Mos Eisley: Apocalypse v0.7 Beta

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Mos Eisley: Apocalypse v0.7 Beta

Post by phazon_elite »

Well, I know I've been gone for a while, and some of you might remember this project of mine. I finally decided to finish a beta version of the map, so merry belated christmas.

Some Screenshots

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Taken from the Readme:
Hidden/Spoiler:
Mos Eisley: Apocalypse Beta v0.7

Made by: Phazon Elite

It's finally here (not that any of you were waiting on it)! This is my third map, Mos Eisley: Apocalypse. Read on to find more!


*The Enclosed Instruction Book*

Installation: Extract the MME folder with 7-ZIP or WinRAR to C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\Addon (AddON, addon, whatever)

Uninstallation: Delete the MME folder from your Addon folder


*Features*

- While the map is, at its core, the stock Mos Eisley, it's so different that you might not recognize it! The entire terrain has changed, including different texures, surrounding mountains, and the ability to go outside of the city!

- Zombies! There is even a zombie survival mode! Each zombie is melee oriented, fast, and very powerful. Smaller ones are faster but weaker, while larger ones are slower, but far more powerful.

- Scorchmarks! My elusive blastermark effect makes its debut in my map! This means that instead of the usual sparks flying after a laser hits something, a scorchmark will scar the object hit for a short time.

- New atmosphere. The sky is entirely different, depicting a doomsday scenario.

- New weapons. These include a Heavy Rifle, Energy Grenades, an Electrostaff, and more!

-

- The Clone Commando replaces the Jet Trooper. Unlike Kamino: Breakout, the Republic DOES have a hero. The Commando's shield and weapons are a bit weaker to balance it out a bit more


*Modes*

CW
- Conquest
- Hunt
- Zombie Survival

GCW
- Conquest
- Hero Assault


*Known Bugs and Issues*

- GCW Conquest AND Hero Assault are incomplete. It's probably because of my own laziness, as I don't like the flow of a GCW era battle as much as a CW one. As for Hero Assault, it's going to have different characters other than the default crew.

- Zombie Survival is about halfway done. Once I find a good scripter to help me out with some ideas (weapon pickups, objectives, etc.), I can work on it further.

- There are slight balance issues with CW, mainly in a single player match. In a single player match, the player heavily (and I mean HEAVILY) influencing the outcome of a battle. The balance is fine in Multiplayer though.

- The scorchmark effect looks buggy, but I can't do much else about it. It's pretty much the best I can do until I find another method.

-------------------------------------------------------------------------------------------------------

*Credits*

- Fai222: For his very nice looking SFOR Republic Carbine
- MajinRevan: the .odf's for the Clone Commando
- Qdin: DC-17m ICWS
- Dragonum: DC-15s Side Arm Blaster
- Darth_Z13: working Clone Commando files (a.k.a. the maj side)
- Wazmol69: His source files that had the Electrostaff
- Hatrus: Magnaguard Electrostaff model
- ]v[: for his excellent Twilek Spy (Republic Hero) and Dark Trooper MKII
- Skyhammer 126: For his interesting Crossbow weapon

Special Thanks to:

- Droideka88: If it weren't for those zombie skins (not including the human zombie one), I probably would have never come up with the idea of this map
- Shockwave88: His human zombie skin rocks! Just when I was gonna give up on findng a human zombie skin, he shows me his excellent skin.
- Gametoast: For all their help and support. What I like to call "An SWBF Modder's Haven".

If I missed anyone, be sure to tell me!

-------------------------------------------------------------------------------------------------------

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.

Contact Info: For comments or questions, email me at [email protected] or PM me on Gametoast.com

Have fun!
And finally, the download link!

Click here for a free Xbo--erm, the map!

Leave your comments here, thanks!
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Re: Mos Eisley: Apocalypse v0.7 Beta

Post by Fluffy_the_ic »

:eek: Finally, it's out! I've been waiting sooo long... But carp. I can't play until I get back from skiing on thew 30th. And lol @ at the xbox thing.
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Re: Mos Eisley: Apocalypse v0.7 Beta

Post by Smug »

Looks good, are you Dann Boeing's descendant?
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Re: Mos Eisley: Apocalypse v0.7 Beta

Post by Delta-1035 »

Looks interestins, maybe i'll give it a dll :thumbs:
Smug wrote:are you Dann Boeing's descendant?
:lol:
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Re: Mos Eisley: Apocalypse v0.7 Beta

Post by Nova Hawk »

Looks interesting, may download...
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Re: Mos Eisley: Apocalypse v0.7 Beta

Post by phazon_elite »

Smug wrote:Looks good, are you Dann Boeing's descendant?
Lol, no, but I'm probably most known for creating Dann Boeing's soundtracks for his maps.

In other news, if anyone can point out any bugs to me other than the ones I already know of, please tell me.
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Re: Mos Eisley: Apocalypse v0.7 Beta

Post by RED51 »

I remember I downloaded the version from Alex's file front page and it was really cool. What really made me happy was to see Trace in there. I you want,(I haven't downloaded this version yet) I can make you better version of Trace.
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Re: Mos Eisley: Apocalypse v0.7 Beta

Post by Ping »

Hey, I hope I'm not being rude, but for the people who are somewhat new, like me, you think you could post the storyline of this?
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Re: Mos Eisley: Apocalypse v0.7 Beta

Post by shockwave88 »

finally i get a decent picture of my skin :funny2:
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Re: Mos Eisley: Apocalypse v0.7 Beta

Post by obiboba3po »

FINALLY! lol cant wait to d./l this! :runaway:
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Re: Mos Eisley: Apocalypse v0.7 Beta

Post by RED51 »

Hey phazon, can you give me the human zombie sources files? I'm working on something that might help you on this map.
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Re: Mos Eisley: Apocalypse v0.7 Beta

Post by destructo_bot »

wait... are the jawas the small zombies??? if so... :maulsaber: :thumbs: :runaway:
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Re: Mos Eisley: Apocalypse v0.7 Beta

Post by phazon_elite »

RED51 wrote:Hey phazon, can you give me the human zombie sources files? I'm working on something that might help you on this map.
That's not my call. You'd have to ask Shockwave88 for the skin, since he was the one who made it. As for Trace, you might want to Xfire me or PM me about it.
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Re: Mos Eisley: Apocalypse v0.7 Beta

Post by obiboba3po »

phazon_elite wrote:
RED51 wrote:Hey phazon, can you give me the human zombie sources files? I'm working on something that might help you on this map.
That's not my call. You'd have to ask Shockwave88 for the skin, since he was the one who made it. As for Trace, you might want to Xfire me or PM me about it.
or you could just go to the glamour skins IV topic where he posted it a while back :wink:
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Re: Mos Eisley: Apocalypse v0.7 Beta

Post by shockwave88 »

the human zombie skin is free to use just ask phazon for the skin file as i kinda.... lost it
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Re: Mos Eisley: Apocalypse v0.7 Beta

Post by phazon_elite »

Ok, I have bad news. Here's the bad news: My Modtools will not munge on my new vista comp. I've already posted a topic on this, but nothing has worked so far. If I can't munge anything, I can't mod my own maps, and I definately don't want this map to be its final version. If any of you can help, the topic is in my Location on my profile. If anyone can help, thank you VERY VERY much!!
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Re: Mos Eisley: Apocalypse v0.7 Beta

Post by Grev »

The last pic is t-bagging at its best.
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Re: Mos Eisley: Apocalypse v0.7 Beta

Post by phazon_elite »

Grev wrote:The last pic is t-bagging at its best.
Lmao, I just realized that! I personally thought it looked like he was beginning to eat him or something (since he's actually doing the wampa's final attack).
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Re: Mos Eisley: Apocalypse v0.7 Beta

Post by FragMe! »

Phazon
Quick question can you create a new map? If you can if you edit something on that map even if it is just moving a CP can you then munge that? I ask because I just put bfiimodtool on my laptop which is running the same version vista and I don't get the error or results you do.
If you can create a new map copy your existing map somewhere, create a new map with the same 3 letter name etc, then munge it once. The replace all the files in the that world with your existing world, basically overwriting all the new stuff with your existing map. do that for the world folder and sides and scripts and whatever else you may have changed. Do a clean then remunge.

This is all just a theory but it may work, I am going on the assumption the map was originally created on the XP computer and just copied over. Maybe vista is stupid and it goes if I didn't create it i know nothing about it. Also just hit me make sure none of the files got write protected (read only) when they got copied over.
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Re: Mos Eisley: Apocalypse v0.7 Beta

Post by phazon_elite »

FragMe! wrote:Phazon
Quick question can you create a new map? If you can if you edit something on that map even if it is just moving a CP can you then munge that? I ask because I just put bfiimodtool on my laptop which is running the same version vista and I don't get the error or results you do.
If you can create a new map copy your existing map somewhere, create a new map with the same 3 letter name etc, then munge it once. The replace all the files in the that world with your existing world, basically overwriting all the new stuff with your existing map. do that for the world folder and sides and scripts and whatever else you may have changed. Do a clean then remunge.

This is all just a theory but it may work, I am going on the assumption the map was originally created on the XP computer and just copied over. Maybe vista is stupid and it goes if I didn't create it i know nothing about it. Also just hit me make sure none of the files got write protected (read only) when they got copied over.
Yeah, none of that worked, as I told you from our chat on Xfire. Although I have to ask: What did you mean that Visualmunge seemed like it was running the batch files backwards? I've never heard of something like that...
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