Alderaan Citadel
Map for EAW
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0 votes |
4 players EAW skirmish land map. It took the second place at the EAW Map Making Contest in 2006.
Features in my map :
- Realistic large city.
- Designed to have many exploitable weaknesses on both sides, aswell as strong points.
- 'Star Warsy' has a good use of textures and buildings, neutral civillian NPCs wander the streets to give the city a more populated feel.
- Easy to navigate, no choke points.
Story:
Alderaan is a peaceful planet, after the clone wars the Goverment on Alderaan banned all weapons from the surface; but the Imperials discovered rebel sympathiezers were operating on the planet, and moved in swiftly, turning the peaceful city into a dangerous battlefront..
Hints:
- There are now mining facilities in the city; some are fortifable by turrets while some arn't.
- The Imperials have towers which spawn Imperial Guards.
- Capturing reinforcement points throughout the city is vital to win the battle.
Changes in Version 2:
- There are now mining facilities around the city to help with credit income.
- Cleared out buildings and other objects near touch down points.
- Removed 3rd/2nd stories for larger buildings to help with view issues
- No major visual changes where made, some buildings where cleared out to help with lag.
- Smoothed out Rebel Base ramp
- Exchanges all factional buildings with 'ground buildable' ones.
- Flattends the massive hole in the middle of the map and added a Jedi Temple in its place
- Moved all Imperial buildings to the command center
- Removed the 'Amazing hovering shubbery' tongue.gif
- Moved Imperial Guard spawns to the main base
- Removed Rebel civilian spawns
- Added Mining Facilaties where the Imperial Bases once stood.
- Gave rebels a larger sheild
- Fixed an issue allowing smaller infantry units to leave the main area of the map.
- Traded out a more natural looking texture for the hills,
- Removed Adv. Vechicle factorys and officer academys
- Added Fog to remove lag (It's black and blends in with the Line of sight fog, but my FPS drasticly changed for the better, I would get 12-16 before, I was getting 20-30ish after the fog was added, and it was very hard to notice it)
- Changed lighting intensity
- Rotated turrets to point to the streets from their position
- Spread out rebel buildings
- Gave rebels more turret pads
Changes in Version 3 :
- Major visual changes
- Buildings completely rearranged, they are no longer in random scatters all over the map, but cleverly shaped togeather to make larger buildings.
- Removed MANY MANY buildings, majorly opened up fighting space, removed spawn houses for factional civilians.
- Tweaked Fog.
- Fixed up various passibility issues in the outer walls and ones I frogot to clean up in the last version.
- Retextured many areas.
- Cleaned up touch-down areas even more.
- Changes game-type from Temperate to Urban (This effects soundsets you hear in the level)
- Adden more captureable mineral harvesters.
- Moved both Imperial And Rebel power generators.
- Replaced outer walls on the right side with the same walls used on the rest of the level.
- Changed the Abandonded Up-Link terminal in the rebel base to rebel from imperial.
- Removed missing units from mods not included in game.
-------------------------------------------
Changes in technical Resubmit...
-Changed build pads for empire and rebel to the correct starting info.
Features in my map :
- Realistic large city.
- Designed to have many exploitable weaknesses on both sides, aswell as strong points.
- 'Star Warsy' has a good use of textures and buildings, neutral civillian NPCs wander the streets to give the city a more populated feel.
- Easy to navigate, no choke points.
Story:
Alderaan is a peaceful planet, after the clone wars the Goverment on Alderaan banned all weapons from the surface; but the Imperials discovered rebel sympathiezers were operating on the planet, and moved in swiftly, turning the peaceful city into a dangerous battlefront..
Hints:
- There are now mining facilities in the city; some are fortifable by turrets while some arn't.
- The Imperials have towers which spawn Imperial Guards.
- Capturing reinforcement points throughout the city is vital to win the battle.
Changes in Version 2:
- There are now mining facilities around the city to help with credit income.
- Cleared out buildings and other objects near touch down points.
- Removed 3rd/2nd stories for larger buildings to help with view issues
- No major visual changes where made, some buildings where cleared out to help with lag.
- Smoothed out Rebel Base ramp
- Exchanges all factional buildings with 'ground buildable' ones.
- Flattends the massive hole in the middle of the map and added a Jedi Temple in its place
- Moved all Imperial buildings to the command center
- Removed the 'Amazing hovering shubbery' tongue.gif
- Moved Imperial Guard spawns to the main base
- Removed Rebel civilian spawns
- Added Mining Facilaties where the Imperial Bases once stood.
- Gave rebels a larger sheild
- Fixed an issue allowing smaller infantry units to leave the main area of the map.
- Traded out a more natural looking texture for the hills,
- Removed Adv. Vechicle factorys and officer academys
- Added Fog to remove lag (It's black and blends in with the Line of sight fog, but my FPS drasticly changed for the better, I would get 12-16 before, I was getting 20-30ish after the fog was added, and it was very hard to notice it)
- Changed lighting intensity
- Rotated turrets to point to the streets from their position
- Spread out rebel buildings
- Gave rebels more turret pads
Changes in Version 3 :
- Major visual changes
- Buildings completely rearranged, they are no longer in random scatters all over the map, but cleverly shaped togeather to make larger buildings.
- Removed MANY MANY buildings, majorly opened up fighting space, removed spawn houses for factional civilians.
- Tweaked Fog.
- Fixed up various passibility issues in the outer walls and ones I frogot to clean up in the last version.
- Retextured many areas.
- Cleaned up touch-down areas even more.
- Changes game-type from Temperate to Urban (This effects soundsets you hear in the level)
- Adden more captureable mineral harvesters.
- Moved both Imperial And Rebel power generators.
- Replaced outer walls on the right side with the same walls used on the rest of the level.
- Changed the Abandonded Up-Link terminal in the rebel base to rebel from imperial.
- Removed missing units from mods not included in game.
-------------------------------------------
Changes in technical Resubmit...
-Changed build pads for empire and rebel to the correct starting info.
Links / Downloads
Hits | Added | |
---|---|---|
Download Alderaan Citadel! | 1671 | September 29, 2008 - 11:37 |
Credits
Map by James/Paul Morford (AKA) Fuzion Infinity |