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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Re: Aldura Campaign (Update 12/25)

Post by Nova Hawk »

Great. Can't wait...
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Re: Aldura Campaign (Update 12/25)

Post by Darth Revan »

Nice Work Eggman I look forward to this alot :thumbs:
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Re: Aldura Campaign (Update 12/25)

Post by Eggman »

Progress as of now:

All floating weapon icons have been fixed now, although a few secondary weapons don't have an icon at all, so I'll need to go looking for suitable ones from the assets.

Scripting for campaign mode is pretty much finished. Any changes I make at this point will just be minor gameplay tweaks. The only thing I can think of that I need to do with conquest is fix the weird lighting effect on the streets caused by one of the cps, and maybe adjust unit counts.

Localization for the main sides is finished, I just need to fix up some missing names for locals/ambush units and make new messages for the loading screen.

All the other work with sides is done besides the possibility of extremely minor tweaks on simple things like zoom and range values. Also, I decided to make some new effects. I had been using some from the ML Kashyyyk assets, but I feel like making my own now.

So, with that said, I'm getting very close to being finished (about time, I've been working on this part of the series for a good six months now :roll: ), but I don't know how quickly I'll have that work completed, so I can't give any sort of estimate on when I'll have a release ready.
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Re: Aldura Campaign (Update 1/1)

Post by Delta-1035 »

good! i can't wait for play with this :thumbs:
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Re: Aldura Campaign (Update 1/1)

Post by Eggman »

I haven't posted any screenshots for a while, so here are a few nice ones I took while looking for good loadscreens:
Hidden/Spoiler:
Image

Image

Image

Image
I think my favorite is the last one with the droid - I'll probably use that for conquest and the one right above it for campaign.

I haven't been getting much of anything done over the past few days. I open up the maps folders, stare at the computer wondering what I should work on, find something simple to fix up, then think, "nah, I don't feel like it right now." It's these last few little things that I always have the least motivation to work on. :roll:
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Re: Aldura Campaign (Update 1/1)

Post by Bantha55 »

Great! I always loved this series! The former maps were already incredible.

But in the beachhead version there was one problem: If you got an blasteraward and changed the weapon the game froze. If you still have this problem I can tell you how to fix it. I removed awards in all my maps.

And I noticed that you have some troubles with Huds. Make sure you only have the extraweapon.hud script and com_inv_mesh in one side folder. You can use it for all sides but if it´s in two side folders the hud is at it´s propper place AND floats on the screen.
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Re: Aldura Campaign (Update 1/1)

Post by Eggman »

Old post:
Hidden/Spoiler:
[quote]Bantha55 wrote:
Great! I always loved this series! The former maps were already incredible.

But in the beachhead version there was one problem: If you got an blasteraward and changed the weapon the game froze. If you still have this problem I can tell you how to fix it. I removed awards in all my maps.

And I noticed that you have some troubles with Huds. Make sure you only have the extraweapon.hud script and com_inv_mesh in one side folder. You can use it for all sides but if it´s in two side folders the hud is at it´s propper place AND floats on the screen.[/quote]


The award weapon problems have been fixed. I actually didn't realize that they were in the first map, but I guess that's because it wasn't as common in that map to kill a lot of enemies in one life. I solved the HUD problem by renaming .msh files to shipped weapon names, giving weapons shipped HUD icons where appropriate, or removing the icons entirely, but I might go back and use your solution, because I think that's exactly what my problem was caused by.

It's nice to see that people are enjoying this series, even thought technically the only map from it is Orbital Assault. I've just sort of thrown Beachhead out of the "continuity" of the series, so to speak, since I changed my mind about how I wanted to approach things.
Update: I'm putting things together for Landfall's release. The last of the bugfixing has been completed, so all I have left to do is write the Readme. Barring any last-minute bugs, the map should be available to download later today.
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Re: Aldura Campaign (Update 1/10)

Post by Commander_Fett »

:eek: Sweeeeeeeeeeeeeeeet! This map looks totaly awesome, I must say, and with campaign... :bowdown:
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Re: Aldura Campaign (Update 1/10)

Post by Fluffy_the_ic »

Landfall's almost out?! :faint: Yes! I've been waqnting to play it for quite a while.
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Re: Aldura Campaign (Update 1/10)

Post by H_BOMB »

*GASP!* It's almost here! One test map and two failed ideas later and Landfall is finally ready!

EDIT: Correction! Landfall IS out! I just saw the release topic...

...Landfall is out!?!?!?!?! *Starts foaming at the mouth*
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Re: Aldura Campaign (Update 1/10)

Post by Eggman »

I started the ZE work for the next map last night. It'll be at least several weeks before I have enough work done to show screenshots, but for the environment, think dark, rainy, and scary.
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Re: Aldura Campaign (Update 1/10)

Post by Null_1138 »

Niiiice. That sounds great. :thumbs:

One question though, have you ever thought about a "hold this spot for xxx minutes" type of objective? I don't want to sound like I'm imposing the thought, but Beachead and Landfall have both been "go here, shoot this, go here. :? "

I just think it would switch up the campaign.
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Re: Aldura Campaign (Update 1/10)

Post by Maveritchell »

Null_1138 wrote:Niiiice. That sounds great. :thumbs:

One question though, have you ever thought about a "hold this spot for xxx minutes" type of objective? I don't want to sound like I'm imposing the thought, but Beachead and Landfall have both been "go here, shoot this, go here. :? "

I just think it would switch up the campaign.
That was already an objective in Landfall.
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Re: Aldura Campaign (Update 1/10)

Post by Null_1138 »

Maveritchell wrote:
Null_1138 wrote:Niiiice. That sounds great. :thumbs:

One question though, have you ever thought about a "hold this spot for xxx minutes" type of objective? I don't want to sound like I'm imposing the thought, but Beachead and Landfall have both been "go here, shoot this, go here. :? "

I just think it would switch up the campaign.
That was already an objective in Landfall.
Really? It must have been so quick I didn't notice, lol.
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Re: Aldura Campaign (Update 1/10)

Post by Eggman »

Null_1138 wrote:
Maveritchell wrote:
Null_1138 wrote:Niiiice. That sounds great. :thumbs:

One question though, have you ever thought about a "hold this spot for xxx minutes" type of objective? I don't want to sound like I'm imposing the thought, but Beachead and Landfall have both been "go here, shoot this, go here. :? "

I just think it would switch up the campaign.
That was already an objective in Landfall.
Really? It must have been so quick I didn't notice, lol.
Well, I guess it can be taken as good thing gameplay-wise that the action was fast-paced enough that you weren't thinking of each objective as its own specific chunk. :wink:

As for varying the objectives, the next map will probably have a CTF element in it similar to the shipped campaign objectives where you had to retrieve holocrons, power cells, and other various objects.

Other than that, I'm not sure what else I can incorporate into the campaigns, since battles are generally a "go there, shoot that" type of deal. If you have any suggestions, feel free to post them. I can always use new ideas.
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Re: Aldura Campaign (Update 1/10)

Post by Darth Revan »

There could be a kill the commander droid objective
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Re: Aldura Campaign (Update 1/10)

Post by Sky_216 »

Reckon you could get a fair bit of inspiration from Mav's maps.....

Some ideas......

Destroy missile guidance system:
CIS have a missile guidance system (there's a model that works really well as one, I'll give you the link if you want) that they're using to destroy any vehicles with pinpoint accuracy. Destroy the system so we can land troops/advance our vehicles.
-Destroying guidance system kills/removes either missile turrets or assault droids with super accurate missile launchers.

Assassinate Sep leader:
Maybe unlockable assassin/commando class, you have to sneak through a heavily fortified (got some traps you might wanna use) CIS base to kill the leader.

Fortify forward base:
Repair stuff, place turrets, mines etc.

Reactivate bridge:
Simple idea, bridge is down, you need to get to the control room/area and get it back up.

Clear Landmines so our walkers can advance:
Maybe could use a modified swampspeeder with a 'Minesweeper' weapon.
-Clear all mines within certain time.

Defend civilians/transport/jedi:
Title says it all. Escort units through an area to safety/forward base/whatever.
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Re: Aldura Campaign (Update 1/10)

Post by Ping »

So the next map will be dark and rainy? Probably ruins or something. Anyways, for the campaign, maybe an objective like: Find another way into the enemy base or something like an Outflank the enemy type of objective.
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Re: Aldura Campaign (Update 1/10)

Post by Lord Bardar »

Ping wrote:So the next map will be dark and rainy? Probably ruins or something. Anyways, for the campaign, maybe an objective like: Find another way into the enemy base or something like an Outflank the enemy type of objective.

Not a bad idea. Possible name could be Aldura: Ruins. A good back story would be something like:
Hidden/Spoiler:
Rumors of a secret underground fortress located on Aldura has the clone invasion force interested, as there is supposedly a secret weapon hidden deep in the fortress.
Of course, that could also be completely denied :D
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Re: Aldura Campaign (Update 1/10)

Post by Eggman »

Lord Bardar wrote:Of course, that could also be completely denied :D
You've got that right. :wink:

I have the story and map design for the rest of the maps already laid out in my mind, without any significant changes likely. Some of Skyhammer's ideas sound like they could fit in pretty well though...maybe I'll incorporate a few of them in the later maps.
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