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Re: Aldura Campaign (Update 2/1)
Posted: Mon Feb 16, 2009 9:46 pm
by Sky_216
Random Tip:
dag_prop_grandtree makes an excellent dead tree model if you get rid of the foliage via the odf and make the skin browner/greyer.
Re: Aldura Campaign (Update 2/1)
Posted: Mon Feb 16, 2009 10:25 pm
by Eggman
Thanks. I have been considering changing the map around a bit, and adding some of those trees would be a good way to spruce it up a bit.
However, that's only if I continue working on this map. I'm not too motivated right now to work on the series, or at least this part of it. I've been thinking about just cutting this current map and what would be the next one, and just moving ahead to a revised Beachhead map. I'm not completely committed to that idea though, so what might happens could be any of the following:
1.) I cut this map ('Doom') and the following map I have planned and skip ahead to Beachhead
2.) I keep this, but work on whichever map I currently feel like working on, with several maps in progress at once (sort of what I'm doing now; over the past few days I've been playing around with terrain layouts for the new Beachhead map)
3.) I ignore everything I just said and keep on working the way I have been
None of what I've said means that I'm tired of this project; in fact, I want to complete it and enjoy working on it quite a bit. I'm just not interested in working on it right now, because my life is extremely busy and whenever I've had time to do modding stuff lately I've been more interested in playing around with some other ideas I've had floating around my head for a while.
Soooo...don't expect an update for a while, probably not until the end of March, maybe early April.
Re: Aldura Campaign (Update 2/1)
Posted: Tue Feb 17, 2009 1:25 am
by RevanSithLord
I'd say option number two would be the best choice at this point. Just do what you feel like you can do and if life keeps you from doing the things you want for a bit, so be it (life sucks that way, eh?). I'd say work on what you want or feel like working on, but don't take it from me.
Also, I hope that also, the space map that was released, will include assault mode for those who don't only wanna play the campaign. Unless there is a link I missed or no one has told me about.
Re: Aldura Campaign (Update 2/1)
Posted: Tue Feb 17, 2009 8:05 pm
by Eggman
RevanSithLord wrote:I'd say option number two would be the best choice at this point. Just do what you feel like you can do and if life keeps you from doing the things you want for a bit, so be it (life sucks that way, eh?). I'd say work on what you want or feel like working on, but don't take it from me.
Also, I hope that also, the space map that was released, will include assault mode for those who don't only wanna play the campaign. Unless there is a link I missed or no one has told me about.
You haven't missed a link; I just haven't gotten around to setting up an assault mode. To do that I'll need to adjust some ship layouts so the CIS can have a spawn point. It's not too difficult, but as soon as I finished that map I just shoved it to the back of my mind, so I haven't done anything with it yet.
Re: Aldura Campaign (Update 2/1)
Posted: Wed Feb 18, 2009 8:13 pm
by RevanSithLord
Oh. Okay.

I love this plot you got going, though. Awesome series!
Re: Aldura Campaign (Update 2/1)
Posted: Sat Mar 28, 2009 11:02 pm
by Eggman
I finally had some time to work on this over the past couple of days, so I figured I'd let everybody know that this hasn't died.
I don't have anything to show screenshots of, but what I've basically done is redesigned Doom (which I'll probably be changing the name of). It's still the same concept, I just decided to adjust things to make it more interesting.
Now that I actually have this wonderful thing called free time, I should be able to work on this more regularly and have some real updates soon.
Re: Aldura Campaign (Update 2/1)
Posted: Sat Mar 28, 2009 11:34 pm
by Devastator77
Nice to know. Looking forward to the updates

Re: Aldura Campaign (Update 2/1)
Posted: Thu Apr 02, 2009 7:46 pm
by Eggman
--Update--
Aldura: Ambush (formerly Aldura: Doom)
-Revised info-
Story:
Several months after the initial landings of Republic troops, the planet is still locked in brutal warfare. Although the continent of Serena was seized from the CIS according to plan, the invasion of the other main continent, Alda, has been unsuccessful. The first waves of ground troops were delayed in orbit, granting the Separatists sufficient time to establish a seemingly impenetrable defense of their major strongholds. The battle for Alda quickly degenerated into a bitter stalemate with staggering losses on both sides. Now the CIS has launched an effort to force the Republic off the continent. After a surprise attack on a Republic base, surviving clone troopers flee across the desolated landscape....
Game Modes:
-Campaign
-Conquest
Screenshots:
The lighting will be darkened eventually to about what it was in the previous screenshots. I'm just keeping it a little lighter for now because that makes it easier to work (yes, I realize I can switch lighting off in ZE, but that doesn't affect terrain).
I'm expecting work to progress on this pretty quickly. Conquest is basically done; all I need to do with that mode is some balancing work. I haven't started on the campaign scripting yet, but it's going to be a relatively short mission and should be simple to set up.
Re: Aldura Campaign (Update 4/2)
Posted: Thu Apr 02, 2009 8:17 pm
by Nova Hawk
Looks pretty sweet. Can't wait to play it...
Re: Aldura Campaign (Update 4/2)
Posted: Fri Apr 03, 2009 9:11 am
by Delta-1035
Nova Hawk wrote:Can't wait to play it...
me too, looks
really amazing.
Re: Aldura Campaign (Update 4/2)
Posted: Fri Apr 03, 2009 4:29 pm
by lesovikk1
lol how you do screen 5 that looks cool. nice update cant wait for this one too
Re: Aldura Campaign (Update 4/2)
Posted: Sun Apr 05, 2009 5:38 pm
by Eggman
lesovikk1 wrote:lol how you do screen 5 that looks cool. nice update cant wait for this one too
Courtesy of Qdin's dead clone props. Probably one of the most useful assets I've ever come across.
Edit: Conquest mode is balanced out now. I also fixed up the lighting so it has a good balance between being dark enough to give the proper atmosphere, but bright enough that gameplay isn't hampered. Over the next few days I'll be working on the campaign scripting.
Re: Aldura Campaign (Update 4/2)
Posted: Mon Apr 06, 2009 8:44 am
by Darth Revan
Nice Eggman youve really captured the doom and gloom felling in those screenies
Re: Aldura Campaign (Update 4/2)
Posted: Tue Apr 07, 2009 4:19 pm
by Devastator77
Yes, I agree. This map series just keeps getting better.

Re: Aldura Campaign (Update 4/2)
Posted: Tue Apr 07, 2009 4:19 pm
by Eggman
Update
Through the awesome power of LUA and a little help from the search function, I introduce to you one of my favorite new features in campaign mode: pick-uppable weapons (based off of the system in Maveritchell's Spira: Besaid script).
Here's a video of the feature in action:
http://www.xfire.com/video/9de83/
If you watch it in full-screen, you should be able to read the message text that explains how picking up weapons works.
And some screenshots to show off the updated lighting (which is actually a little darker in-game) and some new areas:
Re: Aldura Campaign (Update 4/2)
Posted: Tue Apr 07, 2009 7:34 pm
by Null_1138
The lighting and video are great, Eggman! But, I don't see any terrain variation. Do you plan on having any? It just seems unreal seeing the horizon so clearly (in pic #2 its very evident).
Re: Aldura Campaign (Update 4/2)
Posted: Tue Apr 07, 2009 7:55 pm
by Eggman
Null_1138 wrote:The lighting and video are great, Eggman! But, I don't see any terrain variation. Do you plan on having any? It just seems unreal seeing the horizon so clearly (in pic #2 its very evident).
There's more than can be seen in those pictures. The flatness is just an illusion from the angle of the shots. The map takes place in a plains setting, so there aren't massive changes in elevation, but there are plenty of rolling hills. Trust me, when the map is done and you're playing through it, it should look and feel very natural.
Re: Aldura Campaign (Update 4/2)
Posted: Tue Apr 07, 2009 7:55 pm
by Darth Revan
Oh Nice like Naboo kinda
Re: Aldura Campaign (Update 4/2)
Posted: Tue Apr 07, 2009 8:02 pm
by Nihillo
That's pretty interesting, I like the looks of your next map.
Which weapons do you plan to include for the player to pick-up?
I'm a big fan of your aldura campaign, by the way; the concept of playing a campaign from the perspective of a specific clone trooper is great.
Re: Aldura Campaign (Update 4/2)
Posted: Tue Apr 07, 2009 8:04 pm
by Darth Revan
If you like it play Operation ferret Master great campaign map