Developer Diaries

The team will preview upcoming developments here.
Years ago Frost created a Marvel map that was never finished but was really fun to play so rather than letting the idea stay unreleased I decided to make the map again from scratch and add in some more MCU elements. Map The map is split into seven different areas, the main area of the map (where both teams spawn) is a section of New York with Grand Central Terminal and the Avenger's Tower in the middle. In New York there are portals which lead to the six other areas of the map; Odin's Vault on Asgard, HYDRA Siberian Facility, X-Men Danger Room, The Red Room, Sanctuary and Oscorp Lab C35. New York Asgard - Odin's Vault HYDRA Siberian Facility X-Men Danger Room The Red Room Sanctuary Oscorp Lab C35 Objective The...
A new Death Star level is coming with the release of Capture the Flag. It is an entirely new level created specifically for the new game mode with 4 routes directly into each of the flag areas. The level is symmetrical and each route has way more interconnects than a typical Movie Battles map. Everything is spread across three separate vertical levels. Each team has their own set of three "sheltered" spawns. The enemy team cannot physically access these sheltered spawns but both teams can shoot into and out of them to help prevent both spawn camping and a little bit of flag camping. Below are the minimaps for the various levels so you can get a feel of the actual layout of everything as well as details about each one. There are two...
Developer Diary - New Launcher and Open Beta For some time it has been our ambition as a team to be able to be more open with the whole community with in progress development and testing. Those of you who view and follow the Development Roadmap will have not only been able to see the first glimpses of that philosophy but also what is coming down the pipeline to aid that. The cornerstone of all this is the Launcher - so today I am glad to announce the Open Beta of the new launcher ... which will enable Open Betas for MBII! Where we've come from Today's launcher has been end of life for some time. Work was started on it more than 11 years ago and the landscape of computing has changed immensely in that period. The approach to a cross...
Developer Diary - Game Stats In the next release we will be adding the capacity for game servers to send back statistics for analysis by the development team. This is one of the most important features that we have ever added to MBII. Up until now all design decisions and feedback we have had has come from anecdotal evidence and different people often disagree wildly. Gathering statistics will allow these discussions to be data informed rather than relying on different people's often irreconcilable points of view. To that end, with the next release of MBII libcurl will be a required component for server hosts. For windows users this library will be supplied, pre-packaged in the usual way either via launcher or the manual...
Corellia, like many popular maps, has a long and storied history. It has existed almost as long as Movie Battles II itself and undergone multiple revisions with work contributed by several map makers. Earlier this year I began work on the map's first major revision in over a decade, and possibly its last. Scroll down to the "Corellia 2020 Update" heading below if you only care about previewing the upcoming changes, but I strongly encourage looking at the history for a better sense of how much it has changed and more context for how the current update came to be. A Brief History of Corellia Original Click for Album Layout The original map was created by L-5-R and =Profcorron= and released in 2005 with the very first Community Map Pack...
Almost 1 year ago I threw together the official web-based server list as a replacement for Jacklul's after it stopped working. Since then it's received some visible and less visible enhancements, the most significant occurring earlier this year when we started collecting server statistics. Now I'd like to introduce a new service that reuses some of that prior work: a Discord bot! Features Just like the web version of the server list, the bot makes it easy to see what servers are active without needing to start the game: You can also get some basic stats or a list of maps distributed with the launcher: While that's all useful, I don't think those commands alone would be enough of a reason to bother writing a bot - if you're...
One of the goals for the team for the last two years has been to add some statistics collection into the mix to help us see things from a broader perspective than just the experiences of developers and players that shared their experiences with us. This has mostly been a side project for those working on it, as obviously working on the main parts of the game still take priority when we have a team a small as ours. However, over the last month or so I have made some large progress on the visual front-end using information from the master server with some additional help from Spaghetti. As of the moment of posting about a week of data has officially been gathered outside of the testing environment. Instead of going over the whole process...
A Brief History About three and a half years ago, after a rather disastrous loss of hosting, the active team and many retirees pulled together to rebuild from the ashes. For those around at the time, it's fairly well known that LoU did all of the backend work setting up the website, forums, and development infrastructure, among other things. Less well known is that our main hosting and beta testing servers were generously provided by Hexodious. Alas, all good things come to an end... The team was given notice at the end of last year that this arrangement would need to come to an end soon, so we have been assessing our options. While the timeline for completing the move is undefined (no need to panic over an encore of 2015), the...
Before we begin, we would like to note that a lot of what you are about to see is a work in progress and the final product(s) may change from what you see here. Tutorial Over the past few months we have slowly progressed towards the first release of the tutorials. The first thing you will notice when starting up the game after the initial release is a new popup that asks you whether or not you would like to play the tutorial. If you click yes it will take you into the first tutorial. If no it will take you to the main menu, and remember your choice for the next time you launch. If you decide not to do the tutorial right away you can then hit the graduation cap icon to access the list of tutorials, their requirements, and completion...
15 years ago today the original Movie Battles released its first full version for Jedi Outcast. Hard to believe isn't it? On eve of the release of a new Star Wars movie none the less! We wanted to take this opportunity to show off some of the upcoming changes to Movie Battles II. However, for those who haven't seen the 10 year anniversary send off by our founder RenegadeOfPhunk I highly suggest checking it out here: 10 Year Anniversary news - Movie Battles II mod for Star Wars: Jedi Academy he goes over some of the history creating the very first version of Movie Battles. The core new player experience for Movie Battles is about to change drastically. We are working on making the UI much easier to navigate and handle, adding...
Hey everyone. I know that a lot of were expecting changes for the current state of saber v gunner and/or saber v saber in this patch but I assure you, things are still in motion to get those settled and pushed out! As a preface, MB2 has had a theme of changing things for the sake of changing or trying to address problems in really weird/roundabout ways and not actually solving the issues. This leads/has led to problems not actually being solved and/or creating new ones (although there's been a lot of cool stuff along the way). Moving forward, there's going to be more focus on adjusting things to being able to have more static baselines (e.g. there shouldn't be any major overhauls to saber v gunner interactions once all of this stuff is...
Hey everyone here to share a quick update with you all a few new additions to the rosters, that will be coming in the next update! Along with a small preview of what's to come :) General Hux First up is the First Order's Elite favourite whipping boy, General Armitage Hux. Naturally he will be joining the Commander role, and will come with the option of being coat or coatless. First Order Office To go alongside Hux there will also be a Generic First Order Office being added to the Commander roles. Initially I was going to have both a male and female version of the character, however due to time constraints, and the mere fact I didn't want to homogenise so many different First Order officers (since Hux was being added) I ended up...
Hey guys! Another map update for you today! Here we have a new level from Plasma. He started working on this after working on Starkiller Base. Scarif is centered around the beginning portion of the campaign to get the Death Star plans from Citadel Tower where you are part of the Rebel infiltration team setting up explosives as a diversion while the plans are retrieved. You must place explosives on one of two locations marked by the Phoenix Squadron logo and prevent the Imperial security forces from defusing before the time runs out. Lets have a look shall we? Rebel Spawn - Cargo Shuttle Imperial Spawn - Krennic's Shuttle Jungle Interior Corridor Bridge Objective Areas - Bomb Sites A and B Overview
Hey everyone! Sno here with a new level to share with you all that will be coming to MB2 in the next few weeks! First off, a little history. Dxun began development by a team member named Droidee roughly 7 years ago. Droidee managed to complete most of the map from the beginning. The framework and terrain were all setup and Mace had started working on the vis a bit. Though when I joined the team I ended up picking up this project mid-way, which was about 5-6 years ago. Something had come up and Droidee was unable to continue development. Credit goes to him for a large portion of this project. Anyhow, I started working on Dxun and over the course of a year I managed to add in the objective, add in the East Side Route and the underground...
A few people have shown some interest in some upcoming enhancements to the launcher. The launcher serves as both as a tool for updates and information and as the first impression new players get to MB2 it is therefore important that the launcher gives a clean and seamless experience. In its current state, the launcher is not fulfilling our needs or the needs of you guys as our player base. So today I am going to show you some of the improvements and bug fixes which will be coming soon, as well as some longer ambitions and new features that we hope will appear in the not too distant future. This is mostly centred around the installation and patching part of the launcher rather than new features. The aim was to first fix the major...
Lunarbase is a level we all know and love. It was one of the teams first levels released back in Build 16 created by Chairwalker. Chairwalker also created our SBD model, Korriban, Yavin Assault, as well as weapons such as the A280, Projectile Rifle, and PLX-1. For the most part, Lunarbase hasn't been updated anywhere near as much as some of our other popular levels like DOTF have been over the years. Only fairly recently was an additional route from tunnel to the main doorway of side was added. Years ago Shadriss started work on a visual only update to Lunarbase. Sadly real life had its priorities and he needed to leave the team before he could finish it and some other projects he was working on. I have been sitting on an outdated...
For the past couple months we have been gathering up ideas and thoughts on how to alter some values to reduce critical breakpoints in the gameplay experience while still staying true to MB2's signature feel. Before even trying them out, we would like to see some discussion on the potential implications and if there are some controversial changes in the mix. None of these changes are final and surely not all of them will ever see the light of day, but many of these ideas attempt to address issues that particularly new players might feel are frustrating. Note that these changes do not focus on Saber vs Saber mechanics as that is explored elsewhere in Tempest's tweak threads. General mechanics Getup from knockdown activates 0.5-1 second...
I am happy to announce our updated website has gone live. The format has not changed significantly, but we wanted to add more information to give new players a better feel for what the game has to offer. The same type of stuff that the old website used to summarize. A big thank you to Viserys for spearheading the project and eXo for assisting.
Over the course of Movie Battles 2 Duel of the Fates has seen many iterations over the years. The first of which starting in Build 17 and ever since then the community has continued to enjoy it throughout the years. Within that time we have made numerous changes some for the better and some for the worse resulting in the level we currently have in public today. I will be making a brief summary of those changes over the years then detailing some of the changes made over the years to its hopeful successor known to everyone as Duel of the Fates Version 2 or DotFv2 for short. For those that just care about seeing the new DotF scroll down until you see the large layout image. History of Duel of the Fates Duel of the Fates was initially...
Update 26.02.2017 -> *EU* OFFICIAL HARDCORE Hi! Good news for players who are looking for more competitive gameplay. *EU* OFFICIAL COMPETITIVE server is back under new name - HARDCORE and few new rules. Since I have more time for MBII both development and fun with you guys on servers I decided to bring back competitive server and also host few PUGs from time to time. First PUG won't be announced here on forum but in game on our new server, if we gather enough willing to play players. As for rules, we will keep it simple: - Class limit 1 if team has 5 players, CL 2 if there is more than 5. - Obviously no teamkilling, no time wasting, no trolling AND no forcewhoring. - Remember to play as a team not as individuals! New players ->...
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