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 Post subject: Aldura Campaign (Update 1/15)
PostPosted: Mon Mar 24, 2008 3:02 pm 
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Master Bounty Hunter
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Projects :: Battlefront Chronicles
Aldura Campaign

Story
Several months after the Battle of Geonosis, Separatist forces invaded the world of Aldura. Although Aldura's industrial contribution to the war effort is small, the planet's position in the galaxy gives a strong strategic advantage to the faction controlling it. Knowing this, the Republic has sent an invasion force to liberate the planet....

Screenshots
Hidden/Spoiler:
Image

Image

Image


Announcements
-ModDB page: http://www.moddb.com/mods/aldura-campaign
-Part one released!

Credits
Hidden/Spoiler:
Pahricida - DC-15A model
Pahricida/Syth - DC-15 marine model
OOM-9 - DC-15S model
Qdin - Clone corpse models
Teancum - Naboo: Prototype assets
Teancum/Maveritchell - Conversion Pack assets
Maveritchell - fixed service truck texture
Dragonum/Bertie - CIS capital ship models
AceMastermind - Coreship w/ hangars, command/security droid models
EGG_GUTS - command droid skin
Skyhammer_216 - New LAAT wrecks
RepSharpshooter - DMI assets
DarthD.U.C.K - DC-17 pistol model
Forcemaster - Artillery gun
Psych0fred - RTT model
Squipple/Eddie - models from "SquediesSourceModels" pack
Lord_Bandu - Dantooine tree model
Syth - Thermal detonator model, backpack addon
Wazmol - Acclamator model


Last edited by Eggman on Fri Jan 15, 2010 9:31 pm, edited 52 times in total.

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 Post subject: Re: Aldura Campaign
PostPosted: Mon Mar 24, 2008 3:23 pm 
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[GT] Spirit Guide
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You may want to change the sky to be more... War torn. Unless you are looking for a happy environment! :P


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 Post subject: Re: Aldura Campaign
PostPosted: Mon Mar 24, 2008 4:03 pm 
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Master Bounty Hunter
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Alright, here's the current layout for sides:

Republic: All clones are Phase I. The side is organized by a combination of rank and classes. Each rank has proper colors on its armor.

Clone trooper:
DC-15A rifle
DC-17 pistol
Thermal detonators x4

Clone Sergeant:
DC-15S carbine
DC-17 pistol
Thermal detonators x4 (this'll probably change so it's not so much like the normal trooper)

Clone Lieutenant:
Rocket Launcher
DC-17 pistol
Thermal detonators x2
Mines x3

Clone Captain:
DC-15x sniper rifle
DC-17 pistol
Undecided on secondary weapons

Clone Engineer:
DC-17 pistol
Fusion cutter
Detpacks x3
Ammo/Health dispenser

Clone Commander:
DC-15A rifle
DC-17 pistol
Electrobinoculars (with orbital strike)
Thermal detonators x4

CIS: Right now, my plan is for each class to only be assigned the one weapon essential to its class. This actually works out pretty well balance wise in this map, and in the second map the CIS actually had a huge advantage before I adjusted a few things in the Republic's favor.

B1 Battledroid:
E-5 blaster rifle

B1 Assault droid:
Rocket launcher

B1 Assassin droid:
E-5s sniper rifle

B1 Engineer droid:
Fusion cutter (to make the engineer a little more useful, the fusion cutter can now heal your allies and yourself)

B2 Super battledroid: Slower, but more durable than shipped version
Wrist blaster (more powerful)

I may add in a command droid with the same orbital strike capabilities as the clone commander.

Grev wrote:
You may want to change the sky to be more... War torn. Unless you are looking for a happy environment! :P


I'm not completely set on the sky yet, but a theme I'm going for in the atmosphere of these maps is contrast. For example, the second map is set on a grassy, peaceful plains area with a beautiful sunset, but there are burnt out wrecks of vehicles and corpses lying around from a previous battle. Anyway, I might play around with the sky some more to see if I can find something better.


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 Post subject: Re: Aldura Campaign
PostPosted: Mon Mar 24, 2008 5:58 pm 
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Jedi Admin
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Looks good! I have a few ideas regarding the coastal town:

    -Darken the terrain in some areas (and maybe apply a rubble terrain texture) and lower the elevation to create the illusion of orbital bombardment craters.

    -Retexture Geonosian foilage (flat-rocks) with some textures you're using for the town buildings to make the rocks look like chunks of debris from the buildings.

    -Use smoke FX in some areas to give it a sense of destruction.


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 Post subject: Re: Aldura Campaign
PostPosted: Mon Mar 24, 2008 6:39 pm 
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Looks Great!

I would suggest to add just some simple lighting, even just alittle makes things look really alot better.


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 Post subject: Re: Aldura Campaign
PostPosted: Mon Mar 24, 2008 7:06 pm 
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Jedi Acolyte Master
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Looks great, make sure you add plenty of objects to hide behind in battle :thumbs:


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 Post subject: Re: Aldura Campaign
PostPosted: Tue Mar 25, 2008 12:11 am 
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Allright, good luck with the campaign.

I like that last picture you posted. somehow, the Rhen Var and Theed assets look pretty good when combined together.


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 Post subject: Re: Aldura Campaign
PostPosted: Tue Mar 25, 2008 5:45 pm 
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EraOfDesann wrote:
Looks good! I have a few ideas regarding the coastal town:

    -Darken the terrain in some areas (and maybe apply a rubble terrain texture) and lower the elevation to create the illusion of orbital bombardment craters.

    -Retexture Geonosian foilage (flat-rocks) with some textures you're using for the town buildings to make the rocks look like chunks of debris from the buildings.

    -Use smoke FX in some areas to give it a sense of destruction.


For the first idea: I've been thinking about adding craters, but I decided that the only place I'd be able to make it look good at is on the beach area.

Second idea: I never really thought about using any Geonosis items, but that sounds like it would work. Only problem is that I tihnk I'm approaching the object limit, so I need to be careful now about what I add in since I still have portions of the town to build.

Third idea: Sounds good.

Caleb1117 wrote:
Looks Great!

I would suggest to add just some simple lighting, even just alittle makes things look really alot better.


While I was letting my mind wander in class today, I realized that I'd forgotten to do that, so that's now on my list of priorities.

I'm leaving tomorrow and won't be back until Saturday afternoon, so depending on how much schoolwork I have to make up I should have an update sometime around Sunday, maybe Monday.


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 Post subject: Re: Aldura Campaign
PostPosted: Tue Mar 25, 2008 7:09 pm 
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Seems very nice so far, but like I always say....
Vary the ground texture!
Especially in maps like these where foliage, that can be used to look like there's a variance in ground texture, seems out of place.


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 Post subject: Re: Aldura Campaign
PostPosted: Wed Mar 26, 2008 7:26 am 
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give the engineer a little bit more weaponary, a bolt action rifle would be cool, like 1 shot a second that would be better then just a pistol, your engineer class will get passed over lots of times.


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 Post subject: Re: Aldura Campaign
PostPosted: Wed Apr 02, 2008 5:24 pm 
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Kavar wrote:
give the engineer a little bit more weaponary, a bolt action rifle would be cool, like 1 shot a second that would be better then just a pistol, your engineer class will get passed over lots of times.


I've taken that under consideration, and I think I will give the engineer a bit more offensive power.

Guru said that the various posts that disappeared should be coming back over the next few days, so for anyone seeing the topic for the first time, the post with the story and other info should be back on the first page soon.

For now, here's some shots of the new Republic skins:

Sergeant:

Image

Lieutenant:

Image

Commander:

Image

And another shot I just happen to like:

Image


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 Post subject: Re: Aldura Campaign
PostPosted: Wed Apr 02, 2008 5:48 pm 
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Very good. I like it!


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 Post subject: Re: Aldura Campaign
PostPosted: Wed Apr 02, 2008 6:11 pm 
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You know what would be a good idea? Making a second floor that you or units could shoot down from. So you run into that fortress town place, and the CIS is in front, and above.


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 Post subject: Re: Aldura Campaign
PostPosted: Thu Apr 03, 2008 4:12 pm 
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Master Bounty Hunter
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Grev wrote:
You know what would be a good idea? Making a second floor that you or units could shoot down from. So you run into that fortress town place, and the CIS is in front, and above.


If I have enough space for objects left before I hit the limit (and if I can make objects line up properly without looking odd together) that will be a part of my plans. As it is, there are still some pretty good opportunities for sniping for the CIS, such as the balcony of the main building in the plaza area:

Image

Image

Also, the windows on the ground floor of the rest of the buildings are great for surprise attacks. Alternatively, if you know there's a group of enemies hiding in a building, you can lob a grenade in through the window. It's pretty satisfying to toss a grenade through a window from across the street and see a pile of droid chunks come flying out :P .

I'm not sure how noticeable it is in those shots, but I've added in lighting. It needs a little bit of fine tuning, but just the part that I've done makes the map look a little better.


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 Post subject: Re: Aldura Campaign
PostPosted: Thu Apr 03, 2008 4:29 pm 
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This is turning out really good! :thumbs: :D


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 Post subject: Re: Aldura Campaign
PostPosted: Thu Apr 03, 2008 4:34 pm 
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Indeed, it looks VERY nice.. Keep it up; can't wait for a new cool campaign! ;)


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 Post subject: Re: Aldura Campaign
PostPosted: Thu Apr 03, 2008 5:34 pm 
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Awesome! Cant wait for the new campaign map.


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 Post subject: Re: Aldura Campaign
PostPosted: Thu Apr 03, 2008 6:01 pm 
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I've said once, I've said it a million times.
Pandemic's Rhen Var assets are the bomb


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 Post subject: Re: Aldura Campaign
PostPosted: Thu Apr 03, 2008 6:41 pm 
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[GT] Spirit Guide
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Taivyx wrote:
I've said once, I've said it a million times.
Pandemic's Rhen Var assets are the bomb


QFT.. :P

Good job!

What sky is that btw?


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 Post subject: Re: Aldura Campaign
PostPosted: Thu Apr 03, 2008 8:54 pm 
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Thanks for the support! Just keep in mind though, campaign mode is still a very big maybe.

I removed an alley that wasn't adding any value to the map, so I shouldn't have to worry so much about the object limit now. Work is still going to be somewhat haphazard over the next week or so since I keep finding out about all sorts of other things that are dragging me away from this, but my goal for the end of this weekend is to have construction of the city finished, since I should have Sunday available to dedicate to working on this.

Grev wrote:
What sky is that btw?


It's the BF1 Naboo: Plains sky. Just a little side note about it I never mentioned, I added a slow rotation to it so it looks like the clouds are moving as they naturally would. It's subtle, but I think it's a nice touch.


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