Dxun: A New Level Inspired by KOTOR II

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 route, fill up the map with some models, reorganize some terrain for vis optimization, and generally polish the level a bit. Life hit me at this point, which was probably about 5 years ago, and I was inactive ever since. Fast forward to the beginning of this year and I have resurfaced in order to continue helping this amazing fan project and to finish what I had started.

As you can tell Dxun has been in development for a long, long time. And I'm excited to finally be able to show you all, so let's get into it!

Preface
Dxun is a level inspired by Knights of the Old Republic II (KOTOR II). Fans of the series will probalby recognize the name Dxun. I'm not going to go into detail about what happens on Dxun in KOTOR II, but I will say the objective and the level design all pull inspiration from the events and visuals presented in KOTOR II.

The Objective
In order to gain favor with Mandalore, the Ebon Hawk Crew must take out a nearby supply of Mercenary weapons. The weapon supplies are providing the Mercenaries with enough firepower to fight back against the Mandalorians. By destroying their weapon caches, Mandalore will be able to gain greater control of the jungles and will owe the Ebon Hawk Crew a great debt. It won't be easy though, the caches of weapons are protected by powerful forcefields that must be taken down by hacking into the Mercenary's security systems. Once the forcefields are down, the weapon caches can be destroyed by all types of weaponry.

Let's get to the eye candy...

Main Area
E1E8D94EC12825CACB9846C2910B5C29EA2A6E46


CB2EFADAD7BAB0481E30D1740C3044318513EF00


Ebon Hawk Crew Spawn
F2C5D3A6166241AEE4E61DC81808ADA482163D08
44B4CCE57ABC3D3C5FBDC791CE71638BB4432D4C


West Side Route
2216151635EEA42B92C3A0E69C449F2678565CD5


FB16A0BFFBBD0C263A7D49301FB9518CD3CCD167

62672830801A07C0F4D389DCA9084E6609C126EB

47D2A2EC540CA059DC6DE4D0F0CCAC0A5945067C


East Side Route
1A8E40691F78A5D9B3EEA23696C1EFF885F076DB

53F9E44326E848B1D61BBD87ED14AA89C8A30373

0B27553482D32A19A1BD5F378231360254FBF9A0


EAEE418A36637C627AEF39D566D5BB31D25DD7F9


The objective can be seen from Main Area to Mercenary Spawn

EEB22D16931470D1883F3387D85CCB4EE338A3C8


Objective - Destroy the Weapon Caches
The forcefields must be hacked to be taken down. There are two locations where they can be hacked. One of the hacking locations is below in the Mercenary Spawn area.
02D96BD6D695CFF0DA2252034D297C01637EBDA6



Another hackable console which will take down the forcefields is in the East Side Route (see image below):

EAEE418A36637C627AEF39D566D5BB31D25DD7F9


Once the forcefields have been hacked they will shut off, revealing the destructible weapon caches. The weapon caches must then be destroyed by any means necessary (even punching works).

Layout
p9USiGu.png

Conclusion
Dxun has a lot of vertical gameplay elements. It is a large outdoor map with a cyclical design layout. I'm excited to hear your feedback and to play it with you all in the next few weeks! And of course: this level is still being polished up. Please understand that some visual changes (minor or not) may occur!
 

Lessen

pew pew
Movie Battles II Team
Posts
1,251
Likes
995
oh shettt what the fukkkkk i want to like this eight times, it looks aesthetically rad and the circular design and verticality are both Very Intriguing and i love having more KOTOR/KOTOR2 content, curious about how the FA classes will be too.

now for some dumb comments:
- The actual KOTOR 2 scenario that this is derived from IIRC is just a little waltz through some woodland creatures and maybe some overly-defensive old construction robots, to raid a more-or-less undefended cache. It's kind of a weird scenario to turn into a Big Good Guys Vs Bad Guys War, but this is just a tiny worthless observation by me. What's more important is it's a neato map.
- i want to be able to walk around in the ebon hawk lol, i'm sure that, like with the falcon, this won't happen, and would be a bunch of totally unnecessary and worthless work, but i want to say that anyway

edit: Also, massive props/cheers/kudos/applause/foot-kisses/back-rubs to all the developers that keep this project growing and evolving 15 years on, it's insane and wonderful and I love this game a lot. Wish I could give you money. I mean, aside from donations, which go directly to infrastructure costs and not to your well-being. Although I suppose helping infrastructure costs still helps your well-being. I'll donate when I have an income i swer
 
Last edited:

MaceMadunusus

Level Designer
Donator
Movie Battles II Team
Posts
1,912
Likes
2,672
curious about how the FA classes will be too

Well I can confirm some of them are pretty interesting and fun at least. I had a little bit too much fun on one of the classes in the last session.
 

Lessen

pew pew
Movie Battles II Team
Posts
1,251
Likes
995
Well I can confirm some of them are pretty interesting and fun at least. I had a little bit too much fun on one of the classes in the last session.
there better be at least one vibroblade gunner/forceless character or it ain't kotor

ther bettr b
 

Puppytine

Slayed dreamer
Posts
2,237
Likes
1,493
It looks great... but it also look like a fps eater, tbh :)
Also, for some reason it reminds me about Unreal Tournament 2004.
 
Posts
426
Likes
1,304
Objective for the opposing team would be a great addition to fix timewasting problem
 
Posts
506
Likes
545
kotor games are my second favorite after the JK series
when it comes to map adaptations i liked the enclave style more, where the central route is more or less identical to the kotor one
but it's not a big deal if you rearrange routes and art style a bit for dxun especially when it didn't look special in the kotor
looking forward to some FA fun here

reminds me of halo 2. im liking the open outdoor feel kinda refreshing change to locked corridors and cramped spaces
yeah kinda looks a bit like the halo map
 
Top