Liberating Cloud City
Emambu talks with Bombshellrapture
As Emambu unloads the questions, meet editor Bommbshellrapture in one of our longest interviews ever. Find about his past projects for Dark Forces, his current project "Liberating Cloud City", and future work for the Star Wars trilogy TC.
Emambu
To start off, tell us a little bit about yourself and what got you interested in Star Wars and level
editing?
Bombshellrapture
Well, my "real" name is Donny Versiga. As of now I'm sixteen years old and in the 11th grade. I
live on the Mississippi Gulf Coast in the United States. I've been a fan of science fiction all my life. I got into Star Wars in 4th grade. The
trilogy was greatly superior to any science fiction series I'd ever seen. Soon I became a fanatic about Star Wars: buying toys, books, cards, etc. I
bought Dark Forces in 1998 and knew it was the game I was waiting for all my life. I've always loved to draw spaceship plans and things, so I
thought to actually bring these plans to life would be exciting and fun. Later, I used a friend's Internet service to download WEDIT, a Dark Forces
editor.
Emambu
Many people should now be aware of your three-part DF series "Dark Retaliation;" however, do you have any
previous editing experience in DF, JK, MotS, or any other game?
Bombshellrapture
No, I do not have any previous level editing experience in any other game. Back in the day, I
wanted to edit DOOM levels but had no connection to the Internet to download the proper utilities.
Emambu
"Dark Retaliation" is set in the DF universe. Even though I'm a big supporter of new DF levels I always want
to know why someone would choose the oldest of the three engines.
Bombshellrapture
Actually, I would have started with the newer engine, but my computer at the time couldn't support
Jedi Knight or any game released after 1997 for that matter. I had a 486/75 MHz computer with a maximum hard drive capacity of 405 megabytes.
Therefore, I had no choice but to build levels with the DF engine.
Emambu
Since there may be people reading this who have not heard of "Dark Retaliation" or read my review (tsk, tsk)
of it, can you tell us a little bit about the plot and cast of characters?
Bombshellrapture
Well, the series was never meant to be released, but just for my personal satisfaction and
enjoyment. Therefore, I didn't go into great detail with the plot. The series was supposed to be a full six levels, all taking place between the
time between the Empire Strikes Back and Return of the Jedi. They all were supposed to lead up to discovering the Second Death Star. I know it is
pretty unoriginal but it was for my personal use only. There weren't any characters really, just Kyle.
Emambu
What was your inspiration behind this series? With countless possibilities, how did you end up settling on
this premise?
Bombshellrapture
Well, actually, the fact that I had the ability to make areas from the movie started it. I wanted
to do a Death Star level at first, but Don Siekle had already done one and I knew it was far more superior then anything I could make. Therefore, I
would do a Death Star II level, taking place at the end of a six level series, giving me five levels to practice with and enough editing ability to
make a good Death Star level. But, I got disinterested with the series and stopped after I built the first area of the unreleased level four.
Emambu
In my opinion, the third level seemed to be the best in the series. How did you go about creating this one
in particular? Did you do anything that differed from when you were creating the first two, and if so, were the results satisfying to you?
Bombshellrapture
Yes, I agree. The third level was the best of the series. If I remember correctly, this was the
first level I drew out on paper before hand. The other two levels were built as I went along, planning it in my mind. I have a strong ability to
putting my ideas on paper through drawings, and then converting them into levels. This is why I think the third level stood out among the other two.
I fused a few ideas from LEC levels into the third level (such as the NAVA card decoder and computer core). I know that's unoriginal, but hey! It
worked.
Emambu
What would you say is the easiest aspect of DF editing? What's the hardest?
Bombshellrapture
The easiest is its INF definitions. WEDIT had a good INF editor. I'm not sure if DFUSE did or not
because I never worked with it. The hardest was the fact that you couldn't build any sloped walls, floors, etc. It was very hard to plan on building
a ramp or ring corridors and then realizing you had to work your way around it.
Emambu
After your more current projects are completed, do you see yourself returning to finish this series?
Bombshellrapture
No, I do not. Not unless I find a lot of spare time on my hands. I was thinking about making a
Special Edition of level three made with the MotS engine, but I don't know if I'll have the time.
Emambu
Let's move on into your more current works. As of now, you're working on a MotS level called "Liberating
Cloud City" (hereby referred to as LCC from now on). Can you tell us a little bit about the level as far as its plot, setting, and cast of
characters are concerned?
Bombshellrapture
Well, it takes place about five years after Return of the Jedi. Moff Treece (A character based off
of the few details of a Captain Treece that led the Imperial Garrison on Cloud City after its seizure by the Empire) needs money to maintain his
Ugnaught slave camps, so he decides to sell Tibanna gas to smugglers. So, he's allowing smugglers to land at the city. The New Republic realizes
that the time to liberate the city has come. They send operative Len Hakor (the main character), disguised as a smuggler, to enter the city,
assassinate Treece, and disable the city's main sensor array so the New Republic ships can land at the city and repel the Imperial forces. Len is a
character I made up in a story I wrote two years ago. He's got an interesting back-story but I don't know if I'll be using it. There will be some
minor characters, but they are still "in development."
Emambu
Why did you choose Bespin as a place to return to? Also, why re-visit some of the more familiar places in
addition to adding tons of new areas?
Bombshellrapture
I decided to do a level on Cloud City because I wanted to recreate something from the movies. At
first, before I knew there was a SWTTC, the plot was going to be the same as the ESB scenes of Cloud City. So I started working on it and planning
it out, but then I was informed of the TC. I changed the plot to be more original and interesting, and the areas from the movies stayed there. I may
be taking some of them out and using them in the SWTTC level because they are not involved in the plot of LCC at all.
Emambu
Tell us a little bit about the designing process in LCC. How are you going about creating the whole level?
Did you sketch it out first, or create as you go? What about the areas that player will already be familiar with?
Bombshellrapture
I started by watching the move and sketching what I saw. I traced Lando's path through the city
and drew a general layout of the parts in the film. Then I added the "new" areas on paper. Every part of the level has been drawn somewhere, ranging
from school notebooks, note cards, or my song-writing notebook at home. For the areas that are familiar (dining room, guestroom, and those circular
cloud city corridors), I used tons of reference materials. Books, concept art, movies, SWCCG cards, Internet pics, etc. I want to create the Cloud
City atmosphere and intertwine a plot and great gameplaying experience.
Emambu
Tell us a little bit about the enhancements. Will there be new MAT's, PUP's, KEY's, COG's, BM's, 3DO's, etc?
Bombshellrapture
A lot of new 3dos, mats, cogs. There are no pups or keys so far. Because I'm still in the learning
process, it's hard to say what will be in the finished product. Right now I'm working on a detailed script for some great cutscenes. I've always
loved to make amateur movies and this is the perfect time to make a Star Wars movie. There will be probably about 10 minutes worth of cutscene
material.
Emambu
What kind of mood are you trying to establish and how will you manipulate the atmosphere of the level to
reflect that mood?
Bombshellrapture
I want the level to have a very serious mood, kind of like Ryan's Imperial Siege on Derra IV. I
once considered putting some "Easter eggs" in the level, but was scared that would totally ruin the mood I'm going for. To enhance the realistic
part of the atmosphere, citizens will walk around, stormtroopers will patrol, and cloud cars will fly by windows.
Emambu
What the current status of LCC? Do you think you have a good estimate on when it will be released or will it
be "done when it's done?"
Bombshellrapture
Well, progress on LCC is slow right now because of my promotion at work and the upcoming holidays.
The architecture on level one is about halfway complete (not including cutscene sets), but cogs, enemy placement, and gameplay enhancements
shouldn't take as long as architecture does. Because I pay so much attention to architecture, it's taking the longest time. The estimated date for
release of level one is February 2001.
Emambu
Will this be one giant level or are you splitting it up into smaller levels?
Bombshellrapture
It was originally going to be one huge level, but I've broken it down into two smaller levels.
They will be released separately. The second shouldn't take as long as the first. Plot details for level two are going to remain secret for now, but
I can tell you that it takes place in the lower decks of the city where the Tibanna gas is mined. I am considering a third level, but I'm not
divulging any information about it yet.
Emambu
What do you think has been the hardest part in creating LCC? What about the easiest?
Bombshellrapture
The hardest part is probably texturing. There aren't that many great textures to use for a Cloud
City atmosphere, and I usually end up using mainly textures that use the default color map. I've made a few mats myself, but they aren't anything
great. Because of the lack of good textures, it's the hardest part. The easiest has probably been architecture. It comes naturally for me, probably
because I have a unique ability to take what I've drawn on paper to the editing board. Although architecture takes the most time, it's the easiest
for me.
Emambu
Moving away from LCC, you recently became a member of SWTTC as well. Can you tell us what it's like and what
projects you will be working on?
Bombshellrapture
It's kind of hectic. LCC is at the top of my list of projects to work on, and I really want to get
that done before I work on anything else. I'm going to hurry up because I know people are getting impatient with the SWTTC as it is. I don't want to
be the one to even further the delay. I'm going to be working on Earl's unfinished Bespin: City in the Clouds level and maybe the interior of the
Millennium Falcon.
Emambu
So, will LCC become the Bespin Level for SWTTC or are they going to remain two separate projects?
Bombshellrapture
Separate, although I am considering taking out the "movie" section of LCC and putting it into the
SWTTC Cloud City level. It will make more sense for LCC and let players see something they haven't seen in the SWTTC level. Still haven't decided
upon that yet.
Emambu
How will your SWTTC level differ from LCC, if at all, since they both take place on Bespin?
Bombshellrapture
Not sure yet, as I haven't planned any of the SWTTC level out. I guess the main difference is that
paths the character will take. In the SWTTC, I'm going to have Luke have an adventure through the more resort-type areas of the city. In LCC, I'll
have Len Hakor have and adventure through the staff living section and main administrative building. The atmosphere will probably be the same.
Emambu
Will the SWTTC level end up taking precedent over LCC, thereby delaying its (LCC's) release?
Bombshellrapture
No. LCC is at the top of my list of all projects.
Emambu
What can we expect from your SWTTC level? Will the design be similar to LCC? What about the enhancements and
the atmosphere? (note: you can consult with Ajay on this question if you're unsure as to how much you're allowed to give away).
Bombshellrapture
Well, since I haven't planned it out much, I really don't have anything to say.
Emambu
Now that you've had a taste of DF and MotS, which engine do you prefer working with and why?
Bombshellrapture
MotS. It's a whole lot easier and has a lot less limitations. I remember when I gave up on DF
editing. I went to bed one night saying, "I want my regular life back. This is going toward nothing." Now that I have MotS and can edit it, I don't
see myself saying that anytime soon. The engine allows a lot more than DF does, and the graphics are better also.
Emambu
Is "The Empire Strikes Back" your favorite movie in the trilogy?
Bombshellrapture
Now that I think about it, yes. Its special effects totally outdo the other two movies, and the
settings are more serious. More time went into the visual aspects of TESB, and because of that, it's my favorite. The story is more plot-driven
also.
Emambu
Out of curiosity, how did you come up with the nickname "Bombshellrapture?"
Bombshellrapture
It's the name of my Christian Punk band called Bombshell Rapture. I play rhythm guitar and sing
lead vocals for it. We recently got a drummer and plan to start practicing more. Next summer we're putting on a benefit show where all money will go
to a children's home down here.
Emambu
Do you have any plans for future projects once your current ones are completed?
Bombshellrapture
Well, by the time I finish everything on my list now, I'll probably old and married, so I'm not
sure. I do want to do a few more, but only time will tell.
Emambu
How does it feel to (currently) be the subject of TACC's longest review and interview?
Bombshellrapture
Great. I feel as if I've stepped into the JK/MotS editing world with a good path already paved.
Sometimes I even feel like a celebrity amongst everyone here at the ACC. I've only been editing MotS since July, and I've already been interviewed
and had the longest review! Wow. With this interview, I feel more motivated to complete LCC and the SWTTC level with excellence.
Emambu
Any final thoughts, comments, criticisms, or reflections that you wish to express?
Bombshellrapture
I hope that LCC will remain for a few good years as a classic, great MotS level. I want to pick up
the pace on my editing speed so I can go ahead and get this released. But, the longer I take, the better it will come out in the end. I hope to
release it by my birthday on February 13. And with my final closing statement, I thank everyone at The Admiral's Command Chamber, for all the time
and effort you've put in toward helping me reach the goal of releasing a good, excellent level. Without TACC, I don't know where I'd be in the
editing world.
Emambu
Well, I thank you for giving up a fair portion of your time. You've been more then a good sport about this.
Your projects sound interesting and exciting and I eagerly await their release. Just a note to those of you reading this, you can check out LCC's
progress right here at TACC and on the Massassi Showcase Forums. You can also see the progress of SWTTC. Once again, thanks Bombshellrapture!