Page 15 of 19
Re: Aldura Campaign (Update 7/3)
Posted: Wed Jul 22, 2009 11:02 am
by Dom380
sound cool
Re: Aldura Campaign
Posted: Thu Jul 23, 2009 5:06 pm
by RevanSithLord
teckstar96 wrote:RevanSithLord wrote:Also, are the Acclamators going to have like turrets on them and stuff? If so, they should also fire blue.
I belive that most of the turrets and cannons on the acclamators fire green lasers. if u play second level on star wars Republic Commando when u blow up the separatist battleship u wil see that the acclamators fire green lasers.
Other than that, those maps really look awsome! to bad there is something wrong with filefront so i cant DL it

True, but I just find them firing blue looks better. I dunno why. I know what you mean. I pay close attention to detail, ya know. The sad thing is I can't tell what the official color should be because in SW:RC they're green. EaW they're green. Star Wars: The Clone Wars (latest 3d Animated Series) and Star Wars: Clone Wars (animated cartoon, 2d, Samurai Jack-style) they fire blue (probably for a different reason). It's so confusing that you see it firing certain colors in different situations, ya know?
Anyways, can't wait for the screens, Eggman, though I'll pretty much have to. :p
Re: Aldura Campaign (Update 7/3)
Posted: Fri Jul 24, 2009 9:49 am
by masterfaa
good to hear it,cant wait for the screenies
Re: Aldura Campaign (Update 7/3)
Posted: Fri Jul 24, 2009 9:46 pm
by ThePanda
You could say blue lasers were ion cannons or something like that.
I love the currently released maps Eggman, Landfall is really good, and Orbital Assault is a fast-paced intense space mission. Even though Beachhead isnt part of the official series of maps, I still think it's very fun to play. I believe you are producing very good maps, and the campaign as a whole is well thought out

.
Re: Aldura Campaign (Update 7/3)
Posted: Sat Jul 25, 2009 11:26 pm
by CaptainOrdo
this is really working out nicely cant wait for the pickuppable weapons
off topic: the 2d 5 minute cartoons were probably for the previews like at the end of the last one...
meaning that if they saw a preview of the intro battle they immediatley thought all lasers shou;d be blue
Re: Aldura Campaign (Update 7/3)
Posted: Wed Jul 29, 2009 12:21 am
by Eggman
Old post:
Side Update:
There are still a few small things I'm working on, but the new layout is pretty much done:
Republic
CIS
So as you can see the classes are set up to be more similar to the stock setup, with a few small differences. For example, most Republic units have the standard setup of a primary weapon and a pistol as a backup, while most CIS units have a single primary weapon with two firing modes.
Re: Aldura Campaign (Update 7/29)
Posted: Wed Jul 29, 2009 4:42 am
by Dom380
good work hope you can make the medical droid work
Re: Aldura Campaign (Update 7/29)
Posted: Wed Jul 29, 2009 4:55 am
by Nihillo
Nice setup. The Droids can't "heal"?
Re: Aldura Campaign (Update 7/29)
Posted: Wed Jul 29, 2009 10:34 am
by Eggman
Nihillo wrote:Nice setup. The Droids can't "heal"?
The engineer droid on the CIS class can heal other droids with its fusion cutter. I'll probably set up the Republic's health droid in a similar way - an autoturret with a fusion cutter weapon that targets Republic units and "repairs" them. I'm testing that idea out now.
Also, you might remember that in previous maps I removed the bacta/ammo/powerup drops from units when they were killed. I'm probably going to add those back in for conquest mode, but leave them out for campaign mode.
Edit: The fusion cutter idea for the health droid won't work - I don't think weapons from the "repair" class can affect the human health type. The next thing I try will probably be giving it some sort of buff weapon like the Bothan Spy's and Princess Leia's healing buff.
Re: Aldura Campaign (Update 7/29)
Posted: Wed Jul 29, 2009 11:29 am
by Master of Stickmen
For the healing droid, you could set it to be a local that spawns at the rep base, and is pathed like a jawa, but instead of fixing droids and turrets, it heals troops. Just a suguestion that you don't have to do if ya don't wanna.

Re: Aldura Campaign (Update 7/29)
Posted: Sat Aug 01, 2009 5:01 pm
by Eggman
I went ahead and replaced the Republic's medic class with a gunner class. Given a bit of time I'm sure I could have set up a decent medical droid auto-turret type of thing, but frankly, I just didn't feel like it. Plus, the gunner class balances the sides more, looks cooler, yadda yadda yadda. Anyway, here's the setup for the Clone Gunner:
-Chaingun
-Blaster Pistol
-Thermal detonator (x2)
Uses Caleb's underhand chaingun model with Syth's updated animations.
The Republic rocketeer, sniper, engineer, and gunner all have the little stripe emblem in different shades to denote function (and add a little color variety to the units you see running around - white gets pretty boring). It needs a little detail work, but I'm keeping the basic idea.
Re: Aldura Campaign (Update 7/29)
Posted: Sat Aug 01, 2009 5:04 pm
by Nova Hawk
Looks nice, but I would suggest adding a backpack to the unit.
Re: Aldura Campaign (Update 7/29)
Posted: Sat Aug 01, 2009 5:22 pm
by Nihillo
Here I come again with a question about healing: how are the Clones going to heal if they don't have a medic and there are no bacta pack drops?
Re: Aldura Campaign (Update 7/29)
Posted: Sat Aug 01, 2009 5:41 pm
by Eggman
Nihillo wrote:Here I come again with a question about healing: how are the Clones going to heal if they don't have a medic and there are no bacta pack drops?
I wrote:I may combine the engineer and medic into a single unit and create an assault unit for the Republic as a counterpart to the Super battle droid.
I wrote:Also, you might remember that in previous maps I removed the bacta/ammo/powerup drops from units when they were killed. I'm probably going to add those back in for conquest mode, but leave them out for campaign mode.

Good question though.
Re: Aldura Campaign (Update 7/29)
Posted: Sat Aug 01, 2009 5:52 pm
by Nihillo
Ha, right, silly me.

Re: Aldura Campaign (Update 7/29)
Posted: Sat Aug 08, 2009 5:15 am
by lucasfart
looks like some really good maps. good work. i especially like the water that looks kind of black and reflective in those first pics. it looks really good!
Re: Aldura Campaign (Update 7/29)
Posted: Mon Aug 10, 2009 6:09 am
by Delta-1035
Good work, i like the idea of the stripe emblems.
Re: Aldura Campaign (Update 7/29)
Posted: Mon Aug 10, 2009 2:55 pm
by Eggman
As promised, some screenshots from the final level:
A few of the textures may need a bit more work, but I'm only about halfway through the skinning process. Once I have the other half of the map reskinned I'll post some screenshots of that.
Re: Aldura Campaign (Update 7/29)
Posted: Mon Aug 10, 2009 4:02 pm
by Ping
Wow, looks like a white washed Death Star done very well. I actually like the concept. Can't wait to see more screenshots.
Re: Aldura Campaign (Update 7/29)
Posted: Mon Aug 10, 2009 4:04 pm
by Xavious
Look nice, but what exactly is it? The interior of a ship or building?