never thought i'd be posting here...
  well, this is a map where you play as luke, controlling him from the moment he lands on cloud city until vader cuts his arm off. This map is in VERY VERY early stages still. why have i posted, then? I NEED REFERENCE SHOTS. Shots of everywhere Luke goes on bespin, from the corriders that boba fett shoots at him in to the thin walkways where vader beats him. I have tried to find some, but all i can find is the carbon room. I have one VERY early shot of the carbonite chamber: 
http://www.geocities.com/boinga1swany/shot00032.jpg)
 drag into address bar:
http://www.geocities.com/boinga1swany/shot00032.jpg)
  
 
  
  
    Not trying to be rude or anything, but that needs alot of work, but If you keep going at it you'll get better.
  
 
  
  
    Your best bet would be to d-load and examine LivingDeadJedi's Carbon Freeze map. It is the exact same ares you are talking about, only in MP. You'd have to make a few alterations and move some textures and shaders around, but he's been saying he'd like someone to take it into the SP realm...
  
 
  
  
    Yes, I know it needs A LOT of work, and I will try downloading carbonfreeze.
  
 
  
  
    Download Carbon Freeze 2 ;)
  
 
  
  
    i have. Also I must warn everyone that project will probably take a VERY long time because i am a slow mapper without as much patuence as i need. The lightning in that shot was temporary, i had just put a quick nolight compilation together to see how things looked.
  
 
  
  
    I agree, more work is needed, and I know exactly what you mean by being a slow mapper. I want to, but I'm not the best when it comes to getting ideas.
  
 
  
  
    actually i just mean my progress is slow because i have little patience, often do not feel like working, and usually have little time except on weekends. By the way, i took a step forwards and a large step back today. I watched the EBS scenes again and made detailed overhead blueprints. I then deleted much of what I had done and am now in the process of adding in the exact movie-based areas. The picture in my first post is now obsolete.
  
 
  
  
    nice to know someone else likes making ESB levels =]]]
 my first one all those years ago was a pile of crap LOL
 
 Soon youll get to the gantry and go... HOLD ON nothing fits in it :D 
 
 i did notice though in the movie
 the front of the gantry is very thin
 but it bulges out in the middle
 
 oh and hint... the carbon chamber is made up of 5 carbon rooms all with pits that take you into the main core.
 
 i made mine an open area, but they can also be closed off....just depends on your point of view ;)
  
 
  
  
    oh one thing... i almost forgot
 
 it will be easier to make this in SP because you can split areas up into sections or seperate levels
 
 so lukes walk through city
 
 carbon room duel
 then
 
 gantry area
 
 but my map ive decided to make it single player meself now:D
  
 
  
  
    Originally posted by Livingdeadjedi 
 ...oh and hint... the carbon chamber is made up of 5 carbon rooms all with pits that take you into the main core... 
 
 hmm... 5 freezers? I was watching the film very close, and we only get to see the fight on one. I might make the others, depends on if I feel like it...which i probably wil :)
  
 
  
  
    well i was about to stick this ingame to you all what i have, but it wouldn't compile. here's it's excuse:
 
 ==================
 Running bsp command...
 
 C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2
 map -bsp C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\\base/maps/bespin_esb.map 
 
 C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2
 map -vis -fast C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\\base/maps/bespin_esb.map
 
 
 C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\Tools> C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2
 map -bsp C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\\base/maps/bespin_esb.map 
 
 SoF2Map v1.0c (c) 2000 Raven Software Inc.
 
 
 
 ---- BSP ----
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/bespin.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/cinematics.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/common.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/decals.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/doomgiver.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/effects.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/explosions.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/flares.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/fogs.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/gfx.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/gfx2.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/imperial.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/items.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/marks.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/metashader.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/models.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/mp.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/nar_shaddaa.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/players.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/sabers.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/scavenger.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/skies.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/sprites.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/system.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/test.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/text_crawl.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/ui.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/yavin.shader
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/shaders/zoom.shader
 
 Loading map file c:/progra~1/lucasa~1/starwa~1/gamedata//base/maps/bespin_esb.map
 
 entering c:/progra~1/lucasa~1/starwa~1/gamedata//base/maps/bespin_esb.map
 
 WARNING: Couldn't find image for shader textures/bespin/sky
 
 Entity 0, Brush 240: mirrored plane
 
 WARNING: Couldn't find image for shader noshader
 
 writing c:/progra~1/lucasa~1/starwa~1/gamedata//base/maps/bespin_esb.prt
 
 NumPoints (76) exceed MAX_POINTS_ON_WINDING (64). Sample points: (-128.00 2976.00 1040.00) (528.00 2976.00 1040.00) (1008.00 2976.00 1040.00)
 
 
 
 C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\Tools> C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\Tools\\sof2
 map -vis -fast C:\PROGRA~1\LUCASA~1\STARWA~1\GameData\\base/maps/bespin_esb.map 
 
 SoF2Map v1.0c (c) 2000 Raven Software Inc.
 
 
 
 ---- Vis ----
 
 fastvis = true
 
 reading c:/progra~1/lucasa~1/starwa~1/gamedata//base/maps/bespin_esb.bsp
 
 c:/progra~1/lucasa~1/starwa~1/gamedata//base/maps/bespin_esb.bsp could not be found
 
 
 completed.
 Run time was 0 hours, 0 minutes and 37 seconds
 
 
 
 can any one help me? PLEASE??!!?? if i can't make it work i'll have to start all over and that would suck big time so if you can please HELP!!
  
 
  
  
    First, calm down. Thats step one. :)
 
 Now, ,then. Step two. Correct the problems.
 
 I dont know what's wrong with your bespin/sky shader, but it looks like it got altered, or some other such. A reinstall should correct that, if nothing else.
 
 Secon - Mirrored Plane. I THINK that means you have two brushes in the same place at the same time... and, as we all know, Physics says that cant happen. So, chuck up on that particular brush... you may have to delete it and possible remake it.
 
 The MAX points on winding one is a bit simpler. Tjose numbers it lists it the XYZ coords of one corner of a brush. Basically, ,the brush it leads you too will be a large one, most likely a floor or a cieling, but whatever it is, it will have a BUNCH of other brushes touching it. What this causes it a vertex for every point where it touches another brush, and the maxiumum nuuymber of vertexs for a brush is 64. You had 72, so the best solution is probobly to just find the offending brush and cut it in half.
 
 the LIT section didnt run, naturally, because the VIS step never made a full run. SO fix those first, then worry about the rest. I'm sure that is I am wrong about any of it, someone will bemore than happy to correct me.
  
 
  
  
    hehe boinga1
 go watch ESB and when they bring Han and the others into the carbonite room Look in the background on the left :D 
 post here what you see
 but maybe only in widescreen version :( 
 
 Oh ive started making new bespin textures for mine =]
  
 
  
  
    Originally posted by Livingdeadjedi 
 Oh ive started making new bespin textures for mine =] 
 
 Competing versions? Maybe you two could collaborate.
  
 
  
  
    Originally posted by Livingdeadjedi 
 hehe boinga1
 go watch ESB and when they bring Han and the others into the carbonite room Look in the background on the left :D 
 post here what you see
 but maybe only in widescreen version :( 
 
 Oh ive started making new bespin textures for mine =] 
 
 k...will do soon.
 
 oh and by the way livingdeadjedi may i use the custom textures from your other two maps for mine? i am a horrible texrturizer with few skills and no tools.
 
 edit: and by the way livingdeadjedi...how much do you know about SP scripting? Have you ever done, it, like?
  
 
  
  
    Im new to SP scripting but im learning more every day
 oh yes ya can use my carbon chamber textures
 
 
 arnt i kind :D