Bespin: Escape (3.5 Final)

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Jendo7
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Bespin: Escape (3.5 Final)

Post by Jendo7 »

This is the very last version of my map that I initially made over a year ago for the first Battlefront. Versions since then have gone through many changes but I was never really satisfied with the way they turned out. This final version with the new additions noted in the readme including random skydomes, and added support for Maveritchell's "Dark Times II - Rising Son" mod, has made it complete as I hoped it would be.

Readme:
Hidden/Spoiler:
[code]Bespin: Escape 3.5 Final

Jendo7 3rd of September 2010

Support for Maveritchell's "Dark Times II: Rising Son" mod
Modes: Conquest

Both the "Dark Times II: Rising Son" mod, and the Unofficial 1.3 patch need to be installed for the Dark Times era/content to be available

For this reason I highly recommend installing it

Download link:
http://starwarsbattlefront.filefront.co ... Son;116087

Regular modes:

Conquest
2 Flag CTF
Hero Assault
Hunt
XL

Heroes

Empire: Boba Fett
Rebels: Luke Skywalker (Bespin Luke)
Republic: Obi-Wan, Kit Fisto
CIS: Jango Fett

Vehicles

GCW era:

Empire: ATST, Imperial Troop Transport, Tie Fighter, Slave 1, Cloud Car
Rebels: AAC-1 Hovertank, X-Wing, Y-Wing, Cloud Car

CW era:

Republic: AT-XT, AT-RT, LAAT/i Gunship, Anakin's Starfighter, Jedi Starfighter, Cloud Car
CIS: AAT, Droid Starfighter, Droid Tri-Fighter, Cloud Car

The Millennium Falcon is flyable only in the DT era, and both the Slave 1, and Y-Wing only appear in all conquest modes if the Dark Times II mod is installed

Background:

Loosely based on the climactic ending of episode V: The Empire Strikes Back with an escape route leading to the Millennium Falcon

History

GCW era: The Empire is making a sweep of all Outer Rim settlements, and have discovered with the help of a bounty hunter that a small band of rebels are hiding in Cloud City on Bespin, the central settlement in this rich tibanna gas region

CW era: During the Clone Wars the CIS and The Republic were fighting for control of this rich planet, for the bountiful natural resource tibanna gas, that was used in weapon production

Changes since version 3.0:
Dark Times II: Rising Son Support added
Three random sky domes, and lighting added
Flyer Splines added
Glow added to the Bespin assets
Soundstreams working for the Carbon Chamber
Viewable terrain in the Chamber entrance resolved
Carbon Chamber wall color fixed
R2-D2, and Kit Fisto localization fixed
Localization for all language versions of the game corrected
New skin added to the CIS sniper class
Clones skins changed from the 146th legion to the Phase II White variant
New loadscreens added for Hunt, and the Dark Times era
AI planning improved with added barriers
Shadow regions added to all interiors
The number of modes, and reinforcement count have been reduced
Several other bug fixes
Improved the mini map

Credits:
George Lucas: Star Wars
Lucasarts and Pandemic: Star Wars Battlefront II
Pandemic: BFII Modtools
Maveritchell: "Dark Times II: Rising Son" mod, and the "How to add Rising Son to your mod" tutorial
archer01: AIHeroSupport script
Psych0fred: Imperial Troop Transport, AT-XT, ATST Dock
Pandemic, Maveritchell and Teancum: Kit Fisto
Revan Software: Lando Calrissian Model converted from Jedi Knight Outcast/Academy.
Teancum, Maveritchell and the Conversion Pack Team: Vehicle assets, heroes Bespin luke, and Lando Calrissian
Rends: Coruscant City assets
Dragonum: LAAT/c Dropship model
Maveritchell: Space Service Truck (fixed texture)
Saitek009: Hunt mode tutorial.
DYFX: Phase II White Clone Skin
Fragme!: cuttercube terraincutter
Sky_216: Random Sky/Fx/Lighting Tutorial
EA711: White B1 Battle Droid Skin for the sniper
Repsharpshooter: Fett's Jet Pack effect
ggctUK: Carbon Chamber environment sound stream(amb_carbonFreeze_front.wav)
AQT: "Improved" Bespin Assets for chamber01.tga, Chamber02.tga, and Chamber03.tga, and hex edit glow fix info
]V[: +123 assets
Marvel4: Soundstream info
Guru: For his forum at Gametoast.com, and the Star Wars Battlefront modding community

This map is dedicated to everyone who worked for Pandemic Studios, without whom this great game would not exist

Sound issue:
Because Boba Fett's EE-3 Blaster sound did not work due to game music conflicts, I have changed it to Jango's Westar-33 pistol. His blaster is still available in Hero Assault

Please do not distribute this map on other sites without my consent
Contact me either at gametoast.com or email me at:jonainsworth@bluebottle.com

Installation: Extract the BNE folder to; "LucasArts/Star Wars Battlefront II/GameData/addon" directory

Uninstallation: Remove BNE folder from GameData/addon directory


THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENTS TM & (C) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.[/code]
Screenshots:
Hidden/Spoiler:
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Download:

http://starwarsbattlefront.filefront.co ... ape;116661

Alternate Download:

http://www.moddb.com/games/star-wars-ba ... e-35-final

Have fun! :)

Edit: Unfortunately I left out Kit Fisto to the one submitted to SWBFFiles, and had to upload it again. The moddb link has already been updated with the correct version.

Edit 2: The link on SWBFFiles has now been updated with the full working version of the map thanks to Mav.
Last edited by Jendo7 on Tue Sep 07, 2010 9:49 pm, edited 6 times in total.
genaral_mitch
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Re: Bespin: Escape (3.5 Final)

Post by genaral_mitch »

The night-time sky is amazing! Dling now.
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Re: Bespin: Escape (3.5 Final)

Post by TML »

Great! It's nice to finally have a Bespin for Dark Times! :D

But one question, where the heck is Slave 1? :lol: I found the Y-Wing, but I can't find Slave 1
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Re: Bespin: Escape (3.5 Final)

Post by Jendo7 »

genaral_mitch wrote:The night-time sky is amazing! Dling now.
Thanks. :) I'm really happy with the way the random skies turned out... makes it a lot more fun between rounds.
TML wrote:Great! It's nice to finally have a Bespin for Dark Times! :D

But one question, where the heck is Slave 1? :lol: I found the Y-Wing, but I can't find Slave 1
Thanks, the Dark Times has really added a lot to it. The Slave 1 is in the same place as the Y-Wing but only spawns if you capture the upper courtyard CP, as the Empire.
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Re: Bespin: Escape (3.5 Final)

Post by Nihillo »

Well, this is definetely the best one yet! Random skies are awesome! I like how you've sort of justified the daytime lighting in one of the night skies by throwing in that bright star in the background, that's some creative thinking. :thumbs:
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Re: Bespin: Escape (3.5 Final)

Post by Jendo7 »

Nihillo wrote:Well, this is definetely the best one yet! Random skies are awesome! I like how you've sort of justified the daytime lighting in one of the night skies by throwing in that bright star in the background, that's some creative thinking. :thumbs:
Thanks Nihillo! :) I'm really pleased with the random night skies. Actually the bright star was a bit of an accident, as it was part of the Polis Massa sky, and only appeared when I took out the skyroid objects in the background. Bit of a surprise :P
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Re: Bespin: Escape (3.5 Final)

Post by Anakin »

looks very nice i like the night
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Re: Bespin: Escape (3.5 Final)

Post by MrCrayon »

looks really good! It is quite impressive how a simple stock map was taken and improved a hundred times!
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Re: Bespin: Escape (3.5 Final)

Post by acryptozoo »

Just Played through the map . . .
and it was great 100 times better than the last version
great job jendo7
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Re: Bespin: Escape (3.5 Final)

Post by Jendo7 »

Thanks guys! I can finally say it's finished :)

On to the next project... ?
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Re: Bespin: Escape (3.5 Final)

Post by TML »

Jendo7 wrote:Thanks guys! I can finally say it's finished :)

On to the next project... ?
Just a suggestion:

You've done maps for both A New Hope (Dune Sea) and The Empire Strikes Back (This), so why don't you do a Return of the Jedi based one? Just an idea...
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Jendo7
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Re: Bespin: Escape (3.5 Final)

Post by Jendo7 »

Yeah! thanks, that's a pretty good idea... I was actually thinking about doing a map pack along those lines.


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