Star Wars Battlefront
Bespin: Escape
Version: Final
Made by "Jendo7"
22nd of July 2009
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.
Vehicles: GCW era: Empire; ATST, Imperial Troop Transport, Tie Interceptor, Tie Fighter, Cloud Car. Rebels: X-Wing, A-Wing, Cloud Car.
CW era: Republic; AT-XT, Republic Gunship, Jedi Starfighter, Jedi Interceptor (Anakin's Starfighter, Obiwan's Star fighter, Plo Koon's Starfighter) CIS; Droid Starfighter, Droid Tri-fighter, Belbullab-22 starfighter (Grevious Starfighter).
Credits
Lucasarts and Pandemic: Star Wars Battlefront and SWBF2.
Pandemic: The Mod Tools.
Psych0fred: Imperial Troop Transport, AT-XT, ATST Dock and his board at secretsociety.com.
Teancum and Maveritchell: Conversion Pack Vehicle assets.
ggctuk: Main Play Mod assets.
Rends: Coruscant City assets.
Maveritchell: Space Service Truck (fixed texture).
Guru: Gametoast.com and the Star Wars Battlefront Community.
Changes since version 2.5:
Jango Fett(CIS) and Boba Fett(Empire) added as local npc's.
Imperial Transport is armed and carries passengers.
Expanded map layout with one extra command post.
AI Spawn points added to vehicle landing areas.
Added more buildings beyond the map boundary.
Reinforcement count reduced from 300 to 250.
Planning paths improved.
BF2 vehicles added.
AT-ST Dock added.
More props added.
AT-XT added.
WIP Thread: http://www.gametoast.com/forums/viewtopic.php?f=1&t=18389&start=0
Installation: Extract the bes3 folder to the, " LucasArts/Star Wars Battlefront/GameData/AddOn" directory.
Uninstallation: Remove bes3 from GameData/AddOn folder.
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.
When I played this one it was very laggy, but it was a good map nonetheless. Another thing that I noticed is that you have to face the AT-XT down to fire the heavy lasers where the concussion grenade launchers are supposed to be fired from. Another thing is that the only way you can get up on the landing platforms it seems is you have to use a jet trooper to get up there. I didn't see any AI flying fighters from up there. But otherwise nice map.
Raptor_101 wrote:When I played this one it was very laggy, but it was a good map nonetheless. Another thing that I noticed is that you have to face the AT-XT down to fire the heavy lasers where the concussion grenade launchers are supposed to be fired from. Another thing is that the only way you can get up on the landing platforms it seems is you have to use a jet trooper to get up there. I didn't see any AI flying fighters from up there. But otherwise nice map.
Thanks for your feedback I did add a lot more buildings beyond the surrounding boundary, so I suppose this could cause lower spec PC's to lag. Sorry for any problem that has caused. I didn't change the AT-XT at all, it's just Psych0fred's AT-XT beta without any modifications, but I may look into it for a BF2 version. Regarding the AI, they do occasionally spawn on the landing platforms, but it is quite random. I have seen the AI get into the flyers on the highest platform, but it doesn't happen as frequently as I would have liked. Your character will also sometimes spawn there once you capture the upper CP's, but this is also quite infrequent. Another way of getting up there is by using the cloud car or the other fighters, near the Rear Entrance. It's not too bad in a way, as the ground battle is still the main focas of the map.