How To Install Wii Mod Batching
355,585 downloads Uploaded: make sure to download and install the[/i] [url=Pack 2.2 Patch[/url] [i][b]after[/b] you install this mod. It will add any necessary bug fixes - see its description for more info.[/i] Certainly everyone remembers the Conversion Pack - that large map pack originally designed to simply bring the maps from Battlefront 1 into Battlefront 2? Well, we've seen a lot of changes since the initial concept, and it's developed into not only a 'conversion' but a large game addition as well. SWBFFiles itself has seen two releases (although they have only been incomplete beta versions); 1.0 and 1.75.
Dec 31, 2010. Warns you if you try to Install a system menu without the required IOS Warns you not to delete the system menu IOS Warns you not to delete the IOS used by the Homebrew Channel Hold D-PAD for continuous scrolling. Supports AHBPROT in all areas. Config File is sd:/apps/wiimod/wiimod.txt. Jun 13, 2012. Batchpcb i ran into problems with, we got a batch of boards from them that they did a 'test' finish on, they're all useless now. They were adding silkscreen over pads. And they're difficult to reach. Hard to recommend, i don't want to pay for their R&D. Silvercircuits have been good, great communication, turn.
Well, today we bring you something completely new - Conversion Pack 2.0. This version has a lot that earlier versions either didn't have, or had - but were bug-ridden. There's so much to try out; one simple review won't cover it.
Here's a short list of everything the Pack has: -25 new maps -New era (KotOR) -Five new clone legions -Three new unit classes added to the original classes. -Over 40 new heroes for CW and GCW, and over 30 heroes for KotOR alone -Six new game modes -Nearly 30 new vehicles -UnOfficial 1.3 patch (includes visual upgrades of 1.2 with shell upgrades) There's so much content in here, it's almost like a completely new game. If there's anything on this site you should check out, it's definitely this.
290,847 downloads Uploaded: sort've-but-not-really sides mod 'Battlefront Extreme.' To start off with the praises - and it's not hard to find something good. This is a really nice job. It's a comprehensive overhaul of four different sides, no small task to be sure, whether or not they end up being fun to play. Which is, of course, not to say that they aren't, because ARC_Commander's second achievement is on par with his first, in that his new sides are, by-and-large, pretty darn fun.
The best upgrade from version 1.0, in my opinion, was the movement away from one or two extremely overpowering units per side (for example, the Dark Trooper in 1.0) to a more balanced-across-the-side unit setup. This makes for a much more fun experience when trying out the new sides. Of course, I would be neglectful should I forget to mention that a great deal of [i]content[/i] was added from version 1.0, too.
It's nice to see BFX as a standalone era, too. While I certainly liked its original form, as it was, it was simply a sides mod and frankly, I've yet to see the sides mod that's [i]so good[/i] it made me want to lose online compatibility or trade for the (usually-balanced) gameplay of the original sides.
Thankfully, that choice is no longer an issue. With this version, BFX is fully compatible with online play as well as the Conversion Pack, so mod hunters out there won't have to pick and choose. Some of the new content I noticed was pretty neat, too. I liked, in particular, the addition of a charge effect to the force powers. It's not a big change, but it does look pretty neat.
One of the other 'tech-y' things I appreciated was the addition of a deflect state to the various states of the melee combo (i.e. You deflect while attacking). The complaints I could give are much fewer and further between, this time around. While I'm sure I could find a bug or two if I looked [i]really hard[/i], at a glance, the only issues I really found were sound issues. I noticed a weapon or two missing fire sounds, and then I noticed a bizarre issue where certain sounds seem to repeat very quickly over and over.
Not sure what to make of that last one; I've never seen it before. Your experience may, of course, vary. I also wasn't a huge fan of the changes made to space battles or the charged-up grenades, but that's just one man's opinion. Anyway, definitely a good mod and definitely worth a download.
With the files compressed, it's not a huge download, and I'm sure it'll be hours of fun for many people. Give it a shot! 217,707 downloads Uploaded: LITE version of the 1.3 patch here:[/i] [url]If you've played Battlefront at all or even looked at this site regularly, there's a very good chance you know [RDH]Zerted's work - if you've ever looked at a Picture of the Day, it's been Zerted's work unlocking FreeCam that's made that possible. What we have here is the culmanation of Zerted's work over the past few years, combined with the visual upgrades of the 'Unofficial 1.2 Patch' into one big mod - the 'Unofficial 1.3 Patch.' This mod gives both players and modders unparalleled control over what goes into and comes out of their Star Wars Battlefront 2. With the Unofficial 1.3 patch, players first of all can play Battlefront II with a complete set of visual upgrades, just as seen in the 1.2 patch. Included is an easy means of changing from the new (visually upgraded) sides back to the original sides, as well as a means of either enabling or disabling the new HUD.
Players also have access to the extremely powerful and dynamic 'Fake Console.' The Fake Console has a large number of ways players can interact with and dynamically modify their game. It also gives a large amount of control to server admins in online gaming sessions. Modders, too, have been given a large amount of freedom with the 1.3 patch. If you've played the newest version of the Conversion Pack (2.0), you've seen a bit of what the 1.3 patch supports - thanks to it, we had access to the KotOR era alongside the two stock eras as well as many additional gamemodes.
The 1.3 patch supports far more than just the KotOR era and the new gamemodes from the Conversion Pack. It adds support for an unlimited number of new gamemodes or eras, and has new icons for many of them. And for modders there are many, many more features - custom galactic conquest, map preview videos - these are all things that modders now can do (should they choose), and there are many different options. So what are you waiting for? There's no reason not to download this. Online play is unaffected and all you get are countless new options for your game.
Give it a download! 118,662 downloads Uploaded: course, the 2.2 patch provides a number of bugfixes from the small (first-person views) to the larger (CTDs on certain maps). There have also been several (mostly redundant) modes cut from the Pack in an effort to improve both online and offline stability, as well as make it easier for anyone with the Pack to have more mods installed at once.
There are also a number of additions to the Pack with the 2.2 patch. The largest of these is that this comes packaged with the 'lite' version of the 1.3 patch, revision 117. This can be installed directly over your 1.3 patch if you already have it installed, and this will make sure that the Pack is up-to-date with some of the newer functions of the 1.3 patch (like custom Galactic Conquests). You'll also see things like a new vehicle on Concord Dawn or Kit Fisto showing up on Methlyn in addition to Alderaan.
There should be plenty of things to look forward to; make sure you read the readme and the documents the patch comes with, and know that you will [b]need to already have the Conversion Pack 2.0 installed[/b] (and working) before you install this patch. 85,943 downloads Uploaded: experience. This is pretty much the pinnacle of modding achievement, and I've never seen a mod that comes anywhere close to what this one brings to the table. This mod essentially includes sixteen new maps, a total of 105 distinct missions, lots of new units, new weapons, new heroes and Force powers, and a brand new Galactic Conquest mode that serves as a campaign.
While this alone may seem like a lot, it also includes a few brand-new game modes, a full campaign on par with the shipped Battlefront II one, and the entirety of the original Dark Times mod. This is to say, you do not need the original to play this edition. Due to the fact that this mod is much too big to cover every facet of it in a single review, I will do my best to break it down into categories and review each of those with a paragraph or two. [b]MAPS[/b] The Dark Times II includes sixteen new maps.
These include Raxus Prime, Taris, Dantooine, Nar Shaddaa, and a bunch more. The maps are all very good- they have all the hallmarks of a well-polished map, like planning, even terrain, and it is obvious that large amounts of work were put into them.
They are all well done, and the multitude of different ones assures that you will have no shortage of fun maps to play if you are just looking to play Conquest. I noticed nothing bad about any of the maps. [b]CAMPAIGN[/b] The Dark Times II features a campaign mode of sorts- in actuality, it is just Galactic Conquest with objective maps. This is not to say that it isn't fun- on the contrary, it is very fun. The storyline focuses on a unit of Rebel forces led by Luke Skywalker in their fight against the Empire. There are ten primary missions with a few side missions that you can branch out on should you elect to do so. The campaign is fairly linear, but the side missions offer a bit of a break from the normal progression.
The campaign maps themselves are rather fun, though somewhat challenging. While the missions themselves encompass the normal objectives- go here, capture this, bring this here, kill this unit, et cetera- they aren't boring and in fact are something that you look forward to playing. [b]NEW GAME MODES[/b] The original Dark Times had a new mode called Wave. This mode makes an appearance here as well, and it is essentially a one vs. You are a hero unit and must defend against waves of common enemies and some hero units in order to win the battle.
There are both space and land editions. In addition, there is a new mode called V.I.P. In this mode, you are placed on a side to fight against enemies. Each side has a hero unit, or VIP, to kill in order to recieve points. You must keep your VIP alive in order to have a better chance against the opposition.
The final new mode is called Control Mode, where there are several secondary control points to capture in order to recieve bonuses upon your team. You don't have to capture them to control the entire map, but you should do so in order to recieve the benefits that they offer. All of these modes are quite fun to play and offer a lot of variety in your gameplay. I personally enjoyed Wave mode the best, as it's essentially just an opportunity to kill a lot of AI without any teamkilling possible. [b]NEW LIGHTSABER COMBAT SYSTEM[/b] Gone is the old saber system of the past.
In is the new. In the Dark Times, you don't have the standard three-move combo and block move.
Now, you have two types of attacks: light or heavy. Light attacks are done by tapping the block key, and serve both as a means of causing damage and blocking incoming attacks. However, they drain energy, so you have to use them sparingly. Heavy attacks are done by clicking as normal and cause damage- more than the light attacks, but they lose the ability to block incoming attacks. Heavy attacks can also do a Force Finisher, which is essentially a powerful attack done by right-clicking after the third attack with a full energy bar.
Each type of attack can be chained together infinitely. This type of combo system is nice, but it does have some minor drawbacks. I prefer it to the standard combo system though.
[b]OVERALL ASSESSMENT[/b] As I stated in my introductory paragraph, this mod is essentially the pinnacle of modding achievement. The amount of content it adds to a game that didn't have enough of it to begin with is nothing short of awe-inspiring. Much like the Conversion Pack, this mod is one of those that should be installed on every single computer running Battlefront 2. It's really that good. Don't believe me? Well, I strongly suggest you download and play it for yourself. I doubt you'll be able to stop.
61,564 downloads Uploaded: including several different clone legions as well as five new maps (in addition to all the stock maps the mod is added to) to play Ultimate Battlefront on. I'll be honest and say that I am not a huge fan of Clone Wars-themed mods in general, usually because they exploit the fact that clones came in every color of the rainbow to have the appearance of a lot of content. Different skins are well and good, but in my opinion four or five textures for the same model is so much fluff when compared to the things that really matter - content, gameplay, etc. It's because of those reasons, and not the fluff (although the fluff is done well, as it is in most clone-legion based mods), that I prefer this over similar sides mods which don't really feel like they include a whole lot of anything new. Now, I know that in light of that paragraph it will sound funny for me to switch back and talk about the fluff, but I do want to make a note of one of the things I appreciate most about this - the visual consistency of the mod. So often, clone wars legions look like what they often are - compilations of a bunch of different people's work - but in this, Xavious took the time to make each different legion fairly visually consistent across the board - the quality of the textures is all notably the same, no matter what the legion, and they all sort've 'fit' together. Basically, it is apparent that they are all the work of one person, and I appreciate and recognize the work that is put into making a lot of your own assets for a mod.
The textures are all done well, too. In any case, the meat of the mod is the sides and how they play.
I like Xavious's sides here because they are original without being too wild. The weapons are (again with the consistency) well-done across the board, and I like the small sound changes made for some of them. I enjoy seeing some tweaked particle effect work, and I think the blaster explosions are well-done and fit nicely. There are a number of nice new weapons (some of which you may recognize from his earlier 607th work) that are, as mentioned above, different, but still feel like they fit with the more stock weapons. Another thing I appreciated was that Xavious included a number of new maps with his mod.
I think it's really important for anyone making a sides mod to include something new - whether it's new modes or new maps - something has to be there so that you're not just playing stock maps with stock modes with only the sides changed. In this case, there are five new maps - Abregado Rae, Dantooine, Geonosis, Geonosis: Arena, and Jaal-Kan. The first and last maps in that list were probably the best - I think overall, I enjoyed the design of Abregado Rae the most, and Jaal-Kan did a nice job of feeling like a unique setting. On the other hand, I inwardly groan (sometimes outwardly too) whenever I see another Geonosis map, and here there are two. The first is exactly what you see on the tin - a recreation of the Geonosis battle from Episode II. It's a solidly-built map (and I think the lighting in it is really nice), but I don't think it's extraordinary - it feels a lot like SWBF1 Geonosis. Geonosis: Arena is very similar to every other Geonosis Arena map we've seen (they all use essentially the same models), but I feel confident in saying that this is the best of the bunch.
That's not to say I wouldn't have preferred to see something that wasn't Geonosis, but at least this is Geonosis done right. Dantooine is the only map I've not mentioned. It's a nice map, but it feels a little 'plain.' And by plain I mean flat land. Because it's a plain.okay, sorry. In any case, while it's well put-together, I'd like to see it a little more detailed.
I know, too, that Xavious had some more maps planned for this, and some of them looked pretty neat - I'm looking forward to seeing them as well! Ultimate Battlefront isn't without its bugs. It's a very well put-together mod, but there was at least one unit I found with an awards weapon bug (EMP trooper), and I'm pretty sure there are probably at least a couple sounds bugs - the easy one for me to check for (I did, and I did hear the bug) is whether force lightning sounds are present on certain stock maps. Normally that'd be a really minor nitpick, but since I've had to fix those kind of bugs twice through for two major mods of my own, I feel compelled to lay that burden on anyone else who's making a large mod. All in all, it's a great mod and worth your download.
Give it a try! As a reminder, you will need the [url=v1.3 Patch[/url] to play this mod. Please download it and install it if you do not have it installed already. 57,873 downloads Uploaded: clones for different planets Additionally, ARC_Commander has changed the space setups, as well. They've been touched up to be a little more realistic and some of you will be very pleased to see new ships in there as well. One of the neatest things I think ARC_Commander has done is giving each side really distinct non-basic classes. Each side has three 'special' classes: a recon class, a commando class, and an officer class.
Each special class is different based on the sides and some are really quite powerful. It's really rather tough to go into great detail about this mod, simply because there's so much in there. I know it's a really big download, but trust me, it's worth at least a look. This is pretty fun to play with. 57,147 downloads Uploaded: and lots of other goodies. First off, the design of the map is nearly impeccable. Rather than sticking with the limited selection of Tatooine props the author decided to get creative and transformed some of the Kashyyyk huts with a simple yet effective retexturing, helping the Wookiee structures fit right into the Tatooine setting.
The map is the perfect size: neither too big nor too small. The action stays centered in the middle of the map without spreading or clumping too much, and players don't have to run for miles to get to the battle. The rocks and other various props provide plenty of natural cover so that you aren't out in the open shooting at everything you can before inevitably getting gunned down by a flurry of laser fire. There are a total of four CP's, two per team, each of them well-placed and evenly spaced out. Buildings and other props are also placed perfectly and you can tell that some time and meticulous detailing went into this map. Now the reason that I say the map is nearly impeccable is simply because of some spots where the ground texture is a little patterned and the Republic CP's are a little harder to conquer than their Sith/CIS counterparts'.
Other than this, the map is flawless. Conquest features the KOTOR and CW era.
The Tusken Raiders, for once, seem to work along with one of the teams: the Republic (in both eras). I'm not sure why they're cooperating with anyone but I was a bit too mesmerized by the map to care. The KOTOR sides aren't much different than what you've seen in other maps, though there might be some tweaks here and there. The CW sides are customized and feature some cool new skins and units. Two original heroes are included -- a Bothan Jedi and some sort of Sith Lord. Also included in both eras (and all game modes, I believe) are custom sounds as well as custom laser effects, which was a very nice touch.
I suppose the only downside to that is that it fattens up the file size, but whatever. This map is worth it. Although for the most part I like the new lasers, sometimes they looked a little too thick and almost seemed cartoonish but that's just my opinion. Conquest is fun to play -- the new stuff makes it interesting and the map's ideal size and ticket count keeps the battles from dragging on or lasting only a few minutes. It's highly replayable, which is a huge plus for any map.
What really sealed the deal for me was the addition of some kinda 'laser tag' mode. I didn't know what the title of the mode meant at first (I think it's in German or something.) but once it started up a large grin spread across my face.
The game kicks off with some rock music as Tuskens and Magna Guards run into battle with some cool newly-modeled guns. I still didn't know what I was playing, but I knew I was going to like it. As soon as the first Magna Guard came into my sights I fired my gun and the droid was instantly obliterated by a single, fine laser. That's when it hit me.
This is laser tag. The rest of the match was fun, but once I got the hang of it it became rather easy.
However AI can only provide so much of a challenge, and I'd imagine that this game mode is intended to be played online against other human players. Ooh, that sounds fun! All in all, this is an excellent map that I encourage everyone to download. It's always nice to see a high quality map, however what truly sets one apart from the others is when the author goes that extra mile to make it not only great, but one of a kind. 56,198 downloads Uploaded: the Chancellor. The expendable CIS droids used as a distraction have remained on the surface to take whatever they can and cuase whatever damage to Republic Forces Possible.
The Clones Must eliminate the droid threat. Galactic Civil War era: Rebel Alliance's Recent Victory at Endor Has left the Empire in Disary. The populous in Coruscant is in an Uprising*. However the Imperials have manage to secure the area near the former senate building, where the Imperial Leaders of Coruscant are plotting to subdue the The Rebel Alliance must take this area from imperial Control, and finally completely overthow Imperial Control of Coruscant. *As seen at the end of the 1997 and later edition of Return of the Jedi. 50,881 downloads Uploaded: incomplete as the second Death Star.
Well now we have a 'fully armed and operational' version. Sorry, I couldn't resist the ROTJ references.:o Now, I'm not particularly a fan of space maps. I find them kind of dull.
The ships aren't exciting to fly around in and usually the only way you can win is by going around in circles and bombing the crap out of the enemy capital ship. Not much fun. Not to mention the fact that the shipped space battles are fairly inaccurate to begin with and lack the 'Star Wars feel.'
Having said that, this is a [i]great[/i] map that isn't dull in the [i]least[/i]. Instead of flying around in circles and bombing enemy ships I can actually become immersed in a dog fight. I've gotten the War Hero award every time I've played this map, which is something I've never been able to do in other space maps.
All of the star fighters are unique and don't feel as manufactured and bland as the shipped ones. Joining the usual cast of star fighters are the always-cool B-Wings and TIE Defenders. Each fighter has it's own qualities and can be utilized in a wide variety of manners, which puts an interesting spin on things. One thing I hated about the [i]shipped[/i] star fighters is that they felt very standardized and unoriginal. The fighters and interceptors wouldn't last very long and were fairly ineffective, which often prompted me to only go for the bombers. The unimaginative star fighters definitely brought down the quality and fun of the shipped space maps, but fortunately Mav has remedied that in Space Endor, which is perhaps the map's biggest strength. Another plus for the map is the amount of detail that's been put into it.
In the background you'll see the second Death Star, The Executor, and various starships. Harmless laser fire adds an intense atmosphere to the battle. The interiors of the Calamari Cruiser and Star Destroyers have been expanded and feature various props such as crates, scaffolds, bacta tanks, and astromech droids. It even has custom music. And of course there's the Millennium Falcon, which I'll leave you guys to try out on your own. All I'll say is that it's awesome.;) And then finally, there's yet another one of Mav's Easter Eggs hidden in here.
I have yet to find it, but I'll keep looking. [b]Note that this is not the full version.[/b] I quote Mav, 'This, while a finished map, only includes assault mode. If you want to play this map with assault mode, 1-flag CTF, and team dogfight, you'll need to wait for the Conversion Pack to come out - those modes will be integrated with this map then.' Anyway, so this is pretty much the best space map ever. But don't take my word for it -- see for yourself!
-EraOfDesann PS: Creativity gets a 10 because of the Easter Egg. Even though I haven't gotten it myself, I'm familiar with Easter Eggs from Mav's past maps and I know that a lot of creativity goes into these. And credit goes to AlexSecura for several of the pics below! 49,898 downloads Uploaded: you'll definitely want to grab this. I won't give a full review since this isn't the final version and there's a lot of bugs and broken modes left to be fixed and completed.
This is mostly an appetizer for the public and a way for the developers behind the project (well.I should say developer: Teancum) to know what needs fixing/improvement. Please read the ReadMe guys. I can't stress how important it is.
It lists all the known bugs and goes into detail about this new version. Most importantly it gives installation instructions that need to be followed EXACTLY. I'll say it again: THE README HAS INSTALLATION INSTRUCTIONS. I The pack requires you to have the 1.1 patch. Otherwise it won't work. Be sure to clean out your AddOn folder so you can fit the 31 new maps in the pack. I believe the maximum number of maps you can have in your AddOn folder is 56.
Also, one word of advice: Make copies of every file that the installer needs to replace, just to be safe. Good job Teancum and company. I'm sure 2.0 will be superb.
47,968 downloads Uploaded: exceed them. If you loved Penguin's 'Tatooine: Valley' then you'll l fall head-over-heels for Verena Defence: Immortal. Here's how the story goes: The Republic star destroyer, Immortal, is the last line of defense between the CIS and Verena. But Immortal is knocked out of orbit and crashes on Verena's moon.
The CIS swarms down on the fallen ship like hungry buzzards and a kick-ass battle soon follows. Got your interest yet? If not then I'll inform you of the 3 modes the map features.
For starters there's good ol' Conquest mode. You can play as the Republic (Phase I Clones) or the CIS (B1 Battle Droids).
The second mode is 'Elimination'. It's basically hunt, except you can play as either Jedi or bounty hunters. Personally I think the bounty hunters are cooler. Last, but not least, is XL mode which you're all familiar with.
It's basically the Battlefront version of a Super-Sized meal at McDonalds. Now onto the bugs. Fortunetely the map isn't plagued with bugs though there are a few here and there that are worth mentioning. For starters, Elimination mode didn't have any sound except for music. I'm not sure if this was just me or what. I checked all my sound settings and they were fine so I'm not sure what the dealio is.
The other bugs are minor in comparison but are worth fixing and shouldn't take but a second. The AT-TE occasionally gets stuck in spots around the hangar, requiring you to steer it out for the AI.
Other vehicles will also run into walls from time to time. In the tunnels I noticed some crowds of units running into corners in 'Elimination' mode. I'm not sure what would cause this but I'd recheck your AI pathes. My suggestion would be making them thinner so that the AI don't brush up against walls or don't push each other into them. Now onto the good.
The map is a little big, but Penguin has made use of every space available. The largest benefit of the map's size is bigger battles and a variety of types of combat. You can either go on foot blasting down enemies as you progress, take a walker or tank and crush all resistance, run through the tunnels cutting your way through, or pilot an air ship and shoot down opposing fighters. Either way is fun but I prefer the tunnels.
I absolutely love tunnel battles. They're the best! Penguin has made some personal adjustments of her own and they're really cool. All the skins have been tweaked to be more realistic or similar to the movies. If you're observant you'll notice the sharpened armor on the clones and little spots of dirt. The droideka is also looking quite shiny. But aside from skins the Republic has a Commando and the CIS has a MagnaGuard.with the electro-staff and cape.
Both require some serious skill to unlock. I'll admit that the both times I played the map I didn't unlock either one. New heroes are on the battlefield as well: Nina and Lana. Nina, the red-skinned Twi'lek Jedi Knight, leads the clone troopers of the Republic against the battle droids of the CIS, lead by Dark Jedi Lana who wields a purple lightsaber. Both of them are fun to play as. Just so you guys know, writing these big reviews isn't easy. Anyway, enough out of me.
Go see for yourself! Great work Penguin! I'm sure everyone will love this one. I know I did. 42,893 downloads Uploaded: seen in the first one. The best thing I can say in terms of improvement is that it has fewer bugs.
Honestly, playing through this again was almost a more frustrating experience than the last, because there was nothing new to see this time around. Several bugs were fixed - localization the biggest among them. All the localizations looked fine, and there were some fixes made too in terms of floating HUD icons (I still saw at least one missing HUD icon, though). The jetpack-where-there-wasn't-one issue for the clone commander was also fixed, as was the bad enveloping on the battledroid. Some object placement issues were addressed, primarily by the simple removal of the area in question (Technically, it was not removed, just covered by terrain.
Tip: If you're going to remove something, remove it. Don't load a whole bunch of objects the player isn't going to see.). All the other object placement issues I saw were still there - even the command post I mentioned specifically in the last review.
I think the balance on the sides was a little better this time, but this time it was just frustrating to play through. There is effectively zero advancement, because you hit a point in the game where you can't capture any more CPs, all you can do is run and die. Other issues I noticed: -The shield only blocks about half of the weapons. What's the point of the shield again? -The Y-Wing has giant-sized, miscolored chunks.
-The CIS hero is virtually worthless. He feels like he has less health than a standard unit. -The CIS hero is addressed in VOs as 'Count Dooku' -Freeze (awards weapons bug) requiring a restart Honestly, it's hard to get a map like this so soon after the first version and see what feels like so little fixed. It's frustrating to me, because maps like this (walk left and die! Walk right and die! Do anything but crouch behind the rock and die!) are so absolutely unenjoyable. It's frustrating to the author, I'm sure, because it seems like I have nothing good to say (this is not true, of course - everything I liked about the previous version holds true here).
As I mentioned with the previous version of the map, it definitely feels like it has a lot of potential. It [i]looks[/i] pretty nice. I just wish it were a little more fun to play. 39,320 downloads Uploaded: here:[/i] [url]If you've played Battlefront at all or even looked at this site regularly, there's a very good chance you know [RDH]Zerted's work - if you've ever looked at a Picture of the Day, it's been Zerted's work unlocking FreeCam that's made that possible.
What we have here is the culmanation of Zerted's work over the past few years, combined with the visual upgrades of the 'Unofficial 1.2 Patch' into one big mod - the 'Unofficial 1.3 Patch.' This mod gives both players and modders unparalleled control over what goes into and comes out of their Star Wars Battlefront 2. With the Unofficial 1.3 patch, players first of all can play Battlefront II with a complete set of visual upgrades, just as seen in the 1.2 patch. Included is an easy means of changing from the new (visually upgraded) sides back to the original sides, as well as a means of either enabling or disabling the new HUD.
Players also have access to the extremely powerful and dynamic 'Fake Console.' The Fake Console has a large number of ways players can interact with and dynamically modify their game. It also gives a large amount of control to server admins in online gaming sessions. Modders, too, have been given a large amount of freedom with the 1.3 patch. If you've played the newest version of the Conversion Pack (2.0), you've seen a bit of what the 1.3 patch supports - thanks to it, we had access to the KotOR era alongside the two stock eras as well as many additional gamemodes. The 1.3 patch supports far more than just the KotOR era and the new gamemodes from the Conversion Pack.
It adds support for an unlimited number of new gamemodes or eras, and has new icons for many of them. And for modders there are many, many more features - custom galactic conquest, map preview videos - these are all things that modders now can do (should they choose), and there are many different options. So what are you waiting for? There's no reason not to download this. Online play is unaffected and all you get are countless new options for your game. Give it a download! 37,139 downloads Uploaded: Patch by RepSharpshooter.
Keep in mind that this is a fan-made patch, not an official LucasArts release. The goal of this mod is to up your visual experience while still allowing you to play online with others who may not have the patch.
Upon loading up a map after you've installed the mod, one of the first things you may notice is a new HUD. (Heads Up Display) I think the new HUD is awesome, but if you dislike it for any reason, simply go into C: Program Files LucasArts Star Wars Battlefront II GameData DATA and run the file 'GET_RID_OF_HUD.bat' Likewise, there is a.bat file to restore the HUD if you change your mind. Some of the other changes include new weapon models. The rifle carried by Clone Troopers has been replaced by a carbine.
The Rebel pistol has been changed to the DH-17. The chaingun has been changed to the ARC Rifle. And all the heroes have their unique lightsabers from the movies. But it doesn't end with the weapons.
The units have been env-mapped -- meaning they're shiny -- but only when appropriate. (Such as on battle droids, stormtroopers, etc.) All the clone skins have been modified, and the Clone Commander has been changed from a Galactic Marine to a 501st Commander. (Commander Appo?) The MagnaGuards have been given capes, and now explode into MagnaGuard chunks rather than Battle Droid chunks. I could go on forever about this mod, but I'll stop here and let you enjoy this mod for yourself. Make sure to read the readme, and leave feedback for the author! 36,980 downloads Uploaded: Zerted's work unlocking FreeCam that's made that possible. What we have here is the culmanation of Zerted's work over the past few years, combined with the visual upgrades of the 'Unofficial 1.2 Patch' into one big mod - the 'Unofficial 1.3 Patch.'
This mod gives both players and modders unparalleled control over what goes into and comes out of their Star Wars Battlefront 2. With the Unofficial 1.3 patch, players first of all can play Battlefront II with a complete set of visual upgrades, just as seen in the 1.2 patch. Included is an easy means of changing from the new (visually upgraded) sides back to the original sides, as well as a means of either enabling or disabling the new HUD. Players also have access to the extremely powerful and dynamic 'Fake Console.' The Fake Console has a large number of ways players can interact with and dynamically modify their game. It also gives a large amount of control to server admins in online gaming sessions. Modders, too, have been given a large amount of freedom with the 1.3 patch.
If you've played the newest version of the Conversion Pack (2.0), you've seen a bit of what the 1.3 patch supports - thanks to it, we had access to the KotOR era alongside the two stock eras as well as many additional gamemodes. The 1.3 patch supports far more than just the KotOR era and the new gamemodes from the Conversion Pack. It adds support for an unlimited number of new gamemodes or eras, and has new icons for many of them. And for modders there are many, many more features - custom galactic conquest, map preview videos - these are all things that modders now can do (should they choose), and there are many different options. So what are you waiting for? There's no reason not to download this.
Online play is unaffected and all you get are countless new options for your game. Give it a download![/quote] This is a touched-up installer for the Unofficial v1.3 patch. Changes have been made to ensure that it's compatible with more OS/PC configurations. What you'll note is that this version no longer uses the menu.bat from the earlier versions, but instead the installer itself offers you your setup options when you install.
Since this is the 'lite' version, and the 1.2 sides aren't included, if you need to make changes, simply run the installer again. 34,410 downloads Uploaded: largely due to the uniform look given by making sure to use clone textures from a single author. Some of the weapons are changed (which, you will note, makes it online-incompatible). The weapon changes are largely inconsequential, but each Republic unit is a little stronger since they mostly all seem to have a pseudo-award rifle included (which is unlocalized). All in all, it's not a bad side mod. It's not exceptional, and it doesn't add much past the few cosmetic changes, but I'm sure that there are those who'll appreciate these small changes if for no other reason than to change things up a bit. As with any side mod, remember to make backups of the original sides and keep in mind that this will break your online compatibility.
33,189 downloads Uploaded: RepSharpshooter's Battle Arena 2.0, with countless more features for even more fun than before. The main feature is the hunt, or clan mode.
You start out in the lobby and can use a command pad to change arena layout, toggle free for all, etc. Once you're ready to fight, players enter two seperate portals to register for either Team 1 or Team 2.
Then the two sides battle it out. With many different layouts to choose from, including a pipe maze, king of the hill style, and urban layout, the fun is sure to last. Bored of battling? There's also various other areas of the map to explore.
You can ride segways around the halls and on a race track. There's a gigantic chess board to play chess on. You can visit the bar to watch TV or check out the Twi'lek dancers. There's even a pool to ride boats around in, with a water slide that can be toggled on or off. Then there's the wave mode, in which all the human players team up and fight off waves of enemies. You start off with just a couple Geonosians and work your way up to harder waves. There's at least eighty waves.
If you die, you get sent up to the spectator stands and can observe the battle from the spacious seating area. Once everyone dies, there's a reset button to start over again. If multiplayer isn't your thing, you won't be able to play hunt/ clan mode. Luckily, there's Conquest and 1-flag CTF modes that can be played offline with AI. Also, you can play all of the modes with various different sides and units.
There's Rep's Red vs Blue sides from the original Battle Arena, hero assault sides, Clone Wars, and Galactic Civil War. You can also play as wampas in the Hoth king of the hill mode. I could go on for a long time about all the neat features this map includes, but I'll stop here and let you download the map. 31,755 downloads Uploaded: thusly: [img]This is the map you are looking for. Jokes aside ([i]'You don't need to see my sense of humor'[/i]), Rends's 'Mos Eisley Spaceport' is about as accurate a recreation of any movie location as one could hope for. It recreates, of course, the iconic 'wretched hive of scum and villainy' we all saw in great detail in Star Wars, and it (most probably) matches that detail to a T. Okay I promise I will stop.) There's a lot to see here, and it is of course best summed up by simply downloading the map and trying it out.
What's most interesting about this map is the talented blending of stock assets with custom assets (the map is populated by a majority of the latter, although most are so well-done you wouldn't guess it at first glance). You can walk into an innocuous small building and all of the sudden find yourself in an underground pathway leading to several hangars and walking you under a large part of the map (this part specifically was probably my favorite), such is the level of detail. What's neat too is seeing several movie locations created so faithfully.
It wouldn't be fair to mention 'movie locations' without making special note of the representation of Wuher's cantina in this map, because it's been done [i]very[/i] well. From the droid detector at the door ('We don't serve their kind here!' ) to Figrin D'an and the Modal Nodes, this is a sight to see. And what is truly incredible is that it's just a piece in this immersive map - not to lay it on too thick about the detail, but the map is so large and so detailed that you could play through the whole map and miss something as neat as the Cantina simply because there are so many other neat things. Some other highlights include the (numbered!) docking bays with the ships landing and taking off (as well as.
Other things) and the small Imperial base, with the security cameras (nice touch!). I could wax descriptive about the map some more, but the reality of it is simply that you should just go play it. It's an incredible job and easily one of the best maps available for this game. 31,694 downloads Uploaded: significantly larger map and the sides are an amalgam of the most powerful characters from his previous maps (ergo 'Titans'). It has a huge area for you to explore, and honestly, it's probably going to take a couple playthroughs to get to know the whole map very well.
Additionally, you would be advised to try and investigate the 'locked' Madness, Inc. Facility (any mode other than CTF), as there are a few surprises tucked into it. To be honest, the only map by Dann I'd played before was his Hypori map. Reason being that I'm not a huge fan of completely over-the-top sides and the somewhat comical settings I see. Despite this, I was able to find enjoyment in Battle of the Titans, if for no other reason than that it was put together exceptionally well and creatively. Dann does an excellent job of making an environment the player feels immersed in (albeit an absolutely ludicrous one); also, he does an excellent job of using the map's space and making it into a detailed and varied environment.
The sides are probably the weakest part of the map, since basically all they are is super-destructive versions of a lot of weapons. That being said, there is some quality.odf work in there, and the sides are certainly not weak compared to sides from a lot of other maps. I also thought the skin to the 'Seriously Evil Dude' was pretty hilarious. If you're a fan of Dann's maps or just crazy maps in general, then I have no doubt you'll enjoy this. 31,210 downloads Uploaded: clone legion (50X legion) and another that uses one of the more recognizable legions (212th, 501st, etc.) It also adds a handful of converted maps (Bespins and Rhen Vars) along with one previously-released map. There is also a hunt mode with Mandalorians versus clones that shows up on a handful of the maps.
What the mod does well: I'll touch on this in both categories, but I think the sound that is done right here is done well. Several weapons have new sounds, and I like seeing sound work done (which made it all the more disappointing when I saw it not done).
They don't all sound very 'Star-Warsy,' but it was nice to see new sounds nonetheless. I don't know that I agreed with the choice to use vehicle weapon sounds for some of the hand weapons, but diff'rent strokes. I also thought it was nice to see the era names clearly delineate what was in each map. It's not a necessity, but in the many different rainbow-of-clones mods that we get, it was nice to be able to pick and choose from the instant action screen rather than guess (or simply have to remember).
This was sort've a double-edged sword, but I think the positives of this outweighed the negatives - I liked seeing the balance between the two different sides. Units for both the CIS and REP were very similar from team-to-team, and while this means that there wasn't a substantial difference between one team or the other, it did make for some well-balanced battles. What I'd like to see different: The units all pretty much felt the same. Each unit had so many different weapons that the uniqueness of each class was diluted.
I think it's best when each of the classes plays differently, but when you start giving six or seven weapons to each unit it is almost an inevitability that you'll have to reuse lots of the same weapons for different classes. Keep it simple and make each class have a distinct feel. The award weapons. Total gamebreakers. If you're playing on an awards profile, most units will have an award shotgun (and a couple others an award sniper rifle). Both of those weapons are absolutely incredibly overpowered. With the sniper rifle, it takes less than ten seconds to destroy a [i]tank[/i], and since the weapons don't overheat or have an ammo clip, you can just mash the button and walk through the maps at your leisure.
Zero challenge. It was also strange to see so many units end up with an award shotgun when they didn't have a shotgun to start off with. Visual inconsistency.
I hate to compare mods, but I know when I was reviewing the earlier [url=Battlefront[/url] mod, one of the things I really liked was the consistent set of visuals between different units and legions. The reason I liked it was because it showed that (or at least made it feel like) the mod was the work of a single, coherent author (or team). Here, the units all have different visual styles - one unit will be relatively unscratched, some units will be very scratched, others will be dirty, others will have lots of addons, etc. It makes the mod look like an assets dump, which in my mind is a bad thing (since pretty much anyone can just cherrypick assets from a bunch of places). That's not to say that this is what this mod is, but it looks unprofessional to be so visually inconsistent. The heroes didn't fit.
The heroes seemed to all be stock heroes. Heroes should be rewards and they should be significantly more powerful than the infantry units.
Since the units were mostly powered up (as with most side mods), the heroes felt like a waste of time to use. Other comments: There were still a couple bugs I found here, despite this mod being in its fifth(+) iteration. There were a couple floating HUD tags (I saw one unit that was completely missing a weapon mesh, too). There were sound errors - some weapons (notably arc caster weapons) were missing sounds, and none of the converted maps had fixed sounds. On the subject of the extra maps, while it's always nice to see some maps added to a side mod, here they felt a little extraneous - they felt like they were added just to have 'more.' There wasn't a lot of rhyme or reason to the additions (only a couple of the BF1 maps were added, a random map was added, seemingly just because the source was open to the public), and the BF1 conversions were only partly done.
I know I speak with a little bit of bias in that regard, having worked on the Conversion Pack, but it eats at me a little whenever I see half-done conversions of the SWBF1 maps after having spent as much time as I did to polish the SWBF1 maps for the Pack. On the other hand, I think the lighting setup for the Cloud City SWBF1 map here was better (or at least more accurate to the original) than the Cloud City with the Conversion Pack, so that's a plus. All in all, it's a well done mod that has a pretty fair amount of content. While it feels like a lot was added just to have more 'stuff,' I'm sure it'll still be fun to the lots of people that like playing Clone Wars mods, and if you are one of those people, go ahead and give it a download, because I'm sure you'll enjoy it. 30,759 downloads Uploaded: large amount of maps and mods to be uploaded. 2 maps, a mappack, and 3 mods to be correct.;) On to the Map. Well since the last Version theres been a large amount of changes.
Some New weapons 3. The Republic has a Super Gungan (I 'm not sure if this was in V1.0 I forget) 4. New Vehicles 6. Mini Map details 7. A secret Path So Part 1 [b]NEW SKINS[/b] Well, new skins have been added, The Super Jawa skin has been changed a long with some newer Republic CIS rebels and empire skins.
Also for some vehicles Like the AT-ST and Vulture Droid Part 2 [b]SOME NEW WEAPONS[/b] I can 't name all of them but the Gas Shell, Emp Grenades, Rail Gun and the new Droideka Blaster are some of the new crazy weapons Dann is famous for. The Millennium Falcon also has a new secondary fire.
Part 3 [b]SUPER GUNGAN[/b] Well just like the super Geonosian (CIS), Tusken (Empire) and Jawa (Rebels), the Gungan is the Power House for the Republic, with the Bullcaster M-3X, HAywire Detonators, and Da Mine Chucka mixed with super jump and speed, makes this unit a killer. Sadly he 's my least favourite of the Supers becuz, well.he 's a gungan.:D MOVING ON Part 4 [b]NEW MODES[/b] With this version there are 4 Modes (count em 1-2-3-4) 1. Hunt ---------------------------------------------------------------------------------------------------------------------------------------------------- 1.
Conquest: Well conquest is just normal sides on the map, so if you like the classic BF2 then play conquest. ---------------------------------------------------------------------------------------------------------------------------------------------------- 2. Assault: A step further from conquest.
Dann 's sides, weapons and units are all in it. It 's normal spawn count saw if you want a kill you have to go lookin for it. Also it only goes to 50. ----------------------------------------------------------------------------------------------------------------------------------------------------- 3. XL Another Step further from Assault (2 steps ahead of conquest;) ) Dann 's features are in this mode along with large spawn counts, so just stand still and the kills will come to you. ------------------------------------------------------------------------------------------------------------------------------------------------------- 4. Hunt The best update from 1.0 (my opinion), Becuz Hunt is actually Hunt!
It 's Hunters VS Giant Wampas and Rock Golems! It has it 's own battlefield with the ruins in the middle (where the Giants spawn) and the hunters bases on each side. The hunters are well skinned snow troopers with Bubble Rifles Bubble Rocket launchers and Bubble grenades.
They seem smaller then a normal unit and their rifle is bigger then normal rifles too. The Hunter team also has hunter tanks with bubble weapons. The GIants are Giant Bloody Wampas and Rock Golems (which I think are giant Han Solos with a rock texture for a skin and glowing green eyes) This is by far the Creative thing I 've seen in a map. Good job Dann!:) Part 5 [b]NEW VEHICLES[/b] Well this map comes with some new vehicles such as the CIS Tank called the HAG, Zam Wessel 's Speeder, the Tie Defender, and Gogie 's Brand New Ebon Hawk! It still has the orignal vehicles like Arc-170s, AT-STs, X-wings, Snow Speeders, Hailfire droids, etc. Part 6 [b]MINI MAP DETAILS[/b] Well the minimap isn 't blank like most maps these days, it also has the Classic BF1 mini map details. Not much else to say about it.
Part 7 [b]SECRET PATH[/b] Well I can;t really tell you since it 's a secret.:D So those are the updates the map it self is pretty much the same from version 1.0 but that doesn 't change anything cuz the map was perfet in version 1.0 anyways. Great Map Dann, One of my new favorites! 30,713 downloads Uploaded: fantastic job on his first major release. This is only one of a few projects he's been working on by the way. Anyway, if you love The Legend Of Zelda games then you'll love this. It takes you right back to the good ol' days.
Though the map is loosely based on the upcoming game 'The Legend Of Zelda: The Twilight Princess' for the Nintendo Wii, it has a strong 'Ocarina Of Time' feel to it. I suppose it should since this is the fields of Hyrule afterall. And boy did he hit the nail on the head. He's got the yellow grass and the pointy elevation. He's got the holes leading underground. He's got the castles and ruins. He's even got a secret dungeon.
In addition to his new Zelda models (including the Master Sword, a Hyrulian Shield, and a Fairy Bow) he has sounds from the games! He's even set up triggers so that when you fa.I mean go into the secret dungeon the music changes. The map also features some custom units that bear Vyse's new weapons. It's fun running around as a green clone hacking away at enemies with the Master Sword.
For me, the best part of the whole map is the secret dungeon. It looks like it's straight out of one of the games. I ran through the stone tunnels, looking at all the creepy vines and listening to the eerie Majora's Mask music.
Beware of traps! Inside the dungeons you'll find ghostly duplicates of the Hero Of Time. They're pretty tough so you better bring a friend. But there are things far worse inside the dungeons.you'd better bring several friends in that case. Vyse forbid me from posting pictures of what awaits as to keep it a surprise.
Trust me, you'll be VERY surprised.and scared. There's lots of places to explore so it'll keep you busy for a while. No one is sure how it works online but I have a feeling this will be a server favorite.
I'd love to play this map with some Battlefront buddies.Try to imagine exploring the secret dungeon with some squad mates.; ) If I could give any feedback it would be. -Add some tauntauns or kaadu's (thanks to Teancum) for players to ride around on. It's a big map so a knight of Hyrule needs his mountie.
-Make some floating platforms that travel across the map. By the looks of it you've got animating objects in ZE down so I suggest making several platforms that can transport players across the map. -Maybe increase the unit count. Fantastic map.
30,048 downloads Uploaded: have landed in a side hangar in the SD and are trying to successfully storm the ship. For those of you who wanted 'full' full interiors to space ships, eat your heart out. Not only is this an interior to-scale with the Battlefront II Star Destroyers (which admittedly are a little small), but it's probably the largest interior map I've played in a while.
I always find interior maps fairly impressive, as they usually represent a much greater amount of work than a map that is set outside. For that reason, this map scores points on my scale simply for the enormity of the undertaking - it's not a small amount of work to model that much. However, before I touch too much on what I liked, I want to go ahead and get the criticisms out of the way. The first thing I'd change would simply be the size of the map.
Yes, it is very impressive to have such a large map, but running up corridor after corridor can be a little wearying. I know that part of the goal was to physically link the bridge section of the Star Destroyer with the hangar section (which is done well, I might add), but that would be much better accomplished without a true 'physical' link (maybe a teleport or something).
Secondly - and related - is the number of times certain models and textures are reused. Again, it is impressive to see the scale, but it could be very tiresome to see the same texture repeated over and over on the same model, especially when it was large. Your best modeled sections of this map were in rooms where there was a lot of variation.
And also, I would add a landing region in your hangar - you can land everywhere on the map, and I am certain that this was not as intended. Now criticism aside, there was a lot of good to be found here. I think technically the most impressive thing I saw was actually the planning - it's not easy to create good planning for small corridors, but it was done very well here - I rarely saw AI getting confused. And, of course, there are a number of new models here (most of them, in fact). Some of the models were really well-done - I liked the bridge especially, and some of the rooms looked really neat.
As mentioned above, the places where the model felt novel and not tirelessly repeated looked the best. Oh, and the classic SW game music was fun. The map comes with three modes - conquest, CTF, and 1flag. Conquest is fairly standard - unfortunately it seemed very linear, but it was a large enough map with enough command posts (and alternate routes) that the linearity didn't break down the gameplay much. CTF and 1flag surprised me, though. I thought they both worked well - the author was wise to confine these to smaller sections of the ship. Much of the time I spent playing through those modes was spent finding my way around, and to my surprise the AI scored a number of times while I was plodding around (they soon became valuable guides, though, since the AI paths led me to the flags).
All in all, it's a fantastic map. I would really like to see a little better texture work and a much smaller map, but those aside, it's still a lot of fun to play.
29,570 downloads Uploaded: if for nothing else should be recognized for giving people a lot of new stuff to try out. This version is an upgrade to the previously released [url=3.0[/url], which was released here about half a year ago. This newer version makes one major change - the addition of a GCW era on some maps - and several smaller changes, like bugfixes.
As mentioned, the bulk of any new content for this version lies in the new era (GCW). The Rebels and Imperials are done up in BF0 fashion, although with these sides the weapons are either weaker or the units simply seem to have more health. The GCW sides aren't available on every planet, but they are on most of the BF0 maps, as well as a copy of the Death Star map. What was interesting, or at least notable, about these sides was what I mentioned above - for some reason they seemed to take much more time to kill the individual units? Especially notable were units like the Imperial's 'Rogue Pilot,' which seemed to be able to take rockets and shotgun blasts to the face with abandon. The minimalized damage seemed to carry over into the GCW's heroes, which - and forgive me if this is just a lack of memory - seemed to have the unique 'force light' or 'darkness' attacks (depending on whether it was an Imperial or Rebel hero) that were effectively multi-area push attacks.
These attacks didn't seem to do a whole lot of damage (if any), which effectively left some heroes without a damaging non-saber attack. I know this is the case for some stock heroes, too, but the stock units don't seem to have nearly as much health as these regular units do. I do believe, also, that a couple of additions were made in terms of modes available. I [i]think[/i] that in the previous version, only hero assault was available on Mustafar: Burning Platforms, and so it was nice to see conquest made ready for that map. It was one of the maps whose design I thought was neat, even in the face of some modeling/texturing issues I thought could have been better resolved.
Many of the criticisms I might have made before remain unchanged, and so I won't go into great detail - obviously the larger the project, the larger the potential for things to be criticized - so I'll only give a quick overview. There are a number of maps on which I wish a little more time had been spent working out the models and UVs - some of them seem a little sloppy. Sounds seemed fine this time around [i]except[/i] for some of the GCW-era maps, in which things like weapon sounds or lightsaber sounds could be found missing. The only really notable new bug I saw was the 'ghost AT-PT' (on Kashyyyk) which, while it does have collision with the ground and objects, it has collision with nothing else - ordnance or units. It makes it rather hard to destroy.
All in all, it is a very substantial mod, most especially in breadth of content. Don't let my criticisms fool you - there is definitely a lot there to explore and try out, and much of it is fun to play with. If you've been a fan of the mod before, assuredly you will enjoy this version, and if you've never tried it out before, it's certainly worth a try. Note to the author: To get your file up on our system, I had to re-archive the file to slightly reduce its filesize - in case you were wondering why it is a.exe archive instead of a.rar.
Also, sorry for the delay in publishing. We've been dealing with a big systems hassle, and if it makes you feel any better, my own mod was stonewalled by the same tech issues (that were out of our hands anyway). 29,029 downloads Uploaded: 'Dark Times' era to most (if not all) shipped maps. This era takes place between ROTS and ANH; the 'dark times' as Obi-Wan recalls to Luke. But that's only the setting.
The actual essence of this mod is the full-blown injection of The Force Unleashed into Battlefront's blood stream. What am I talking about, you ask? Well, in simpler terms, Mav has recreated some of the characters and Force powers from TFU for Battlefront and has given the game a whole new twist. But that barely even begins to describe the amount of content packed into this mod.
[b]Conquest:[/b] Conquest plays as it normally does, with the Empire and the newborn Rebel Alliance serving as the two opposing factions. However, it's been completely revamped with brand new units all across the board. Not a single one has been untouched, including the heroes.
Some of the changes include new characters, new skins, new models, new weapons, new power-ups, new effects, and new Force powers. Each time you play a Conquest match you'll be given a randomly selected roster of special units and heroes, so it sort of feels like you're never playing with the same characters twice.
[b]Hero Assault:[/b] Like Conquest, Hero Assault features brand new Force powers such as Pummel, Crush, and Repulse, and new heroes such as Starkiller, Shaak Ti, and a Shadow Guard. In addition to that there are new attack styles and saber combos for each character. Each one has their own attack style in addition to their own unique combination of Force powers, so you may have to do a little experimenting to figure out which ones you like best. The new Force powers are fun, but take a bit of getting used to, especially if you aren't even sure what they do. I think my favorite new power is Force Pummel; there's nothing quite like playing as Yoda and hurling rocks at opponents from the Mos Eisley rooftops. [b]Duel:[/b] Duel is essentially Hero Assault, only you don't have any Force powers.
All you can use is your saber, so you'll have to rely on your saber combo skills and maneuvering to do well here. [b]Space:[/b] As someone who doesn't normally enjoy space maps I found the four new space maps (Dantooine, Corellia, Raxus Prime, and Nar Shaddaa) included in the mod to be pretty fun. First of all they feature brand new ships like the TIE Vanguard and the BLT-B Y-Wing (as seen in the new Clone Wars series). Brand new ships are always fun to play around with, but even the old ships have had some readjustments to keep things interesting. Secondly, there are new units and weapons, most notably the nifty-looking Kel-Dor mercenary. And finally, Mav has cleverly distanced the capital ships in each map so that the battles are more geared towards dogfights. This is the way the space maps should have been, as opposed to dodging dozens of auto turrets and flying around in circles while bombing Spot A and Spot B of the enemy capital ship.
If you want a real space battle experience, you'll find one here. [b]Wave:[/b] Wave is obviously a new game mode specifically developed for this mod. If you've played any other war or military video games then you probably have an idea of what it is. You battle wave after wave of enemies (hence the name), surviving as long as you can (until you're killed) or until you achieve a goal. In this case, Mav has put together some objectives for you to accomplish in each individual map featuring wave mode.
Much like Hunt, Wave mode is different for each map its featured in, meaning you play as different characters, fight different enemies, and have different objectives depending on which level you choose. On Felucia you play as Starkiller and battle Felucians and baby rancors. Yeah, baby rancors. On Hoth you're part of a team of mercenaries battling swarms of wampas while trying to repair your ship.
Wave mode is fairly challenging, and requires you to use a bit of strategy rather than relying on your gaming skills. It can be frustrating.
But addictive. Oh so very addictive. There's not much more that I can add to this review. The Dark Times is a great mod that brings a lot to the table for you to enjoy. It's thoroughly detailed and polished, and it pushes the limits of the game, as we have come to expect from Mav. This is a must-play! 28,143 downloads Uploaded: his new map based on the attack on the Jedi Temple, as seen in Revenge Of The Sith.
Unfortunetely I can't give a review because my disc drive is dead. I'll give ya'll a moment to take that in. Like LOZ, Jedi Temple is made up entirely of Vyse's own models which look incredible just from glancing at the pics.
Many of you will probably feel like you're in the movie fighting off Jedi or invading clones. In addition to this there are new weapons, units, and custom lightsaber attacks. Also take note that this map does not work online, and there are a few collision bugs with the pillars. This is about all I can say since I can't play the map (it's okay to cry guys) but for more info read the ReadMe, look at the pics, or even better: play the darn map. Good job Vyse! I'm sure everyone will have a blast with this one. 28,101 downloads Uploaded: It also changes the rebel pilot on Space Yavin to Princess Leia.
Needless to say, this imbalances it quite a bit, but it 's fun nonetheless. You have like 20 anakins and obi wans just SLAUGHTERING hoards of battle droids on space kashyyyk, and you get quite amused watching your score go up like a rocket. Very fun, intended for you to play as Republic/Rebels, but if you play as CIS/Imperials, it 's still possible to win, just much harder.
Overall, neat little mod, makes for some very. Interesting battles. (kinda short ones too:D ) Hope to see more from Yodaminch (pwnage name, btw) in the future! 27,731 downloads Uploaded: hangar itself where Amidala and co. Made a run for her personal transport, to the hallway where they had a standoff with battledroids, to the large generator room and surrounding area where Obi-Wan, Qui-Gon, and Darth Maul had their Duel of the Fates, it 's all here. I don 't usually gush over maps, but this one deserves it. Very few maps ever achieve this level of quality, and when one does, it 's definitely worth noting.
Koolaid has done a large amount of modeling and some superb texture work (see the windowed corridor, especially), and the result is a highly detailed, movie-accurate Theed hangar. He 's even thrown in a couple of Easter eggs for those with the patience to find them. Gameplay is not lost, either. Conquest mode is well-done, and provides for an enjoyable battle that doesn 't have to drag on for too long. The sides are nicely done and fit just right into the map.
Assault mode is also fun. Since it 's set up for a single player vs. A single player (i.e. Darth Maul vs. Obi-Wan), don 't expect this one to be a very quick play.
However, it 's definitely fun online, since it 's only ever one-on-one - and the generator room makes for a great (didn 't the movie show us this anyway;) ) dueling area. This map is definitely worth downloading. I rarely keep user-created maps for long (I only have one that 's not my own), but this one is definitely staying in my addon folder.
Worth a shot whatever your tastes may be. (A quick tip: I 've tried this online a couple of times, and I found that while it 's not completely stable, it does seem to work semi-consistently at the default online settings. Assault is more stable than conquest, but both can work.) -Mav. 27,706 downloads Uploaded: [url=newest version of the Unofficial 1.3 Patch (r117)[/url] - that lets you play the 'Galactic Conquest' gamemode with new sides and a new planet setup. There are two ways you can play.
The 'Jedi Civil War' Galactic Conquest lets you play as the Old Republic and the 'Advent of the Sith' lets you play as the Sith Empire. Both of these use the KotOR era from the Conversion Pack 2.0, and both of these use a lot of the Conversion Pack maps.
One of the new parts of this Galactic Conquest is that when you go to a planet - say you go to Tatooine - you may end up on [i]any[/i] of the Tatooine maps - Mos Eisley, Jabba's Palace, or Dune Sea. The KotOR GC also adds a few new planets to Galactic Conquest - Alderaan, Bespin, Rhen Var, Ord Ibanna, and the Star Forge system (which is the Sith's capital system). In addition to the tweaked map content, there's some new stuff as well. One of the cut bonuses from the final game - the 'Sensor Array' bonus, which reveals all the units on the field - is added back in as a purchase-able bonus. There's also a brand-new space map ('Space'), which is used for all the KotOR space battles (except for the Star Forge battle). It features a random skydome, so it doesn't always look the same whenever you start it up.
As long as you follow the installation instructions carefully, this should be a cinch to download and use. It's not a large file, and there are a number of documents to help you install and use it correctly. Be sure to check it out!
27,434 downloads Uploaded: for SWBF II, done by the TAW and GT clans. I must say, they did a great job! The maps from SWBF are all back, with MANY gamemodes for each, uncluding multiple XL maps and Hero Assault maps! Almost every map has upgrades as well, with new units or vehicles/units from SWBF II, so they aren't necessarily identical to the SWBF maps. There are some nice new models for vehicles and units as well, including the AT-XT and the V-19 Torrent Starfighter! I suggest that this be downloaded by most, because some of the SWBF maps are just classics. You gotta' have 'em.;) Before you download though, please make sure you note the bugs in this pack, as noted here: [quote]-GCW is screwed up on Tatooine (aside from Hero Assault).
Don't use it. -Extra heroes need to be added to Rhen Var Harbor and Geonosis Hero Assault -Rhen Var Harbor's map is messed up. Have not had time to fix it. -The Recon/Commander units have not been added to Rhen Var Harbor -The Recon unit's remote droid does not appear. This was meant to be removed, but I didn't get a chance. Will be fixed for 1.1 patch -Localization only works for the US version right now.
[/quote] Besides those bugs, my only complaint was that some additional units were a little.weird for me. Also, there were bugs with the LAAT/is missiles on Geonosis (that was the most annoying for me, LOL). There were some similar bugs throughout some of the maps as well. Anyways, I hope you all enjoy this, and give a round of applause for TAW and GT, and Teancum, who seems to be the 'leader' of this project. He is currently working on a second version, due out in about six weeks. - Majin Revan.
27,375 downloads Uploaded: remember that it was a [b]huge[/b] map - but managed to avoid the pitfalls huge maps usually have. This holds true still - this is a fantastic map, and I have no problem still supporting my earlier assertion that it is the best Kashyyyk map we've seen to date. Of course, the most noticeable thing about this map is its size - you will see straightaway upon playing it that this is easily one of the biggest modmaps you can download (excluding space maps). What is so incredible about the size, though, is how well it's used. While there [i]are[/i] open areas, it never feels like there are empty areas. All the space is full of props or at least foliage, and it's all well-placed and conservatively used - I never saw any real lag, even with what was surely an expanded unitcount.
Size aside, the design is very well done, too. I can really buy into the idea that I'm on Kashyyyk when I load up this map - stock SWBF1 and 2 assets are well-retextured and combined with a few custom assets to create a completely believable setting for a battle between the CIS and Republic (with a side of Wookiee). Custom vehicles are used very well - you'll see a couple of unused assets or psych0fred's assets in here alongside stock (edited) vehicles. What I most liked though (and I suppose it technically isn't a vehicle) is how the author took the time to make sure the Trade Federation Landers had destroyed geometry. I always think it's kind of silly when something that large just blows up and disappears. If there is any gripe I could have with this map, it would be the length of the battle. The reinforcement count is set to nearly 2000 for each side, and with a spread-out large battle like this one, it's nigh unto impossible to force a conquest victory.
I tried - even cheating to make my character invincible and fast-moving - to force a conquest victory, and could not. This of course means that you simply have to grind down nearly 2000 opponents to make the battle end, which could easily take an hour.
I don't know that I want to play a single match that lasts that long. Battle length concerns aside, though, this is an incredible map and by all means, if you enjoy seeing what modders can do with a lot of hard work, check this map out, because it's a great example of well-done mapping. 26,303 downloads Uploaded: words. Anyway, there are three distinct parts to this. First, there are the changes made to the Republic. This part changes the stock 501st legion into the 146th legion (as seen in the Conversion Pack). Several changes were made to the sides setup, the biggest perhaps is the removal of the jet trooper for a Republic commando unit.
For the most part, all these changes can be found in 666rulerofclones's earlier [url=Legion Mod[/url]. The second part is a set of changes to the CIS side. The changes are more moderate here. There are similar modifications to the vehicles as seen in the Republic side mod.
A few of the units have been switched around in terms of weapon loadouts in the CIS side, and the biggest change is the removal of the assault unit and its replacement by the original CIS rifleman unit, the super battledroid. The readme mentioned some other weapon changes that I was unable to find. The third part to this mod is the change made to the Naboo guards side - a not-often-seen change. The Naboo guards are made into a side of their own and used as replacements for the Republic or Rebels on Naboo in CW and GCW respectively. Their setup is very similar to the setups used in the earlier sides mod, although they do have an unlockable Naboo Queen unit instead of a hero. Anyway, this is a pretty decent mod that makes a large amount of changes.
If you're looking for something new, give it a try, but make sure you back everything it uses up - carefully. It does replace a lot and losing any of those files would break online compatibility. 25,101 downloads Uploaded: weeks. This is a map I played a while before it was submitted and it is one of if not THE most professional maps submitted here for SWBF2 yet. It takes place is a sort of underground tomb that was facilitated for research.
Things I liked? Let's start with.The cave wampas. In one area of the map there is a network of underground tunnels. To be expected from such a map. However these tunnels hold more thanjust dirt.
Glowing crystals light the way and beasts are soliciting around every corner. Running through the confined spaces to the sound of monsters ravaging your team mates in the distance. There is also a rom with the bones of a colo claw fish(long nosed thing from episode 1 when they were in the gungan sub) including a big skull.
There is a hallway with the wals and floors spiraling into each other, a pyramid, and an atrarium full o' Acklays. Best part of it all, this was a first map. Unfortunately, the email which likely had the authors name in it was deleted and it isn't anywhere in the readme. If anyone can find out orif even the author is present leave a message and I will fix it. 24,746 downloads Uploaded: for. [b][u][i]CHRISTMAS IN JINGLIN' TOWN!!!!!![/i][/u][/b] Well, hows that for an intro?:D Well this map was constructed by Dann Boeing but Many Models were made by the community, 3rd place goes to Thunder 2nd To Caleb1117 and #1 of course to FragMe! Anyways on to the map.
This map has a bunch of modes such as Hunt and Conquest In Conquest it's the standard capture the CPs, except all the units Are Green, Red, Blue and White and some have Santa hat's. The weapons are very christmasy too, Like Snowballs, Presents, Snowball Shotguns, Snowball Snipers, Snowball Rocket Launchers, Snowball Rifles, Snow Mines, Large Snowballs, Presents, Snowmen Turrets, Toy Probes, etc. The Heroes are Santa Clause and Santa's Evil twin their weapons are Santa Clause: Candy Cane Lightsaber Force Candy Cane Saber Throw Presents Evil Twin: Coal Gun Coal Present Force Blizzard Now on to Hunt.
Hunt CW: The Jawas VS the Elves (Skinned Yodas:D) The Teams consist of 2 units each One wearing a santa hat is the warrior They have Snowballs Big Snowballs Huge Snowballs Snow Mines Then the other one (no santa hat) is the Defender They Have Snowballs Snowmen turrets Snow Fixers Snow Walls Each team has a base with snow walls surrounding it and you try to capture the one in the middle It's really fun. Hunt GCW: The Jawas Are Back! Against Ewoks this time.
Every things the same except no elves, instead ewoks. Now on to the Map layout. The map is a town it has roads, street lights, and houses and everything, and even Cars and Trucks you can drive, reminds me of GTA. Some of the houses you can even go inside them and up to second and third stories. Also the health and ammo droids are piles of snowballs;) There's also the Secret Island of the Dancing Snowmen, try to find it;) So here's the map download it play and rave about it. - EGG GUTS PS: Happy New Year.
24,259 downloads Uploaded: map, which was that there were not enough units. Now each side has 150 units on the field at once! I wish that I had figured out how to do this earlier on.
Talk about an improvement! I made minor changes to the terrain and CP positioning in some of the maps, providing more cover and realism. In CD3, I also added foliage to the terrain. I changed the sky for CD1 and CD2 to add realism and I also added an in-game map feature in all four maps for better navigation.
The sound is much improved in all 4 maps, with only some of the flyer weapons missing and with the unit and hero sounds now added. The only thing that some of you will not like is that I removed the eras that did not fit the maps. I removed Galactic Civil War era mode from both CD1 and CD2. I also removed Clone Wars era mode from both CD3 and CD4. I hated to do it, but it made fixing some of the bugs that much easier.
It also made the story for each map much more believable. All four maps are now much more balanced and stable. Overall, each map now feels more like a massive battlefield than before. ' Overall, this is great! Plan to see the updated Capital Strike soon! 23,638 downloads Uploaded: Confederacy of Independant Systems.
This map, Episode II Geonosis, by Elfie911, is a recreation of that battle. There's a lot of dust on the ground, which will likely cause a lot of lag for those with lower-end systems, but it does recreate the scenes from the movie very well. There's good object placement; I only noticed a couple of floating objects. And the terrain has been built excellently. You'll really feel like you're in the Episode II movie when you play this map. When you first spawn as one of the sides, you'll either end up on the ground or in one of the capital ships floating above.
It's hard to tell which one you're going to start at from the spawn screen. If you're playing the Republic, your [i]Venator[/i]-class capital ship (they didn't have those at Geonosis, did they?) is equipped with a handful of gunships you can use. Spawning on the ground, you'll notice an AT-TE (there may have been more than one, I don't remember) as well as some IFT-X hovertanks. If you choose to take control of the CIS, you can spawn in the [i]Invisible Hand[/i] (which wasn't supposed to be at Geonosis either) and fly droid vulture fighters or Geonosian fighters.
On the ground, the only vehicles available to the droids are STAPs. I saw hailfires in the screenshots, but I couldn't find those when I played the map. *shrug* Maybe I just didn't look hard enough. Elfie911 also created his own sides set-up, which included reskinned clone troopers and ARC troopers for the Republic and a variety of battle droids for the CIS.
There's also some hero characters for each side. The Republic has a single saber Jedi and a double-bladed saber Jedi, as well as Episode II Anakin with a green lightsaber. (wait a minute, wasn't he off chasing Dooku during the battle?) Obi-Wan is unlockable through the standard hero rules.
Then, on the CIS, you have Count Dooku (with his correct saber; thumbs-up for that) and an acklay. Jango Fett is unlockable as a hero.
(but I thought he was already dead?) Though I enjoyed this map for the most part, it did have some problems worth noting. Firstly, there seemed to be a few problems with planning; I noticed AI getting stuck on rocks, spires, and other objects on numerous occasions. Secondly, the hanger tended to be clumped with AI who couldn't go anywhere because all the ships had already taken off. I'm pretty sure there's an option somewhere in ZeroEdit where you can change the AI spawn weight, so you could put a limit on how many AI spawn in the hangers. Thirdly, the massive amounts of dust and large number of units will likely cause plenty o' lag for lower-end systems. Fourth, the usage of turrets is ridiculous. I'd say keep it to one or two to a Command Post, or less, and place them strategically, instead of just in a circle around the CP.
Fifth is the canon-icity, although that doesn't matter as much as other areas. Maybe replace the [i]Invisble Hand[/i] with the [i]Lucrehulk[/i]-class ship, and the [i]Venator[/i] with an [i]Acclamator[/i]. (there's one on GT that has a hanger) It's a good map, could use a couple of tweaks, but it's still fun to play and it really puts you into the battle shown in the movie. Give it a download if it sounds good or the screenshots entice you, and remember to leave feedback for the author if you download this file, it's how we can help others improve and grow as modders. 23,250 downloads Uploaded: fire from all sides until they either destroy all attacking CIS troops or are defeated.
While the concept is simple its been pulled off very well, and its FUN (although it gets a bit repetitive). You (can only play as republic Commandos) have to fight off hordes of battledroids and geonosians - a combination of plenty of shooting with some strategy (eg building barricades, blowing up scattered fuel barrels in the canyons to slow the CIS down, placing turrets and mines). The sides are very nicely put together and well polished, and have some impressive features (1st person shows the Commando 's helmet as well as arms, for example). There are three modes, Easy, Medium and Hard, with the difference between each one being the number of regular Clone Troopers assisting you.
I didn 't even try Hard (got overwhelmed on medium several times in a row), and the author suggests it should be played online to make it win-able (hint hint). The map is pretty much bug free, with only a few minor (unfixable) visual glitches and the barrels in one canyon being close enough to all blow up at once. My only suggestion for improvements would be a slightly more cinematic ending (gunships coming into land?). Overall a very well polished and original map, definitely worth a download and should be very fun online.
22,665 downloads Uploaded: return to mapping. As you've probably guessed from the title, the setting is The Emperor's Throne Room atop the Death Star II where Luke and Vader's final duel occurs.
Within BF2's limitations, the movie-accuracy of this map is amazing. The modelling and texturing work is highly detailed throughout, and there are so many fine details - from the hologram of the galaxy in one room, to the intricate details of the catwalks and handrails, and of course the emperor's throne overlooking the Death Star II.
I actually spent a hunt round just exploring the map, despite its small size (occasionally dodging Vader's hurled lightsabre and hurling the Emperor to his doom). Gameplay is also excellent. As previously mentioned, the map is very small - too small in fact for Conquest mode. The modes are Hunt (the final duel between Luke and Vader, with Emperor Palpatine watching on) in GCW and Dark Times* eras, Team Death Match, which is pretty much like stock hunt without the time limit and normal units in CW, GCW and DT eras, and finally Hero Assault in GCW and DT (sabre heroes only) eras. All the modes work very well and are very fun to play due to the compact nature of the map and perfect AI pathing.
Emperor's Throne Room also contains nifty extra features that enhance the overall atmosphere. There's fitting music from Return of the Jedi added to various modes, there's a distant starship battle in the sky overhead, and.well lets just say 'try to recreate part of the Return of the Jedi whenever the Emperor is around.' Like some of the map details these don't enhance gameplay but make the map all the more immersive. This map is fantastic. ~Sky *It should be noted that to play the DT era modes you must have Dark Times II: Rising Son installed. Note: to anyone with both this DT and the Convopack installed, you'll get DT Space Assault added to Maveritchell's Space Endor map. 22,136 downloads Uploaded: spires.
The only mode is Clone Wars conquest, in which you play as either the Jedi or CIS. Playing as the Jedi, you have about 1000 reinforcements and must hold out for a set amount of time.
(It was seven or eight minutes, can't remember) The CIS have unlimited reinforcements. If the time runs out and the Jedi have reinforcements, they win. If the CIS kills all the Jedi, they win. It's not as easy as it seems, however. Play it and find out for yourself. While it is an interesting change from the standard conquest mode, I can't say I had a whole lot of fun playing it.
Gameplay consists of spawn, kill, die, spawn again, etc. There's nothing in the map except for the arena object and a couple of fallen pillars, and there's no terrain variation. It's a very basic map design with very little work on the part of the mapper, seeing as there's only about five objects total. You'll see heroes running around; Jango Fett, Mace Windu, and Ki-Adi Mundi. If you get enough points, you can play as them as well. I also found it amusing that R2-D2 was the hero unit for the Jedi team, though it's hard to get many kills with him, since he has standard hero health and there's so many enemies.
Like I said before, an interesting concept, though execution isn't the best. Download if it sounds fun. 21,978 downloads Uploaded: have to applaud him for that. Like many maps with an outside-the-box concept, this one needs more than it has to really be effective, and it's clear that the author's imagination is limited by his modding ability (which is not inherently bad - everyone needs to learn, and it's infinitely preferable to having ability limit imagination than the other way around).
What this gives us is a map that is different enough from most newbie maps to stand out, but still bears the hallmarks of a new map creator. The map itself isn't something overly spectacular to look at - it's not bad-looking, but in the effort to create a 'functional' map, the author left a few things to be desired, visually (i.e. The large sheer terrain walls, the un-blended terrain, lack of consistent prop use, etc.). While it is a lot harder to make a visually-pleasing map that serves a nonstandard functional purpose (i.e.
Built for more than a stock game mode), it can be done. Instead of relying on sheer terrain walls, I might suggest simply using some invisible collision (included with the modtools as objects). This'll at the least allow you to have normal-looking cliffs. I'd also suggest using a few more props scattered throughout the course of your 'race.' Also, the idea here would be infinitely improved by a little scripting. The biggest downfall of making a map like this assumes that the player is going to buy into the idea 100% - if I load this up and just want to get from point A to point B, I'm going to just jump the cliff wall and drive there. In a video game it's important to have a little bit of hand-holding of the player's character.
It's not something that's easy to do, but start out small (I actually started learning scripting to do the exact same thing) and you'll get something that's workable and much better than just an open map. All in all, it's a fairly basic map. To enjoy it as the author intended, it'd be best to read through the readme. To the author - spend some time working on making your map visually appealing as well as functional, and don't be afraid to branch out into some basic scripting. It'll make maps like this much better for you in the future. 21,192 downloads Uploaded: Star is Han Solo, Chewbacca, Leia, Pilot Luke, Bothan Spy, and Rifle trooper vs.
Emporer, Vader, Stormies, Engineer, and Officer. The Kamino GCW is now Stormies vs. Anti Troopers. The Anti-troopers were featured in the campaign, and have certain classes such as Rail Arc Trooper, Rifle Jet Trooper, Sniper Jet trooper, etc. Bugs: if you get Elite Rifle/Precision Pistol/Beam Rifle with the new Jet troopers, once you press the '1 ' key, you no longer have access to the award item OR the original one.
If you get BOTH Elite Rifle and Precision Pistol on the Rifle Jet trooper, and then press '1 ', your Computer will do a complete system crash. Overall: Great mod, I Love it, Kudos to you, Darth Derkie.
20,469 downloads Uploaded: this is by far one of my most favorite Space maps. It has complete (custom) sides and a secret room. There is also Conquest, Republic VS CIS in A Republic Cruiser. Sides: Rep(New Skins) Clonetrooper Heavytrooper Sharpshooter Marine Engineer Pilot Clone Commander Clone Assassin (With Arm Blades!!) CIS(New Skins) B1-Battle Droid Pilot Droid Marine Droid Assassin Droid Assault Droid Engineer Droid (Juiced Up) Super Battle Droid Magna Guard (With electro staff!!!) Heroes: Grievous:rock: Commander Oddball The only thing wrong I saw was The Crack grenades were un-localized.
It also has scarabs from the convopack. This is a really fun Space map. I recommend Downloading Very Nice Work Pinguin - EGG_GUTS.
20,461 downloads Uploaded: been changed from the default map - the map itself is still exactly the same, the only difference is the placement of the command posts in one long, spread-out-too-far line. The unit count has been increased significantly (although not to the numbers the author mentions in his readme - there are no more than a hundred or so units for each side) and there are several vehicles added. None of the added vehicles have correct sounds, and there's no pathing for units or splines for the flyers. As a tip to the author - play around with Zeroeditor and learn to make some basic maps (i.e. Adding props, changing the sky, etc.) before you try any major unit changes. There are a lot of newbie mistakes in this map, but they all boil down to 'practice more and learn your tools.'
Make sure you read through some tutorials and start small. 20,405 downloads Uploaded: Federation coreship was intercepted by Republic forces as it entered the orbit of an Outer Rim world. The coreship has crash-landed on the planet's 2nd moon, but is not entirely destroyed. Despite the fact that a Republic Assaultship is holding position over the crash site, a CIS capital ship has moved into the area and is attempting a recovery mission. CIS troops are already landing at the site and preparing a ground defense.
It promises to be an intense fight in the thin atmosphere and on the ground! Galactic Civil War – The Alliance has discovered an old weapons cache onboard a long-abandoned, Clone Wars era coreship on the 2nd moon of a remote, Outer Rim world. An Imperial Star Destroyer has been dispatched to prevent the Alliance from gaining any more weaponry, but a Mon Calamari cruiser is involved in the operation, receiving cargo and guarding the site. Rebel troops are already landing at the site and preparing a ground defense with the antique weapons they have discovered.
It promises to be an intense fight in the thin atmosphere and on the ground! Good map by DarthDaddy. Download now. 19,399 downloads Uploaded: they duke it out on all the stock maps fighting for. Something, with jetpacks and nearly-identical weapons. The sides are of course the entirety of the mod (being a 'sides mod' and all).
They're a well-put-together set of (as mentioned above) nearly-identical sides - the Mandalorians match tit-for-tat the weapons of the Death Watch, with the exception of hero weapons, which do differ from each other. The weapons setups feel very similar to stock sides, with the addition of a few higher-unlock classes, like a melee class or a commander class. The sides are the same from map-to-map for the most part; the one noticeable difference is that on the outdoor maps, both sides have jetpacks on every unit, which can change the way you might play a bit.
I was a little disappointed to not see jetpacks on some of the indoor maps, though - perhaps the author found that the AI did not behave well? Anyway, there were some issues I took with the setup of the sides - the biggest problem I had was appearance. While a nice job is done with the textures for both teams, they both use (essentially, with only a minor helmet difference) the same model for [i]every unit[/i]. As you can imagine, this gets very confusing. An example: [img]There are about equal number of each team's units. Can you tell who's on whose team? I had a hard time unless someone was actively in my reticule.
The other concern I had was the melee class for either side - it's simply far too powerful. It's better than the heroes, has a cloak that stays up for a very long time, and does as much damage with melee (as well as the knockdown) as does a Jedi. With the bonus energy regen from the 'endurance' award, you can keep the cloak up for the whole map and just never die. The only threat to you is the similarly undetectable and powerful melee units on the other team. The problem is compounded by the fact that it (along with everyone else) gets a jetpack outside. It just has too much going on to be balanced. Anywho, I'm sure there are several people who will be interested in fighting with an army of Boba Fetts running around Battlefront 2 - so if it looks interesting, give it a download!
19,373 downloads Uploaded: best. Map Tactics: Rebels: The republic has the advantage here on Kashyyyk with the stronger vehicles and units but they don't have faults. If a trooper is isolated he will most likely die and try not to take on 12 droids at once.
Use the trenches to isolate your enemies and kill them one by one. Also, it wouldn't be wise to get in a vehicle at the beginning of the map (especially ATRT) because the droid gunships will just shoot you out of it. Use the platforms as cover and sniping spots. You can easily pick off 35-45 guys before you die and then you unlock either the Wroyshr Defender of Commander Gree.
Both are extremely good by I recommend Gree should be used as a sniper (you'll know what I mean when you use him) and the Wroyshr Defender as a regular 'super' trooper. CIS: The CIS strength is in it's speed and numbers.
Use the snail tanks to over run your enemy while you wait for the dwarf spider and spider droids to get to the beach. Use the Droid Gunship to land on the platforms and take the Republic tree base. Then just slowly take the beach forcing the republic back to one CP. Be careful the Bdroid's health ha been reduced to make play more realistic so don't go by yourself expecting to kill 25 guys. Attack must be quick and decisive also land headshots on the wookiees to take them out.
Empire: Pretty much the same tactics as the Republic but make sure you take out the tanks before they reach the beach because they will cause a lot of havoc if you don't. Also watch out for the Wroyshr Defender Thats pretty much it. Please use our forums to report any bugs and errors you come across and please keep it civil. Have fun and enjoy. 18,928 downloads Uploaded: you who would like to get this map (my personal favorite from SWBF) without downloading the Conversion Pack.
Also, this includes Phase I clones instead of the defaults, which is a plus. There are a few errors with this file. The first I noticed was the sky dome seemed a bit.
Messed up near the bottom. This might have been due to the fog being drawn near the bottom. Also, assault mode is broken, and the map is entirely black when you try to join, and there are no CPs. This is a common error I don't know how to fix. If you liked Bespin Platforms, and don't want to get the conversion pack, download away.
Screenshots aren't necessary, seeing as most of you probably know what the map is. ~Penguin Unit~. 18,808 downloads Uploaded: previous version, Abraxas Platform is a space battle between an Imperial Star Destroyer and a Pirate Space Station. One thing I've always liked about this map was the use of many custom models in fact this map is almost entirely new with models except for the Imperial Star Destroyer and some miscellaneous objects. It also has a different feel to it than most space maps.
In which case the new models play an important roll but also the textures and detail give it a whole new feeling and there is Assault model along with CTF for those of you who like Space Flag. As I mentioned earlier this is a lot different than the shipped space maps and is a lot similar to Mav's Space Endor map. He still kept the original gameplay of the map and the enhancements aren't over-changing but still looks new. Basically this version adds a visual upgrade to it along with changed vehicles and a few new space crafts. The sky is now changed to a greenish-yellow, with three new space crafts and three upgraded space crafts. There are also First Person views now for all of the vehicles and much more. The units nor the maps itself are changed as he wanted to keep his original idea.
The download size has also been tweaked down to almost half its original. Definitely worth a download especially those of you who enjoyed the previous version. 18,152 downloads Uploaded: supposably being a normal trooper? Well, no longer, Sparky.
With this huge mod, running blindly at even a measly battledroid is going to get you mowed down. This Tactical Enhanced Combat Mod decreases the 'ego-shooter' factor of SWBFII and adds to the 'oh-crap-if-I-leave-this-cover-I'm-going-to-die' factor, which is nearly non-existent with the regular game. Don't expect to be able to shoot on the run. Accuracy while moving has been substantially decreased; the TEC Mod encourages a much more conservative style of play (taking cover, shooting from around corners, getting the drop on enemies).
It is possible to get the aforementioned 'umpteen-million killing spree' due to everything's decreased health- it only takes a couple of hits to bring someone down, which adds a lot to the suspension of disbelief. There are lots of smaller things that add to the atmosphere of this mod; actual recoil from guns, the removal of the stamina bar for droids, different types of grenades (I'm so happy- EMP 'nades are back!), a variety of units depending on where the battle is (different clone legions, ect.), and much more (see the extensive list in the readme). Now as far as problems with this mod go, there are virtually no game-effecting bugs, save for the couple of non-localized units (don't think could be helped). The size of this mod is huge as far as mods go, because all the game's original sides have to be replaced but again, there's not really a way around that. On a side note, this causes clashes with other mods, like the [url='Coversion pack[/url] (TEC mod'll still work on the default maps, but I don't think any converted maps will work). Some person is probably going to override the original files, so I'll say it now: [b]BACK UP YOUR SIDE FOLDER BEFORE YOU EXTRACT THIS MOD.[/b].Rikino. 17,454 downloads Uploaded: mode.
Jendo's second version of Tatooine: Outpost is pretty much extra content and bugfixes added to his previous releasedversion of the same map. The map is set in the deserts of Tatooine, and seems to have more of a 'Dune Sea' vibe to it than the stock 'Dune Sea' map from BF1. The map is mostly made of rolling dunes with various points of interest such as a small outpost, a sandcrawler and a tusken camp. Visually the map holds itself together very well to create a believable environment (personally I think the dunes are particuarly impressive). Despite being a mostly terrain map gameplay is still decent due to the steep dunes providing some cover. Combat varies between spread out in standard conquest mode to the hills absolutely crawling with soldiers in XL.
There's a good range of game modes and the supported eras include DT, BFX and some future CW mods. CW Hunt mode is particuarly interesting - Anakin vs Tuskens, as seen in Episode II. While its a bit one sided and another Anakin will occasionally spawn (I responded to this in the appropriate manner, by ruthelessly hurling him to the tusken raiders and cutting him down) its quite entertaining. Well worth a download, especially if the screens or previous version appealed. Download Link - (Added this here because the download link below doesn't work - Danny).
16,474 downloads Uploaded: from TK-421 to Lando Calrissian has one in this deathmatch. Now, the map works for this style of play.
Surrounded by buildings on all sides, there 's a sunken area where the AI mostly duke it out. All cps are uncapturable, which fits. Also, nicely included is a raised platform good for dueling (a bit bigger would be nice). The units on this map are pretty much identical, besides their looks (I like the selection of units, by the way).
All units have Luke 's lightsaber animation, Lightsaber Throw, and a force power (Push for the Good Guys and Choke for the Bad Guys). While this cuts down greatly on the 'omg aaylla iz cheep!!!!!!11 ' factor, which is nice for online play, I 'd of liked at least different combos and animations. Also, with every unit having lightsaber throw, it can get a bit hectic, but that 's part of the game, I guess. Tiny thing: the Swamp Trooper 's jetpack isn 't textured like him. It 's texture 's name is 'imp_inf_darktrooper_pack.tga ', if there 's another version, you might want to retexture that. It has the charm of Hero Assault, only homogenized.
It 's a good way to practice your lightsabering, and seems to lend itself to multiplayer..Rikino. 16,452 downloads Uploaded: Then there are the good maps that might merit more than one playthrough before being wiped form my addon folder. And there's the great maps that are permanent additions to my personal map collection. Lastly, there's maps like these that simply make me say. The setting of Maveritchell's Aquilaris: Deep Sea map is, as one would assume by the title, the deep sea.
It's a beautifully constructed environment; you'll spend most of your time inside the many translucent domes and tubes that make up the Imperial sea base. There's also submarines provided (though I think you can only them it in story mode - don't quote me on that) to explore the exterior. I don't know what else to say. For sure, one of the best environments I've seen in this game.
The main focus of this map is the story mode. You play as an undercover Rebel operative infiltrating an Imperial base in search of information regarding an Imperial starfighter porgram that will secure starfighter dominance for the Empire. What happens?
You're going to have to download the map to find out. I can tell you, I loved what I've played of it so far. There's also three eras; Clone Wars, Galactic Civil War, and KotOR. (You'll need the 1.3 patch to play the KotOR era) Conquest is for all three eras, and there's hero assault for GCW (standard hero assault) and KotOR hero assault. If you have the Conversion Pack, Clone Wars Conquest will load a random clone legion from the 'Pack. The only problem I saw in this map was some buggy planning, but I remember the author mentioning having trouble with that, so I won't pursue the matter further. A great map, and a highly recommended download.
I'm looking forward to what Maveritchell has planned for the next two maps in this series. 16,067 downloads Uploaded: visuals, graphics, vehicles. Is your head spinning yet? Because mine sure is.
Let's just take it slow and introduce this map with one simple sentence: [u]'Only your imagination sets the limit'[/u] [b]Tech:[/b] 10 (New features, gameplay modes, music. Eh, just look above) [b]Balance:[/b] 10 (What happens when two ultimate forces of destruction meet each other? They're both destroyed, duh) [b]Quality:[/b] 10 (No corners were cut here, I tell ya!) [b]Fun Factor:[/b] 10 (If you get tired of paintballing, race. If you get tired of racing, do some stunts. If you get tired of doing. Ugh, the list goes on and on forever!) [b]Creativity:[/b] 10 (How about a race vehicle that can lay mines?) [b]Size vs.
Usefulness:[/b] 10 (The map is so large that it is larger than levels Hoth, Geonosis, Kamino and Endor put together. It's a bloody planet covered with mountains, ravines, a city and tons of other stuff) [b]Originality:[/b] 9 (There are several new features in the map, and you can hardly call the concept of shoot at each other in SWBF II 'already done'. The concept of racing, however, is.) [b]Installation Instructions:[/b] 10 (Instructions?
This baby practically installs itself!) [u][b]Overall Rating:[/b][/u] 10 This is what [i][SBF]DannBoeing[/i] wrote about this map: [quote]Map Description: On the small dusty moon of the planet Boras, there is the Boras II's famous Stunt Course, run by the equally famous Madness Inc. Here, daredevils from all over the galaxy come to race and pull some pretty insane stunts on a variety of vehicles, including the specially designed Stunt Pod, and Racing Landspeeder. The course is very large, and there are a large amount of things to do. Several places of interest includ the Giant Gorge, Loqi Park (complete with a enormous half-pipe), Cantina/Shop, and the Cliffbottoms. Mode Description: Stunt Session This mode is purely and plainly just for fun. You get to drive around the entire map, doing stunts on the various jumps, or having fights or duels around Loqi Park.[/quote] You can play this mode by choosing Conquest for the CW or GCW eras.
The different eras have different units, and all of them are brand new (Except for fan favorite General Grevious in CW) with several new features. [quote]Racing Session For this mode, a racing track has been set up along the course, where you can race each other online or by yourself in single player for points.
The better the laptime, the more points you get each lap, and you get alot of points.[/quote] You might want to turn off the AI for this mode, as they will just get into a vehicle and shoot and you. The race is long and fun, but be careful as the vehicles are far from indestructible and will blow up if you press them too hard!
There are a lot of vehicles to choose from, and why not let one of the heroes join in for fun? [quote]Paintball In this mode, you choose a team, red or blue, and fight to the death in a paintball match on Boras II's Paintball course.[/quote] Really, really fun. This time you might want to increase the amount of AI units! Everyone is equipped with paintball blasters (Big, but somewhat weak) and paint grenades. There is a lot of cover spread out, and even a sort of fort for one of the teams.
Choose 'Assault' to play this mode. [quote]Other Features and Updates: At this point, the whole map has be come a 'feature.' I've updated a lot, and there are lots of tiny little fun things i've added, including Tumble Control, meaning when you get hit by a rocket or another explosive, you can control in what direction and how far/fast you go flying.and eventually go splat. I've also updated the weapons and sabers with new effects and fighting styles.
I've added a couple new vehicles, including the Stunt STAP, Stunt Landspeeder, Compact Racing Speeder, Dual-Seat Racing Bike, and Racing Landspeeder. I've also made the Stunt Pod dual seated (Before you could only sit in the pilot seat). I've also added some custom background music with songs by Oasis, the Gorillaz, the Beatles, and a little thing by my own band The Magical Space Ship to the Future.[/quote] There are a whole lot of new cool weapons as well, and. That's right, you get to hear several REAL SONGS when playing this map!
Most of the songs are kind of laid back which fits in with the atmosphere of the map perfectly. The good part about this map is the amount of ways that you can play it. You can play Paintball with your friends, or you can have thrilling chases in the long ravines and stunt areas or you can just fight people with the many inventive weapons and characters at your disposal. There is enough to do with this map to keep you busy for weeks! It is like this map turns SWBF II into an entirely new game. If you are looking for the ultimate SWBF II online experience unlike anything else, then this is the map for you! - Super_Shadowman '[i]Live to Fly, Fly to Live, Aces High[/i]'.
15,999 downloads Uploaded: the Clone Wars commences, Count Dooku sends word to the Jedi Council that he is ready to rejoin the lightside if Yoda will agree to see him on Vjun, it 's a CIS trap, but the Republic is ready. Years Later: Luke Skywalker crashes his X-wing into a mysterious fog shrouded acid world when he senses the presence of his late father, Darth Vader, the Rebellion sends a Corellian Cruiser transport post haste to recover him, and find a Imperial garrison operating with a full company of stormtroopers who haven 't been told of the Empire 's Fall.
15,443 downloads Uploaded: can see how this could be considered a factory. The level is enormous. You have lots of levels of catwalks interconnected, and takes a while to get to a CP. I find that ok, though, as you will be walking through a very high quality area. I found it interesting that all the troops on both sides managed to keep up, as I reached the first CP and encountered several droids.
I also had a few clones with me. I enjoyed the fact that it looked like a place where weapons were made.
It reminded me of the Bakura level on Jedi Academy. Overall, this is a good map. It maybe needs to be made smaller, but it was still and excellent map. Download immediately. -Valiantofficer ~'I think I have the right developer. If not, tell me'~-Valiantofficer.
15,193 downloads Uploaded: [url=1.2 Patch[/url]. Battle Arena is a small, symmetrical enclosure on which two teams should be able to fight a pretty even battle.
The concept itself isn't new, but it's implemented so well that it's worth playing just to see. What'll stand out above most everything else is the use of non-standard SWBF2 models, including models from Squipple/Eddie, Wideboy, and of course a large number from RepSharpshooter himself. This makes for an experience that feels unique despite the simple map concept. The map itself has definitely been designed with multiplayer in mind, as, in addition to the balanced setup, there has been a specific spectator booth set up. Choosing a spectator unit while on either team will remove one from the battle and put them in this booth. There, they can choose to use a remote camera to view the battlefield from a distance.
The biggest plus in my opinion was his addition of his custom sides. They don't necessarily feel very different, except for a higher health level, but the quality of the work put into them (you see the theme, yes?) puts them over the top. They use a custom playermodel that evokes a feel of some kind of 'space marine' as well as more Earth-centric weaponry (with custom weapon sounds). Nearly everything in here is a custom model of some kind, with the exception of autoturret and grenade models. There were only a couple minor issues I found.
The only real 'bug' that I found was that some of the weapons on the custom units were unable to be switched back to once they were switched away from. It's not a huge deal, but it's definitely fixable, which is why I bring it up. And if I were to say there were any other issues, the only other thing I would highlight would be the linearity of the gameplay.
Like most maps that have the command posts all in a row, this map starts to feel very much the same after a couple playthroughs. Perhaps this is an unavoidable tradeoff for making the map this obviously balanced. All in all, this is a fantastic example of the kind of polish anyone should be trying to shoot for when creating a map. Worth a download? Most definitely.
Download, play, enjoy. -Mav [b]Video of map gameplay:[/b]. 15,059 downloads Uploaded: found this one to be a significant improvement over the previous ones, ergo this is the best one yet. The map (somewhat big) takes place in the center of a very large canyon in a Geonosis-like setting. In the middle is a large droid control ship armed with auto turrets. The remaining CP's are located directly north, south, east, and west of the ship.
And in the sky are two capital ships where the player can spawn and hop into a starfighter. Needless to say the map has a whole bunch of vehicles at the player's disposal. There's plenty of action going on all around so the likelihood of anyone finding themselves bored while playing is small. Even though I like the map, for the most part, there are some serious flaws that need to be addressed. [list][*]As would be expected, having two capital ships which you may spawn at in a land map creates a big problem with the AI. Rather than hopping into ships most of the AI will bunch together in a corner of the capital ship because they're trying to get to pathing hubs down below which are obviously inaccessible to them, given their location.
Unfortunately there really isn't any remedy to this problem other than to completely do away with the capital ships which I'm sure would spark several objections from fans of the map. My suggestion would be to find some other way to incorporate starfighters into the map without having to use capital ships. Don't worry you could still keep the capital ships as decorations but nothing more -- meaning that they can't function as Command Posts or Spawn Points. [*]Another issue that the capital ships present is well. Only being able to win the game by killing every single last enemy. The Command Posts inside the Capital Ships are incapable of being captured so you can't win by traditional Conquest means. That means you have to knock the enemy ticket count down to zero.
Sure, you probably do that all the time but it's not all that fun on a map of this scale. Though you'll typically find a gold mine of enemies gathering in the corners of the opposing capital ship there will still be ones running around down below that can't be detected on the mini-map. But I suppose if you enjoy games of 'cat and mouse' and goose chases then it's not all bad. [*]As mentioned in the ReadMe there are some missing sounds as well.
You may notice that music will only play once you enter a vehicle so I'm guessing that the map is using shipped space sounds. [/list] To add some detail and variation to the map I would suggest adding some rock foilage from Geonosis, uneven the terrain height some, and use the color tool to create different shade patches on the terrain.
It should make the map look a lot more elaborate. I know I say this in just about every one of my reviews but this map is probably best enjoyed online where players can cover every aspect of the gameplay that this map presents.
This is definitely a team-work map so it should be treated as such. Unfortunately the online community has diminished considerably since the game's initial release and the chance of seeing a mod map that [i]isn't[/i] featured in the [url=Pack[/url] is next to none. 'Tis a shame. Despite it's flaws the map is still enjoyable, to say the least, and is the best Capital Strike map thus far. Good work DarthDaddy!
I look forward to the next version! Download and enjoy!:thumbsup: -[GT]EraOfDesann. 14,863 downloads Uploaded: to make-up my absence starting with this great map by Maveritchell. Once again Mav ' has brought something new and original to Battlefront II -- no, not more [url=pirates and starfighters[/url]. Here we have our first [i]real[/i] KOTOR map. For anyone who doesn 't know KOTOR stands for [b]Knights Of The Old Republic[/b] -- the super-popular RPG Star Wars games that everyone loves.
I 've actually never played them. The map features what anyone would expect in a KOTOR map: Jedi, Sith, Sith troopers, Force powers -- you get the idea. Sullust is Assault-only but both era 's are playable. [list] [*]CW Assault For the first time (forgive me if I 'm mistaken) you can play as either the Old Republic or the Sith Empire and battle it out like they did back in days of the KOTOR era. What 's most notable is the new Sith trooper model created by Qdin. It 's very nice and feels like it fits in the game unlike some custom-made models that feel out of place.
CW Assault is basically just like XL mode except there aren 't a million units running around at once. The new weapons they all carry are pretty neat though a couple of them might take some getting used to. Personally I like running around with a vibro sword and cutting people down just cause it gets the job done faster.
Plus the sword doesn 't take any getting used to. [*]GCW Assault This 'll undoubtedly be the favorite of the two modes seeing as it [i]is[/i] the Jedi versus Sith mode. Now, I 'm not too fond of Hero Assault, which this clearly resembles, but I was relieved to discover that it 's different enough to be considered. Well, [i]different[/i]. There 's a variety of new Force powers that Mav has concocted to resemble the Force powers players could use in the KOTOR games.
They 're pretty cool if you know how to use them effectively. Some powers have 'cool-down ' times which are there to prevent 'Force-spamming ' which is something I had always hated about Hero Assault. If you 're like me at all you 'll have bad memories of being pushed, pulled, and gripped around while playing Mos Eisley Assault online.
You won 't have those problems with this map. There are different classes of Jedi and Sith, each with their own unique flavor to add to the mix. You 'll also see some Republic and Sith troopers running around for you to smack for easy kills. Guilty pleasures I guess. [/list] The map itself is well-designed. It doesn 't look like much from the pictures but once you 're exploring it in-game you 'll discover that screenshots can 't do the map justice.
To give you an idea of what it looks like it 's simply a cross between Mustafar and Rhen Var. No snow or ice though. Quite the opposite. I didn 't encounter any bugs while playing, though there appear to be a few AI path problems here and there but it 's nothing serious. If you have a lower-end PC you might experience some lag from the lava bursts and Jedi battles. [b]Sullust: Jedi Conclave[/b] is a nice divergence from the norm.
All of the map 's components are well-put together and there really isn 't anything to complain about here at all. I 'd imagine that this map could be [i]very[/i] popular online.
-[GT]EraOfDesann PS: For anyone who doesn 't know how to install a map by now please refer to the ReadMe below because the ReadMe included in the zip-file doesn 't include install instructions. 14,652 downloads Uploaded: fairly good when compared to some beginner maps. The map I have here is very, very plain for the most part. The Clones/Empire start in two places. First is by a small landing pad of Tie-Fighters, and the second is inside a mountain, in a mining tunnel. The terrain cutters are a bit messed up. You'll see what I mean with that.
The CIS/Rebels start in the base, and I don't know where the other spawn was (don't remember). The usage of objects in the base is nothing uber, but it gets the point across, and looks a bit like a small base in the middle of nowhere. The fighting here is a bit scattered, even on 32 units. The only terrain changes I could see were a few random lumps and that massive mountain. There's a small square rip in the mountain's mesh (I suppose the ground is called that?), and some strange thing at the top.
If I still had Free Cam, I'd having went and looked at it. The ships couldn't get me there either, because the fly height is really low, maybe at default. This map also makes use of a few vehicles from Teancum (I think), which appear to be the Moldy Crow and that other CIS vehicle from Space Angruya that I don't know the name of it. The CIS thing is called an 'alien ship', and the Moldy Crow thing has no name that I saw. At least he gave credit. Overall, this map is playable, but needs a lot of work to become really good. Keep going at it.
It's good for a beginner's map. ~Penguin Unit~ (I apologize if somebody else was going to review this. I didn't see it uploaded to the queue yet. I'll delete this if one of you were going to do it.). 14,625 downloads Uploaded: empire which is weird cuz in the pics your against the empire. Anyways This map is very big like hoth.
The Imps have at least 20 AT-STs and 3 AT-ATs so you would think you have an uphill advantage. See there 's a large snow field. You start at the end. The rebels at the beginning with a steady Line of Turrets and trenches.
It 'll take forever for you to run so you hop into a vehicle. But by then the rebels are blasting turrets at you and there are snowspeeders (they have at lest 8 that continuly spawn, so about 16 on the field) everywhere.
Behind the turrets and trenches, there 's a hill. One big fat hill, the type AT-ATs have difficulty climbing.
But luckily there 's a valley you can go through. On the side, it takes time. So i suggest taking an AT-ST over the hill.
Very few go over the hill with vehicles they stay on the other side of the hill blasting rebels. SO your over the hill. You have another huge snow field. After you cross that you got a generator to the left a hanger to the right. Plus alot of rebels, tauntauns.
And snowspeeders. So choose your way. Now my favorite part, the hanger is connected to a system of tunnels with rooms from Tantive IV. They are connected every where and it 's really fun going is as Vader and having Tunnel fights.:D Thy conect to other hangers and small bunkers all over the battle field. And to a valley with rebel cruisers in it.
Did I mention Luke is running around to add to the matter? So that 's the re-view. I didn 't see many bugs either so this is an all around good map.
There are 2 modes Conquest/Assault (I forget which one it is) and XL they are both Imps VS Rebs. So this is over all a pretty good map. 14,523 downloads Uploaded: duking it out in this familiar setting. I am not sure if this is meant to represent an actual town somewhere, but regardless of that it is a nice setup.
It was a little odd seeing the strange mix of Earth-like objects found in the town (brick houses and military bunkers side-by-side), but the concentration and use of the objects was nice enough that it could be looked past from at least a gameplay point-of-view. There are also a couple sets of custom sides; one set of sides from KotOR, another from CW (although CW uses default sides). Additionally, there is a third set of sides, a 'zombie vs. Humans' side that takes place in a rainy version of the normally-sunny town. This is essentially Gamorreans and Wampas vs. Rifleman-esque units, although the ambiance is set well.
In his readme, Xavious mentions that this is 'mostly finished' and playing through it is evident that it is not 'completely finished.' There are a number of localization errors in the 'zombie' mode, there is a weapon missing an ordnance in that same mode, and it seems like the heroes in the KotOR modes are missing attacks. Anyway, if this map looks appealing by the screenshots or review, feel free to give it a try. 14,408 downloads Uploaded: small map based on Senator/Chancellor/Emperor Palpatine's office, as seen in Episodes II and III. With some notable aid in the texture department from previous work done on similar maps for JKA, this map is a nice, concise look at a movie location. You'll be able to pick out pieces you recognize from having watched the movies, and whether or not it is completely accurate (I don't know, for my part) shouldn't really matter.
The map comes together well for what it's trying to show, and the visual detail is consistent and present enough to sell its concept. The map itself, design-wise, is somewhat unimaginative, as it is really only a square with command posts in four corners. Since there was not necessarily a fixed floor plan for this design, I think that this bit of plain-jane in the design could have been averted by adding some connecting corridors in the center, or even by simply changing the square design to one less heavy-handedly symmetrical. That said, though, a well-done setting (which this has) covers over a multitude of issues, and this can somewhat be excused for the novelty of the portrayal. I also would have liked to see a little more diversity in the sky outside - the dome model was well-done and the texture was a great substitute for the stock Coruscant, but it felt a little lifeless - adding a little animation to the outside would have been great, and at the very least some skydome flyers would have taken minimal work. All in all, though, it's a great piece of work, and certainly worth a try out. Give it a download!
13,985 downloads Uploaded: section of the readme, or if the author has already stated that he is aware of it, DON'T KEEP ASKING IT! Secondly, on with the map. The map is great, as before. Still no sounds (note: this is NOT the final.) for rain or thunder. The lighting could use a lil work, but it's well-planned out.
In addition, there are now TWO assault modes, the CW one having jedi and gunners, and the GCW one being only gunners. Lastly, the characters. If you thought you were impressed by the version.85 of this, Wait til you see THIS: ELEVEN new charecters, including 9 new Jedi and 2 gunners.
List of New Units: Shared Hett: Tusken Jedi, has his own saber combo (try sprinting then mashing the mouse button), saber throw, and force push Episode 2 Anikin: Awesome Episode 2 Ani skin, Saber, Throw, and Pull Quinlan Vos: Jedi from comic series, has a new saber combo (floats during regular attack (?) and does a neat jump-attack), throw, and force push. IG-88: Droid that re-defines 'bounty hunter', has a high-powered rifle, flamethrower, time bomb, rage, and can jump REALLY high (no force or jetpack) Asajj Ventress: Sith from animated series, has a SWEET model, dual sabers, throw, and force wave Admiral Sarn: Imperial Officer, has same weapons as Han Jano Morel: Chiss Jedi, Does not have Force Speed, has dual sabers, throw, and push Yun: Pupil of Jerec, has saber, throw, and push Lord Schizo: Basically Darth maul put with a different skin, looks neat. Jerec: Dark-Sith that Kyle Katarn fought, has new saber moves (try sprinting, holding forward, and mashing the mouse), throw, and push Plo Koon: Kel-Dor Jedi, has Saber, Electric Judgement (orange lightning, pretty fun), and saber throw So that's the list of all the new charecters. While this map is fun to play in all modes (SWBF 1 memories galore), It shines in Assault.
Bottom Line: The map is a conversion, so that part is O.K., but the new sides really make this map well worth downloading. In fact, it's worth playing an hour a day until you master each of the new units (Ig-88 can really rack up the kills if played right. You can jump right over saber throws). Download it now! 13,786 downloads Uploaded: While its not the most original environment ever, the author has done a very good job at creating a cohesive environment with a good atmosphere (as he has done in previous maps). A nice touch is the skydome showing mountains and a distant city, perhaps the one seen very briefly in Episode 3. Modes are Conquest and modded Conquest (with custom sides, somewhat confusingly it uses a flag mode icon)?
Stock conquest is the usual, and appears to work fairly well - I didn 't see any AI running into walls or trees at random or trying to walk across the bottom of the lake. Modded conquest uses bobfinkl 's custom sides, which are simple but fairly unique. The main difference between these and the stock/most custom sides is the weapons do much higher damage, reminiscent of sides by modders such as Fingerfood and Bantha55. *Slight RantBegins* The reason this sort of gameplay works well in games like Call of Duty and rarely in battlefront is very simple - BF2 AI have about the same amount of tactical programming as my toaster.
They run straight into open spaces and rarely bother to take cover. High damage gameplay works well on some maps, but on big open maps it tends to lead to gameplay along the lines of 'spawn-runrunrunrunrun-shoot twice get shot die-spawn-runrunrun-etc). *Slight Rant Ends* With the high number of trees and boulders in this map however, it works fairly well, and could work even better if the author put in some more 'cover ' hintnodes so the AI would take cover more be less inclined to run straight into a glowing plasma bolt death (seriously at one point I gunned down about 30 AI from one spot of cover because they just kept running at me en masse).
The classes seem pretty fairly balanced out, the sides are pretty original, its at least worth a try even if high damage gameplay isnt your cup of tea. Bugs seem few and far between, the only one I noticed was some incorrect or missing uk_english localisations (not sure if US english has these). Overall its a good map with an interesting alternate set of sides. Give it a go!
13,679 downloads Uploaded: interesting map from Maveritchell. By the looks of it, he's modeled some stuff in XSI and exported it to SWBF 2. I've found plenty of things that weren't in the default game. The idea of this map is that the Empire is attacking an old station of smugglers and pirates.
The Rebel side is mostly redone Rebel pilots, and the marine is a mercenary.I can't tell if it's Han or Luke, but it's one of those two in reskinned StormTrooper armor. The Empire is largely unchanged, from what I saw, with the exception of a.*GASP*.TIE DEFENDER!
Yep, they have one of those. The space platform's use of the various models is indeed clever. I'd once had an idea to re-construct Mos Eisley in space.but that's another story. So, the pirates have a variety of interesting fighters, and the Imperials get a Tie Defender, as well as a frigate or two. One of them I didn't recognize. Now for my beefs with this.
Though it is very well constructed, it seemed impossible to land in the Star Destroyer hanger with the pirates' landing craft thing. I bumped into too many fighters and blew up in mid air. Maybe my health was too low when I went in. Besides this, the Pirates have a T-Wing fighter.
It has [b][i][u]*infinite*[/u][/i][/b] boost, but not for rolls. And you can whiz along faster than an A-Wing in that thing. The thing that bothered me was that the turrets still beat me to a pulp, even though I was moving at top speed and faster than they should be able to hit. There aren't too many errors or glitches here.
CTF seems functional. Give it a download if this sounds nice. ~Penguin Unit~. 13,616 downloads Uploaded: Jonathan Witt (a.k.a. 'DarthDaddy ') ---------------------------------------------------------------------------------------------------------------------- Changes, Updates, & Bugs: I fixed the biggest complaint about the map, which was that there were not enough units. Now each side has 150 units on the field at once! I added three more ground CP 's, to extend the battle all around the core.
I also changed the terrain beyond the coreship crater, making it more rounded and with more realistic borders. I made changes to the textures of the Coreship to make it look more battle-scarred. I also added a couple of auto-turrets on the Coreship to add realism and give the defenders a little more teeth.
In GCW mode, the Imperial hangar is working much better now, with more fighters being launched. I also repositioned the Mon Calamari cruiser, placing it higher above the ground and with the hangar closer to the action. The sound is much improved. All the infantry units now having their sounds, although a few of the weapon sounds on vehicles still do not work. I included an in-game map, but it does not match as well with the Galactic Civil War mode as it does the Clone Wars mode. Overall, the map has been updated and I think improved.
I hope you all agree! ---------------------------------------------------------------------------------------------------------------------- The Story: Clone Wars – A Trade Federation coreship was intercepted by Republic forces as it entered the orbit of an Outer Rim world. The coreship has crash-landed on the planet 's 2nd moon, but is not entirely destroyed. Despite the fact that a Republic Assaultship is holding position over the crash site, a CIS capital ship has moved into the area and is attempting a recovery mission. CIS troops are already landing at the site and preparing a ground defense. It promises to be an intense fight in the thin atmosphere and on the ground!
Galactic Civil War – The Alliance has discovered an old weapons cache onboard a long-abandoned, Clone Wars era coreship on the 2nd moon of a remote, Outer Rim world. An Imperial Star Destroyer has been dispatched to prevent the Alliance from gaining any more weaponry, but a Mon Calamari cruiser is involved in the operation, receiving cargo and guarding the site. Rebel troops are already landing at the site and preparing a ground defense with the antique weapons they have discovered. It promises to be an intense fight in the thin atmosphere and on the ground!
----------------------------------------------------------------------------------------------------------------------- Installation: First, create a new folder called 'addon ' in your 'Star Wars Battlefront II GameData ' folder (unless you have already done so). Second, extract the 'CS1 ' folder from the zip into your 'Star Wars Battlefront II GameData AddOn ' folder. You should be good to go! Gameplay: Though the unit count is already large, I highly recommend turning up the AI controlled opponents to 32, in order to produce the kind of fight these maps were designed for. Acknowledgments: I would like to thank everyone for the interest in my maps, as well as the feedback and suggestions. Thanks to Gametoast.com for all the help and starwarsbattlefront.filefront.com for posting the files.
Thanks also goes to Lucasarts for the materials and to George Lucas for that 'galaxy far, far away! ' Legal Matters: These files may not be redistributed on CD or DVD, resold, modified, or 'plugged ' into a mod without permission from me.
Contact Info: For comments or questions, email jwittfamily@yahoo.com. May the force be with you in the game and may God be with you in real life! Download now, because you 'll kick yourself if you don 't.-Valiantofficer Screenies will be up tommorow. 13,547 downloads Uploaded: crap out of them systematically until an ARC team shows up to save the day. This is also the first episode where Grievous reveals himself to the jedi. In the show the Gunship drops explosive charges and uses its guns to destroy large piles of SBDs at a time, which I guess explains the massive number of droids, but they still tend to over-run the republic. Regardless, this is a quality remake.
Most of the action seems to be around a crashed Acclamator, with a city of wreckage where it landed. The droids are swarming in and the Jedi are trying to fend them off. There is another Acclamator landed beyond some hills supplying the Jediwith reinforcements. There are a couple of ARC gunships and a local team of ARC troops spawning. I also saw piles of Mace Windus and Yodas running around in places.
Considering what a challenge it is for Republic to win I would think the outnumbered ARC troopers would be made especially strong but if you like a tough fight then don 't worry about it. Thereae no notable bugs however playing in GCW my framerate dropped considerably, and I noticed large columns of smoke that didn 't seem to be there in CW. It didn 't seem to lack any attention to detail like most maps based on a single era. Looking at screenshots of one of the older versions this map has improved a LOT, if you played theolder versions you 'll really see the difference. Curiously, Grievous has force jump. 13,174 downloads Uploaded: The map feels and looks very much like the Mygeeto we all saw in the movie with the exception of a pretty hint of sunlight that leaks through the thick clouds of ash that shadow the planet. The design is excellent and leaves plenty of room for the colossal clash between the two opposing forces.
Unfortuntely you 'll need to turn your settings way down for a decent frame rate. It 's not so much the map itself that causes this, but the obsurd number of troops on the field at once. It 's a nightmare. You feel like you 're in a giant crowd running from some giant monster that 's chasing you all. I guess a better way of putting would be that you feel like a Japanese person running from Godzilla. Anyhoo, the map gets extremely crowded and laggy so don 't expect to live too long.
Lasers, rockets, and grenades will go zipping past you everywhere you go, and that 's only if they don 't hit you. The good part about this is that you can blow up large groups of enemies with rockets, grenades, and mines. That 's always an easy way to get your kill count and it 's a ton of fun to watch all the bodies go flying in all directions. In addition to the insane number of troops and the poor framerate there are quite a few bugs. The first one I noticed were all the objects that would disappear and then reappear again. This again is mostly likely due to the framerate, map size, and the unit count.
The second big bug has to do with the bots. You 'll see hordes of troops huddled together in spots, troops standing completely still all by themself, and AT-RT 's that are hell-bent on walking through large walls. I suggest checking your planning to see if there 's anything that might be causing this. But the big cause is, again, the number of bots in the map.
On the bright side the Republic has been customized a bit to allow you to play as the Galactic Marines. When you play as the clones you sort of actually feel like you just stepped into the movie and are about to shoot down poor Ki-Adi. You may play as Commander Bacara, who is my absolute favorite unit. He 's armed with a rocket launcher (that uses the chain gun model stranegly enough) that fires like a billion rockets at once. Trying to imagine a chain gun that shoots rockets instead of lasers. Oh yeah, it 's that cool.
In conclusion, this is a severely flawed map that excels in some areas, but not quite enough to save it from a mediocre experience. Sincerely, [GT]EraOfDesann. 13,115 downloads Uploaded: very straightforward compilation of conversions. While it is sort of redundant to download this should you have the Conversion Pack, this has its advantages- it is smaller, more lightweight, and is easy to pick and choose exactly what you want installed. The conversions in this pack are very good, and they are very well polished.
They feel very authentic to the originals. Give this a download if you enjoyed the past versions, as this includes all the latest versions of the conversions. If you 're looking for just the converted maps and don 't feel like downloading the Conversion Pack, then this is the download for you. 13,027 downloads Uploaded: SWBFFiles, [url=Zero v2.1[/url].
This version has a few substantial additions, but by and large it is an update to everything released previously - there were several bugs in past versions and this one has notably fewer. The least fun part of any big mod is always going through and killing all those last few (hundred, sometimes) bugs. Manderek here has done a good job of knocking out almost all of them, but most notably the gamebreaking ones, like CTD's or freezes (due to award weapons bugs). The biggest change from version 2.1 to this version is the two new maps added, and as such most of my review will focus on them. The first new map is a very interesting map; Dantooine: Base. It's a map with only one mode available, a 'Jedi Affairs' mode that doesn't show up on any other map.
The player plays as Nahdar Vebb, the unlucky redshirt Mon Calamari jedi from 'The Clone Wars' TV series. It's a fairly standard campaign, but it is always nice to see something different from the standard conquest - which is why I do enjoy playing the various different campaign missions available in this mod. The Dantooine map itself is a really interesting idea, but it could use (a lot, in some places) more polish. If the terrain were done a little bit better, then I think it would really help, because the idea behind the props is a neat one (even if it doesn't necessarily look like any Dantooine we've seen). I like the look of the stone arch bridges found in many places. The biggest highlight of this map was, in my opinion, the skydome.
It's not something extraordinarily obtrusive, but it looks exactly how it needs to look at the texturework done on the skydome mountains model looks great. The second new map is 'Mustafar: Burning Platforms.' It's a neat take on the platform-map idea - as you may guess there are several platforms floating just above a lava lake. It seems like it plays pretty well, but it was tough to get an idea of real flow (or at least how the AI is moving over the course of the game) because it was an assault-only map. One thing that I both really liked and really thought needed work was the building with the center inside platform suspended over lava.
It's a really neat idea! However, the texturework on that building seems like it was done so quickly or with such a poor sense of scale that the textures stick out like a sore thumb. I think that model needs a bit of redoing, but if the textures can be fixed it'll look great. There are two things I do wish I could have seen in this version. First, conquest on every map. While I enjoy playing a campaign map (as mentioned above with Dantooine), I lose out on some of the exploration I can find in conquest. And while I have the chance to explore a bit in hero assault (as Mustafar above has), to be honest hero assault with AI just isn't a whole lot of fun, especially with stock heroes (which it has).
I think both of the new maps could benefit from having a conquest mode added. The second thing I wish I could see was an effort to improve some of the models/textures.
Well, to be accurate, I should say 'some [i]more[/i]' of them, because I do know at least one model was changed this time around (Obi-Wan's model, which looks much better now). There were some nice new models, too (like the Nahdar Vebb model), but as I said in the last review, I still think there's a bit too much difference in quality between the best models and the worst models in this mod. In any case, this mod is definitely worth a download. If the screenshots don't convince you, then give it a try anyway - you won't be disappointed that you did. 12,956 downloads Uploaded: this map pack are all of the maps from 607th Map Pack 1 and Map Pack 2, as well as Jandoon: 607th Purge and Space Kamino: 607th Stand. In the end, it comes out to eight maps, which have been wrapped up in one addon folder for easy identification and installation, as well as a MUCH smaller filesize.
There's a wide variety of maps in here; from icy mountains to fiery caves, from dense jungles to open beaches, urban sieges to fungi-infested wastelands, open plains to chaotic space battles. Follow the story of the 607th legion as they do battle on each of these different environments. Not only are there new maps, but the characters on these maps have also been customized a lot. There's new skins, models, weapons, and effects. You can find more detailed information on the sides in the 'Bonus Content' folder included in the downloaded file archive.
If you've played the 607th maps in the past and enjoyed them, or if you love playing new maps and characters in Star Wars Battlefront II, give this map pack a download. Just as a side note, if you have earlier versions of any of the 607th maps, delete these from your addon folder. They will likely interfere with the map pack. One more thing before I go; all eight maps are online compatabile.
Not only that, they're crazy fun to play multiplayer. Keep in mind that in order for others to play with you, all players must have the most up-to-date version of these maps. (Which would be this map pack) Be sure to read the readme, as it includes installation instructions as well as more information on the map pack. 12,754 downloads Uploaded: although this is nothing like the Telos I remember. It's also got some kind of 'Sith Mercenaries' fighting, which look basically just like republic troops with Han Solo's face. Suffice to say, on a dark map with nearly identical uniforms, the fighting was a bit difficult to discern. And there are also Acclamators flying around?
And then there's the hero mode (GCW conquest). This is pretty terribly unbalanced. One side has a one-hit-kill weapon (which again begs the question, what game did elfie play?), while the other side has weapons that can potentially hurt their own team. The map itself is really far too large; you have to run for quite a while to find a battle. There are also a number of floating objects and a hangar that was rather poorly placed (because it has no polygons on the outside - you can see right through it). You can tell that the author spent some time working on sides setup, but in the end the over-poweredness of some of the weapons and some uninspired textures don't really help the sides be what they could be. The map itself is also not a bad idea, but it was lacking in the following: workable size, polish (actually fix poorly-placed objects), accuracy to source material (at least check Wookieepedia, please).
I personally really like the KotOR era, and I'm all for seeing new stuff be made in it, but this is a fairly weak addition to the current selection. Give it a shot if you're into KotOR, I suppose. 12,735 downloads Uploaded: Cartoon then they should be familier with the Nelvaan: Village in it.
[quote]About the map: This location was featured in the Clone Wars cartoon. It 's set in and around the village, and includes the Nelvaanians that inhabited it in their combat gear. Although there was no combat actually in the village in the Clone Wars, it does make for a great combat location.[/quote] Can 't think of what to say, feeling that what words I can say, no matter how great they are, will not live up to the [b]Awsome-ness[/b] of this map. The Map is awsome, Made up of custom models that look fantastic! The Models are perfect, Extremly well done with nice textures. The map contains so much detail, Ladders ((which you can climb up by jumping!)) Tables, Fruit, Banners, Sheilds, Windows, Ramps, Fires.
It contains so much. The Combat is awsome. I was running around in CTF, while carrying the flag and I wasn 't looking where I was running, I ended up running into a gaint bonefire and dieing. Everything is great in this map. Theres so many ways around this small map.
Little bridges, passage ways, Ramps. If you can use tactics on this map, Your bound to win. Some CPs have great views of ramps down below, or a narrow passages to get to it that you can easily defend them, Other ones are in great posistions that you can lurnch attacks upon the other CPs and force them into a corner and win the game.
Theres constant action in the map which I love, Normally I 'm not a fan of CTF, but the CTF in this map is awsome. The Flags are place in the best spots and the Flag Bases are in even better places, Playing as the Republic is a challange if you carry the flag, Good tactics are requirred to score as the way to their base has sniper spots all around it and a long spiral walk at the end. I played and played it, And could only find these bugs, The Localization doesn 't work on all languages. It doesn 't contain much of custom sides, But it does contain Asajj Ventress donated by Teancum and a local side of Nelvaanians:p I set off to just play each mode for 5 minutes, but found myself playing it for 2 hours:o There is so much fun in the map to be had, Its a must download for 2007! Even if you don 't have SWBF II, Download it and give it to a friend that does have SWBF II, they will love it and you for getting it for you. 12,654 downloads Uploaded: least.
Back in the day it was the [i]only[/i] Sides mod I would ever download and boy was it fun. Well now Delta Dash has conjured up [b]Elite Sides Mod II[/b] for Battlefront 2!
I'll start off by saying that the file size is rather large. However that's expected since this [i]is[/i] a Sides mod.
If your hard drive is a little low on memory it'd be best if you tried to free up some space if you're willing to give this mod a shot. Needless to say don't something silly like uninstall Battlefront 2.;) For anyone who doesn't know, the Elite Sides Mods customize all of the units to become more 'elite' soldiers of war. The weapons are a bit more advanced, the gadgets are cooler, and everything is basically pumped up on 'Battlefront' steroids. Here's a list of all the specific changes that come with this mod. 12,450 downloads Uploaded: gonna list stuff- [b]New units/skins[/b]: All the clones are reskinned, and they look pretty good, if a bit too black for my taste. There's a new unit on both sides: Majin Revan's Clone Commando makes a cameo, and Darth_Z13 has made a magnaguard with lightsabers.
The magnaguard's lightsabers, however, seem to be missing their textures, and are white. Also, the magnagaurds are going 'Aylaa Secura'-style instead of Darth Maul, which I find to be an interesting choice. [b]Weapons[/b]: Power/balance-wise, things are kinda crazy.
Troopers have a super-fast firing award rifle, grenades have much bigger explosions, and there's a throwable orbital strike beacon. Also, pretty much all the units start with their award stuff, and some of those weapons have been edited (the rifle needs a tone down- it's crazy!). [b]The map[/b]: It's supposed to be night, I think, but none of the objects in the map have been darkened- that would give it a nightier feeling. There's lots of destroyable stuff, like the power center from Utapau's campaign. The CIS's base which it's in, though, is really kinda messed up. Things like invisible barriers, nonsolid objects and stuff make it nigh-impossible to reach Grievous' ship. Other than that, though, the layout of the map is fairly well thought out.
[b]Misc[/b]: General Grievous and Obi-Wan run around, AI-controlled. It's pretty cool to have one of them pop out at you in single player. All the Republic's weapons' names have been 'accuratized', but the CIS's haven't. If you're going to go down that road, might as well go all the way. One of the Republic's is in a landed 'Acclamator I', and a CIS's is in a landed 'Lander'. How cool is that?.Rikino.
12,317 downloads Uploaded: that has been a staple in all Rhen Vars, lava. Jokes aside, this map comes equipped with a nice layout of ruins, a sorta sketchy tunnel system (more on that later), a ravine, etc. The ruins have been given a lot of attention decal-wise, with smaller rocks littering the ground. The whole thing 's pretense is, of course, a factory, (don 't expect a Geonosis conveyor-belt thing, it 's more of an installation) and somehow, for some reason, factories and lava have gotten to side-by-side in most minds. The remarkably large ravine which the CIS troop over has an entire river of it going on underneath. I like the mix of vehicles, the heavier ones are balanced out by the fact that they can 't really tromp through the ruins, and have to stick to that main path.
Problem is, due to the immense amount of units going along the same path, so killing sprees go sky-high. The same holds true for the medium ones, to a lesser extent- they can 't cross the infantry-only bridges (though they can just camp them and shoot people off by the dozen, I 've learned). The unit count on this map has been ramped up considerably, and the Republic has a pretty much new side (ARCs, the lot of them). As much as I like ARC troopers, I think their premise is being slightly abused here (they are the best, the elite, only a few were created, here 's an huge army of them). I guess that since the Kaminoians figured that if 100 regular troopers = 4 Clone Commandos = 1 ARC, how much would 10,000 ARCS be worth? Back on topic: both sides get fliers, both of which can completely stop midair. It 's kind of cool, though I think they have a bit too much health to be able to get this easily-abusable ability, they have the default health for space maps, and take about 10 missiles to kill.
Last thing, the tunnels/actual factory. It 's basically stuff from Mustafar, only without the walls, so the invisible barriers get [i]really[/i] aggravating here. That 's okay, though, because there 's absolutely no action or POIs besides a command post that only AI usually spawn. I didn 't even know about this place until halfway through my second playthrough. Overall, nice map, cool units, maybe too high a unit count.
Large file size warning..Rikino. 12,286 downloads Uploaded: vehicles in this map but sadly no new infantry skins. Firstly, the map is mainly constructed from default maps in battlefront 2, mainly i believe, Naboo and Tatooine. The texture difference between the map objects is very noticeable and not really well thought out, so suggest that the author changes the textures on the map objects to fit together and to fit the terrain. However the buildings in this map are very nicely positioned, as it gives a defensive feel to it, with parts to hide behind, turrets facing the main battlefield etc. The vehicles in this map are a little too much, as they over power the infantry and quickly gain control of the battlefield, leaving you with a short game i believe.
Good positioning of command points also. If a second version is planned, i would suggest adding some more objects to the main battlefield as it is rather plain. There are a few bugs in this map that do affect game play slightly, mainly the bug stated in the readme showing that on occasions vehicles controlled by the AI smash into buildings and no longer move. Lastly, i would like to say that this is a map worth a download as it is different from the usual Star Wars universe maps produced but would like to see improvements if a next version is planned to be released. - Royal Tycoon. 12,202 downloads Uploaded: reason, the era shows up as The New Jedi Order, which should definitely be changed for a future, more final, version.
Anyways, this mod adds said era to every shipped map in the game. Sadly, it's the exact same sides on all the maps. And the exact same heroes, at least on the maps that I tested it on. It would be nice to have a little bit of variation.
The first thing that really bothered me was the way the sides looked. All the characters are colored black, which makes it a bit difficult to discern friend from foe. In addition, besides the general scheme of black, there seemed to be no connection between the various units, especially on the Republic side. There were Episode II and III troopers, some with balck and red and some with black and blue. The CIS side seemed slighly more uniform. Another thing that really irked me was the fact that most weapons had no sound, because they were 'stealth mode.'
This might just be me, but I really prefer that weapons make some kind of sound upon firing, stealth or no. On the topic of stealth, Fierfek has given several of his characters an unlimited stealth weapon. Not only is this unbalanced, it gets really irritating when the enemy AI goes into stealth mode indefinitely and kills you before you can ever figure out where they are. Then there's a spy unit who also has unlimited stealth, but his only weapon besides that is an Orbital Strike Beacon. While I do like that the tremendous power of Orbital Strike is balanced out by giving the unit no other weapons, the unit becomes completely useless on indoor maps.
This again goes back to my point about having different units on different maps. My last complaint is on the melee classes, specifically the MagnaGuard. Honestly, the MagnaGuard is very overpowered. Not only does he have his electro staff, he can also block lasers with it, he has neuro poison, detpacks, and he's really fast. Now I touched mostly on the negatives from my own personal opinion, and I'm sure many of you have differing opinions, so if you think this mod sounds like your kind of thing, or if the screenshots entice you, download at will.
12,184 downloads Uploaded: end of Star Wars Episode 1. To be perfectly honest, it didn't feel much like the Battle of Naboo to me, but we'll get to that later. I'll start with a general overview of the map. So, the map is mostly a big grass plain (what do you expect, I mean it [i]is[/i] the Great Grass Plains) with some hills and a forest or two. The CIS starts out next to a bunch of MTTs, behind which are some of those lander ships.
(Can't remember what they're called) The MTTs aren't drivable, which makes sense since they didn't really move much in the movie. However, they are usable as turrets. Of course, at the bottom of the hill the CIS starts on is the gungan spawn point, protected by the fambaa shield generators. And off to the side is a small forest, where another gungan spawn point lies, again under cover of a fambaa shield generator. In the way of units, the CIS has the standard B1 battle droid and the droideka. Some AATs are available for your gungan-killing pleasures at the CIS spawn point.
But be wary; the AAT carries a limited supplie of rockets. The hero for the CIS is OOM-9, who sports a powerful blaster pistol. (Which is missing sounds) On the gungan side is a wide array of gungans with weapons like the pike and those portable shield weapons they used in Eppisode 1. The hero for the gungan side is Jar-Jar Binks, with some type of grenade launcher as well as boomas. So why does this not really feel like the real battle of Naboo?
Well, when I think of the Battle of Naboo, I usually think of huge armies of droids and gungans clashing in a wide open plain. In this map, the number of units wasn't quite 'huge,' although that might have been okay, if it wasn't for the fact that the AI units tended to do a lot of sitting around doing nothing. About half of the CIS side sat around their main CP like they were roasting marshmellows over a campfire, and another group of them sat around the forest gungan command post with their AATs and spawn-killed all the gungans. Most of the rest of them went joyriding their STAPs around the gungun shield generator. Much of the same could be said for the gungans as well. While a group of them fights the CIS who are sitting in the forest, a bunch of them sit around their other spawn points, or sometimes hop on a kaduu and make a break for the CIS base, where they will be slaughtered instantly by the relentless droidekas and battle droids awaiting them. The choice of foliage didn't seem very Naboo Plains-ish to me; it was too dark and looked very ugly in the middle of the bright green plains.
There's another foliage in the BF1 Naboo assets that is the same color as the ground texture for this map; I recommend using this other one as it would improve the aesthetic quality of the map by a lot. Go mess around with the different foliages untill you find a better one. To sum it up: This certainly isn't the best Naboo map I've ever seen, but it's not the worst either. Give it a download if it sounds good to you, or if you're just a Naboo-fanatic. Oh, and make sure you read the readme for installation instructions and information.
Cheers, -Xavious. 12,158 downloads Uploaded: entries: [url][url]Obviously the textures themselves are different, but the weapons appear largely (or entirely) unchanged and the models themselves are the same. More options, but seeing three of these submitted in a row feels just a touch redundant - the change from one mod to the next (in terms of creating it) is about five minutes of work, provided the texture is already created.
It adds more options, I suppose. As with any side mod, remember that this will replace files, so make sure to make backups (of rep.lvl and repshell.lvl) and keep in mind that this will cause compatibility issues online.
12,135 downloads Uploaded: the 514th Stormtrooper Legion. It covers five maps- Endor, Naboo, Mustafar, Kashyyyk, and Tantive IV. There are no new maps in this mod, but that's quite alright- the new units and sides more than make up for it. Each battle has a new set of units to play with and features some of the same units as before. For instance, you may play as the 514th Legion versus the Death Watch, and the next map you may play as a mix of Rebels and 514th against Imperials.
This keeps the gameplay fresh enough to not be monotonous and fun each time. The classes each fill a specific role, and while the exact weapons and appearance of the class may change, the purpose fulfilled stays the same. Gameplay-wise, this mod is one of the most balanced I've played of the new-era mods. Most mods are somewhat unbalanced these days, and this one definitely stands out.
It's possible to win as any side on any map, and it is just as hard or easy as it would be were you on the other side. Some units are very powerful, but they all have a weakness other units can exploit.
The weaker units still hold their own, as they usually can move much faster and avoid the shots of the more powerful classes. Explosives are much more powerful as well, giving the slower (and more powerful) units a distinct vulnerability. A good number of units also have jetpacks. From a visual perspective, the mod is bright, colorful, and vibrant. Lasers are easy to spot and bright, and impact effects are everywhere. Usually this annoys me, but I found that it was done right here.
It actually serves to enhance the mod without being overbearing. I didn't notice any lag while playing, which is always nice to see. Unit models and skins are well done, and the same applies to weapons. In addition to the general polish on the mod, there were a couple things that I really enjoyed.
For instance, when playing as a droid, the fusion cutter heals you when used. I discovered this completely by accident and thought it was quite ingenious. Also, I really enjoyed playing as the 'juggernaut' units, like the dark trooper and the big red-pink droid (I believe it's technically the B2-RP on Endor). I thought they were very fun to play as they are very powerful, but are still able to be killed by the opposing units. From a bugs perspective, I didn't notice many- with the exception of one major one. In the readme, it mentions that Kashyyyk Conquest may crash randomly. The map simply would not load for me, which is a pretty major bug.
Hopefully, it will be fixed in any potential future versions. Aside from that, there were a few strange weapon choices, like the Orbital Strike Beacon on the Tantive map, but other than that I didn't notice anything else. In short, I very much enjoyed playing this mod. I thought that it was one of the most fun modifications that I have played in my entire time playing Battlefront, and was extremely well done, despite the showstopper of Kashyyyk crashing.
I highly recommend this to everyone, and it is definitely worth a download. 12,080 downloads Uploaded: layout and look of the map is largely the same. Some of the colors look a little different and it seems that there was a slight graphical update to make the map look a bit more appealing. Some objects have been grounded, others have been relocalized correctly, and some new objects are present as well. There is also a more firey feel to the map, with the addition of some embers floating around and some piles of flaming refuse scattered around the buildings.
In the sides department, there have been a lot of changes. All the clone models have been changed up a bit to be more like the animated series, and there are a lot of new weapons and animations for those weapons. There are also some new vehicles added for you to fly around the map in.
Most of the units have been reskinned and in general they have a completely different appearance than they did before. There were also a lot of droids running around the map, which was a nice touch- it added a lot of atmosphere. In the 'general changes ' aisle, we have the addition of the Dark Times era, which is only playable if you have that mod installed. There is also a KOTOR era to play around in.
The Clone Wars era has been renamed and is now located at the bottom of the era select panel. One bug I noticed was that the ground textures do not seem to be present in the Dark Times era; however, this could just be my computer. Overall, this is a pretty good map. The sides are good, and the concept of almost everything being destructable adds a lot of gameplay elements to the map.
While the design is somewhat bland and colorless, it does fit in with its planet, and so cannot be faulted all that much. If you are looking for a new map to play, or you enjoyed the beta version, I would recommend giving this a download.
12,028 downloads Uploaded: definitely one of the exceptions to the rule. It is large and it is [i]in charge.[/i] This Kashyyyk map, by Warlord28, is far-and-away the best Kashyyyk map I've played, and it is an excellent example of what a large map can really do if it's set up right. Why does this large map work so well when others don't? For starters - object placement. Warlord28 deserves some kind of award for the job he's done in that category - it is fantastic.
There are very few 'dead spaces,' and when there are some empty areas, they are at least filled in with some well-placed foliage. Most of the map is just a tremendous use of stock assets from the multiple Kashyyyk maps, and it looks leagues better than the stock maps. The gameplay is also really well-done and tight. Even in open areas, there's not a lot of downtime - you'll be able to find something to shoot at everywhere, although if you feel like going the commando route, you'll certainly be able to sneak around a lot of the action (this is almost a necessary strategy if you want to win a Conquest victory). The sides are set up a little more 'realistically' than usual, necessitating the use of cover (which can be found). This may be due in part to a weapons setup, but it's largely because of the large amount of units and vehicles on the battlefield at once.
Some of the little things are really what make this map shine. If you look carefully, you can see that little tweaks have been made, like the addition of first-person view to the vehicles or the map tooltips set up for either side. I actually don't even prefer the first-person view myself, but I can definitely respect a job well-done. There are some small issues - a localization issue with the local Wookiee team, a conquest victory cannot be triggered (for the CIS at least), and some of the names may seem a little odd (the creator is not a native English speaker) - but all of these can easily be disregarded as they don't significantly affect the map or the enjoyment thereof. I'll play it straight - download this map and check it out. It's definitely worth your time.
11,948 downloads Uploaded: you busy, and its impossible to get all of the CPs, unless you are some sort of macho player or cheater lol! When I played it on clone wars, I liked to use Anakin's starfighter to race around and get CPs, cuz it is the fastest transport of all time lol, though it only carries you. The thing is, you can't destroy the rebel transport this time! It goes not solid on you when its 3/4 dead!
So I give it a:thumbsup: (I hope I got the smiley code right for it lol!) -TheDestroyer. 11,812 downloads Uploaded: maps. Battlefront Zero is, more-or-less, a Clone Wars-only mod. In addition to the requisite rainbow of legions, Battlefront Zero has several units and heroes featured in the Genndy Tartakovsky Clone Wars series (like the Spelunker droid), the LA Clone Wars series (Cad Bane, tactical droid), and the older game Galactic Battlegrounds (from the Clone Campaigns missions - Sev'rance Tann, Echuu Shen-Jon). It's nice to see several new models used, as this mod does, although the models (or retextures) range in quality from the better (Durge, Plo Koon) to the worse (Alderaan Guard, Wat Tambor).
The units are often fun and a nice change of pace, but I would like to see a bit better balance on some of the maps. I remember playing through a couple maps and noting how egregiously imbalanced the battle was in favor of one side (the favoring of the CIS on Felucia stood out in my mind here). While it is nice to see new characters, those are - in my mind - mostly fluff anyway (in any mod they're in), and the real meat of the mod is always what it brings to the table in terms of new gameplay. For that reason, it's always great to see a new set of maps like this mod offers, although, like the characters, they range in quality. I think the better of the maps are Rhen Var, Kashyyyk, and probably Saleucami. Thule is nice too, but it (in addition to Geonosis: Arena) relies so heavily on Pandemic's 'Clone Wars' models to create the setting, it's hard to tell what credit should be given to the mapper and what should be given to the modelers at Pandemic.
I like the effort made with all the maps, and I think some could be really neat, but on some of the maps simple things like planning and object placement hold back the maps. There were a couple new modes added for this.
The most notable is 'weapon conquest,' which is really a minicampaign that uses a group of four clone commandos as the playable characters (with a hero available as well). This objective-based mode is always simple, but I don't think it needs to be complicated, necessarily, to be enjoyable. I would like to see a bit more of this as it stood out. There were a couple of other hunt modes, and then a 'Jedi Hunt' (which was essentially hunt with a different name). Hunt modes are usually neat asides, and they were here too, but Jedi Hunt was notable in the fact that it quickly became a chore because of the overpower-ed-ness of the droids whenever they clumped together. There were also several more generic bugs that could be found scattered through the maps and sides - award weapons bugs (particularly annoying when they cause a freeze), floating objects, objects with missing polies, missing sounds, missing localizations, floating HUD icons - there are still many things to be fixed before this can be considered close to 'bug-free.'
There's a lot of neat new stuff in here, but for me, at least, I have a hard time enjoying it because there are a number of bugs to be found. I'd love to see these get fixed up and get this mod polished up, but for now this is certainly worth at least a try to see what the Battlefront Zero team has been working on.
11,678 downloads Uploaded: (Stormtrooper)[/quote] Not much more needs to be said. If you've ever wanted to play as heroes in space maps, give this a download. The only suggestion I have for the author is to do something new next time, like adding hero ships for each of the heroes.
(The Millenium Falcon for Han Solo, Vader's TIE x1 for Darth Vader, and so on and so forth) Make sure you leave feedback for the author if you download this file, it's how we can help others improve and grow as modders. 11,494 downloads Uploaded: [url=Jedi Expansion Coruscant[/url]. What this addon mod does is give you the stock maps with some changed-up sides - if you played the above-mentioned Coruscant minimod, you'll be familiar with the changes.
It adds Gungans to each side and a stock Jedi to each side for each of the stock maps. It also adds hero assault to a couple of different maps (Hoth and Geonosis). To be honest, this is not my cup of tea, simply adding a couple different stock units to stock maps seems kind've plain-jane - but if it sounds interesting to you, feel free to give it a shot - it's certainly not going to eat up a lot of space (although they are all separated into a bunch of different addon folders - you may want to fix that, author). 11,341 downloads Uploaded: additional props.
Thankfully, it is not that. What this map is is a standard Tatooine map (as one would assume from the title) with new sides and some additional battlefield features. The map itself is very much based on a Mos-Eisley-type map, although it integrates some other assets (e.g. Rhen Var) well. It is also creative with its use of some things, like shields that block fire and not infantry (a la spaceship shields) and some movement through vertical space (for elevated CPs). There are some issues as well, though. I noticed Z-fighting in a handful of places, which is always pretty ugly to see.
The rear Republic CP had a strange capture region, as I could stand directly on top of the CP itself and not capture the post. The hero for the Republic is silly overpowered, especially in comparison to the CIS hero (Grievous). The author mentions in the readme that there are two consoles that control air support for each side, but it wasn 't clearly indicated in-game what these were (the life-support consoles? I certainly couldn 't control anything with these). More clarification would be good here. Also - a minor nitpick - why the bands of nebulae so prominent in the night sky? We see lots of shots in space around Tatooine in multiple movies, and there 's no indication of anything other than a clear, Earth-like sky.
It would honestly be a lot better to set the map somewhere besides Tatooine, then you could have your sky and have an excuse not to use boring Tatooine props too. All in all, it 's a decent map with some clever mechanics. Give it a try if it looks interesting.
11,227 downloads Uploaded: at home. What Phazon's done is give us a new take on what he feels the units should be, in addition to adding in hunt and hero assault modes. The most apparent thing about this map is the change in the Republic side.
He spent the most amount of time on this, and it shows. He's revamped the setup of the heavy trooper class, tweaked most if not all of their weapons, and added the Clone Commando as an unlockable unit. He also spent a good deal of time localizing the weapons to their (presumably) accurate names. The CIS is not unchanged, though, either. Perhaps the largest change (for the CIS) is giving the Magnaguard back his staff, which I'm a fan of.
Also, Phazon's reskinned the CIS to a light-ish blue. GCW modes are largely unchanged, although Clone Commando fans will be pleased to note that the Clone Commando makes an appearance as the Imperial Clone Commando for the Empire.
In both modes (CW and GCW), however, it appears that the addition of commando units comes at a cost to that team, as any side with commandoes has no hero. Also, and somewhat inexplicably, Han Solo was relocalized to 'Ham Salad.' Hunt mode is interesting in that it pits the Imperials against the Republic, apparently out-of-canon. The Imperial side, this time, is the one that remains largely unchanged, and perhaps to its detriment. It falls quickly to the modified Republic side.
(In a particularly memorable first runthrough, I managed to win hunt mode as an ARC trooper with the Imperials only getting one or two kills the whole game. Total.) Finally, Hero Assault. I can't say I was a fan of this - although to be fair, I don't have the conversion pack. I'm not a huge fan of having to download an entire mod to play a map. However, it's certainly not like this is the only mode of play for this map, so it's not really skin off my back.
Hero Assault was also notably sloppy - it looked like it was cobbled together from an assault map, a 2-flag map, and a conquest map. Anyway, sloppiness aside, it's not buggy except for one problem with the Jango unit in CW Conquest, which may cause a CTD. Further notes on that in the readme. 11,214 downloads Uploaded: Episodes 1-6. To be honest, not much appears to have changed since I played it about a year ago, although that's not necessarily a bad thing.
This is still one of, if not [i]the[/i] best Naboo map I've played. For starters, it's a massive map.
There are something like 12-ish CPs, and a wide variety of settings, all kept within the context of the Battle of Grassy Plains, as seen in Episode 1. From the Gungan's 'sacred place,' to a crashed Trade Fed lander (which for some reason I remembered as being more a part of the map the first go-around), to the hill we saw all those MTT's crest at the beginning of the battle, this map has it all. In addition to being beautifully designed, this map has (presumably) accurate localizations, units, and weapons. You've got a selection of (mostly melee) Gungan units versus battledroids and droidekas.
There's also a commander droid class, which was a nice homage to OOM-9's short appearance. This map isn't without flaws, however. As with any map with high unit counts, the lag is noticeable, even at low settings.
Also, the map is highly unbalanced in the CIS's favor, despite Gungans initially outnumbering them two-to-one. Additionally, there is a bug with the basic Gungan unit (w/ Electropole). If you use his jump attack, all his moves are frozen except for his roll.
Roll to fix this problem. I'd definitely recommend giving this map a try, it's certainly worth your time. 11,112 downloads Uploaded: fall down a hole you will NEVER stop falling, so respawn.[/quote] Well, it's been a while since the last file was uploaded so I'm sure every new mod is a breath of fresh air.
This mod adds the standard hero assault mode to the Death Star. It functions as an addon map, so you don't need to worry about overwriting files or conflicts with other mods. If you've ever wanted to play hero assault on Death Star, this mod is for you.
Make sure you leave feedback if you download this file, it's how we can help others improve and grow as modders. 11,109 downloads Uploaded: Armonus, the new baddie. Included in the map pack are three maps -- Kashyyyk, Murkhana, and Xagobah. Rather than just review the pack as a whole I'll simply analyze each map one by one. ----------------------------------------------------------------------------------------------------------- [list][*][b][u]Kashyyyk [/u][/b] This is probably my least favorite of the three maps but I'll get to that in a minute. The CIS starts off in a thin valley and travels up river to a small village where the 607th await them. Joining the fray are the new Dark Force Droids, which are like the Sith equivalent of Magna Guards.
Leading the CIS is the new villain Darth Armonus who's been dispatched by Darth Sidious to take out the 607th. There are a few reasons why I'm not particularly fond of Kashyyyk. For one, it's difficult to see. The map is dark to begin with and if you're a clone trooper it's even more difficult because the battle droids blend in perfectly with the environment.
The only time you can see them is if they're shooting at you but by that time it's usually too late. There's a lot of foilage which slows the frame rate down and makes it difficult to perform at your highest capabilities.
And to top it all off there's a ton of enemies shooting at you, making the map extra hard. I think I got the 'Bantha Fodder' reward each time I played this map. Figures since vision obviously doesn't have any impact on the AI. I probably would have liked this map more if it weren't so darn dark.
[*][b][u]Murkhana [/u][/b] Unfortunately Murkhana is even darker than Kashyyyk, however the enemies don't really blend in so you're not at such a disadvantage. The map is designed quite nicely. In the center is a city/fortress under the control of the CIS that's protected by several auto turrets. The 607th start out on bridges outside of the city and have to make their way past the turrets to get inside.
It's a tough fight, no matter which side you choose. You'd probably do better if you hung out inside the buildings and guarded them rather than running head-first into the chaos consuming the dark streets.
As mentioned before the map suffers from poor lighting like Kashyyyk, but you can still see enemies. Another problem Murkhana has in common with Kashyyyk is a large number of units on the field. I know, lots of people love having huge armies clashing, but sometimes it just doesn't work. The battle sometimes gets a little too chaotic, causing players to become frustrated or perhaps even bored from repeatedly shooting down enemy after enemy but ultimately accomplishing nothing. However I do like Murkhana and consider it way better than Kashyyyk.
[*][b][u]Xagobah [/u][/b] Xagobah is a breath of fresh air since it isn't plagued by bad lighting, unlike the previous two maps. The CIS is burrowed in the hill side while clones charge into the base. Xagobah also has a nice design but my biggest problem with it is the terrain. It seems like it's all one texture, and it really shows whenever you look at distant hills. Some terrain variation would be nice, whether it be in color or texture. Again, there are lots of units on the field but it actually works for this map. Any fewer would make the map dull.
Other than that I don't have much else to say. Xagobah is easily my favorite of the three.[/list] ------------------------------------------------------------------------------------------------------- If I had one piece of advice based on all three of the maps it'd be to put more thought into how many units you put into a map, and look at it from a gameplay perspective rather than going by what would seem more realistic or more intense. Since it's a pack I won't really give a grade but rather I'll just give it a stamp of approval and a nod. Good job.:thumbsup: -[GT]EraOfDesann. 11,057 downloads Uploaded: whole new level of insanity. The Map has 8 cps. It is situated in a valley surrounded by a vast mountain range and a volcano.
Each cp provides vehicles. The units and vehicles have been modded to the extreme. New weapons like the Machine Gun, Rapidfire Rockets, and the Boeing Bomb can be found. The vehicle pwnage power (thats right i said pwnage power) has been increased, such as the Chaos At-ats and At-tes, which now run. It also has been relocalized (meaning that some of the text in-game has been reformated) Unlock values for the units have been removed. Almost all units and vehicles have been given custom skins. 10,986 downloads Uploaded: sides aimed at being 'canonical.'
The 'biggest' thing to notice about this map is going to be its size (ingame). It was made, I assume, to give a more accurate sense of scale than stock Geonosis maps. It makes good use of stock SWBF1/2 Geonosis props as well as some custom props to create a map that looks as much like Geonosis as any other one out there.
You can also see that a lot of effort was put into the sides. Care has been made to make sure that the units and vehicles are representative of the 'real' thing, both visually and mechanically.
For what it's worth, I think this is better done strictly visually, as the change to make the game 'accurate to the movie' gameplay-wise isn't a whole lot of fun. It might be more fun if there were fewer units on the field, but with a large number of units like this, it just feels a lot like 'spawn and die, spawn and die, spawn and die' - even as a Jedi. The map is best played out using vehicles to get everywhere, as its size somewhat cripples the effectiveness of a single foot soldier on a global scale (again similar to his earlier Naboo map).
There are a number of custom vehicles you can use to help you get around, although the most useful of which will probably be the Geonosian fighter. Anyway, this is a well-designed map that - if you're a fan of 'realism,' Geonosis maps, or both - is definitely worth your while to check out. I'm not a huge fan of it in the 'fun' department, although I can appreciate its visual design. Anyway, if it looks good, give it a download! 10,954 downloads Uploaded: Ventress from the same DLC as the CIS hero.
The map also has a Hero Assault mode and support for the Dark Times mod by Maveritchell. Given that the map was not really created by the author, I can't really assess its creation and build quality, so I'll just say that it's as good as the rest of the shipped maps in either game. I'm not exactly sure what changes the Xbox DLC made to the map, so I can't say how accurate their reproductions here are. The map does look much better than the original, however, and what few minor changes there are do not affect the game much if at all.
Anyway, while this version and the Conversion Pack version are pretty similar, if you don't want to download the Convo Pack but do want to play Cloud City, give this a download. It's a good conversion of a very popular map and the little visual changes make it look much better than it did before in its original form. 10,951 downloads Uploaded: this file in OPS; use the download link above. -Mav[/i] Elfie 911 brings us a new variation on an old theme: Naboo. I feel like I've reviewed more Naboo maps than any other setting - however, this is not to say the planet's worn out its welcome with me; in fact, most of the Naboo maps I get to review are fairly well-done. Elfie's map can best be described as a map that makes up for what it lacks in quality in how fun it is to see. There are some very nice things about this map and some sloppy things.
Please bear with me as I address the bad first. First thing I saw was the MSPaint title on the loadscreen. That can be fine if that's the style you're going for, but it seemed very out of place (and sloppy) here.
There were a number of quality control issues I noted, too. 10,947 downloads Uploaded: in an ARC 170 (without reading the ReadMe first) and flew into a swarm of lasers. It goes without saying that I died in a matter of seconds.
It 's very tough. Personally I 'm not much of a space fan since the only difference between each map is the background and the entire games usually consist of me bombing capital ships without being killed more than twice. However this map is an exception because of all the auto turrets. It makes things much more challenging and it feels a lot more like Star Wars than the shipped space maps. So if you 're a space fan then I recommend that you download this.
If not, I probably don 't even need to tell you that you can pass on this one. But glance at the pics first. Since I have a bias opinion I won 't give a rating but I 'll admit that for a quick 'put-together ' this isn 't bad. 10,655 downloads Uploaded: areas in which one can fight (it is essentially a handful of maps). This has the author 's trademark. Strangeness to it, though.
While I can definitely respect the innovation displayed in creating such a unique set of environments, by and large trying to play this feels like an assault on my (personal) senses. There 's some sort of screamo music, which from the get-go is a real turnoff. There are also all sorts of strange colors. Just everywhere. As far as actual bugs go, there aren 't a terribly huge amount, but there are still noticeable places where floating objects can be seen in different levels.
The biggest part of my enjoyment, or lack thereof, is just my subjective experience. This is frankly so incredibly strange and weird-looking. The wave modes last for so long (but you can exploit the hordes of AI easily, simply by standing on high ground) that by the time you approach the end, some sort of ennui has set in, making the death at the hands of the zombies seem like sweet release. But be sure to play through at least one of the modes to completion, as the author has included an 'extra ' available for anyone who does. See the readme for further description and the screenshots for further detail. 10,650 downloads Uploaded: provided by the author, and it's a pretty succinct description.
There were more tips, I think, but not being able to spreche Deutsch, I couldn't quite understand them. In any case 'Republic gunship down' is pretty self explanatory. There are two parts to the map - the Republic landing zone and the (inexplicably) Rebel city.
I assume these are generic rebels and not the Rebel Alliance? In any case, you can walk all the way to the city, but the only way to get there effectively is to take one of the LA-ATs over there.
Since AI can't land, this means that for the Republic to win, it is heavily dependent on the player. If you're playing as the Rebels, it would seem like you could essentially sit still and let the enemy's reinforcements drain (since they start with a CP advantage).
While it is probably a little too far to get to the city for the AI, once inside the city it's not a bad map - it's set up well using stock assets (although some reskins would have been nice). There is a preponderance of dust in some places, which at least for me caused a framerate drop. It might be helpful to spread the dust use out a little more over the map (or maybe use it in more scarcely-populated areas). In any case, it is a nice map, although due to the large gap between team one's CPs and team two's CPs, the majority of the work making a conquest battle happen is going to be on the player's shoulders. It wouldn't be a bad thing for a scenario or campaign map, but in a conquest map it might be wise to use a few tweaks to involve the AI a bit more. 10,540 downloads Uploaded: in that it has a fairly unique design. While it 's not necessarily representative of something shown in the canon, it has shades of the virtual worlds shown as training simulators on Kamino (which surely is part of the justification the author gives).
It feels somewhat similar to [url=earlier map[/url], and it is similarly enjoyable. I like the use of lots of color. It 's pleasing to the eye to see lots of vivid color, and it 's a nice change from maps made with stock Battlefront assets, which tend to skew towards the muted and realistic. I have very few complaints about the map - it 's solidly-put-together and fun to play on. The loading screen is pretty ugly - it looks like it 's suffering from some severe compression artifacts (tip: don 't use the automated load screen tool if you see your load screens looking like that - do them manually). Also, the sheer volume of white, shiny, and glowing surfaces on the map can be distracting.
I think the floors would have worked better if they were maybe a different color, or if there had been some kind of marking on the floor to delineate paths. All in all, it 's a really nice map and certainly worth a download. Take a look at the screenshots below and then give it a try. 10,317 downloads Uploaded: all or most of the 20 or so mods again but together in one tidy package. He also included his older releases, bumping this to a count of 34 mods.
That 's not including remakes of maps with assault mode, for another 9 planets. Like his others, they all have installers and there is one uninstaller. For assault mode replacements there is Coruscant Dagobah Felucia Hoth Kashyyk Mustafar Mygeeto Polis Massa Tantive IV Now, this is a pretty big list of mods so I will just read from the readme. -- Anakin vs Mace Windu: install the mod and create a game on Coruscant CW (Conquest or CTF) to play Anakin vs Mace Windu.
Battle of the Masters: install the mod and create a game on Death Star GCW Conquest or CTF to play Vader vs Anakin with the Heroes: Obi-Wan and Emperor Boba e Jango vs Solo e Chewie: crate a game on Mos Eisley Assault and u will play on Geonosis. Emperor vs Yoda on Kashyyyk: install the mod and create a game on Kashyyyk Clone Wars Conquest. OBS: CIS = Emperor e REP = Yoda Empire vs CIS em Coruscant: install the mod and create a game on Coruscant Conquest Clone Wars.
Endor Clone Wars: choose play with clones EP3 or EP2 and create on Endor Conquest. EP2 Clone e Anakin vs Grievous: install the mod and create a game on Mustafar Clone Wars. 10,201 downloads Uploaded: I've also fixed a few bugs I found. I guess that's all.[/quote] This is version 2.0 of RED51's [file='98954']Imperial 501st Clone Legion[/file] mod.
Basically, this version just fixes bugs and has some slight changes to the units but the overall look and gameplay remains the same. If you enjoyed Red's previous version of this mod, this version should satisfy you. Remember, this mod still isn't playable on online servers that use the shipped sides.
10,158 downloads Uploaded: obvious effort was made to improve some of the smaller details that were mentioned as fixable in the previous file. Everything that holds true in the previous review holds true here - it's still an excellent 'beachhead'-style map, and there's still a very nice job done with the environment. I was pleased to see that many of the small changes suggested in the previous review were acted upon - the lighting was changed from a red to a more yellowish-orange, which matches the sun a lot better.
There was also a loadscreen added (and it looks good), which really helps to give the map a more professional feel. Vehicle sound was taken care of and added in, and at the very least, the skydome flyers weren't the wrong ones (I didn't see any, actually, but it wasn't noticeable that they were out-of-era). All of that speaks of good attention to detail. Gameplay is very much the same, as no new modes or sides were added to the map.
This isn't a bad thing, but essentially, however you felt about playing the first one is going to be how you feel about this - the visual changes were the only real changes I noted. My personal suggestion would be to consider adding a bit of variety to future maps (something like this would make a good capture-the-flag map), but I'd like to reiterate that you did a very solid job on this one.
Give it a download, it's definitely worth a playthrough to check out a nicely-done, solid map. 10,012 downloads Uploaded: Most of these bugs stem from the terrain changes that have taken place. The gameplay is almost nonexistent.
All of the CP's along with the nodes and captures regions, except one are underground. The reinforcements drain out very quickly.
I played it through several times and each match took around 2 and a half minutes. I didn't see an enemy unit once. [i]*Modder's Side Note: The main problem with this map is that the spawn nodes are underground. To change the height of a spawn node, select the node and then hold the shift key. Then left click and hold and move the mouse up and down.*[/i] One of the few good improvements is the placement of more objects. Much more interesting than the last release.
If everyone would spawn [i]on top[/i] of the ground it would be a huge, monumental improvement. But as of right now it's not that fun. 9,990 downloads Uploaded: and they all look really nice. As a note before I continue, I got many crashes while trying to play various maps. In fact I hesitated before uploading it because of all the crashes. The only reason I went ahead and uploaded it anyway was for the maps that didn't crash which were Kashyyyk and Rhen Var. Plus, I don't know if the crashes are just for me.
Now, all of the maps include Clone Wars and Galactic Civil War Conquest mode with the BFX Era's too if you have the mod. Plus there are Hunt modes for some of the maps. The maps were very well put together I thought and the only things I noticed that weren't in place were a couple of props that weren't even that noticeable. Very nice map pack but for the crashes.
Here is the map list of what's included: -Anchorhead City -Bespin: Colony -Bespin: Platforms City -Coruscant: Walk -Kashyyyk: Tree Village -Rhen Var: Ruins Up to you, if you want to go ahead and check it out, feel free to give it a download. 9,924 downloads Uploaded: looks great. Sinistar has also made some custom changes to the map design.
For example the Millenium Falcon can now be found in the hangar and outside the cantina is a sarlacc pit and a sailing barge. The map is even more iconic now then it was before. This expansion will be a blast online. In fact I actually enjoy this more than the shipped version. If you enjoy Hero Assault, map mods, and new units then you 'll love this map! Download now and enjoy! 9,850 downloads Uploaded: sides that will be added as a additional era in the Conversion Pack.
The setting is the default Mygeeto map, but somehow, the way the sides are set up makes it feel as though you're playing a different map. The two sides you can play as are the Sith and the Old Republic. (If you've never played KotOR and are unfamiliar with these two factions, check out the screenshots below) The sides layout has been completely modified from the default.
The first five classes are Mav's standard setup that he's used in every map of his that has a KotOR mode. However, there's several new classes that I'm sure will get you excited. One new units is the officer unit. His pistol may seem wimpy, but he specializes more in grenades.
In fact, both the Republic and Sith Officers have three different different types of grenades. When playing as this class, seek the high ground, preferably someplace with an ammo droid nearby, and rain grenades down on your enemies. There's also a 'Special' class and a 'Droid' class, both of which vary by faction.
And the final class is the Force-Users. The Sith have a lightsaber-wielding Sith, and the Republic has the Jedi Gunman.
I know you guys will love the Jedi Gunman, because he has not one, but [i]two[/i] pistols! In addition, there is a mode where you can play as the heroes that will be making an appearence. Some of these new heroes include Revan, Malak, Carth, Calo Nord, Darth Nihilus, and more.
Give this a download and try out the awesome new KotOR sides for yourself! And make sure you read the all-important readme (There's a reason it's called READ ME) as this map installs a bit differently than the standard addon map. Enjoy, and leave feedback for the author. -Xavious P.S. I didn't give this map a rating because a)it's a demo; and b)it's a default map, so half the rating areas don't apply. 9,774 downloads Uploaded: what 's most sad is that his final map is also one of his weakest. The map takes place on Tatooine under a starry night sky.
The rebels (who mostly consist of droids now) are scavenging the site of a brutal ambush that occured during the Clone Wars for old machinery and weapons that they can use to further their cause. 49Cc Rocket Key Install. It just so happens that a clan of tuskens has set up camp in the middle of the wreckage, hence complicating things further.
The Empire catches wind of the rebel 's plans (they must have been bored) and sends a large group of Clone Commando 's to ambush the rebels, thus paralleling the ambush that occured several years before. The map looks and feels like Tatooine. It was like being in the scene from Episode II where Anakin sneaks into the tusken camp to rescue his mother.
The only thing that could have made it perfect would be those dog-like monsters the tuskens kept as pets. The map is littered with Republic vehicles; mostly partially functioning AT-TE 's. The rebels start off with two CP 's: one to the west of the camp and one to the north.
The Empire starts out south of the camp with two UT-AT 's. The actual layout of the map is rather unimaginative and boring since the command posts are perfectly aligned with one another rather than spread out.
And the fact that there are only four CP 's (two of which cannot be captured, I think) turns the map into a frustrating 'CP goose-chase. ' And to top it off none of the command posts, other than the tusken camp or the little rebel mobile command center, are very exciting to look. They 're basically just empty patches of sand without any cover to use or make it interesting. This presents a problem which I 'll get into in a second. The rebel side consists of super battle droids, an engineer, and battle droids armed with that repeating sniper rifle.
There are also a couple of dwarf spider droids helping out by they don 't seem to hit anything. So as you can tell your choices of units are limited and rather boring. As for the Empire. Well they strictly consist of Clone Commando 's and nothing else.
The only plus side to that is that they now come with cloaking devices. Now I have to rant about how unbalanced the map. For starters, the rebels are limited in their selection of weapons. The only thing they can use against the UT-AT 's are the engineer 's det-packs, which don 't do much damage at all. The super battle droids are very slow and very big which makes them easy targets, and the battle droids ' sniper rifles aren 't very useful against an army of invisible clone commandos.
The clone commandos are [i]always[/i] invisible. They have an unlimited cloaking device which makes it very easy for them to go around the map killing enemies while they fire aimlessly in attempt to hit their attacker. To add fuel to the fire the UT-AT 's sweep into the rebel CP 's, which as I mentioned before have no cover, and just spawn an endless number of invisible clone commandos that just tear the rebels apart.
I remember playing as the engineer and every time I 'd spawn while our CP was under attack by UT-AT 's I 'd be gunned down in a second by commandos. Not two seconds. If you 're lucky you 'll be able to last a little longer.
It 's no fun to play as the rebels because you 're just absolutely [i]raped[/i] by the commandos, and it 's no fun to play as the commando 's because you completely dominate the rebels without breaking a sweat. I got in more kills as a clone commando in one spawn-time than I did as a rebel in an entire [i]match[/i]. That should say something. Also, isn 't it a little odd to send an army of [i]handless[/i] super battle droids to salvage machinery from a wreckage field? I 'd have thought that the rebels would have sent some actual humans to do that. They couldn 't have anticipated such an attack during what is an essentially minor mission. Overall I was pretty disappointed with this one.
The map design is fine and all -- it 's pretty. But the CP layout is totally bland and unimaginative. And, of course, the map is very unbalanced. I know it was PR 's intention to make the map unbalanced but it simply isn 't fun.
There needs to be some sort of balance to make the map enjoyable. It 's a shame that this dud will be PR 's last map. The series so far has been fun though and a unique gaming experience. But who knows, maybe he 'll find time to do another installment in the future.;) -[GT]EraOfDesann PS: It should also be noted that PR himself states that this is his weakest map.
Also I 'll be taking over the Rise of the Empire project, assuming that PR doesn 't kick me off for this ill-favored review.:p. 9,769 downloads Uploaded: weapons and even new sounds. Awesome!) [b]Balance:[/b] 10 (Balanced to the extent where you really need to pull your own weight if you want to see your team win) [b]Quality:[/b] 10 (Wow.
Everything is like the official SWBF II but improved greatly in pretty much every area) [b]Fun Factor:[/b] 7 (The multitude of selectable units should keep this map fresh for a long time) [b]Stability:[/b] 10 (Stable as a mountain. Even my scrapheap imitating computer can play it without any issues! Did I mention that I was unable to find any bugs at all?) [b]Creativity:[/b] 5 (It's not just a field, it does have a few distinguishing features. Mainly pillars, though) [b]Item Placement:[/b] 10 (Perfect! The reduction of ammo/health droids isn't even noticed due to the frequent bacta/ammo tank drop) [b]Size vs. Usefulness:[/b] 10 (It seems a little too big at first glance, but you will soon notice that the whole battlefield is made use of) [b]Originality:[/b] 7 (A large field that gives one side a slightly elevated position, BUT with a temple at the top and bottom and lots of different objects lying around. Oh, and a certain sound effect was changed, that's a new thing) [b]Installation Instructions:[/b] 10 (It's not like you can screw up installing this map with the instructions provided) [u][b]Overall Rating:[/b][/u] 9.5 In this part of the story of the famous 607:th clone legion, things really get heated up.
This takes place after the desperate battle on Xagobah. The Republic victory proved to be fruitless as the sly Dount Dokku had destroyed the database containing their only lead to the location of the menacing Darth Armonus. Thanks to some heroic effort from the 607th, the lead was recovered and apparently the evil sith is hiding on a planet called Jadoon. Not only that, but he has been working hard on rebuilding the dreaded Cult of Armonus, which will spell [i]d-o-o-m[/i] for the Republic if successful!
Not wasting a single moment, the brave troops of the 607th set off for Jadoon, only to be faced by a ridiculously large droid army and several users of the dark side of the force. Will they be able to put an end to the evil cult and maybe even finish off Darth Armonus once and or all, or will this be the untimely defeat of the 607:th instead? Either way, a big battle is looming over the planet Jandoon. Now for the actual review. You fight as a bunch of clones against a bunch of droids that are accompanied by some dark side adepts on a large field that has various objects scattered over it. The field is somewhat like a hill, however, so the CIS has to fight uphill while the Republic fights downhill.
Each side starts with th.