Bespin: Escape Conversion (Version 2.5 released p2)

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Jendo7
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Bespin: Escape Conversion (Version 2.5 released p2)

Post by Jendo7 »

This is the conversion of my BF1 map. For the most part, I think it has been successful, but there are a few bugs that I have yet to resolve. Along with conquest and ctf, I have added XL mode and a hunt mode that is set out like the ending of TESB when Leia, Chewbacca, Lando and R2-D2 were escaping Cloud City.

Initially I did try to add a teleportal system where your character could be transported from the ground to the landing platforms, but it didn't quite work as I wanted it too. It would work horizontally accross the map, but not vertically for some strange reason.

Readme
Hidden/Spoiler:
[code]Star Wars Battlefront II

Bespin: Escape Version 1.0

By Jendo7
2nd of September 2009

This is a conversion of my map from Star Wars battlefront.

Gamemodes:

Conquest, CTF, Hunt, Assault, XL.

Heroes:

Empire; Boba Fett, Rebels; Luke Skywalker (Bespin Luke).

Republic; Obi-Wan, CIS; Jango Fett.

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, Republic Starfighter (Anakin's Starfighter, Obiwan's Star fighter, Plo Koon's Starfighter), Cloud Car.
CIS; Cloud Car, Droid Tri-fighter, CIS Strike Bomber (Grevious Starfighter).

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.

Credits:

George Lucas.

Lucasarts and Pandemic: Star Wars Battlefront and SWBFII.

Pandemic: BFBuilder and the BF2 Mod Tools.

Psych0fred: Imperial Troop Transport, AT-XT, and his ATST Dock.

Teancum and Maveritchell: Conversion Pack vehicle assets, and the Conversion Pack heroes for Bespin luke and Lando.

Teancum: Star Wars battlefront conversion tutorial.

Rends: Coruscant City assets.

Maveritchell: Space Service Truck (fixed texture).

Elfie: For his working R2D2.(nown bug-stormtroopers call out Obi Wan)

Guru: For his forum at Gametoast.com.

The Star Wars Battlefront Community, who have helped me solve many problems, in making and converting this map.

Please post any bugs in the Release thread at Gametoast.com:

http://www.gametoast.com/forums/viewtop ... 35&t=20305

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

Uninstallation: Remove BNE 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. [/code]
Download:

http://starwarsbattlefront.filefront.co ... ape;103637

Enjoy :)

Version 2.5 Released: http://starwarsbattlefront.filefront.co ... ape;104503
Last edited by Jendo7 on Mon Oct 05, 2009 12:28 pm, edited 8 times in total.
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Nihillo
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Re: Bespin: Escape Version 1.0 Conversion

Post by Nihillo »

File is Unavailable.

The file you are attempting to download is not currently available on our servers or is being processed. Please try your download in a few minutes.
I guess I'll wait.
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Re: Bespin: Escape Version 1.0 Conversion

Post by Jendo7 »

For some reason the download link is broken. mswf has also reported it on the comments page.

Edit: I think it's just being processed. So it should be working soon.

Edit 2: Thu Sep 03, 2009 3:28 pm

The download still seems to be broken, but I'm sure it will be resolved at some point.

Sorry about that.
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Re: Bespin: Escape Version 1.0 Conversion

Post by Nihillo »

2:18 AM here (I couldn't sleep), the link is functional and I have just finished downloading your map. The file is not corrupted or anything.
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Re: Bespin: Escape Version 1.0 Conversion

Post by Nova Hawk »

Yes the file works now! Great map! :thumbs:
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Re: Bespin: Escape Version 1.0 Conversion

Post by Jendo7 »

Thanks guys :D

I was a bit impatient and sent some emails. So apologies to Mav and Xavious.
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Re: Bespin: Escape Version 1.0 Conversion

Post by Nihillo »

This is a nice map, though I do agree with Xavious in his review, where he says that half of the map is completely empty.

Is there any way to remove the ability to execute barrel rolls from the Cloud Cars? If there is, then I recommend you do so. I have seen many bots crash because they were inertially launched by a barrel roll. On that note, the bots get stuck directly underneath the landing pad where the Cloud Car is:
Hidden/Spoiler:
Image
I suppose they want to reach it.

Other bugs and issues:
-Luke Skywalker is missing his class selection screen name:
Hidden/Spoiler:
Image
-R2-D2 in Hero Assault is kind of underpowered;
-Lando missing localizations.

That's all, thank you for releasing this.
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Re: Bespin: Escape Version 1.0 Conversion

Post by Jendo7 »

Thanks Nihillo for the feedback. I also agree with what Xavious said about the empty area and AI problems, and will try and improve these issues for the next release.

I'll also try and sort out the cloudcar barrel roles. I think it's possibly a matter of editing the ODF file.

Bots and your character will spawn on the platforms, but it is infequent and I think that's why they stand below the platforms. I did try to resolve this problem by adding a teleport, where your character could be transported from the ground to the platform above, but unfortunately it didn't really work. Your character would just teleport just below the platform or in mid-air, but not on it, where I placed the teleport associated spawn path. I think it works more horizontally accross the map than vertically to higher ground.

Thanks also for the bug report. I'll see if I can resolve those problems regarding localization and R2-D2.
Last edited by Jendo7 on Fri Sep 04, 2009 7:27 am, edited 1 time in total.
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Re: Bespin: Escape Version 1.0 Conversion

Post by Hawk »

wow!
good jop,man :thumbs:
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Nihillo
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Re: Bespin: Escape Version 1.0 Conversion

Post by Nihillo »

Jendo7 wrote:Bots and your character will spawn on the platforms, but it is infequent and I think that's why they stand below the platforms. I did try to resolve this problem by adding a teleport, where your character could be transported from the ground to the platform above, but unfortunately it didn't really work. Your character would just teleport just below the platform or in mid-air, but not on it, where I placed the teleport associated spawn path. I think it works more horizontally accross the map than vertically to higher ground.
Hmm, maybe an elevator would solve the problem? Or maybe a ramp attached to the elevated walkways.
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Re: Bespin: Escape Version 1.0 Conversion

Post by John-117 »

Pretty fun, except for the already noted flaws.
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Re: Bespin: Escape Version 1.0 Conversion

Post by DarthD.U.C.K. »

you should probably give nore correct credits instead of just reffering to "teancum and mavertitchell for convopack stuff"

offtopic: yeah! im a sith again!
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Re: Bespin: Escape Version 1.0 Conversion

Post by Jendo7 »

These are the vehicles and units I used from the convo pack:

Units:
Lando,
Bespin Luke.

Vehicles:
Republic Starfighter (Plo Koons Starfighter and Obi Wan's Starfighter),
AT-XT, Although the model was made by psych0fred.
A-Wing, I know the cockpit was made by Teancum.

As I haven't used that many from the convo pack, I thought it was probably uneccessary to add the full contributor list, as I couldn't find the individual authors for each unit or vehicle I used.

If it is a problem, I will add the below list to the next release of my map:
Hidden/Spoiler:
[code]Unit and Vehicle coding
Teancum
Alex533
Schizo
Vyse
Majin Revan
JabbaLovesLava
Qdin
[GT]-_-/Skyhawk
Maveritchell

Modeling & Animation
Vyse - Team Lead
minilogoguy18 - Team Lead
AceMastermind - Team Lead
Gogie
FragMe!
Lord Bandu
psych0fred
Neomarz1
Toonces
Teancum
Moving Target
Murdocr
Maveritchell
Caleb1117
RepSharpshooter
Taivyx
MandeRek
Penguin
Wazmol
Rekubot
Syth
EvilleJedi
DarthD.U.C.K.

Texture Artists
Commander Fordo
Teancum
The_Emperor
Talibanman
Dragon93
Schizo
Epena
Vyse
MasterSaitek009
yodaminch
C-26
minilogoguy18
AceMastermind
Lord Bandu
psych0fred
Neomarz1
Toonces
Moving Target
Murdocr
Maveritchell
Caleb1117

[/code]
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Re: Bespin: Escape Version 1.0 Conversion

Post by Xavious »

Jendo07 wrote:As I haven't used that many from the convo pack, I thought it was probably uneccessary to add the full contributor list, as I couldn't find the individual authors for each unit or vehicle I used.
Yeah, it definitely isn't neccesary to include the entire Conversion Pack credits list.
Jendo07 wrote:A-Wing, I know the cockpit was made by Teancum.
A-Wing? Isn't that from the shipped game?
Jendo07 wrote:AT-XT, Although the model was made by psych0fred.
Yep. So that's who you need to credit (and you did).
Jendo07 wrote:Lando,
Isn't that the one that was converted from Jedi Outcast? If so, you need to credit Raven Software as well as whoever converted it and set it up to work with Battlefront.


The other two skins I'm not sure on the authors.
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Re: Bespin: Escape Version 1.0 Conversion

Post by Jendo7 »

Xavious wrote:A-Wing? Isn't that from the shipped game?
Yes it is, but I believe Teancum made the detailed Ist person cockpit that I'm using.
Xavious wrote:
Jendo07 wrote:Lando,
Isn't that the one that was converted from Jedi Outcast? If so, you need to credit Raven Software as well as whoever converted it and set it up to work with Battlefront.
Ok, thanks. I'll do a search, and see if I can find who converted it. If not, I'll just credit Raven Software.
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Re: Bespin: Escape Version 1.0 Conversion

Post by DarthD.U.C.K. »

teancum didnt model a single thing!
he (or probably somebody else) converted the cockpitmodel from xwing alliance made by darksaber

and yes, lando is converted from jedi knight 2(/3?!)

and if you dont know who to credit for what and search didnt give any result, you can ask me :D
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Re: Bespin: Escape Version 1.0 Conversion

Post by Jendo7 »

DarthD.U.C.K. wrote:teancum didnt model a single thing!
he (or probably somebody else) converted the cockpitmodel from xwing alliance made by darksaber

and yes, lando is converted from jedi knight 2(/3?!)

and if you dont know who to credit for what and search didnt give any result, you can ask me :D
That's great :) Thanks very much.

Update: I've raised the unit count to 32, and the reinforcment count to 350, so it definitely plays alot better.

I've also filled out the empty courtyard by adding more skyway bridges and fountains. I didn't overdo it though, as I think I've nearly reached my object limit, and had to place the extra objects in the conquest layer, as it crashed XL mode.

I'll post some screenshots in a while.

Edit: New Layout:
Hidden/Spoiler:
Image

Image

Image
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Re: Bespin: Escape Version 1.0 Conversion

Post by Jendo7 »

Update:

New sides for the Imperials and Rebels using ]V['s +123 source file soldier assets, and official urban unit skins from the game.

I particularly like the engineer's which are similar to the BF1 classes.

Screenshots:
Hidden/Spoiler:
Image

Image

Image

Image

Image

Image
Last edited by Jendo7 on Fri Sep 18, 2009 9:24 am, edited 1 time in total.
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Re: Bespin: Escape Version 1.0 Conversion

Post by CommanderBacara/CC-1138 »

oh! great map, sir!!! :thumbs:
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Re: Bespin: Escape 1.0 Conversion

Post by Jendo7 »

I have had a major crash of my computer, and have lost most of my files :shock: , but luckily I had backed up the maps source files on an external hard drive, and have now transferred them to my brothers laptop. Therefore this will probably be the final version, and it will be released by next week.

Edit: Version 2.5 should be out soon.
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