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Re: Mos Eisley Spaceport version 1.0
Posted: Thu Oct 15, 2009 1:22 am
by jangoisbaddest
Rends wrote:Guess i´ve spend more time just for tweaking the gameplay alone than other peops need to create a whole map.
I know the feeling. And it shows.

Re: Mos Eisley Spaceport version 1.0
Posted: Fri Oct 16, 2009 6:53 am
by droid commando
I found a skin gitch: clone commanders is default sometimes then changes back
Re: Mos Eisley Spaceport version 1.0
Posted: Fri Oct 16, 2009 7:38 am
by Rends
droid commando wrote:I found a skin gitch: clone commanders is default sometimes then changes back
The REP side is stock. Can´t be the map.
Re: Mos Eisley Spaceport version 1.0
Posted: Fri Oct 16, 2009 8:36 am
by mswf
That's caused by the 1.2/1.3 patch. The high-res model is new, but the low-rez one is still the (default) galactic marine one.
Re: Mos Eisley Spaceport version 1.0
Posted: Sun Oct 18, 2009 2:07 pm
by Rends
2000+ downloads.
I just want to thank all the people dl and playing my map!
Seems it´s still worth modding for SWBF2.
thx,
Rends
PS: stay tuned. My new project is just around the corner.
Re: Mos Eisley Spaceport version 1.0
Posted: Sun Oct 18, 2009 3:09 pm
by Darth_Squoobus
Rends wrote:2000+ downloads.
I just want to thank all the people dl and playing my map!
Seems it´s still worth modding for SWBF2.
thx,
Rends
PS: stay tuned. My new project is just around the corner.
Oh goody! What could it be now?
Re: Mos Eisley Spaceport version 1.0
Posted: Mon Oct 19, 2009 5:50 pm
by obiboba3po
I love just playing this map in my spare time, its so diverse and has so many things to offer. I think its worthy of this smiley i just found xD

Re: Mos Eisley Spaceport version 1.0
Posted: Tue Oct 20, 2009 4:10 am
by Tygr
Wow. I had been playing the beta for quite a while, but this takes the map from "awesome" to "HOLY CRAP AWESOME!"
There's only one thing I would change, and that is to add more destructible objects. Other than that, it's PERFECT.
And not to sound like a noob, but is there any chance of an asset release? There aren't enough enter-able Tatooine buildings out there to choose from.

Re: Mos Eisley Spaceport version 1.0
Posted: Tue Oct 20, 2009 7:53 am
by Sparta
I love this map, but I cannot for the life of me find the cantina! Can someone help me out?
Re: Mos Eisley Spaceport version 1.0
Posted: Tue Oct 20, 2009 8:20 am
by mswf
If you look at the map, it's in the top right corner. (way in the top)
Re: Mos Eisley Spaceport version 1.0
Posted: Tue Oct 20, 2009 5:00 pm
by biohazard
This map is so accurate to many things in the movie it scares me at times.
My scores?
Appearance: 9/10 - There was one building that had an out of place texture on the inside, it had 2 doors and a CP right inside. The texture was like white tiles. Sorry, but that docked you a perfect 10. I especially loved the hangar and the screens and displays it had in the middle, though.
Accurate: 10/10 - I don't know what could be done to make it closer to the movie. I was incredulous when I saw the vehicles, the Greedo scum, the alien mounts, and what astonished me the most was the nuetral droids and how they looked exactly like the ones shown in episode IV. I'm telling you truth when I say a Bantha would have got you an 11/10. The Gammorean in the junkyard type area seemed just a bit out of place. Maybe I'm just saying that because he ended my Darth Maul killing spree with a suprise attack from behind. Nonetheless, I adored the cantina. The alien musicians is what did it in for me.
Layout: 7/10 - I give it a rather average rating for layout. The map has just a bit too much walking distance between CPs for my liking, however that space between is used very effectively, saving you from any lower of a score. Also, the tunnel route leading up out of the hangar in the middle of the map was a little odd. I really can't put my finger on how that was, but I didn't like it.
Gameplay: 9/10 - The things that sacrificed a perfect score were that Gammorean and the overwhelming distance from that one CP in the metallic building at the far northeast point of the map to the din of battle.
Overall - 9/10 - Personally, I enjoy playing on the stock maps a bit better for their layout. The map, however, was a unique expreience despite its graphic similarities to Mos Eisley. I absolutely loved the measures you took to make it like the movie and I encourage you to make more maps, if you should only pay a bit more attention to the accessibility of all the CPs.
This is the best non-stock map I've played.
Re: Mos Eisley Spaceport version 1.0
Posted: Tue Oct 20, 2009 5:04 pm
by Nihillo
I guess I still haven't said anything about the 1.0 version (I was unable to play Battlefront II for two weeks or so because of a computer virus) and I should, but to be honest, I don't know what to say.
It's... fantastic, the ammount of detail is amazing it's like... being there, you know, being in Mos Eisley, for real. The cantina is so life-like (as best as Battlefront II permits, anyway) I was happy to visit it, I felt like a kid in an amusement park.
This is one of the best maps I have ever had the joy of playing, and not for BFII only, but for any of the games I have.
Thank you for releasing this, Rends, you are awesome, and thanks to everyone else who contributed, of course.
Re: Mos Eisley Spaceport version 1.0
Posted: Sun Nov 08, 2009 3:33 am
by BF2-Master
Very, very sorry for the bump.
I have attempted to play this map on both Conquest modes and it would crash the game. When I attempted Hero Assault, it launched without the control posts, disallowing spawning.
Has anyone else had any issues like this?
Re: Mos Eisley Spaceport version 1.0
Posted: Sun Nov 08, 2009 6:58 pm
by Rends
BF2-Master wrote:Very, very sorry for the bump.
I have attempted to play this map on both Conquest modes and it would crash the game. When I attempted Hero Assault, it launched without the control posts, disallowing spawning.
Has anyone else had any issues like this?
Your download might be corrupt? Others than that i have no clue why it doesn´t work on your end.
Re: Mos Eisley Spaceport version 1.0
Posted: Sun Nov 08, 2009 7:37 pm
by Ping
BF2-Master wrote:Very, very sorry for the bump.
I have attempted to play this map on both Conquest modes and it would crash the game. When I attempted Hero Assault, it launched without the control posts, disallowing spawning.
Has anyone else had any issues like this?
The only other thing I can think is you have too many maps installed. How many maps are in your addon folder?
Re: Mos Eisley Spaceport version 1.0
Posted: Wed Nov 25, 2009 2:24 am
by BF2-Master
^ At the time I made that post I did, but it still crashes now when it is under the limit.
There's only around 10 folders total in addon right now.
Could it maybe be a memory issue?
Re: Mos Eisley Spaceport version 1.0
Posted: Wed Nov 25, 2009 10:34 am
by RogueKnight
BF2-Master wrote:^ At the time I made that post I did, but it still crashes now when it is under the limit.
There's only around 10 folders total in addon right now.
Could it maybe be a memory issue?
What folders are those 10?
Re: Mos Eisley Spaceport version 1.0
Posted: Wed Nov 25, 2009 11:48 pm
by BF2-Master
DarthRogueKnight wrote:BF2-Master wrote:^ At the time I made that post I did, but it still crashes now when it is under the limit.
There's only around 10 folders total in addon right now.
Could it maybe be a memory issue?
What folders are those 10?
AAA - The 1.3 patch
BDT - The Dark Times
BF1 - The Conversion Pack
CO1 - Coruscant: City
CO2 - Coruscant: Streets
GXL - Ep. 2 Geonosis
KS3 - Kamino: Serene
MON - Mon Calamari
MOS - Mos Eisley Spaceport
ATC - Alderaan: The City
SDA - Star Destroyer
HMC - Personal mod map
Re: Mos Eisley Spaceport version 1.0
Posted: Thu Nov 26, 2009 9:22 am
by mswf
That personal project of yours, what is it, is it a side mod/extra era mod? If it is, that could be the problem. You could try to move it to a temporal folder anyway (a lot of people make an addon2, or something similar, next to the addon folder if they want to back it away)
It could be worth a try.
Re: Mos Eisley Spaceport version 1.0
Posted: Thu Nov 26, 2009 10:52 pm
by BF2-Master
^ All it is right now is a default mod map with some terrain changes and some simple mode experimentation. But I'll give that a try, thank you.