Aldura Campaign (Update 1/15)
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- Delta 47
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Re: Aldura Campaign (Update 6/13)
Nice Eggman, the ship models look great!
- EraOfDesann
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Re: Aldura Campaign (Update 6/13)
Those pictures are absolutely stunning. They look as though they were taken straight out of the movies.
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RevanSithLord
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Re: Aldura Campaign (Update 6/13)
Ah. Flying a Jedi Starfighter through the amassing Confederacy Fleet. Sounds fun. I love the epicness of darting between two capital ships tearing into each other. *reminds self of SWCW and/or Beginning of RotS* Hmmmm... Yep.
- Eggman
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Re: Aldura Campaign (Update 6/13)
Previous post:
Finishing touches are being put on the map. All that's left to do is to make sure things are localized in all languages and to make a few adjustments to flyer splines and turrets.
I've decided that I'm going to release only campaign mode for now. I have plans for other modes, but no time to work on them at the moment. I'm thinking that I'll release each map in the series individually, but every few maps I'll release a map pack with any necessary fixes, improvements, and additions. When this map is re-released in a pack I'll add in some other modes. As for this version, I'll upload the file within a few days.
Hidden/Spoiler:
I've decided that I'm going to release only campaign mode for now. I have plans for other modes, but no time to work on them at the moment. I'm thinking that I'll release each map in the series individually, but every few maps I'll release a map pack with any necessary fixes, improvements, and additions. When this map is re-released in a pack I'll add in some other modes. As for this version, I'll upload the file within a few days.
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RepSharpshooter
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Re: Aldura Campaign (Update 6/18)
This looks like a very amazing map! Good thing the release is soon.
- Eggman
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Re: Aldura Campaign (first map finished)
6/18:
8/3
Aldura: Landfall
After being away for a good five weeks, I've finally been able to get some work done on the next map.
Story:
Republic forces have broken the CIS blockade and landed on Aldura's surface. The first wave must secure a landing zone before moving toward the main concentration of droid forces on the continent. The designated landing zone is a rural farm due to the large, open fields. Although the farm was seized by the CIS early in the occupation of the planet, its only use was as an outpost for scouting patrols, so defenses should be light.
Map Description:
Throughout the course of the battle, you will move through three different areas: a farm, a forest, and a meadow. The farm consists of two fairly large fields and several buildings. The fields have become overgrown with grass and brush due to several months of neglect. Next, you travel through a long and twisting forest path (perfect for ambushes
). Last, you arrive at a peaceful-looking meadow for the final stage of the battle.
Images:
Hidden/Spoiler:
Aldura: Landfall
After being away for a good five weeks, I've finally been able to get some work done on the next map.
Story:
Republic forces have broken the CIS blockade and landed on Aldura's surface. The first wave must secure a landing zone before moving toward the main concentration of droid forces on the continent. The designated landing zone is a rural farm due to the large, open fields. Although the farm was seized by the CIS early in the occupation of the planet, its only use was as an outpost for scouting patrols, so defenses should be light.
Map Description:
Throughout the course of the battle, you will move through three different areas: a farm, a forest, and a meadow. The farm consists of two fairly large fields and several buildings. The fields have become overgrown with grass and brush due to several months of neglect. Next, you travel through a long and twisting forest path (perfect for ambushes
Images:
Hidden/Spoiler:
Hidden/Spoiler:
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Hidden/Spoiler:
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Grev
- Hoth Battle Chief

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Re: Aldura Campaign (Update 8/3)
Thats really cool. I see you are using the Kashyyk sky. Its on a tilt, so change the tilt in the sky file to 0. Its currently on 90.
- Delta 47
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Re: Aldura Campaign (Update 8/3)
Looks cool! 
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Lord Bardar
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Re: Aldura Campaign (Update 8/3)
i just read all 8 pages, and i must say: this is the best mappack i've seen in a while. i can't wait for the whole shebang to be released. so it's gonna be a big pack right? about 7 or 8 maps?
- Eggman
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Re: Aldura Campaign (Update 8/3)
That's actually not a Kashyyyk sky; it's from the BF1 Naboo: Theed.Grev wrote:Thats really cool. I see you are using the Kashyyk sky. Its on a tilt, so change the tilt in the sky file to 0. Its currently on 90.
My ideal plan is for the series to have nine maps, split up into three packs (although I'm releasing each map individually as well). I might cut that down though to six or seven, given that I might be kind of busy over the next year.Lord Bardar wrote:i just read all 8 pages, and i must say: this is the best mappack i've seen in a while. i can't wait for the whole shebang to be released. so it's gonna be a big pack right? about 7 or 8 maps?
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Grev
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Re: Aldura Campaign (Update 8/3)
Agh! The purple clouds had me fooled! Curse you purple clouds!
Is the farm like a complex? Or is it just a small farm "thing".
Is the farm like a complex? Or is it just a small farm "thing".
- EraOfDesann
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Re: Aldura Campaign (Update 8/3)
Whoa, you just made my eyes explode...
Hidden/Spoiler:
- Eggman
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Re: Aldura Campaign (Update 8/3)
8/7:
8/19: Update
It's been a while since I've posted anything, but I have made some progress. I said earlier that I would work on game modes next, but after working on conquest a bit I decided that I wanted to rebuild the sides from the ground up in order to ensure that there wasn't any extra clutter in their folders and because there were some other things I wanted to fix up or change. As of now, the infantry portion of both sides is about 95% complete. I like each unit by itself, and when playing against each other in a test map with the generic setup of four cp's they balance out pretty well, with each team having an equal chance of winning. However, when looking at the side lineup as a whole on the selection screen, some of the units become pretty much useless for a human player to use, so I'll need to make sure that I give each unit something special to give the player some incentive to use it. I also did some work with the Republic vehicles, mainly turning the RTT into a hover vehicle. It still has some kinks to work out as far as animations go, but it's getting there. Here's some screens showing the noticeable changes in the sides (I'll post a full layout of the sides once they are completely finished):
And some screens showing off the map:
For anybody wondering what kind of lag there is due to all of the trees, they actually cause very little. When running around the fields there is some pretty noticeable lag, but it's being caused by the grass, so I'm working on cutting it down a bit. Once you move into the forest, the lag disappears entirely.
It might be a while between now and my next update since I'll be busy over the next week finishing up some work for the beginning of school, but once school gets going I should actually have a decent amount of free time for the first month or so since I'm not expecting to have a heavy work load.
Hidden/Spoiler:
It's been a while since I've posted anything, but I have made some progress. I said earlier that I would work on game modes next, but after working on conquest a bit I decided that I wanted to rebuild the sides from the ground up in order to ensure that there wasn't any extra clutter in their folders and because there were some other things I wanted to fix up or change. As of now, the infantry portion of both sides is about 95% complete. I like each unit by itself, and when playing against each other in a test map with the generic setup of four cp's they balance out pretty well, with each team having an equal chance of winning. However, when looking at the side lineup as a whole on the selection screen, some of the units become pretty much useless for a human player to use, so I'll need to make sure that I give each unit something special to give the player some incentive to use it. I also did some work with the Republic vehicles, mainly turning the RTT into a hover vehicle. It still has some kinks to work out as far as animations go, but it's getting there. Here's some screens showing the noticeable changes in the sides (I'll post a full layout of the sides once they are completely finished):
Hidden/Spoiler:
Hidden/Spoiler:
It might be a while between now and my next update since I'll be busy over the next week finishing up some work for the beginning of school, but once school gets going I should actually have a decent amount of free time for the first month or so since I'm not expecting to have a heavy work load.
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woner11
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Re: Aldura Campaign (Update 8/19)
Looks unbeleivably insane.
- Sky_216
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Re: Aldura Campaign (Update 8/19)
Looks good. Would it be okay if I could use the hovering Republic TRansport once you get it working. I was going to make one for a map I'm working on anyway, and it would save me a lot of time.
- Silas
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Re: Aldura Campaign (Update 8/19)
Wowza, this looks sweet. You pulled off a complete forest very nicely. My only concern about the map is a lot of areas seem a bit too open, and the ground a bit flat. I know they're meadows and fields, but it seems a little like it going to be more of a sniper heaven map. Other than that, it looks really well done.
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Taivyx
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Re: Aldura Campaign (Update 8/19)
wow this looks exactly how I had planned my first Terra Strife map, but I tried to make a too-complete forest that was way too big. This however, looks perfect, superb job 
- Delta 47
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Re: Aldura Campaign (Update 8/19)
This looks totally awesome Eggman! Love the map setting 
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Jediguy
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Re: Aldura Campaign (Update 8/19)
I agree with everyone. This looks really cool. Maybe I missed this, but will speederbikes and other transports be included?
- Eggman
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Re: Aldura Campaign (Update 8/19)
Since Psych0fred is the one who did all the work to get the RTT working for Battlefront and created the original .odfs, I would want to double check to make sure it's alright for me to go passing my edited version around, but other than that I don't have a problem with letting you use it. Of course, it might be a while before I figure out the animation problem, considering that I haven't had any luck finding a solution in the modding forum and I don't have the knowledge to create new animations.Skyhammer_216 wrote:Looks good. Would it be okay if I could use the hovering Republic Transport once you get it working. I was going to make one for a map I'm working on anyway, and it would save me a lot of time.
The wide open spaces are part of the environment I'm trying to create, so those need to stay pretty much the way they are. However, I am considering placing some boulders in a few places in the fields to add a bit of interest and to provide some cover. Fences might be put in some places too.Silas wrote:Wowza, this looks sweet. You pulled off a complete forest very nicely. My only concern about the map is a lot of areas seem a bit too open, and the ground a bit flat. I know they're meadows and fields, but it seems a little like it going to be more of a sniper heaven map. Other than that, it looks really well done.
Jediguy wrote:I agree with everyone. This looks really cool. Maybe I missed this, but will speederbikes and other transports be included?
Vehicles of several types will definitely be in. Conquest mode will include AATs for the CIS and IFTs for the Republic, while campaign mode will include a greater variety, such as RTTs (which a large part of the mission revolves around), possibly AT-TEs (although they won't be useable by the player), and some others for the CIS which I haven't decided on yet. Speederbikes won't be in conquest or campaign mode, but I have some ideas for other modes that might include them if I have the time.














