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 Alzoc 3 - Blizzard 2.0

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GAB
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PostSubject: Alzoc 3 - Blizzard 2.0   9/30/2012, 4:23 pm

Ok ok, I know, it has been less than a month since I released the 1.0 version of this, but i couldn't resist. Smile Here I am to announce the development of the 2.0 version of Alzoc 3 - Blizzard.

The main focus in this new version will be the implementation of random time of the day/weather. I tried to put this on version 1.0 before releasing it but when I realized the amount of work and time it would take I decided to leave it aside to start working on it now. Yesterday I started this and I got quite satisfied with the results and wanted to show them to everyone.

Please, keep in mind that this is very early work. There are still many things from the blizzard environment that I'll have to adjust to the new variants, like those Near/FarSceneRange thingies, with play an important role on the view distance and all things related to it.

I'll also attempt to fix bugs from the first version, add some new things, change others and make improvement where possible.

Below are some pictures from the map on it's current state. There are four pictures of each of the current time of day/weather variants: dawn, dusk and of course the blizzard. I might also add a night variant, but I want to focus on these first.

Dawn
Spoiler:
 
Blizzard
Spoiler:
 
Dusk
Spoiler:
 
Please, feel free to leave suggestions. Right now they are very welcome.
For those who already played the 1.0 version, you can leave suggestions for things that could be improved and/or that you think should be added or changed, and oh, let me know what you think of these early results.


Last edited by GAB on 10/1/2012, 7:32 am; edited 1 time in total
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Lephenix
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   9/30/2012, 5:18 pm

Excellent, looking forward to it, i'm loving the dusk one at the moment.
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   10/1/2012, 11:42 am

Looks awesome, multiple looks for one map really keeps it interesting.

It looks like a few objects are missing the highres shadows. Adding them is not nessasary, it can make it look better though. If I were to make a map as awesome as this i'd make sure everything is pefect before release.
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   10/1/2012, 6:48 pm

I like what im seeing. Very good on the scheme. Cool
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   10/5/2012, 2:14 am

Glitch wrote:
If I were to make a map as awesome as this i'd make sure everything is pefect before release.
I will surely do. Great

EDIT

Today I've been working a little on the dusk setting. I added some fog, mist, those light shafts that you see a lot in the endor map, and a couple of other things.

Here are some pictures of the dusk variant in it's current state:
Spoiler:
 
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Lephenix
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   10/5/2012, 5:33 pm

Amazing work like always Smile .
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   10/6/2012, 7:08 am

O_O Wow. Amazing. I'm not sure if this is BF2 anymore or not. Shocked
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   10/8/2012, 10:52 pm

Ok, yesterday I finished adding a new time of day/weather variant: Night. All I can say about it is that it is dark and it is probably the hardest one. Without the option to have icons above the enemy's head, this becomes a nice challenge.

Anyway, enough. Time for the pictures:
Spoiler:
 
Now that most of the things are set, I'll start putting implementing new stuff, so give your suggestions and a bit of criticism is always welcome.
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   10/10/2012, 11:33 am

That's very nice looking. A great modding challenge and great idea, i think would be to add flashlights to vehicles (with light fxs), and maybe flashlights on helmets for clone troopers and stormtroopers, and flashlights on weapons for rebels and CIS. Not sure if that's possible tough.
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   11/2/2012, 11:59 am

Now that you have so many variants of the map (No longer just Blizzard) you should consider simply calling it Alzoc 3: (Winter, Forest, or something else) Up to you though, looks fantastic. I wish every modder put this much effort into maps.

Lephenix wrote:
That's very nice looking. A great modding challenge and great idea, i think would be to add flashlights to vehicles (with light fxs), and maybe flashlights on helmets for clone troopers and stormtroopers, and flashlights on weapons for rebels and CIS. Not sure if that's possible tough.
Do you remember the crystal in the third level in the campaign? What if you redesigned that model, attached to weapon bone, make it emit light in one direction, and then set several of those at spawn points for players to pickup?
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   11/17/2012, 6:18 pm

WIll this mod be comaptible with BFX 2.0 I think the regular stock Imps and Clones just wont do in this map.... I mean a regular Clone with stock weapons wont cover the *wow omg* in this map. If this can be done it would be amazing
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   11/17/2012, 6:57 pm

The vehicles and environment look absolutely incredible with the snow themed skins. If you could use stock classes and simply modify the original skins it would let them blend into the map better while retaining the classic game play.
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   11/18/2012, 9:20 pm

Shadowed~ wrote:
WIll this mod be comaptible with BFX 2.0 I think the regular stock Imps and Clones just wont do in this map.... I mean a regular Clone with stock weapons wont cover the *wow omg* in this map. If this can be done it would be amazing

The V1.0 is compatible with BFX 2.2 and DT2.
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   12/17/2012, 1:04 am

I know it has been a while since the last update, so here we are again. Lately I've been working solely on scripting and today I finished the Clone Wars Campaign mode for the map, featuring 8 objectives (at least until now).

Below are two pictures showing some highlights of the CW campaign mission:
Spoiler:
 
I Also added to the campaign missions a special soundtrack, from a game which I really appreciate the music and think some of it would fit well in the map.

Aside from that, I also added the following Two of Mav's Dark Times' modes. VIP and Control. I'm planning to add Wave later too. These two modes will support the stock CW and GCW, BFX CW and GCW and of course Dark Times'.

Now that the CW campaign mission script is done, I'll start working on some sound implementation, localizing, the Wave mode, tweaking the just finished CW campaign script as necessary and getting ready for the GCW Campaign Mission.

Let me know what you think of this update and feel free to leave suggestions. Wink
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   12/17/2012, 4:47 pm

I love you! Too beast!
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   12/17/2012, 8:23 pm

Excellent job GAB, keep up the good work Smile .
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   12/19/2012, 1:53 am

Thanks a lot guys!

And a little update

Today I started adding support gunships to the CW campaign. They're like the ones that help you (or not) in a few of the campaign levels. After some hours trying to get used to the animation mode in ZE, I managed to get some of the animations working.

Here's a picture of one of them kicking some droid butt
Spoiler:
 

Let me know what you think.
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   12/19/2012, 4:35 am

I think your to freaking talented to stop modding after this. This community needs more map makers like you, seriously.
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   12/31/2012, 6:38 am

I agree 110% Great
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   12/31/2012, 1:29 pm

Thanks a lot for the prestige guys.

And seriously, if it was only by my will, I'd mod for a living. However, there's the reason I'm stopping after this.

This next year (2013) is going to be my last year at high school. I don't know how it works in other countries, but in the one I live, after high school comes the dreaded Vestibular. So I'd like to have the most time available as I can to prepare myself for these demanding tests.

And I hope to be able to comeback in the future. I really like to make maps for SWBF2 and I'd do it even if I were the only one going to play the map.
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   1/1/2013, 8:40 pm

Great to hear! good luck!
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   2/3/2013, 3:49 am

All right, after staying away from modding for a while I've got some new updates for you guys.

Tonight I've just finished implementing locutus' HQ mode to the map. In short, the mode consists in destroying the enemy HQ and protecting yours. Like all the other modes (except wave and the campaign missions), HQ will support all the Alzoc 3 - Blizzard's supported eras, Dark Times 2, BFX and of course the stock CW and GCW eras.

Below there are some poorly taken pictures (sorry, I was in a hurry) trying to show each team's headquarters.
Spoiler:
 
Well, that's it for now. Let me know what you think.
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   2/3/2013, 4:16 am

Glad to see that you're back! An HQ mode sounds very interesting, certainly something new for BF2.

I love that second one! Such an awesome looking model! Is it for CIS or another faction?
Spoiler:
 
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   2/3/2013, 4:46 am

It is for the CIS.

Originally, it was supposed to be the HQ model for all four factions, but after I came across this one model and this other one, I thought they'd make great HQ buildings for the Empire and the Alliance respectively. Since the Imperials and the Rebels were going to have different HQ buildings, I decided to give a different one for the republic as well, and decided to use the SWBF1 Republic Forward Center (seen in the Geonosis map) as their HQ. Since I coudn't find a HQ building for the CIS, I decided to leave them with the one in the pictures. It matches well their architectural style.
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PostSubject: Re: Alzoc 3 - Blizzard 2.0   2/3/2013, 5:54 am

I'm loving the quality in this map! Keep up the good work Smile
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