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Aldura Campaign (Update 1/15)
Posted: Mon Mar 24, 2008 3:02 pm
by Eggman
Aldura Campaign
Story
Several months after the Battle of Geonosis, Separatist forces invaded the world of Aldura. Although Aldura's industrial contribution to the war effort is small, the planet's position in the galaxy gives a strong strategic advantage to the faction controlling it. Knowing this, the Republic has sent an invasion force to liberate the planet....
Screenshots
Announcements
-ModDB page:
http://www.moddb.com/mods/aldura-campaign
-Part one released!
Credits
Re: Aldura Campaign
Posted: Mon Mar 24, 2008 3:23 pm
by Grev
You may want to change the sky to be more... War torn. Unless you are looking for a happy environment!

Re: Aldura Campaign
Posted: Mon Mar 24, 2008 4:03 pm
by Eggman
Alright, here's the current layout for sides:
Republic: All clones are Phase I. The side is organized by a combination of rank and classes. Each rank has proper colors on its armor.
Clone trooper:
DC-15A rifle
DC-17 pistol
Thermal detonators x4
Clone Sergeant:
DC-15S carbine
DC-17 pistol
Thermal detonators x4 (this'll probably change so it's not so much like the normal trooper)
Clone Lieutenant:
Rocket Launcher
DC-17 pistol
Thermal detonators x2
Mines x3
Clone Captain:
DC-15x sniper rifle
DC-17 pistol
Undecided on secondary weapons
Clone Engineer:
DC-17 pistol
Fusion cutter
Detpacks x3
Ammo/Health dispenser
Clone Commander:
DC-15A rifle
DC-17 pistol
Electrobinoculars (with orbital strike)
Thermal detonators x4
CIS: Right now, my plan is for each class to only be assigned the one weapon essential to its class. This actually works out pretty well balance wise in this map, and in the second map the CIS actually had a huge advantage before I adjusted a few things in the Republic's favor.
B1 Battledroid:
E-5 blaster rifle
B1 Assault droid:
Rocket launcher
B1 Assassin droid:
E-5s sniper rifle
B1 Engineer droid:
Fusion cutter (to make the engineer a little more useful, the fusion cutter can now heal your allies and yourself)
B2 Super battledroid: Slower, but more durable than shipped version
Wrist blaster (more powerful)
I may add in a command droid with the same orbital strike capabilities as the clone commander.
Grev wrote:You may want to change the sky to be more... War torn. Unless you are looking for a happy environment!

I'm not completely set on the sky yet, but a theme I'm going for in the atmosphere of these maps is contrast. For example, the second map is set on a grassy, peaceful plains area with a beautiful sunset, but there are burnt out wrecks of vehicles and corpses lying around from a previous battle. Anyway, I might play around with the sky some more to see if I can find something better.
Re: Aldura Campaign
Posted: Mon Mar 24, 2008 5:58 pm
by EraOfDesann
Looks good! I have a few ideas regarding the coastal town:
- -Darken the terrain in some areas (and maybe apply a rubble terrain texture) and lower the elevation to create the illusion of orbital bombardment craters.
-Retexture Geonosian foilage (flat-rocks) with some textures you're using for the town buildings to make the rocks look like chunks of debris from the buildings.
-Use smoke FX in some areas to give it a sense of destruction.
Re: Aldura Campaign
Posted: Mon Mar 24, 2008 6:39 pm
by Caleb1117
Looks Great!
I would suggest to add just some simple lighting, even just alittle makes things look really alot better.
Re: Aldura Campaign
Posted: Mon Mar 24, 2008 7:06 pm
by Delta 47
Looks great, make sure you add plenty of objects to hide behind in battle

Re: Aldura Campaign
Posted: Tue Mar 25, 2008 12:11 am
by ARC_Trooper_phi658
Allright, good luck with the campaign.
I like that last picture you posted. somehow, the Rhen Var and Theed assets look pretty good when combined together.
Re: Aldura Campaign
Posted: Tue Mar 25, 2008 5:45 pm
by Eggman
EraOfDesann wrote:Looks good! I have a few ideas regarding the coastal town:
- -Darken the terrain in some areas (and maybe apply a rubble terrain texture) and lower the elevation to create the illusion of orbital bombardment craters.
-Retexture Geonosian foilage (flat-rocks) with some textures you're using for the town buildings to make the rocks look like chunks of debris from the buildings.
-Use smoke FX in some areas to give it a sense of destruction.
For the first idea: I've been thinking about adding craters, but I decided that the only place I'd be able to make it look good at is on the beach area.
Second idea: I never really thought about using any Geonosis items, but that sounds like it would work. Only problem is that I tihnk I'm approaching the object limit, so I need to be careful now about what I add in since I still have portions of the town to build.
Third idea: Sounds good.
Caleb1117 wrote:Looks Great!
I would suggest to add just some simple lighting, even just alittle makes things look really alot better.
While I was letting my mind wander in class today, I realized that I'd forgotten to do that, so that's now on my list of priorities.
I'm leaving tomorrow and won't be back until Saturday afternoon, so depending on how much schoolwork I have to make up I should have an update sometime around Sunday, maybe Monday.
Re: Aldura Campaign
Posted: Tue Mar 25, 2008 7:09 pm
by Taivyx
Seems very nice so far, but like I always say....
Vary the ground texture!
Especially in maps like these where foliage, that can be used to look like there's a variance in ground texture, seems out of place.
Re: Aldura Campaign
Posted: Wed Mar 26, 2008 7:26 am
by Kavar
give the engineer a little bit more weaponary, a bolt action rifle would be cool, like 1 shot a second that would be better then just a pistol, your engineer class will get passed over lots of times.
Re: Aldura Campaign
Posted: Wed Apr 02, 2008 5:24 pm
by Eggman
Kavar wrote:give the engineer a little bit more weaponary, a bolt action rifle would be cool, like 1 shot a second that would be better then just a pistol, your engineer class will get passed over lots of times.
I've taken that under consideration, and I think I will give the engineer a bit more offensive power.
Guru said that the various posts that disappeared should be coming back over the next few days, so for anyone seeing the topic for the first time, the post with the story and other info should be back on the first page soon.
For now, here's some shots of the new Republic skins:
Sergeant:
Lieutenant:
Commander:
And another shot I just happen to like:

Re: Aldura Campaign
Posted: Wed Apr 02, 2008 5:48 pm
by JPI Dictator4life
Very good. I like it!
Re: Aldura Campaign
Posted: Wed Apr 02, 2008 6:11 pm
by Grev
You know what would be a good idea? Making a second floor that you or units could shoot down from. So you run into that fortress town place, and the CIS is in front, and above.
Re: Aldura Campaign
Posted: Thu Apr 03, 2008 4:12 pm
by Eggman
Grev wrote:You know what would be a good idea? Making a second floor that you or units could shoot down from. So you run into that fortress town place, and the CIS is in front, and above.
If I have enough space for objects left before I hit the limit (and if I can make objects line up properly without looking odd together) that will be a part of my plans. As it is, there are still some pretty good opportunities for sniping for the CIS, such as the balcony of the main building in the plaza area:
Also, the windows on the ground floor of the rest of the buildings are great for surprise attacks. Alternatively, if you know there's a group of enemies hiding in a building, you can lob a grenade in through the window. It's pretty satisfying to toss a grenade through a window from across the street and see a pile of droid chunks come flying out

.
I'm not sure how noticeable it is in those shots, but I've added in lighting. It needs a little bit of fine tuning, but just the part that I've done makes the map look a little better.
Re: Aldura Campaign
Posted: Thu Apr 03, 2008 4:29 pm
by woner11
This is turning out really good!

Re: Aldura Campaign
Posted: Thu Apr 03, 2008 4:34 pm
by MandeRek
Indeed, it looks VERY nice.. Keep it up; can't wait for a new cool campaign!

Re: Aldura Campaign
Posted: Thu Apr 03, 2008 5:34 pm
by JPI Dictator4life
Awesome! Cant wait for the new campaign map.
Re: Aldura Campaign
Posted: Thu Apr 03, 2008 6:01 pm
by Taivyx
I've said once, I've said it a million times.
Pandemic's Rhen Var assets are the bomb
Re: Aldura Campaign
Posted: Thu Apr 03, 2008 6:41 pm
by Grev
Taivyx wrote:I've said once, I've said it a million times.
Pandemic's Rhen Var assets are the bomb
QFT..
Good job!
What sky is that btw?
Re: Aldura Campaign
Posted: Thu Apr 03, 2008 8:54 pm
by Eggman
Thanks for the support! Just keep in mind though, campaign mode is still a very big maybe.
I removed an alley that wasn't adding any value to the map, so I shouldn't have to worry so much about the object limit now. Work is still going to be somewhat haphazard over the next week or so since I keep finding out about all sorts of other things that are dragging me away from this, but my goal for the end of this weekend is to have construction of the city finished, since I should have Sunday available to dedicate to working on this.
Grev wrote:What sky is that btw?
It's the BF1 Naboo: Plains sky. Just a little side note about it I never mentioned, I added a slow rotation to it so it looks like the clouds are moving as they naturally would. It's subtle, but I think it's a nice touch.