Vjun Bastcastle [Custom Map]

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Updated 28.04.26
Changes:
  • Replaced ported textures with recreated ones;
  • Replaced ported map/player models with recreated ones:
  • Some little FA changes, added a few new classes;
  • Remade map's radar to fit mb2 style;
  • Remade map's levelshots to fit mb2 style;
  • Remade map's skybox;
  • Several map changes, removed night and ffa versions and added Veh version.
NEW Map names:
mb2_cmp_bastcastle - regular
mb2_cmp_bastcastle_veh - sky battle with different classes and different objective
mb2_duel_bastcastle - duel

(unchanged)Objective:
Rebel team: Obtain the security keycard -> deliver it to the control room -> hack the control room panel -> place a bomb at main data storage and wait until detonation (every point is marked with help icons)
Imperial Team: Defend the security keycard and the control room, if Rebels placed a bomb Imperial must defuse it.
A few new screenshots:
shot2026-04-19_15-20-05.jpg

shot2026-04-19_15-18-40.jpg

shot2026-04-19_15-17-55.jpg

shot2026-04-19_15-50-44.jpg

shot2026-04-19_15-48-18.jpg

shot2026-04-19_15-48-40.jpg

shot2026-04-19_15-49-48.jpg

shot2026-04-19_15-48-58.jpg

Credits:
map Textures - several recreated textures, others by Raven Software;
playermodels' Textures - several recreated textures, others by Raven Software;
map Music - LucasArts (base jka music);
map Sounds - Raven Software;
map Models - several base JKA models by Raven Software, others were recreated.
player Models - recreated by kitbashing base jka Raven Software models.
Original Level Design - Rebellion Developments.
Map Recreation, FA, textures/models recreation, scripting - cookie jar.
Installation:
Put .pk3 into "MBII" folder.
New Download Link: zz_VBAST_v2.pk3
 
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FrenzY

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Really happy to see a new mapper stepping into form. A lot of people don't realize how much work goes into this, but those who know, know. So, congratulations on making it this far and releasing something beautiful.

Without looking at it yet, my first suggestion would be to remove vehicles and weapon drops, keeping it only for one variant and try to focus on something maybe in the format of: _duel, _veh (vehicles and weapons) and then a standard one. Nothing wrong with more variants but it usually becomes a lot more work long term if you ever need to revise it.
 

FrenzY

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By the looks of it I think we could make it an mb2_cmp map if everyone agreed.
There isn't really much gatekeeping going on with additions of maps as long as the mapper wants it and the assets are organized and optimized and no ported models or copyright issues are within. We mainly want any new contributions to be smart about space and look over the text assets to make sure they don't accidentally break other things. If that all looks fine, it can be greenlit pretty quickly and merged in.

But I'm not sure how much we can add this if it is mainly ported content. If he acquires permission from Rebellion Developments I imagine it could work out?
 
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If he acquires permission from Rebellion Developments I imagine it could work out?
I understand the no port policy and to be honest I wasn't expecting this work to be officially included in the first place, but let's be realistic here there's no way me or anyone else would get permission from Rebellion Developments or any other mass Software developer to use their assets. Thats okay though, again I'm fine with this just being here for those who want to include it in their custom servers.
 

FrenzY

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I understand the no port policy and to be honest I wasn't expecting this work to be officially included in the first place, but let's be realistic here there's no way me or anyone else would get permission from Rebellion Developments or any other mass Software developer to use their assets. Thats okay though, again I'm fine with this just being here for those who want to include it in their custom servers.
Yeah, a bit unfortunate. However, in the future we will have a way for you to distribute it. Mod.IO support is coming, baked into the MBII Launcher. So, keep an eye out for that and try to package your work up for when that time comes!
 
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Yeah, a bit unfortunate. However, in the future we will have a way for you to distribute it. Mod.IO support is coming, baked into the MBII Launcher. So, keep an eye out for that and try to package your work up for when that time comes!
Please please please let servers set some kind of serverinfo cvar that tells players what mod.io mods are required to join (for maps especially) 🙏
 
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By the looks of it I think we could make it an mb2_cmp map if everyone agreed.
I can't tell exactly just by looking at the pictures, but the map looks a bit large for 5 minutes, perhaps allowing maps or servers to do time modification could be a big help to remove this from consideration when implementing new maps.
 

2cwldys

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I understand the no port policy and to be honest I wasn't expecting this work to be officially included in the first place, but let's be realistic here there's no way me or anyone else would get permission from Rebellion Developments or any other mass Software developer to use their assets. Thats okay though, again I'm fine with this just being here for those who want to include it in their custom servers.

[Utility] Community Updater
 

MaceMadunusus

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Please please please let servers set some kind of serverinfo cvar that tells players what mod.io mods are required to join (for maps especially) 🙏
The goal (possibly not on initial release) is to have the game communicate with the launcher and auto download server-specific mods from mod.io. Something like what you're thinking will probably be in initially, or at least should be as a response message in the server disconnected reason, but the end goal is that: to be as seamless as possible.
 
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