Mustafar is another Star Wars Battlefront 2 remake in case you didnt figure that out...and I believe this is the best Mustafar remake out there...not to be concieted but my map is better in aesthetics and gamplay than any other map there is out there for Mustafar...not only that but my map is also to size and doesnt downsixe the map but keeps it at the original size with all the different rooms and levels from the original with only a few altercations... 1. Some of the height differences between areas may not be the same as the original map but are close. 2. The bridge by objectives 4 and 5 can not be destoyed. 3. One of the objectives from the original map was removed to increase the gamelplay of the map. Putting that aside let me show you the map's pictures and explain the maps main gametype territories incase you havent seen it before Objective 1 and 2 As you can see this is objective 2...there are no pictures for 1 becasue that is just a landing pad has no aesthetic value to display but you can get to objective 1 through the door infront of objective 2 as seen in picture 1. This image has been resized. Click this bar to view the full image. The original image is sized 800x600 and weights 75KB. This image has been resized. Click this bar to view the full image. The original image is sized 800x600 and weights 75KB. Objective 3 This is the objective next to the main attraction of the map...isnt just amazing? This image has been resized. Click this bar to view the full image. The original image is sized 800x600 and weights 82KB. This image has been resized. Click this bar to view the full image. The original image is sized 800x600 and weights 81KB. Objectives 4 and 5 As you can see across the bridges is objective 5. The screenshot is taken from objective 4. This image has been resized. Click this bar to view the full image. The original image is sized 800x600 and weights 53KB. Now for the gametype settings: Territories: 5 Capture time: 15 seconds Number of lives: 10 Time Limit: 5 minutes Score Limit: 500 Loadouts: Sprint: Assualt Rifle, Magnum, Sprint, 2 frags Sprint: Rocket Launcher, plasma pistol, Sprint Sprint: Sniper Rifle, Magnum, Sprint, 2 frags Sprint: Shotgun, Plasma Pistol, Sprint, 2 frags Infinite ammo and no weapon pickup Also there is the ability to become a Hero just like in Star Wars Battlefront. However this is completly random. Out of the ~70 spawns there is 1 spawn under the map the has a sword, a custom powerup, and a teleporter to the map. The custom powerup gives you the following attributes for 90 seconds: 4x overshields No shield recharge weapon pickup 125% speed 125% jump 75% damage 300% Mellee damage Marker over head Unlimited sprint Enhanced radar No vehical use Power Weapons on map:They all have limited ammo and increased spawn time... Sniper Rifle Sword Grenade Launcher Shotgun Rocket Launcher
Similarly to your last map, this one does not have railings. There are also multiple parts not to scale and some missed pathways. Unlike your last map though, this looks at least half decent. I see that it has even more potential than your previous remake of Mygeeto, and you didn't do a bad job on it, either. I highly recommend removing unneeded areas that are more aesthetic than anything so that you can improve upon the map. I know that gameplay is always more important than aesthetics, but I suggest removing the large walkway covers in the 3rd and 4th screenshots so that you can use something better for the floors, such as a Block, 4x4. It may seem strange to favor aesthetics for other aesthetics, but trust me, you don't want to seem lazy by putting so many coliseum walls down. Aesthetics aren't solely for looks either, contrary to popular belief. Aesthetics allow players to quickly find specific locations, usually important locations, and move there as quick as possible. Because of this, aesthetics are great to put in an area with power weapons. I also noticed that in the 3rd screenshot, you missed a certain pathway. (There was a ramp leading up to the 2nd level, unless I am mistaken. If I am, then your map could still easily improve by adding such a thing.) The map isn't half bad, but there are many things that you could improve upon. Overall, I'd give it a 6/10.
As a mega SWBF2 fan, this map makes me really happy. Great remake, especially the interior. Your custom gametype, with the Hero powerup, is creative and interesting as well. Compared to the interior, the outer walkways look a little dull and open. I recall some cargo containers or something of the sort there in the original, so why not strategically place some crates around, particularly near objective 3? Crates really go a long ways to liven up a map. Congrats on the awesome map, and with that, I've got a challenge for you: Coruscant, please?
If your gonna make more amazing remakes please make kamino next. It was may favorite battlefront map of all time. I absolutely love that game and your maps even more.
Thanks for all the comments...first of all I dont know which map I will remake next or when I will make another but I plan on making some more so yea...lol... ok first 4shots: First of all thanks for the comment since I know that me and you have been lashing each other with words...anyways...on the map I do have railings on all parts of the map excluding objective 1 and 5 which I might be adding in time...and for you suggesting that parts are missing is wrong...the pictures may be a little confusing but trust me all parts of the map are present and they are to scale for the most part unlike mygeeto...now for the pathways to objective 5 has the use of the walkways not because of aesthetics but becasue I used most the blocks on the map and didnt have enough to make both pathways across...now on the subject of aesthetics...the screen shots may be misleading but most the map is made from blocks and ramps...not collesium walls...also for the 3rd screen shot you can look and there are multiple ramps to the second level...so yea...I used a guide for teh screen shots and the layout and also played the map at least a few times so you can trust that most the map or all of it is correct... ok titan its your turn...you can see it in the screen shots but the pathways are not as open as you think excluding objective 3...there is plenty of cover for most the map and in some of the hallways I did use crates to add to the aesthetics and gameplay... [br][/br]Edited by merge: the map has been updated and now has weapons on the map...
It looks pretty nice. I'll definitely DL. But, I think I have an idea of what you could put as the lava outside. Put some one way shield things with the red/orange side up and put kill boundaries in them so when you fall in you get killed in the LAVA! Besides being no lava it is pretty accurate.
Thanks for the comment. Sorry about there being not lava...I would have done what you said, but the size of the map, because of how acruate the map is, makes it impossible to have enough shields to cover the entire bottom and with only certain areas covered by the shields the map would become messy and not look as good.
I remember that map! I loved Mustafar on BF2. This one is well done, nice detail, and is pretty accurate to the original. good work!
Thanks for the comment. Im glad you think it is accurate to the original. Unlike my map Mygeeto almost every feature is to scale and the layout is just like it with health stations where the medic droids would have been. The only thing that is off on the map would be that there is no lava as stated above but that should be understandable for the size of the map. Also Mustafar was my favorite map on Star Wars Battlefront 2 XD
if you're interested, i've made an attempt at making Kamino. i ran out of equipment for it though and tried my hardest to copy the PS2 version. you did make a good map but i feel like it's too big; i kind of expect that from Halo though. also, on the PS2 people still play online.