ALDERAAN: CITY SQUARE (Final 1.0 Released!)

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Schizo

ALDERAAN: CITY SQUARE (Final 1.0 Released!)

Post by Schizo »

The final version of the long-awaited Alderaan: City Square map has been released. I basically just got my rear in gear when I found out someone nominated it for Map Pack #6. I kinda thought, "Whoa, cool...", but then I realized that the currently-released map is still a crappy beta with half-assed bot planning. So, I tried as hard as I could to get the bots to actually move and fight and everything. Really, I had no luck. So then, I just moved around the spawn paths a bit, and now it's almost perfect. Really action-packed fighting down on the ground. And, as always, plenty of chaos up on the skyways. So I went up, added a few finishing touches, such as a couple more backround buildings, and a new minimap, and I must say, this map has finally made me proud. It's really great, and I suggest you all give it a try. Here's the download link:

http://savefile.com/files.php?fid=4397129

(As always, read the Readme; it's got some important information in there)

Enjoy.

Oh, and if you really like this map, and you haven't already voted for which map you want in Pack 6, I'd appreciate it if you voted for this map. It needs some publicity, and I really want this map to get into this pack! After all, this is going to be the last pack... but it's your vote, so choose wisely... (and vote for me! :P)

Screenshots:

http://img297.imageshack.us/img297/5315/ald17ow.png
http://img297.imageshack.us/img297/3857/ald129lx.png
http://img297.imageshack.us/img297/8824/ald141ze.png
http://img297.imageshack.us/img297/1444/ald165sq.png
http://img297.imageshack.us/img297/5910/ald172tg.png
http://img297.imageshack.us/img297/1700/ald187yr.png
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Teancum
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RE: ALDERAAN: CITY SQUARE (Final 1.0 Released!)

Post by Teancum »

Wonderful! I'll get to work on a preview movie.
Joe-B-Wan

Post by Joe-B-Wan »

Yayyy Schizo!!!!

I'm really glad you went back to finish this map! I was disappointed that you seemed to be too frustrated to work on it anymore, but you pulled through for us! :D

I'm downloading now, and you can be sure I'll vote to have it included in MP6. (and not just for selfish dilusions of granduer :lol: )

PS: In case you missed it, I wished you a happy birthday on the GuruChat thingy on the homepage! :wink:
Melrek_Krakan

Post by Melrek_Krakan »

Off Topic:
Joe-B-Wan wrote: "Serenity" is a super movie that I'd urge everyone to go see!!!

Everyone should go see "Serenity" multiple times!!!
Saw serenity and loved it (exspecially the last space battle, gotta love those grappling hooks!)

On Topic: Downloading Now, cant wait to play it!
Last edited by Melrek_Krakan on Sun Oct 02, 2005 10:46 pm, edited 1 time in total.
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Post by EraOfDesann »

Shizo, did your previous version have a mini-map? I think that I may have somehow downloaded the older version because all the troops are colored wierd on mine. :? :?:
Schizo

Post by Schizo »

It might just be your video settings... I have no problem with the colors of the units on my game...

And no, so far this is version is the only one with a mini-map so far... why do you ask?
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Post by EraOfDesann »

I thought that maybe I had the older version because of the wierd colored troops. I guess not. If you'd like to know how to change the Rebel's uniforms or change the music I can help you out with that...
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Post by Teancum »

Flyby movie is now done. Please download it and add it to the rar/zip so Guru can post a final version here. I need the space for Alpha and myself.

http://porfolio.iu.edu/smmelton/ald1.rar
Schizo

Post by Schizo »

The link doesn't work...
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Post by Teancum »

Yeah I pulled it cuz I'm redoing it.
Schizo

Post by Schizo »

Alright, I figured out the problem behind the odd-colored units (which, now after I've gotten my new graphics card, I've actually had the chance to notice). So I fixed it, and everything should be in working order now. So if anyone's having trouble with the odd-colored units, please download this one:

http://savefile.com/files.php?fid=7095786

I even added a bit to the map, and made a premo sniping spot, so that's something to look for. And no, I didn't put it on the mini-map since I want you guys to actually look for it for yourselves.

And I'm surprised nobody even found the little "secret" I put in around the Alleyway... first one to find it and PM me with a legitimate screen gets a prize*.

* Custom-made Ep. III-style ARC Trooper skin by yours truly that was originally going to be included in the map, but obviously never made it.

Oh, and Teancum, I'm still waiting on that preview video from you. Once I get it, then I can add it and some new music, and finally be able to release the final version of the map.
Melrek_Krakan

Post by Melrek_Krakan »

Edit: opps :oops:
Last edited by Melrek_Krakan on Sun Oct 09, 2005 8:48 pm, edited 2 times in total.
Schizo

Post by Schizo »

Already been fixed.
Melrek_Krakan

Post by Melrek_Krakan »

opps, sorry
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Post by Teancum »

Schizo -- I'll have it by Tuesday evening.
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Post by Teancum »

Here's the file. If you don't like it, let me know and I'll do another.

http://portfolio.iu.edu/smmelton/ald1.rar
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Post by Ace_Azzameen_5 »

Schizo, are all of your bot routes connected? Every hub needs a route to every hub, so it seems.
Last edited by Ace_Azzameen_5 on Mon Oct 10, 2005 3:31 pm, edited 1 time in total.
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Post by EraOfDesann »

Shizo, if you'd like I can teach you how to change the rebel and imperial uniforms and how to change the music. I could probably teach you some other things too. Do you have Xfire?
Schizo

Post by Schizo »

Guys, the name's Schizo, with a "c". Not "Shizo"... :?

But, Ace, hubs are useless when you have multiple levels on your maps like I do with this one, because the bots get confused, since you can't place hubs and stuff on multiple levels, so their effectiveness on higher levels can only go so far. I can really only effectively have the hubs and routes on the ground CPs, so the bots up on the walkways have a mind of their own. Though I do notice that they actually behave fairly well up there, so I'm not letting it bother me. But the bots down on the ground do get stuck, regardless of the tons of barriers and paths I've put down there. There's really no way to fix it; they're getting confused by the multiple levels of the platforms. I'm kind of amazed as to how the creators made the Cloud City map so well with all those levels and everything... because I've had a lot of trouble with it. So don't expect the bots to be perfect, because there's no real way to make it perfect.

Desann, I already know how to change the Imp/Rebel uniforms, but I think the ones I have now are fine. At least, for the time being. As for the music, I think I've got the basic idea, and I'm currently reading up on how to do it through psych0fred's tutorial.

But the final version will be out soon, and Teancum's preview video looks really good. Now I just gotta add some custom music, maybe add a few things to the map, etc. Just some little changes, a couple tweaks here and there; nothing too big.

Though I'm still stumped why the bots don't want to use the vehicles... anybody know a solution to that?
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Post by Ace_Azzameen_5 »

Schizo, you didn't answer my question. Also, NONE of the bots are following any sort of planning, just clumping. Hubs are only useless if you have overlap of connections, and even that can be worked around by putting hubs in the right(or not in the wrong) places.
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