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Old 10-14-2004, 11:06 PM   #1
kingguru
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Arrow KingGurus Bespin Map Mod (Download)

KingGurus Capture & Hold Bespin Map Mod
Release Oct. 15th 2004
US Release.

Download link:
KingGurus Capture & Hold Bespin Map Mod

The floating base in the distance.


New building front is a combo of 2 other platforms merged.


Capture and Hold this Command Point but watch out for snipers enemy Ai will get you. And Multiplayer watch your skies!


About 5 times past the "turn around or die" message...this cap is killed.


Coming in for the kill. Seems safe...or is it?


Well this is similar to Tribes in a few ways and a few good Star Wars flying games in other ways. Now there is a center base which is owned by no one but you have to fly there to get capture it!! And it isn't easy since the hotspots are now aimed at taking that base. All AI infantry will either pick a ship to get to you or stand as close to the center base and give you free bullets!

This mod is based on feedback and request from the commuity.

Jedi will spawn on the enemies side once a spawn point is captured. (there are no jedi players in this release)

Vehicles have been altered and there are now no fly caps on the map. Fly as far as you want. Respawns are set faster for all factions.

I removed some bridges and added some new platforms, but the sides are seperated by space. And the central base that floats is very hard to get to and hard to hold.

I prefer Multiplayer on this map but Snipers , JetPacks and anything that can fly will rule this map!

Capture & Hold the base in the middle to win.


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Last edited by kingguru; 10-15-2004 at 08:04 PM.
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Old 10-14-2004, 11:22 PM   #2
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Well, first, you've got a comma in between "www" and "gametoast.com" in your link.

However, I pasted the link location into the Address bar, changed it to a period, and still the link was dead. 404'd!

EDIT: I saw you fixed the link and downloaded it successfully.

Bravo! This is a great improvement on the original Bespin Platforms map, especially the removal of airspace boundaries which makes it much easier to have starfighter combat that's not simply making runs across the level and turning around when you're about to be shot down for leaving the battlefield. Making the center platform reachable only by air is a nice touch as well, and I imagine that loading a Gunship up to capacity and dropping your teammates off on it would be a good strategy.

Last edited by Visceral; 10-15-2004 at 12:35 AM.
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Old 10-15-2004, 12:49 AM   #3
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Indeed.

The mod has renewed my interest in this map since the flying was worthless before with caps. For tactical NOW nothing will come close to this map, here you will be able to pull together as a team more than any map. Sure the hoth , atat tactic is fun but on this map I was able to play all snipers and just pick off players trying to reach mid base , and the AI was doing the same thing to my jetTroops. At the same time , there are more ships being used just to port troops over to the enemy side for command point ownage. If you manage to capture an enemy command center your Jedi will go to the enemy side of the map and wreak havok on camping snipers.

You will see when you load it up that 20% of the troops are protecting/trying to reach the mid base. Now you can fly your ship as long and heavy as you want and not even deal with command posts or you can hit the center base for some Capture and Hold.

This map shows how we are all progressing on the SWBF mods. And thanks to the fans who asked for Seperated Platforms its a nice touch indeed.


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Old 10-15-2004, 06:20 AM   #4
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Thumbs up

Without any tools (other than a hex editor), we can remove the flight distance cap?! WOW!!!!!!!!!!!!!!!!!!!!!!!! That's absolutely AMAZING!!!!!! If only there was a way to fix it on the consoles.
Is there any way you can post the method of removing the cap, or alternatively, post modified LVL files for the other vehicle maps? This is a desperately needed fix for the game.




<<Later, after a few games>>

Hmmm...I love the removal of the cap, and it's great to see you messing with the layout of the level...but it doesn't really have the same intensity that Bespin used to have. Although I love the idea of the central isolated island, the AI just doesn't seem to get it. They occassionally accidentally got a DarkTrooper over there, but he didn't have any clue how to capture the spawn point. So you never have any contest for it. Also, most of the enemy AI just stands around your "new" building, falling off from time to time, and being easy sniper practice. Interesting, it looks like there is some kind of scripting which controls the NPCs along with the AI...

Last edited by Skellington; 10-15-2004 at 06:55 AM.
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Old 10-15-2004, 10:20 AM   #5
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The all maps no fly cap mod is being released later tonight. I think the Bespin mod is great but as I posted it is way mor einteresting with human players in Mulitplayer. I think this map should replace the original...in another update maybe I will rejoin the stations in some other way , like a tiny side tunnel way out from the platforms.

Anyway look for the patch later to remove caps on all maps.


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Old 10-15-2004, 11:21 AM   #6
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Great news! I had posed a quick question about the distance cap in another thread. Is it an integer type of variable where you specify x and y maximum distances, or is it more of a binary "ON/OFF" thing, where you either have distance caps or you don't?
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Old 10-15-2004, 11:31 AM   #7
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The cap is broken when you overwrite certain props and bldgs in any given map. It basically sends a notice to the engine at loadup saying the files arent running as we were programmed to do. Although nothing else is affected we are essentially breaking the map from running its normal course by making props run out of place. (their pre programmed locations are moved and this essentially shuts down boundries) and as of yet there are no side effect to this but the fact that if you fly far enough you will eventually leave the map and be playing alone...hehe

Some maps are harder to remove caps as they dont have flying units, they have hover only units such as the case with Subsonics new Naboo mod.


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Old 10-15-2004, 11:43 AM   #8
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Sir, If you said that you pwned me, I would approve that message.

keep the good maps coming


you see, this is the map that the original map shoulda been but the devs were too lazy. you need to get a job at pandemic :P


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Old 10-15-2004, 12:07 PM   #9
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On the subject of my Naboo mod, I'm going to post it just now and get the caps removed in the next update (once we've cracked them ).


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Old 10-15-2004, 12:20 PM   #10
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Sounds good, i just got your pm and am still mid cap removal , its a hover map so i may actually need to get your mod and crack it v.s making unlimited flight on a hover entity map.


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Old 10-15-2004, 12:25 PM   #11
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kingguru,
this mod canīt replace the original one until itīs working for all language versions.

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Old 10-15-2004, 12:31 PM   #12
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if players using others languages cant use the mod they will have to send the files to get translated. I dont speak german and I know spanish but I cant release the mods in all languages unless someone translates them at the lines we need to mod. There are about 20 lines edited in the Hot Map Mod alone, anyone who wants to step up and take on the task of comparing the other languages mission and lvl files and match them to the US modded files feel free to do so.


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Old 10-16-2004, 06:09 AM   #13
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A great mod, albeit the AI is a bit dumb.
They just keep standing by the end of their platform, but they never SHOOT!! either the distance is too far, or something? They make excellent target practice - that's all Because of hotspots they keep running to the platform in the center and really lot of them fall to death (from both teams, but that doesn't help the balance, since one team has a HUMAN player


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