Maps

* Cato Neimoidia
* Cloud City
* Coruscant
* Dantooine
* Dathomir
* Desolation Station
* Endor
* Death Star II
* Hoth
* Kashyyyk
* Mustafar
* Tatooine
* Yavin 4
* Republic Acclamator
* C.I.S. Munificent
* C.I.S. Providence
* C.I.S. Droid Control Ship
* Rebel Nebulon-B
* Rebel Mon Calamari Cruiser
* Imperial Interdictor
* Imperial Star Destroyer
* Old Imperial Shipyard
* Tributary Beam

* Planetary Cannon
* In-Engine
* Phase 1
* Phase 2
* Wii
* BF3 Showreel v6
* BF3 alphaNov
* LucasArts Feedback

Cato Neimoidia appears at 02:25.

Cato Neimoidia appears at 00:34 and 02:47.

## Milestone 13 - Phase 1

How will players realize which parts of the map are playable and which aren’t when they’re flying? (Information via the HUD)Will players be allowed to run up the cable supports? (No.)
## Milestone 14

The light streaming in through the stained glass windows is very cool, but shouldn’t it also be streaming in from the open doorway just beneath them?
## Milestone 15

Texture on the front of the citadel doesn’t match art fiedelity of the rest of the level.These long stairs/corridors should have some alcoves to provide cover.

* Planetary Cannon
* Phase 2
* Wii
* BF3 Showreel v6
* BF3 alphaNov
* LucasArts Feedback

Cloud City appears at 02:19.

Cloud City appears at 02:17 and 05:13.

## Milestone 12

The top roof area of the Bespin playable area can be landed on, but there’s no way for infantry to get down to the rest of the Bespin playable area from this point. This isn't intended to be a landing zone.A few areas of the map are extremely over-bright.
## Milestone 15

As the player moves level to level, the textures should change: the non-descript grey panels or repeating patterns don’t stick in the player’s memory.There should be a banister next to the computer room looking down on the curved staircase.Three tiers feels one too many. Trying to assess the gameplay flow, it seems that we could lose the entire third floor and focus the action more fully down in the prison area and courtyard floor. With 50 AI, it felt sparsely populated on the lower levels and hardly populated at all on the top level. Thoughts? (We can’t lose a tier – it means we lose landing bays also.) [Closing off areas like the hallway (pictured below) next to the upper landing bay might help.]

* Concept Art
* Planetary Cannon
* Phase 3
* Wii
* BF3 Showreel v6
* BF3 alphaNov
* LucasArts Feedback
* LucasArts Visual Target Template

Coruscant appears at 01:23.

Coruscant appears at 00:23 and 00:38.

## Milestone 12 - Phase 2

The scorch mark shapes on the buildings are generally too uniform.The Bith billboard is blown out.There are no shadows on this level.The scorch detail under the crashed LAAT should be thicker and more pronounced. The impact should also have an effect on the ground - gouges and buckling.The building rubble that is strewn about the level is not the same color as the buildings from which it has been created.The little white pods are a destructible prop, which can also serve as a way to stop vehicles.The shadows of these objects shouldn’t be projected on their current position.It looks like part of the skybox is sorting through some of the buildings in the horizon.

## Milestone 15

What are the turrets on Coruscant: anti-aircraft or anti-infantry?
## Milestone 16

In space, the large distant buildings do not appear to be married to the terrain at all.Consider using plumes of smoke, fire, or other effects to mask this phenomenon. (see example)From very high up in space, the large buildings seem much larger than would be plausible (even for Coruscant). While we may not intend for the player to ever get this high, it suggests that perhaps the large buildings should fade, fog, or otherwise recede from view when you’re high up to give the impression that you are in space and not just above the rooftops. (The player will not be able to get as high above the environment as this in the final game.)The nebula is great for adding color to the background. However it is a bit too intense and prominent for Coruscant. Is it possible to dial back the intensity of the color and brightness? (This really helps visibility of ships against background and enhances the impression of dense space. For these reasons we feel it’s worth keeping the intensity where it is.)It is possible to fly out to the senate before you reach the Battlefront perimeter. This far from the playable ground area, the illusion of the senate building and the ground terrain does not hold up. (This object will be well outside the playable area.)There is a large piece of debris floating in space that doesn’t really look like a ship. (This is a bug.)The bottom of the crevasses between city plates is visibly low quality. It looks more like lava than city lights emanating upwards. (We are absolutely at our technical limit in terms of polys for this environment. We may be able to improve the texture but we believe that we may need to prevent the player’s access to the depths of the crevasse to mitigate this issue.)There are two downed LAAT’s side by side in essentially the same position. (This is a bug.)

Coruscant’s iconic background scenery and perimeter redesign

* Coruscant will be taking on more of an “island” approach in that the canyon's walls (which are still city buildings and structures) will go down deep into the black abyss of the city below
* Visible from the “playable area” (but not *accessible* from the VBF) will be iconic structures pushed far out into the distance
	+ Senate Building, Jedi Temple, Industrial Area, Large Dense (indiscreet) Buildings

Senate Building referenceJedi Temple referenceIndustrial Area ReferenceLarge/Dense Building(s) Reference

* Concept Art
* Assets
* Phase 1
* Phase 2
* BF3 Showreel v6
* BF3 alphaNov
* LucasArts Feedback

Dantooine appears at 04:47 and 06:09.

Dantooine appears at 00:28.

## Milestone 13

The atmosphere in the dantooine village is spooky rather than pastoral. It actually feels like what we thought Dathomir might feel like. The strange lighting is likely a large part of it. (lighting bug)
## Milestone 16

The interior of these barn-like buildings don’t read as barns currently. Is this something that will be addressed by Phase 3 additions? If so, please specify what the intent is for these. (Barn-like props will be added during the next art phase.)The texture around the reticule looks low-res.Some of the rock walls on the buildings exhibit distinct repeating patterns.The wood paneling can look very shiny on some of the buildings, losing some its woody character.

* Phase 1
* BF3 alphaNov
* LucasArts Feedback

Dathomir appears at 02:23 and 04:51.

## Milestone 16 - Phase 1

We believe that once the lighting is in place this structure will be more prominent and noticeable from a distance.No. The main landing platform near the village will serve this function.

* Phase 1
* Phase 2
* BF3 Showreel v6
* BF3 alphaNov
* LucasArts Feedback

Desolation Station appears at 06:42.

Desolation Station appears at 00:27, 00:33 and 02:59.

## Milestone 23 - Phase 3

* Phase 2
* BF3 Showreel v6
* BF3 alphaNov
* LucasArts Feedback

Endor appears at 00:25 and 04:41.

Endor appears at 00:30 and 02:28.

## Milestone 13 - Phase 1

There’s an “artificial” horizon that is clipping through the terrain. It’s not always visible but when it is, it’s distracting.

## Milestone 15

Is the canyon running through the middle of the map supposed to be a dry riverbed? We’d expect the terrain textures to look different at this location.The non-playable area should read like a forest, but currently looks like hills.

* HUD Icon
* Exterior
* Phase 2
* Phase 3
* BF3 alphaNov
* LucasArts Feedback

Death Star II appears at 00:36.

## Milestone 15 - Phase 1

What’s the view from the throne room? We should try to make something really interesting out of the playable area. In instant action you’d want to see space battle going on, possibly the Death Star 2 firing.The Emperor’s Throne room doesn’t match the reference layout.In the “green room”, there are 2 walkways that can be reached via the jetpack, but they don’t go anywhere. One of them has what appears to be a door at one end, but it isn’t connected to a room on the other side of the open doorway.If one falls to the bottom of the “green room”, there’s a visible gap between the bottom of the wall texture, and the floor. The bottom of the shaft should be death material. Additionally, there is no roof texture on this room.We’d expect occasional drops of slop from the chutes on the ceiling of this room. We also expect lasers to bounce in the trash compactor room.The prison’s grated flooring doesn’t read as a grate, but rather looks like rows of red lights.Do you foresee any performance issues due to the doubled up geometry used in the “reflective floor rooms”? (This is lower-res geometry)Closed doors which cannot be opened by the player should have some significant (read: red) texture/light which indicates that they are impassable. Only doors that open should have green markings.
## Milestone 16

The lighting in the level is very dark. In some rooms are difficult to see anything. (A new lighting pass will be done for the next art phase.)
## Milestone 23 - Phase 3

* Concept Art
* In-Engine
* Phase 2
* BF3 Showreel v6
* BF3 alphaNov
* LucasArts Feedback
* LucasArts Visual Target Template

Hoth appears at 02:00.

Hoth appears at 00:20, 03:09 and 03:27.

## Milestone 16 - Phase 1

When the player or AI sits at the turret the seat rotates around the central axis of the turret, rather than the gun itself rotating. It’s not possible to aim it at anything (console-only).When the player enters the turret, the camera is centered just behind the turret. As the turret is a large circular structure, the target one is aiming at is entirely obscured by the turret. (note that switching to first person gets rid of this problem).Will these gun emplacements be useable? (This is actually just a prop that’s been arbitrarily placed into the level for review purposes.) [We love seeing details such as these. Well done!]This can be the imperial spawn point. However we need to evaluate how this affects gameplay and balance. We’ll investigate.

## Milestone 22 - Phase 3

Environment Structure

* Look to call out architectural contours that are consistent as well as distinct throughout the level / world

Environmental Set Dressing

* After specific contours and/or structural consistencies have been identified look for those peripherals, dressings and/or objects that add to its uniqueness, distinctiveness, purpose and style.

Lighting and basic placeable objects

* Lighting, contrast and volume are very important aspects of any environment that must be identified early. However identifying the source of that lighting is also key.
* There are plenty of objects and peripherals throughout the environment. The key is to identify objects that are consistent to the world, what their purpose is (do they make sense in being there) and their distinctiveness to the world / level they belong.

* Planetary Cannon
* Assets
* Phase 1
* LucasArts Feedback

## Milestone 16 - Phase 1

When discussed previously, we had thought that we were going to be overlooking the beach location as seen in the movies, is that still the intent? (This is still the intent and will be improved in future deliveries.)We would expect the light to be shifting with the pattern of the waterfall on the other side of the window. (This is something for Phase 2.)We’d expect some nice lighting effects here, such as lens flares.

* Concept Art
* In-Engine
* Phase 2
* BF3 Showreel v6
* LucasArts Feedback

Mustafar appears at 06:39.

## Milestone 12

The mushrooms don’t read as well as they used to now that the sky is a lot darker.The piece where the Star Destroyer bridge would connect to the body of the ship seems overly damaged – unclear what it is.The path up to the mushroom isn’t clearly defined as a path. It should have lights on both sides, like the other path does. Also the floor textures should probably indicate that it sees a lot of foot traffic.The room behind the meeting room where lava flows through cracks in the walls, the lava from the cracks is a different color and quality than that in the “pool” below. Additionally, the player can walk on the lava.The landing pad is also extremely difficult to land on. Actually, we’ve never successfully landed there. Could the whole building be 20% too small?
## Milestone 13

The textures are still clipping into the side of the terrain, when will they flow around the terrain?There should be splash effects on the lava-fall that goes into the lava channel.
## Milestone 16 - Phase 2

We like the planetary models at the CP. Will it ever animate? (Yes. We expect to have some orbital type animations for them.)The hologram effect looks great. Will this be a story-related image? Is this image to be triggered or is it going to always be ‘on?’ We noticed it in multiple locations on the level – will the same image be displayed or triggered at each of these? Is it going to be used to drive the story, e.g. X2 will get taunting images of his brother at each of these stations. (Holograms will always be on and be used to drive story. They won’t reflect any specific game-state so as to avoid narrative issues or contradictions.)The textures on these panels look flat.The interior of the large room has lost some of its former gothic, epic feel now that the room has been lit. The lack of the red light casting a shadow on the back wall, and the fact that the ceiling can be seen reduces the overall dramatic impact of the room. That said, it feels much less Dr. Frankstein, which is probably a good thing. What are FRD's intentions with regards to the art direction/lighting of this room? (This area will undergo a review and will have an improved lighting pass)Is this the room where X2 figures out that X1’s base is in Kashyyyk? (Yes)

* Assets
* Planetary Cannon
* Concept Art
* In-Engine
* 2006 Test Map
* Early Redesign
* Phase 4
* BF3 Showreel v6
* BF3 alphaNov
* LucasArts Feedback

Tatooine appears at 00:39 and 04:26.

Tatooine appears at 00:24, 02:20 and 04:55.

## Milestone 4 - Phase 1

When flying high, sometimes one can see a large square as the detailed textures of the ground are loaded - this is a terrain rendering bug (PC).The size of the world rendered when flying is limited to a large square of textures that updates when flying forward. This is the transition from the low-res textures to the megatexture. Optimisations to memory and texture streaming addressed the issue (Xbox 360).
## Milestone 6

Network play on the PC version often seems to get de-synched, and neither game clients, nor the server, seem to know that the game is not synched. See the example screenshot below, where one player sees a tank flying overhead.All textures became black after a minute of playing on some machines.

## Milestone 11 - Phase 2

PC feedback stats here.Xbox 360 feedback starts here.
## Milestone 12

The shadow decals of the wall objects have too hard of a shadow on only one side of the object.  Looking at the way the light sources are arranged inside the Homestead, one would expect a smaller, more diffused shadow decal around the objects on the wall and not a hard, big shadow to one side as seen on the object with the green and red light.There is a strange square artifact underneath the light fixtures of the Homestead.
## Milestone 13

The area between the Republic Base and the garrison is extremely sparse and barren. It needs props which sell that this is a military base, e.g. a wall with gates, vehicle barricades, something, etc.
## Milestone 15 - Redesign

There is no clear entrance to the landing pad from the outside of the base.Desert should not stop dead right at the edge of the town.Market is inaccessible from one of the main sides: perhaps adding a short wall to the left side of the market that players can hop over to enter/exit would be nice.What are the pillars/lattices on Tatooine going to be?The CP by the crashed ship seems very close to the CP over the archway by the marketplace.What is the gameplay currently planned for the Homestead in its current location?
## Milestone 16

There are missing textures throughout Tatooine (Republic Base etc;).
## Milestone 20 - Phase 3

* BF3 Showreel v6
* BF3 alphaNov
* LucasArts Feedback

Yavin 4 appears at 00:35.

Yavin 4 appears at 00:26, 00:31 and 00:37.

## Milestone 13 - Phase 1

We love the pyramid interior. We really like details such as the bas relief. It comes across as a temple repurposed into a military base. Good job!Tactical display on the floor seems to show the Death Star, but should probably show the ISD.Will the transparent panels be destructible? (Yes)Grass is clipping through the terrain.The grass when viewed from overhead is too geometric.The mountains around the playable area don’t read like the movie look of Yavin.There is a wall in the interior of the temple with a prominent crack on it. In many games such cracks are used to let players know that the wall is destructible. This crack should be more blended into the wall so it’s not so prominent to avoid players thinking they can destroy the wall.Yavin currently doesn’t have enough trees. There should be at least one area of dense trees, reminiscent of a tropical forest (could be in non-playable area).
## Milestone 16

We like the idea hinted at here with the dense foliage. From a distance it looks like it has potential. That said, it reads as a fake billboard as the trees are much too big – our assumption is that this has been put in as placeholder. Is that the case? (Yes)It looks great from the perspective below, however.
## Milestone 17

It looks like there might be a path along the side of the mountain.Is it the intention to allow vehicles to the sides of the temple? We’re concerned that it may be difficult for players to destroy any vehicles that entrench themselves on that area and bombard the interior of the rebel hangar.

* Exterior
* HUD

* Exterior
* HUD

* Exterior
* LucasArts Feedback

## Milestone 4

The bridge on the exterior of the Invisible Hand is missing the glass portion.It’s possible to land one’s ship inside the room with the turbo lasers by flying into the hangar, and then flying out of it very slowly while keeping close to the edge of the ship (i.e. don’t cross the portal). Hangars are for newbies! (This is a portal bug.)

## Milestone 11

* Phase 2

* Exterior
* HUD
* Wii

* Exterior

* Assets
* Exterior
* HUD
* Appearances

Turbolaser.

BF3 Showreel v6 - 02:39

* Exterior
* Assets
* Phase 2
* LucasArts Feedback

## Milestone 15

* Phase 1
* Wii

Wii/Maya Viewport

* Phase 1