Aldura Campaign (Update 1/15)

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Dom380
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Re: Aldura Campaign (Update 7/3)

Post by Dom380 »

sound cool
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Re: Aldura Campaign

Post 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
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Re: Aldura Campaign (Update 7/3)

Post by masterfaa »

good to hear it,cant wait for the screenies
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Re: Aldura Campaign (Update 7/3)

Post 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 :).
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Re: Aldura Campaign (Update 7/3)

Post 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
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Re: Aldura Campaign (Update 7/3)

Post by Eggman »

Old post:
Hidden/Spoiler:
Just to give an idea of what I've been working on the past few days: the main chunk of the final map is laid out in ZE with just a few kinks to work out with planning and barriers. After that I'll be working on re-skins for all the objects. It's made mostly from stock models, but by the time I'm done with skins it should have a completely original feel to it.

I also decided the sides could use a few changes. Up until now they were balanced mostly in terms of how much damage the sides as a whole could do to each other. I'm making a few adjustments so they're balanced more by classes to prevent certain units from becoming essentially useless (for example, the basic battle droid had no purpose once the droid commander was unlocked). I'll post an update on the new side setup once I finish it, probably in a few days.
Side Update:

There are still a few small things I'm working on, but the new layout is pretty much done:

Republic
Hidden/Spoiler:
Rifleman
Clone Trooper
-Blaster rifle
-Blaster pistol
-Thermal detonator (x2)

Rocketeer
Clone Rocketeer
-Rocket Launcher
-Blaster pistol
-Thermal detonator (x2)

Sniper
Clone Sniper
-Sniper rifle
-Blaster pistol
-Thermal detonator (x2)

Engineer
Clone Engineer
-Blaster carbine
-Fusion cutter
-Detpack (x2)
-Mines (x2)
-Ammo (x5)

Medic
Clone Medic
-Blaster carbine
-Blaster pistol
-Bacta (x5)
-Mobile health droid (x1)*

Officer - one of the following, varies by map:
Clone Sergeant
-Blaster carbine
-Blaster pistol
-Rally (x2)
-EMP grenade (x2)

Clone Lieutenant
-Blaster rifle
-Blaster pistol
-Rally (x2)
-Mortar attachment (x2)

Clone Captain
-Blaster carbine
-Blaster pistol
-Rally (x2)
-Pulse grenade (x2)

Clone Commander
-Blaster rifle
-Blaster pistol
-Rally (x2)
-Orbital strike binoculars


*Assuming I can create one. I have some ideas but haven't tested them yet.

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.
CIS
Hidden/Spoiler:
Rifleman
B1 Battle droid
-Blaster rifle (rapid fire)
-Blaster rifle (single fire)
-Frag grenade (x2)

Rocketeer
Assault droid
-Rocket launcher
-Rocket launcher (guided)
-Thermal detonator (x2)

Sniper
Assassin droid
-Sniper rifle (single fire)
-Sniper rifle (rapid fire)
-Frag grenade

Engineer
Engineer droid
-Shotgun
-Fusion cutter
-Detpack (x2)
-Mines (x2)
-Ammo (x5)

Assault
B2 Super battle droid
-Wrist blaster
-Wrist blaster (power shot)

Officer/Support - one of the following, varies by map:
Droid Commander
-Blaster rifle (rapid fire)
-Blaster rifle (single fire)
-Rage (x2)
-Orbital strike binoculars

Droideka
-Repeating blasters
-Shield
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.
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Re: Aldura Campaign (Update 7/29)

Post by Dom380 »

good work hope you can make the medical droid work
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Re: Aldura Campaign (Update 7/29)

Post by Nihillo »

Nice setup. The Droids can't "heal"?
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Re: Aldura Campaign (Update 7/29)

Post 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.
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Re: Aldura Campaign (Update 7/29)

Post 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. :thumbs:
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Re: Aldura Campaign (Update 7/29)

Post 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)
Hidden/Spoiler:
Image
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.
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Re: Aldura Campaign (Update 7/29)

Post by Nova Hawk »

Looks nice, but I would suggest adding a backpack to the unit.
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Nihillo
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Re: Aldura Campaign (Update 7/29)

Post 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?
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Re: Aldura Campaign (Update 7/29)

Post 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.
:wink: Good question though.
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Re: Aldura Campaign (Update 7/29)

Post by Nihillo »

Ha, right, silly me. :P
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Re: Aldura Campaign (Update 7/29)

Post 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!
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Re: Aldura Campaign (Update 7/29)

Post by Delta-1035 »

Good work, i like the idea of the stripe emblems.
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Re: Aldura Campaign (Update 7/29)

Post by Eggman »

As promised, some screenshots from the final level:
Hidden/Spoiler:
Image

Image

Image

Image

Image

Image

Image
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.
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Re: Aldura Campaign (Update 7/29)

Post 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.
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Re: Aldura Campaign (Update 7/29)

Post by Xavious »

Look nice, but what exactly is it? The interior of a ship or building?
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