, and you can be sure I'll vote to have it included in MP6. (and not just for selfish dilusions of granduer

)
PS: In case you missed it, I wished you a happy birthday on the GuruChat thingy on the homepage!

Posted: Sun Oct 02, 2005 8:36 pm
by Melrek_Krakan
Off Topic:
Joe-B-Wan wrote:
"Serenity" is a super movie that I'd urge everyone to go see!!!
Everyone should go see "Serenity" multiple times!!!
Saw serenity and loved it (exspecially the last space battle, gotta love those grappling hooks!)
On Topic: Downloading Now, cant wait to play it!
Posted: Sun Oct 02, 2005 9:21 pm
by EraOfDesann
Shizo, did your previous version have a mini-map? I think that I may have somehow downloaded the older version because all the troops are colored wierd on mine.

:
Posted: Sun Oct 02, 2005 11:12 pm
by Schizo
It might just be your video settings... I have no problem with the colors of the units on my game...
And no, so far this is version is the only one with a mini-map so far... why do you ask?
Posted: Mon Oct 03, 2005 12:18 am
by EraOfDesann
I thought that maybe I had the older version because of the wierd colored troops. I guess not. If you'd like to know how to change the Rebel's uniforms or change the music I can help you out with that...
Posted: Mon Oct 03, 2005 8:44 am
by Teancum
Flyby movie is now done. Please download it and add it to the rar/zip so Guru can post a final version here. I need the space for Alpha and myself.
http://porfolio.iu.edu/smmelton/ald1.rar
Posted: Mon Oct 03, 2005 11:17 pm
by Schizo
The link doesn't work...
Posted: Tue Oct 04, 2005 7:51 am
by Teancum
Yeah I pulled it cuz I'm redoing it.
Posted: Sun Oct 09, 2005 7:54 pm
by Schizo
Alright, I figured out the problem behind the odd-colored units (which, now after I've gotten my new graphics card, I've actually had the chance to notice). So I fixed it, and everything should be in working order now. So if anyone's having trouble with the odd-colored units, please download this one:
http://savefile.com/files.php?fid=7095786
I even added a bit to the map, and made a premo sniping spot, so that's something to look for. And no, I didn't put it on the mini-map since I want you guys to actually look for it for yourselves.
And I'm surprised nobody even found the little "secret" I put in around the Alleyway... first one to find it and PM me with a legitimate screen gets a prize*.
* Custom-made Ep. III-style ARC Trooper skin by yours truly that was originally going to be included in the map, but obviously never made it.
Oh, and Teancum, I'm still waiting on that preview video from you. Once I get it, then I can add it and some new music, and finally be able to release the
final version of the map.
Posted: Sun Oct 09, 2005 8:14 pm
by Melrek_Krakan
Edit: opps

Posted: Sun Oct 09, 2005 8:24 pm
by Schizo
Already been fixed.
Posted: Sun Oct 09, 2005 8:47 pm
by Melrek_Krakan
opps, sorry
Posted: Sun Oct 09, 2005 9:02 pm
by Teancum
Schizo -- I'll have it by Tuesday evening.
Posted: Sun Oct 09, 2005 11:39 pm
by Teancum
Here's the file. If you don't like it, let me know and I'll do another.
http://portfolio.iu.edu/smmelton/ald1.rar
Posted: Mon Oct 10, 2005 10:10 am
by Ace_Azzameen_5
Schizo, are all of your bot routes connected? Every hub needs a route to every hub, so it seems.
Posted: Mon Oct 10, 2005 11:27 am
by EraOfDesann
Shizo, if you'd like I can teach you how to change the rebel and imperial uniforms and how to change the music. I could probably teach you some other things too. Do you have Xfire?
Posted: Mon Oct 10, 2005 3:17 pm
by Schizo
Guys, the name's
Schizo, with a "c". Not "Shizo"...
But, Ace, hubs are useless when you have multiple levels on your maps like I do with this one, because the bots get confused, since you can't place hubs and stuff on multiple levels, so their effectiveness on higher levels can only go so far. I can really only effectively have the hubs and routes on the ground CPs, so the bots up on the walkways have a mind of their own. Though I do notice that they actually behave fairly well up there, so I'm not letting it bother me. But the bots down on the ground do get stuck, regardless of the tons of barriers and paths I've put down there. There's really no way to fix it; they're getting confused by the multiple levels of the platforms. I'm kind of amazed as to how the creators made the Cloud City map so well with all those levels and everything... because I've had a lot of trouble with it. So don't expect the bots to be perfect, because there's no real way to make it perfect.
Desann, I already know how to change the Imp/Rebel uniforms, but I think the ones I have now are fine. At least, for the time being. As for the music, I think I've got the basic idea, and I'm currently reading up on how to do it through psych0fred's tutorial.
But the final version will be out soon, and Teancum's preview video looks really good. Now I just gotta add some custom music, maybe add a few things to the map, etc. Just some little changes, a couple tweaks here and there; nothing too big.
Though I'm still stumped why the bots don't want to use the vehicles... anybody know a solution to that?
Posted: Mon Oct 10, 2005 3:34 pm
by Ace_Azzameen_5
Schizo, you didn't answer my question. Also, NONE of the bots are following any sort of planning, just clumping. Hubs are only useless if you have overlap of connections, and even that can be worked around by putting hubs in the right(or not in the wrong) places.