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Movie Battles III is a team and class based third person shooter inspired by the Star Wars franchise and built on the Unreal Development Kit. We ask you to build your own hero and pit him or her in combat against a wide variety of other would be heroes. Who will you be?
Our first release will be modest. You will be able to play a basic Deathmatch with a few prebuilt characters. There will be two weapons and two force powers available. We feel that short, modest releases are the best way to ensure our mod's quality and success.
THIS GAME IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
4 comments by MaceMadunusus on Mar 26th, 2012

It has been a while since we have revealed a big amount of content but here is time for the next reveal! MaceMadunusus walks us through the new level he has been working on: Death Star. He also shows us his lightsaber customization concept.
Some people may not be well aware that Movie Battles III is a Sequel to a modification of Jedi Knight: Jedi Academy built on the Quake 3 engine titled Movie Battles II. First off Mace will be showing what Death Star looks like in Movie Battles II's current iteration, and then showing what it has now become.
As Mace also notes in his post below, this is all WORK IN PROGRESS content.
I chose to work on Death Star instead of Cloud City first because of its simpler shape and easy use of modular meshes. I felt like DS would be a much better place for me to learn UDK and modeling vs diving straight into UDK. I could also work on it much faster than I ever could with CC because of that simplicity and MB3 needs maps. Especially if we want to release sooner than later we need to get one easy one going.
Everyone is very familiar with Death Star in MB2. This is no different and is currently a near carbon copy to it, with a lot of visual upgrades. A lot of layout changes will be made later on as the map progresses however to deal with some complaints of the current Death Star. All of which you can see below. I am also going to be posting some before pictures, and then some after ones so that people can have a comparison between them. This may take multiple posts so bare with me. And have a look at the saber I mentioned above afterwards!
I am revealing this to you a little early, but I would just like to get it out there so people can see that progress is being made. It is still VERY WIP and still contains some textures from the mb2/jka version. And I could always use the additional feedback. These pictures are also outdated by about a week. There have been some changes since! You will also notice that the curved corridor has no ceiling.
For those wondering: yes the floor is a mirror and it reflects everything!
Usually MaceMadunusus creates Levels and Props in MB2 and MB3, however he decided to try something different for once and create a lightsaber hilt and have a go at making it largely customizable. Here is the result!
Below is a video of his first implementation of the customization, and below that you can see that he has gone even farther and expanded it even more! He was also kind enough to give us a screenshot of the test material for the lightsaber from within UDK!
Here is a quick note from MaceMadunusus on the recent update to the saber customization.
This grunge map is NOT a final grunge map, and just one I threw in for testing.
And here is a link to the material!
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So....ahem not to be annoying but this looks really awesome and i want to play it very badly, so any news on a alpha would be awesome
Still working on the level, again probly not till end of summer :P
So no may 4 update?
Sorry, had nothing prepared!
Only thing shown publicly since the last update has been a WIP 3D version of the logo: I51.photobucket.com
Add some color and a reflective material and its good to go.
Have you considered moving to the Cryengine 3 SDK? :)
Only if you want us to start over programming the game :P
Yeah, why would we anyway? UDK still seems better in my opinion. The default abilities and feel of the engine alone give us a large basis for the original feel of the game.
Sure CE3 has real time lights, but UDK handles a lot more environment types better and can use the same real time lights while in DX11. Plus, Sandbox editors suck IMO. Always hated using them, they feel so restricting. And UDK is able to be run by a wider variety of people as well. The CE3 editor's UI has always been more painful than UDKs as well to me. I haven't particularly had fun using it.
Waiting in anticipation for the first release.
Haha, I think everyone is. We are still waiting on at least one map to be in a "completed" enough state for the first alpha release.
Since I am in charge of that, and fairly busy, it will likely be sometime late summer unless I can get it done faster.