Star Wars: Battlefront
This map is beautiful! No other maps have so much new and unique content in it (he modelled just about everything). He even has two armed civilian speeders! Thie map is very well structured to promoting infantry combat! I had a thrill blasting the crap out of my enemies with well placed grenades. It wasfun hiding behind and on objects and roofs and peeking out to shoot troops too. I doubt anyone can make as great a Coruscant map than this! It even has Padme\'s Apartment and Palpatine\'s Office in it (of course I tried to break the glass and blow Mace Windu out of it). It also seems that Rends had the support of many prominent mappers/modders from the SWBF community (read the README file). All in all, this map is great. My only complaints were that I couldn\'t get to the speeders quickly enough and that Palpatine\'s Office window cannot be broken. ;) Download it. Now. There is no reason to dislike it! - Majin Revan
all I can say is, download the map pack now and see what your missing out on! Enjoy!
tackle the depths of space with only your hefty X-Wing? Find out now! Relive the battle! [b]Review[/b]: Well I want to first say thanks to [b]Rends[/b]. He has finally provided us with a decent space map...that actually feels like space :P The first thing about this map is that it is massive. You can go any direction for miles except for DOWN. Be warned now, if you go straight down too far, you will die! However, it\'s kind of fun to land your aircraft on the \"ground\" of stars and watch the battle above :) I totally enjoyed this map. It\'s fun, and you can fight ALOT of Imperial Tie-Fighters at once. You start out each time on a freighter, making for an interesting take off into space. The only bugs I could find were the one where you can land below, and there is also another bug where if you try to take a X-Wing from a teamate while he is taking off, once you are replaced in the star fighter, you will \"kill\" your teamate. Very weird, but very funny at the same time. Enjoy the map! *Todays Reviewer* - [b]AndrewD[/b] (email@example.com)
material. Lock and load, it\'s going to be a rough battle ;) [b]Review[/b]: This is by far the best presentation I have seen that represents the Death Stars Trench to date. For the Rebels, you start on a high platform with you selection of either the X-Wing or the Y-Wing. Why a platform though, you ask? Well, you will see. When you take off, it feels just like the movie, you swoop from high up righ down onto the Death Star and begin battle, swooping through the trench and in and around the statues and monuments that line the inner trench. On the imperials team, you start on the surface of the Death Star, where you get a wide selection of Tie Fighters to jump into. Get in and take off fast, because the AI is smart and they will kill you on the ground. I\'m not kidding. You can also choose from the double barrel laser guns on the surface, which provide some great defense. The trench ends with the famous ventilation shaft that is represented by a base, that is capturable. Can you defeat the empire, and stop the Death Star from destroying everything in it\'s path? Go now! Find out! I HIGHLY recommend this map, the review speaks so true of it\'s format! *Today\'s Reviewer* - [b]AndrewD[/b] (firstname.lastname@example.org)
a little because you might have to squint if you look at the ground :P That's alright though. The level is very bug free and consists of a number of totally kick-ass features, including the usage of a Transport Ship for the Galactic Civil War era! This adds some great tactical turns in the game. You also get your choice of a TON of vehicles, from speeders, to starfighters, to hover tanks. The whole 9 and a half yards is at your disposal. The only real thing I don't like about this map is that it makes you feel secluded in the middle of no-where since there is so many objects packed into a small area, and the surrounding area is a vast wasteland. Other then that, this map get's my high score! Definently try it out! *Todays Reviewer* - [b]AndrewD[/b] (email@example.com)
update. Enjoy! - Majin Revan
although for the life of me I can't figure out why none of the downloadable Geonosis Arena props weren't used (you know the ones - they've been used in probably four or five different Battlefront II arena maps). In any case, maybe the author wanted this to have a little bit different character. In any case, it looks well-enough put together, and the screenshots also show a bit of a tunnel system, which might be interesting. If the screenshots pique your interest, give it a shot. -Mav
in the clouds. The objective is to hold the control point. Some crates and things like that have been added so you have somewhere to hide. Also some turrets for easy defense are there for you to play with.
is that the droids have an orbital strike, but yet the republic still have a recon droid, and that the republic have nothing to use against vehicles, cept for mines. As for the map itself, it is EXTREMELY detailed and you can spend the whole map exploring. Hope to see in future: Slug Droids, more units from the CIS side, maybe yoda for the rep? Now onto Ziost. This map features a ton of new skins and units, and it basically is a snow map, jedi vs. clones. Nicely done, although the AT-TE driver seems to get a bit retarted and gets stuck on one of the jedi corpses. Therefore it just \"walks in place\", trying to get past this one jedi corpse. Something in the collison geometry went wacky, I believe. There are some nice skin jobs in this one, and quite fun to play. Also quite easy to get addicted to it. GOOD JOB Jawakiller and Dragonum.
this map again, and it\'s has GREATLY improved. First of all, you are no longer just playing on a vast terrain, it\'s a populated place with buildings, props, and more. It makes it feel more...how should I say it...swell. Because that is the first complimentary word that came to mind :) You will enjoy playing this map on either era, and it offers you large scale battles, speeders, space fighters, and more. You really don\'t get bored because of these things. And 4 AT-AT\'s in GCW mode is just awesome :) I highly recommend the download of this [b]site exclusive[/b] map. Enjoy! [b]Note - To all competitors and other sites: This map is held under the ownership of Lag Machine and Star Wars Battlefront Files. We please ask that all sites refrain from hosting this map on their site. This request comes from not only Lag Machine, but also the staff of Star Wars Battlefront Files. Thanks![/b] *Todays Reviewer* - [b]AndrewD[/b] (firstname.lastname@example.org)
used. You can once again play as one of the most dangerous bounty hunters in the galaxy. There could have been some more vehicles, I really think it could have used some planes just for the fun of it. I\'m not saying that it\'s not fun without them but they could have spicen it up a little. Check the screenshots.
It's a very good rendition, and the amount of work it likely took to make this shows greatly. The map itself is well designed. Corridors, floors, and assorted objects fit together well and don't have many connection errors at all. There are several objects from SWBFII maps that have been retextured and repurposed by the author- the rexturings look authentic and well done, as well as those retextures of custom assets. The map has a corridor like layout- there are several large rooms connected by tight, maze-like passages. This is a very close-quarters fighting map- there is no sniping to speak of and most fights are done up close and personal. There are also a few droid dispensers scattered around, which act as spawnable points for the droids and can be blown up by the clones. Bots are well pathed, and know where they are supposed to go- they are intelligent and will go after the targets they need to, such as CPs and the aforementioned droid dispensers. In one or two places, there are collision errors allowing you to get out of the enclosed map and wander around outside, hacking merrily away. However, these places are few and far between (I only noticed one) and are minor blemishes on an excellent map. There are some new units- the CIS has a droid with unlimited blaster ammo and the Republic has a clone commando unit with a rifle, sniper, and pistol. There are no jet troopers on the map for the Republic, having been replaced by the commando. There are also some kolto tank props in a few of the rooms- step into them and they will heal you up. There isn't a minimap, which would be helpful in getting around more easily and might be a good thing to add in any possible future versions of the map. Overall, this map is excellently done. It is well planned, well made, and overall just plain fun. Apart from a few minor gripes, there are no real bugs to impair your enjoyment. If you have the original SWBF, then this map is a must-play. If you like the screenshots or it seems interesting, give it a download. It's well worth your bandwidth. -Jedikiller
City map with some new units. These new units are some kind of zombie; no doubt they were cross-infected by one of the thousands of immune L4D gamer carriers. In this mod, the Rebel units are all stripped of their weapons but are given a melee attack, and presumably they attack horde-style, as zombies are wont to do. You apparently play the role of one of a hundred stormtroopers sent to save (?) Bespin from the zombie-rebel threat. If it looks appealing or if you're simply hungry for more zombies, give it a shot. -Mav
on Geonosis shown in Episode II, where the executions of Anakin, Obi-wan, and Padme are set to take place. The arena appears to be constructed of reskinned Yavin stairs, which is an interesting idea, but it works excellently. The main area of play is located in a trench of sorts, littered with dead clones, pieces of wrecked ships, and other debris. On the sides of the trenches, there are clones and droids fighting it out. There's even an AT-TE around backing up the clone fighters. You can't get outside of the trenches, and the fighting units on the sides can't harm you, so they are mainly there for appearance. There is a Techno Union ship outside the arena that the droids can spawn at, and there are also some tunnels in the side of the arena the droids can spawn at as well. These are reskinned Rhen Var ice tunnels, and they look good as well. There is also a new unit for the Republic in place of the jet trooper- a clone commando, which has a rifle, sniper rifle, pistol, and lots of health. However, there are some small issues. While the bots seem to know where they are going, they occasionally get stuck on one of the many objects scattered throughout the path you must take. This doesn't appear to be easily fixable, however, and it's not that big of an issue. Also, there is not a minimap, which can be confusing as you don't really know where in the trenches you will be spawning. Apart from this, however, the map is an excellent recreation of the first level of Republic Commando, right down to the fighting armies outside your small area of engagement. Give it a download if it looks interesting! -Jedikiller
again today with another site exclusive! This one comes from [b]L-5-R[/b]. Remember his last map, the beta version of Endor Confrontation? Well, it\'s back again and this time it packs a whole new punch! First of all, the map is now full of vegetation, there are more than just trees now. He even added in a few birds here and there for a nice, exotic, colorful touch :P Most importantly, the bugs from last time are fixed, except for the sound bug, which will in fact be fixable one they release the new tool. The map now supports great AI coding, and extensive teamwork abilities that I found to come very in handy while playing. The AI are responsive and fast paced, and your enemies will seriously kick the crap out of you if your not careful. Honestly, this is some of the best AI coding I have seen yet. There are lot\'s of places to hide and ambush your opponents, and the speeders in the level make for some extraordinary chase, hit, and runs on the AT-ST\'s and AT-AT\'s. Which brings me to another point: The imperials are very hard to beat, especially with the AT-AT and the AT-ST\'s. I found myself cornered on several occasions while playing this map, because they were advancing so quickly. If you want great, bug-free gameplay, I highly suggest that you download this exclusive map! [b]L-5-R[/b] will be showcasing alot more maps here in the future, so stay tuned! [b]Star Wars Battlefront Files and L-5-R must ask that no competitor or other mirror site host this file, as it has been asked to be endorsed and mirrored by Star Wars Battlefront Files ONLY. We thankyou for your cooperation![/b] *Todays Reviewer* - [b]AndrewD[/b] (email@example.com)
on some great gameplay and the Gungans are sweet as well. You start out on either side of the map, charging the other team, and basically, you try to win. There are MTT's, and speeders. There isn't a whole lot more to say except download now and see for yourself! Enjoy! *Todays Reviewer* - [b]AndrewD[/b] (firstname.lastname@example.org [b]*NOTE*[/b] - For anyone haveing filckering problems (eg. the fambaa shield) please do the following : Get in a position where the Shield has Flickered off , then go into VIDEO OPTIONS and lower your LOD bar abit, go back and see if the shield is back on ...if not just lower the LOD abit more ....repeat untill it doesnt flicker. Im working on correcting this for the final version
each side -added a river running under the grate -added debris details to the castle -replaced the health and ammo droid walls with destructable walls to serve as the Main Gate and the Drain Grate -improved AI pathing -added more depth to the terrain[/quote] Now, I usually dislike maps with tons of reinforcements, but here it seems so perfectly justified. I think the author has recreated the layout of Helm's Deep almost exactly as I can remember it. Just a couple of things to address, is that I seem to recall the drain having a grate, and that the main door's health is astronomicla... you'll need the full firepower of all 200 units spawned to take it out. Also, the interior seems a bit... bare. I don't recall much of the battle from the film, I was concentrating more on the battle itself, but I would have thought there was more detail in the interior and behind the wall. Overall, I think this map is a must-play, but it needs some minor tweaks. -ggctuk
the remote planet Tatooine on the outskirts of Bestine with the aim to crush any resistance they encounter and take control of this influential city. The Rebel Alliance ,however have learned of this invasion and sent a fleet to counter the Emperor's plan's for domination. Will you join the Alliance and save the peoples of Bestine or fight for the Emperor and crush the Rebellion? [/quote] Sounds great! The developer stresses however, that this map is a "tester" and the final version will come out soon. We hope you enjoy! [b]Review[/b] This map is very, very well done. It has lots of never before seen objects in it, skeletons, large vehicles, alot of the things that make us feel like we are in the game. The developer of this map, [b]Lord Bandu[/b], took a lot of time and effort to create something that would be fun to play. The map itself has some of the most fast paced, army based gameplay I have seen in SWBF yet. The minute you spawn, you are immediatly surrounded by an elite army of about 60-70 soldiers! This is definently more units I have seen in this game than ever before, and it makes for a really big battle that you can get pulled into very easily. This gets it a very high score. The only bugs I could see included the following: 1. The vehicles don't seem to move. I am not sure of they are supposed to but the X-Wing and the Tie Fighters are oddly stuck to the ground, and the X-Wings are only half way modeled. It's quite weird, but it doesn't detract from gameplay. 2. The sun shines through buildings. This has been a problem since SWBF was released, however, it can get quite annoying to have it shining on you 24/7. Once again though, it doens't really detract from the gameplay. Overall, I like this map, and I think that you will too. Download it now and see for yourself! See you on the battlefront! *Todays Reviewer* - [b]AndrewD[/b] (email@example.com)
much like a real map from the developers. Download it now and see for yourself! [b]Review[/b]: Lots of maps today eh? Sorry if some of them are late, we have been having a few problems with the uploader lately. Anyways, this map is the second version of [b]Rends Jundland Waste Map[/b]. The map itself has been improved greatly, and now offers a slew of new features, buildings, and battle places. The map itself consists of six capturable bases, and lot\'s of reinforcements. The only thing that I can really recommend for this map is more speeders. It\'s hard to get around the map when you only have 1 or 2 speeders per team and nearly 20 eager teamates. Having more of those would be great. Just a suggestion though! The map is great and I definently suggest adding this to your collection. Enjoy! *Todays Reviewer* - [b]AndrewD[/b] (firstname.lastname@example.org)
interesting gameplay like this. You\'ll need to capture several control points throughout the map. Each side has an equally tactical advantage but one side is located on top of the hill and the other one is located below. This basically is what makes this map so interesting, one side is trying to storm down the hill and the other one is trying to storm up the hill. Several turrets have been placed to make it a little bit easier to to defend your side. There are some ancient ruines to make the map look better and the author has done a pretty good job doing that. Of course there are no vehicles, they would have trouble with the mountain area anyway so you\'re forced to go through the motions on foot. Some of the bots sometimes fall off the hills and end up getting stuck somewhere between the top and the ground. Not that big of a deal though. The bots still provide a pretty good gameplay considering the layout of the map. I think we\'ll be seeing this map on the servers. Why would anyone not want to play such a fine map.
Strikes Back.\" Please see the map\'s text file for more information about the setting, storyline, credits, and known issues. The map can be played in either the Galactic Civil War era or the Clone Wars era. Stay tuned for future upgrades, additions, and improvements.
lander)! Also, I thought that he did a great job with the mountain structures. They are actually very similar to the sky background mountains. I don\'t think any of my maps ever have something that looks so similar! Anyways, this would be a great download. JawaKiller over here is already a great mapper, and this is only his second map. I wish you luck in the future when you map, Jawakiller! Great job, again! - Majin Revan
catacombs and valleys/trenches during the Battle of Geonosis. I was flexible for him and let him make a map that didn\'t fully appear in the movies. Anyways, I love it. Era Of Desann just keeps getting better and better at mapping. Keep it up, my young and skilled apprentice. Soon we will rule the mapping galaxy, together! - Majin Revan
end of the map -Guess its not important if I didnt notice it was missing. This map is adds more than just more land but it adds more vehicles and some jedi starfighters, and there are quite a few vehicles, but that is a good thing because without them you might find yourself walking for a few minutes to get to your destination only to be killed upon your arrival and walking all the way back if u dont have a closer spawn point, but there are plenty of bikes and vehicles to couter this. The maps textures are pretty good and it blends in well with the original Rhen Var map This map is for use in the clone wars era only- you dont have a choice :P Best when played with lots of players or the action could get pretty spread out. Overall a good remake of Rhen Var
seem to be no textures whatsoever, and the DC-15 Carbine I use with my own mod shows odd colours. You can even see the exterior of the council chamber is incomplete. My advice is to add a lot more detail, perhaps some of Rends' Coruscant objects, as well as textures.
close to the actual location in the game. As before, the map is set on Geonosis, in a series of tight trenches and wide open spaces divided by chasms, all covered with a thick layer of dust floating in the air. There are assorted rocks and debris scattered throughout the map, giving it a bit of a battle-scarred look. The clones' main objective is to fight their way through the masses of CIS and get to the Techno Union ship's entrance, which is located on the far side of the map. The map looks good, although the bots do occasionally get stuck on jutting pieces of terrain in some of the tighter areas. You can't get over the sides of the trenches or see over the walls, but there are a few LAAT-C carriers flying throughout the sky. These can't be reached by the player, but they are driven by a few clones, which aren't the best drivers. There are some Geonosians helping out the CIS, which features a new playable unit armed with a blaster rifle instead of the droideka. The Republic gets only two units this time (both new)- a clone commando with a rifle, sniper rifle, rockets, and a pistol, as well as a clone trooper armed with a rifle. There aren't any major flaws or bugs with the map, but a mini-map of the trenches would be nice to have. The bot pathing needs a little more tweaking to be perfect, especially with the LAATs, but in its current state it doesn't detract from the map's playability. For those with older computers, the dust may cause some slowdowns for you, so maybe lowering the levels of that would be a good idea. Also, the Republic probably needs a few other units along with the commando and trooper, since they aren't really that different. Overall, it's a nice map, and a good recreation of the canyons level of Republic Commando. Give it a try if you liked RC, or if you like what you see in the screenshots. -Jedikiller
favorite work of art!! Enjoy!! - Majin Revan
going too far judging a book simply by its cover, I'll comment that this looks like an extremely flat map. Obviously there was a measure of intent here, since it is called "Geonosis: Plains," but in my experience flat maps tend to get really old really fast. I can't tell you for sure whether the truth holds over for Battlefront 1, but I'd be willing to bet it does. Give it a try if you've got SWBF1. -Mav
technical difficulties :P So here is the latest map from Man Clan, of course, it's a site exclusive. Check out the review and download now! [b]Review[/b]: It's mid-day...the sun is shining brightly down upon you as you sneak through the tall weeds towards the city. A calm breeze rushes past your ears as you silently grip tighter on your weapon and signal for the battalion to move northwest towards the city. You can clearly see the "NO TRESPASSING" signs from here, and a shiver runs down your spine...all of a sudden...Sheeeeee-oph! A laser blast flies past your head...you jump, and run, duck, and get behind a rock as your group pushes forward into the gates of the city. The battle begins! There is laser fire and grenade explosions going off everywhere, it's complete chaos! This is about what it's like to play this map, at least from my experience. I review this baby this afternoon and I must say that it's one of the best maps I have played for battlefront yet. This map gives you a feeling of "satisfaction", unlike that in Man-Clan's first map. The city seems so calm and vast when you enter the gates, that is, until the explosions start ;) The map team has used many custom textures and models to make the city a signature map in the community. You will also see some authentic posters from the first Star Wars Movies, and...ironically, a few babe pictures as well :) The usage of AI coding in this map is superb. All the AI work very well within the city and not once did I see a computer run into a wall. That's a very pleasing thing to say, because that means I guarentee that you will have a good battle, even on easy :D The city was well thought out and the usage of buildings makes the city different around every corner. Trust me when I say this, you WILL NOT be dissapointed. Download this map right now and see for yourself! *Todays Reviewer* - [b]AndrewD[/b] (email@example.com) Note: [b]Star Wars Battlefront Files and Man Clan must ask that no competitor or other mirror site host this file, as it has been asked to be endorsed and mirrored by Star Wars Battlefront Files ONLY. We thankyou for your cooperation![/b]
FILE!![/b] Enjoy!! - Majin Revan
introduces a brand new vehicle called the [b]MTT[/b]. This huge motha' has some wicked vantage points and a VERY large terrain for some awesome multi - player battles. Yes people, you heard me right, this map has Multiplayer support! Next to that, the AI's code is very good and they fight and react to the battle as they should. There are a ton of vehicles to choose from, and you can also play in either era. The bad thing about this map is the fact that there isn't much scenery. Playing in this level can get distincitvly repetitve, since all you really have to see is the vast land and the air ships flying above, aside from a few props here and there. Ultimately, the level could use some "solid" backround objects. There is only one bug I have found so far, and that is the sound bug, which is apparent in most maps so far. Not a big deal though, that should be fixed soon. Enjoy! [b]Note - To all competitors and other sites: This map is held under the ownership of Lag Machine and Star Wars Battlefront. We please ask that all sites refrain from hosting this map on their site. This request comes from not only Lag Machine, but also the staff of Star Wars Battlefront Files. Thanks![/b] *Todays Reviewer* - [b]AndrewD[/b] (firstname.lastname@example.org)
two mountains at either side. There are two CPs on the bridges themselves, and two more at either end. Underneath the bridges is a deep chasm with several pieces of rubble scattered around. The map itself plays well- the bots know where they are going and will progress atop the bridges to the opposite side. They are pathed well, not getting stuck on terrain or objects. There are several convenient pieces of cover placed throughout the map, especially on the bridges, which is a nice addition to the otherwise empty bridges. Should you take damage or run out of ammo, there are several resupply droids throughout the map that can provide health or ammo for you. The map fits together and is planned well- there are no connection bumps between objects and everything looks like it belongs where it is placed. My only suggestion- a minimap should probably be added, if only for the sake of completion. In conclusion, it is an excellent map, with all the layers of polish and extra touches needed to make it very enjoyable to play. Give it a try! -Jedikiller
and quiet until the shooting begins. A lot of the action will take place inside the buildings which provide an interesting twist to the gameplay. I thought the city looked rather nicely and I think there was quite some time spent on perfecting this map to make it look absolutely perfect. Seeing as it\'s a large city it will take some time to get accross. That\'s the main down side. When you are on the other side of the city and you die you could spawn at the main spawn point and it will take a lot of time to get back. This is really the only negative thing I have to mention about this map. The buildings are so close together that it\'s not suited for any vehicles. Sometimes you can only use the ramps to get to another side. Fortunately one flyer has been included for each side so it\'s not all that bad. I did notice some overlapping textures but they don\'t ruin your fun as they are hardly noticeable to the untrained eye.
the same as yesterday\'s version with a few bug fixes. Enjoy the map!
a snowspeeder and a xwing. The empire has those really cool big robotic things. There are several spawn points and some turrets. Also some trenches but I found them a bit useless. The vehicles explode after a period of time. Bit strange but it\'s listed in the readme as a bug. I also had some crashes while playing this map. I don\'t really know what could have caused it though.
Bespins gaseous atmosphere. Download it now and have fun!
FILE!![/b] Enjoy! - Majin Revan
place laming around. The map itsself is nice although I noticed a few inconsistencies like disappearing brushes but I don\'t think they are really noticeable if you\'re not looking for them. After leaving the turret I got launched next to the platform and ultimately die. Kinda strange that this has not been fixed. It\'s very hard to overlook such a thing. Check the readme for some additional info.
Battlefront (since the day it came out :P), I have always noticed that the Geonosis map that comes prepacked with the game is very...how should I put it...DULL. It's fun, but it gets boring really fast. Well people your solution is here. This map ROCKS. It kicks the orginals REAR END! I was completely impressed, also seeing as this is a beta, that this map has got some AWESOME features. There are a TON of vehicles and since there are so many AI, they all get used, which makes for an amazing battle, something much more full and detailed. It puts you on the spot and makes you feel like you are right there in the movie! Amazing! You will have to see the rest for yourself, I can simply easily give this map a great review. The only bugs are a few broken "fallthrough" textures underground in the tunnels, which can easily be fixed in the next version. Thanks for the awesome map, and keep up the great work! *Todays Reviewer* - [b]AndrewD[/b] (email@example.com)
a big battle on this planet. Many Troopers on both side died until now and NOW are you the second wave of troopers who arrive on the planet! Win the fight to conquer Concord Dawn but be careful! Boba Fett is very angry about the battle hon his planet,be extra careful because he has mandalorian armor!!
fix every little detail and release it as Version 1.1. You won't know what this map is about at all unless you read the README file. The README file should get you excited by itself. The one hint I'll give about this map is that it is the ultimate showdown between the Galactic Empire's AT-AT's and the Rebel Alliance's new [i]Liberator[/i]-class AT-TE's. Make sure you read the README file as I have stated above. Many features will pass you unless you read it. You won't even know about half the stuff in the map without reading it!! Anyways, I can't review my own map. Enjoy!! - Majin Revan
with harpoons and torpedos. - Weapons Note: While you have concussion grenades, they don't do much damage to vehicles. Your secondary weapon, the shrapnel launcher, can stick to the subs and are the most effective against them.
fighting it out. There are some frigates and assorted larger vessels placed throughout the map, as well as plenty of fighters to choose from when you launch, some converted from Battlefront II. Space maps are always hard to do for the first Battlefront, primarily because most of the things that space maps involve in the second game aren't convertible. However, gogo12 seems to have captured what little you can from a Battlefront II space map- the ships and the aerial battles. It's something that not many mappers have tried, simply due to the fact that making a good space map, especially for the first game, is hard to do. This is one of the few space maps there are, and it's pretty good too. Some of the things ggctuk addressed in his review of the previous version have been fixed, including the ground, which simply kills you if you attempt to get out of your craft. However, there are still a few fixes and bugs that need to be worked out. One of these that I noticed was that there seems to be a problem with the maximum flight height, which needs to be set higher as you can't fly over the large ships, making the battle area very limited. Also, some of the ships you can fly are missing animations or sounds, and some of the ships can be flown through. Those aren't really large problems but should still probably be fixed in order to make the map more polished. Overall, it's an improvement on the previous version and one of the better space maps for the original Battlefront, but still needs a few small fixes in order to be great. -Jedikiller
weapons, sky, and other things are). Enjoy!! [b]READ THE README FILE!![/b] - Majin Revan
The most noticable thing are the walkways up in the trees. It\'s really great to walk up in the air and shoot any enemies from there. You originally spawn in a village. From there you will need to find your way to the control points which need to be taken over. Look at that water, how cool is that? It looks so real.
map is a creation of art and talent. [b]Rend[/b] has come back and done it again with another great map. This time, it has new textures and everything. The map has some outstanding gameplay with great AI coding and lots of vehicles. I really didn\'t find a point in battle where there wasn\'t action, and since there are enough vehicles to go around, you will never be bored. Great infantry to air and vice versa map. Awesome style. The map itself isn\'t buggy, but some suggestions from myself include extended the \"out of boundries[/b] border so that starfighters can fly outside the city a bit farther towards the back. You may also consider adding 1 more AT-AT to make things a bit more interesting. One more thing - try and space the buildings out a bit more and add some villages to the outskirts, it makes the city look a bit more reserved and inhabited. Other than that, great map, and keep up the great work! See you on the battlefront! *Todays Reviewer* - [b]AndrewD[/b] (firstname.lastname@example.org)
good for comps that are a bit slow.. Tons of trees and a river and ect.. might not be good for slow comps. The classes have been fixed up a bit. Neither one has their "unique" class of the destroyer or jet trooper and the CIS get their droid drooper instead of their Super Battle droids, this helps it stay a bit with Ep1 but the clones are still there. Its just fun to be able to be a droid trooper for once. The republic gets some republic gunships but beacuse of the number of trees it might be hard to get as many kills on one as you might be able to get on geonosis. Overall this map is good and fun.. but if u like nice detailed maps pick ths one up!
flanked by buildings and walkways. The Millenium Falcon is on a landing platform at one end of the walkways, but it isn't pilotable. The surrounding buildings give the impression of a much larger city. There are several vehicles placed throughout the map- some on the ground near the starting CPs and some placed high up on the platforms. Most of the cloud cars placed there are not pilotable, but there are some assorted ships up there as well, may of which have been converted from Battlefront II or are custom-made. The AI have been re-pathed and now move throughout the map with greater purpose, going up the walkways and capturing CPs without getting stuck or pausing for very long. Even the Fetts make an appearance- Jango Fett helps out the CIS and Boba helps out the Empire. The map is full of small touches, such as R2-D2 near the Millennium Falcon. Overall, the map is very polished. It has a minimap, which most maps these days do not have, and it has a selection screen video, which is uncommon for custom maps. The buildings and walkways are placed well, and the textures and lighting go well together to make the map look excellent. If you liked the previous versions, download it! Or, if you're looking for a good SWBFI map, give this a download as well. It is most certainly worth it. -Jedikiller
for the Imperial Storm Commando as well. I forgot to mention two things in the README file. One thing is credit to L-5-R for his Vibroknife. The other thing is credit to Saturn_V_SWBF for his explosive barrels. Thanks!! I think you all should enjoy this. ;) [b]READ THE README FILE!![/b] - Majin Revan
to the readme the purpose of the map is to recreate the clonewar as can be seen in Episode 2 - Attack of the Clones. I can\'t really say that I remember much of the movie and therefore cannot vouch for the accuracy of this map. Some of the buildings on the background don\'t appear to be solid. Haven\'t been playing multi player so I am not sure whether it\'s supposed to be that way. The map is pretty big and supports up to 610 players on each side. Unfortunately the AI or Artificial Intelligence if you wish is a bit low. Don\'t know what every machine is called but there were a few stuck trying to drive into a hill.
release. The map actually now has structure :) There isn't much to complain about with this map. I simply suggest that you download it and see for yourself ;) The maps consists of several staging areas, and a lower level. It feels alot like the Death Star, and less like a vast plane of metal girders :P Overall, great map, download it now and try it out! See you on the battlefront! *Todays Reviewer* - [b]AndrewD[/b] (email@example.com)
map has no vehicles and both teams start close to eachother but with enough room for massive combat in the middle The other map is larger, has vehicles and a hill in the middle of the map to create a choke point for the two teams to clash in These maps are not that complicated and not very detailed at all but it is the best that could be done with the \"Best of PC\" version of battlefront Very Fun and hilarious at times. this is the map for you if you like COMPLETE CARNAGE[/quote] The above is the description as provided by the author. Not much I can say here. I\'d love to be able to rate this, but not having BF1 impedes that somewhat. Anyway, I\'m sure it\'s nice for those playing BF1 to get a new map every once in a while, and I hope this can meet those desires. Enjoy! -Mav
highest elites in the Imperial Army, they are sent through a nearby canyon, known only as the Frozen Corridor. Because the Frozen Corridor doesn\'t appear on any of their maps of Rhen Var, it seems like the perfect route behind enemy lines. As Imperial Forces move through the canyon, a foreboding sense of danger grows greater. A powerful force had passed through here once. Halfway through the canyon they come to a large gate marked with sith insignias. The gates sides and hinges is marred with lightsaber cuts and slashes, and through the gate laid a frozen outpost of archaic origin. However, with little time to examine the ruins, the rebel counter-force attacks, the battle had begun...
sides to play around with. The map itself is very nice- while it suffers from some awkward models (not the fault of the map's creator), it's pretty fun to play and has some nice battles taking place all around its ample spaces. As was mentioned before, it's a pretty accurate recreation of the Jedi Temple and surrounding courtyard areas from KotOR. This area contains several residences, the Temple itself, a small tomblike structure, and lots of grassland and trees. The sides are a nice addition to the map. As mentioned in the readme, the map is only playable in GCW, which is a nice change from the norm these days. There are some new units for each side and some reskins done to those units that weren't changed- there is a flamethrower trooper for the Empire, and a Bothan spy for the Rebels. All the Rebels have their BF2 models, which is nice, and the Empire has Grand Admiral Thrawn instead of a dark trooper. While the map is pretty good, there are some bugs- the maxflyheight seems to be set too low, so you can't jump very high. This is somewhat annoying when trying to maneuver around combat. Although I can see the rationale for this, given that the models used to divide up the pathways are pretty low, it's still a bit annoying and it would be nice were it worked around a little bit. Also a common complaint with this author's maps- no minimap, although it isn't really needed as much here since the landmarks are pretty visible from far away. Overall, this map is pretty fun. We haven't seen a good Battlefront 1 map in a while that had a fairly standard play formula, so if you're looking for something new to play or the screenshots interest you, then give this a download. It's worth your time to give it a shot. -Jedikiller
place on Kashyyyk during the clonewars. Supported by the Wookies the Republik clones prepares for another clash with the CIS Droidarmy in the forests of Kashyyyk.
as big or featured as it was because it is a first map but not the first time I have been surprised. There are seveal CPs for both sides, no neutral, and a reinforcement count of 1000. One thing that put this in favour of the Republic and something I really didn\'t like was that there are a bunch of ATTEs. One or two spawning at every clone CP, I think. That way even catching all the CPs won\'t put you out of your misry going through the 1000 reinforcement count. While there are a bunch of vehicles, they are spread out to about one per CP. The only notable bug was a sound issue. Firing sounds didn\'t work with any flying ship. Could have been lost in the munge, but I doubt it. A little constructive criticism, now. The cliffs and elevations seemed very sharp and carved/unnatural looking. After using the raise tool there is a \'blend\' setting. Use this lightly and it will smooth things out. Also using only one texture makes it very repetitive. It seemed kinda light to be Geonosis IMO. And lastly, watch the usage of ATTEs. Keep in mind they count as CPs, and putting the same number of CPs for each team then adding a bunch of command walkers will throw balance horribly off-kilter. Anyway. No screenshots as of yet. I guess you\'ll just have to download and see it for yourself. ;P -K.
could occur. Known Bugs and Problems: - The minimap is not accurate and does not give much detail. - Object and Texture Flickering; mostly because of the high object density in the center of the map. - AI not entering vehicles; there is only one vehicle spawn on the map. AI not using vehicles occurs when difficulty settings are changed in game. - Rebel Combat Speeder not moving; The AI using the Rebel Combat Speeder won´t move. My guess is that the connections are too narrow for them. - AI failures; in some places AI could get stuck. - Recon Droid; it happened to me one time that the game froze in a black screen when I launched a recon droid from an elevated position.
and enjoy it!! I can't review my own map. ;) I have to go now. ;) - Majin Revan
hailfire, spider droid and AAT in CW; To ATSTs and an IFT in GCW) and make their way to a steep sandy ridge with some wookie buildings at the top. There are emplaced repeaters which IMO was pretty awsome. In CW era the battle looks like it could have gone both ways but in GCW the rebels got slaughtered. Complete genocide. This is the first file submitted by this author and it's a very good start. Since it's an invasion map and the odds are against the defenders it can be pretty tough so if you like a challenge I greatly recommend this. Only problem I could see was the ATST/AAT moving into the side of a building. Because of size the AAT bounces off but the ATST tends to get stuck(as seen in the last screenshot). Rating: 88/100
gogo12's Dxun Moon (or is it Moon Dxun, or Dxun Unfinished Work? ...we may never know). Gogo has had the darndest time trying to get this submitted, there were initially several submission problems and then this particular file sat in the queue for quite a while - and for that I apologize. Dxun Moon is set up to be "similar to [the] campaign missions" from SWBF2. I am not sure what this means, but I know that gogo's maps have been well received in the past, and I believe he's tried something similar to this before with moderate success. Some of the screenshots certainly look nice - I especially like the illusion of the dammed-up river (or maybe they are canal locks). So - if the screenshots look nice to you, I'd say go ahead and try! I'm sure it'll be worth your while. -Mav
now and have an awesome time! Enjoy folks!
his earlier version, a lot does appear to have been changed. It seems as though the advice given in regards to the last version was taken to heart, as this version includes different (and in my opinion better-looking) ground textures, some water, and more terrain variation. Also of note is the increase in foliage and Felucia props, which appears to have filled out the map much nicer than the previous version - it's never good for a map to feel [i]too[/i] open. Anyway, if it looks good in the screenshots below, give it a try! -Mav
fog. There are 3 parts, the aerial battles, the inner land building battles, and the capitol ships fighting. This is a medium sized map that even thought I said it has land, capitol ships and aerial battles, they do not inmmensly interfer with each other sectors. Bots are smart, well planed, and will use turrets and ships wisely, but most of all, it makes you feel like you are truly fighting in the Star Wars universe for Taspir VI. :)
now!! READ THE README FILE, ALL OF IT. Anyways, I can't review my own file. Have fun!! READ THE README FILE, ALL OF IT. - Majin Revan
is creeping in. The moonlight has taken over the daylight. You are free to use this file. However, by downloading, we ask that you visit our "[I/O] Endeavor - ioteam.info" server on Multiplayer v1.2. We also ask that you do not alter this file in any way. Thank you and enjoy![/quote] Well, this is an interesting file. It replaces your default Bespin: Cloud City map, giving it a different sky, while still retaining online compatibilty. It's a very nice sky, and I'd use it if I still played Battlefront I. Oh, and before I say anything else; yes, this is a mod for the [i]original[/i] Battlefront. When installing, you should still back up your default files just in case, even though this particular mod doesn't affect compatibility. Download and enjoy. -Xavious
battleground like no other. This map is a definite download, no doubt about it! Check out the review for more details! [b]Review[/b]: This is one of the best maps that I have played for Star Wars Battlefront yet! There are new skins, new textures, new everything! You can play in the clone era or the galactic civil war era, it\'s your choice, and either is a good one :) There are a TON of vehicles for air battles and showdowns, dogfights and tank busting, speeders and more! The map is built just right so that it can give you progressive gameplay while offering great vehicle battles as well. The map isn\'t cluttered, you get lot\'s of space to fight and the city is modeled very well. There are tight corners to have gunfights in, and the open space provides for great get-aways. The air fights are awesome due to the immense amount of star fighters for each team. You won\'t run out, trust me ;) You may find some bugs, as this is a beta, but I encountered none in my time playing. Download this site exclusive now, and enjoy! You can\'t get it anywhere else! [b]Star Wars Battlefront Files and Man Clan must ask that no competitor or other mirror site host this file, as it has been asked to be endorsed and mirrored by Star Wars Battlefront Files ONLY. We thankyou for your cooperation![/b] *Todays Reviewer* - [b]AndrewD[/b] (firstname.lastname@example.org)
soldier, with nothing but a blaster rifle, and some grenades.
pretty cool. You start out on either side of the forest with either Taun-Tauns or speeders. It is your objective to clear through the level without getting either A. killed by the Rancors or B. killed by the enemy. There are lots of bases and the Rancors, though seemingly harmless, can provide quite a challenge to get around if you are a simple infantry man. There are no bugs that I saw while playing. The level is in the forest with lots of trees and a ton of moving grass so I advise that if you do not have a very high end machine, to try to stray away from this map, as I experienced a slight frame-loss on my machine, and my computer is pretty high up there. Overall, nice map, you might want to remove some of the grass and what not, but the purpose of the map overall has been brought and it\'s pretty fun to play! Enjoy! *Todays Reviewer* - [b]AndrewD[/b] (email@example.com)
and surrounded by hills and mountains. Some parts are heavily vegetated. There is a river located in the center which kind of seperates the jungle in to 2 parts. You are able to walk through the water since the river is not that deep. The Empire and Rebels are both occupying a side of the river. The first you will notice is that the map is insanely huge which of course is not a bad thing. But it takes a long time before you actually reach the enemy. It\'s kind of boring walking several minutes with nothing going on. Some things have been changed: - many more vehicles, including flyers - more plants and variation in the landscape - more NPCs - color added - some props added
this is an infantry only map. There are 2 main spawn points and several neutral spawn points which of course need to be captured. Even though the AI is not that great, bots just stand around doing nothing or walk into a wall, the empire has a overwhelming force. I played this several times but have been unable to win. The map looks quite nice but some of the passage ways are a bit narrow. Other than that I think it\'s a fun map with lot\'s of potential.
vehicle.[/quote] There you go. ;) BUT, if you hadn't last time, [b]READ THE README FILE!![/b] Enjoy! - Majin Revan
men. This map is alotta fun, though the gamorreans seem tohave no trouble taking out one or both teams CPS(which can cause the other one to win by default) and I imgine if i hadn\'t had my mod installed they would have been a much greater challenge. Sure, you\'ve fought Gamorreans before in Jabba\'s palace, but there are a lot more of them in here and the tunnels are too small to run far. DO YOU THINK YOU\'RE UP TO IT LITTLE GIRLY MAN?! Yeah, I\'ll bet you do. DEFINITELY recommend this one. I really feel sorry for those who don\'t have SWBF1. -K.
Download now! [b]Review[/b]: This is hot off the press, this map JUST came out, and I JUST got done reviewing it :) The first thing that I am going to say...[b]BIG[/b]. We aren\'t talking a little bit bigger either, I mean, this is full scale. You are litterally going to feel like you are in the movie. There are plenty more vehicles to go around this time around. I personally think that with a few adjustments, such as a little more scenery and such, this should have been the way that LucasArts built their Hoth Map. You have more trenches, a larger battlefield area, and a....tear...HUGE tunnel system. I got lost on several occasions, so be careful. However, these new tunnels make for some great suprise attacks. The Rebels have the usual...the Snowspeeder and the Taun Taun. However there are more of each this time. You also have nearly 3 times as many turrets and nearly 4 times as many bunkers. The generator is also set back into a row of mountains now, making it harder for the Imperials to get to it. The Imperials now have 5 AT-AT\'s, 6 AT-ST\'s, and a handful of landspeeders to get around quickly. Believe me now...you will absolutley need to use some skill in order to take the win on Rebels, it\'s not easy dealing with that much hardware. Overall, great map. A big bug I found...in the hangar, be advised, if you jump into the repair bay to the left of the Falcon, you will plummet through the bottom of the map and die. It\'s very weird. I advise the creator to fix this in his next version. Other than that, great job. Enjoy! *Today\'s Reviewer* - [b]AndrewD[/b] (firstname.lastname@example.org)
out :D [b]Review[/b]: Well, Eddie has created another custom masterpiece. This map is HUGE. It has LOTS of indoor fighting, and lots of places where you can have some heated up battles. The map itself contains new textures and a whole new custom Death Star look, something that I think everyone will love. You should certainly download this map, I am done reviewing here because I want to go back and play more Have a great time! *Todays Reviewer* - [b]AndrewD[/b] (email@example.com)
\'you are leaving the battlefield\' often, perhaps a bit too often. Beside the Xwing there are alot of other vehicles included. The map is well designed. There are a few buildings here and there. Also some hills have been added which bring some interesting twists. The AI bots tend to walk or drive in the hills and they sometimes also stood around doing next to nothing. Nevertheless this map is not that bad. Perhaps the number of players should have been a bit higher, something among the lines of 300-350 each side. I do like how the spawn points are based, they\'re not too far away from eachother.
textures and goodies for you to try out. I myself had quite alot of fun on it! Download it now and try it for yourself. See you around!
hiding in, some Techno Union ships, rocks, and a few other assorted props. There's also plenty of dust to be had, which may cause problems or slowdowns should you have an older system. There at AT-TEs, gunships, hailfire droids, and droid starfighters to pilot, which adds some variety to the map. However, the AI don't seem to know where they're going and often stand around or get stuck on the objects lying around. I noticed that the hangar that the droid starfighters are located in has some serious collision issues. It cannot be flown into, so if you're heading to the repair droid in the back, you'll crash. The vehicles need some planning as well, as the AT-TEs get stuck and become more of a hindrance than a help. Also, the terrain in the sunken CP makes it tricky to get out of. Overall, this is an average map, although it needs many improvements to become great. A minimap would be nice, as would fixing up bot paths and collision. Fix those things, and the map will be much more fun to play. -Jedikiller
[url=http://starwarsbattlefront.filefront.com/file/Dark_Space_Map_Outtakes;104501]in its SWBF2 iteration[/url], although in that download it was included with a couple of other maps as well. Now, I still don't own SWBF1, but I don't feel too bad about reviewing this map, having already played it SWBF2. As mentioned in the above-linked review, it's a somewhat-generic base-type environment. It's decorated well to fit its theme, although its theme is somewhat drab. High points of the map include the defending team's starting CP (the overlook) and the bottomless pit of a CP (these are always fun to see). The map's various bits and pieces all fit well together (as they are wont to do when the map is modeled instead of just made from preexisting assets). As a whole the map plays well, but there are a couple points of concern, by which I mean two specific CPs, each of which are tiny, tiny, tiny in comparison to the other CPs. The worst offender is a CP that's stuck in a tiny little room - this is problematic because a single grenade can wipe out anyone trying to capture the CP, and that room only has one entrance. It should be a little more open than that. I can't speak in specifics as for what was added or changed for the SWBF1 conversion, but I assume that it's probably pretty similar. It's a fun map, give it a try. -Mav
in Episode 2 - Attack of the Clones. I can't really say that I remember much of the movie and therefore cannot vouch for the accuracy of this map. Some of the buildings on the background don't appear to be solid. Haven't been playing multi player so I am not sure whether it's supposed to be that way. The map is pretty big and supports up to 610 players on each side. Unfortunately the AI or Artificial Intelligence if you wish is a bit low. Don't know what every machine is called but there were a few stuck trying to drive into a hill. Am pretty sure you won't regret downloading this even though there is a newer version available. By the way, this is my very first review. I took a look at some of the other reviews but they were mostly one sentence. Give me some feedback on what you would like to see in a review and what you don't want to see. Post them below or email them. I'll try to please everyone although I can give no guarantees. - Peacewiz
the review! [b]Review[/b]: Alright. This map is ok, but it has a few problems. I will start with the good things though ;) You start in quite a gloomy forest, it's raining like holy hell and there aren't any enemies in sight. Then, all of a sudden, 3 turret lasers are shooting at you and you are running for your life, to the next speeder to get your heiny to the closest medical robot. Ladies and gentleman, this is the type of gameplay we look for. That's the best thing this map offers, fast paced, high adrenaline gameplay with lots of places to battle. There are lots of speeders and land cruisers, making for decent transportation. It would be nice to see some more speeders though, they are hard to find sometimes. There are a few problems, first of all, way too many trees. I would suggest that you patch down the trees a bit, it would make for faster combat. And as for the sky, try and make the sun look a bit farther away, it's almost like it's going to scorch the planet you are on and can become very distracting at times. Other than that, excellent job! We look forward to your next release! *Todays Reviewer* - [b]AndrewD[/b] (firstname.lastname@example.org)
similarities. This Dagobah map has two distinct modes - a GCW conquest mode (which plays normally but has some tweaked units) and CW "survivor" mode. Survivor is similar to conquest, although it pits you as a single unit against a number of enemy units, as explained in the readme. Sound interesting? Give it a download and try it out. -Mav
now! [b]Review[/b]: Well, [b]Eddie[/b] has done it again with another work of art. This time he has created one wicked map, with all kinds of options to choose from. The AI are great in this map, and the vehicles fit in nicely with the theme, which is big battles, long story short ;) I haven\'t got much else to say, I want to save the best for you, so great job Eddie, keep it up! Download the map now people...NOW! *Todays Reviewer* - [b]AndrewD[/b] (email@example.com)
in the readme, but I feel I need to point some other things out. There is a platform there where the object was meant to connect to something but this is missing. There are also missing sounds, which in turn makes other sounds disappear sometimes too. I also felt that the reinforcement count was unjustified, and since you're porting objects from SWBF2, the units could also have been ported to make it better fit continuity. Overall, a good start, a few bolts not quite screwed in right, but needs a bit more polish. -ggctuk.
buildings and other stuff have been added to make it look just like a real city. It\'s very detailed meaning there are a lot of extra things to make the map look fancy like road signs, paintings on the wall, doors, crates..you named it. It\'s of course always a good thing to make your map look like an eye candy. Unfortunately I thought the quality of the textures were a bit low, it could have used some high resolution textures. Still, it looked rather nice. There are a lot of passageways for you to move around, a lot of stuff to hide behind. All of these little things make the gameplay pretty good. The only bug I encountered were some overlapping textures, no big deal. Like the readme says, some of the bots get stuck in the wall sometimes. It\'s not all that bad, they do their job pretty well. This map is a nice addition to your collection of maps.
was one hundred per cent. With the Republic Ship we would probably never find the group of Droids of the separatists, which have landed on Naboo recently according to reports of natives. However, when the ion drive od the YT broke a half standard hour later, I was beginning to have my doubts. We had to make an forced landing, but could rescue us and the speederbikes. When it also began to rain, we hid the speederbikes fast at the edge of a lake and saved ourselves on a peninsula with protecting ruins in the middle of the lake, where we put up our camp. When I fell asleep, it still rained . I was waked up early by our scout. In the sunlight you could see the whole extents of the rain: our peninsula had transformed into a genuine island, both entrances had disappeared under the lake swollen strongly by the endless rain.However, the entrance from a destroid large temple lies only one meter under water, and that to our Speederbikes should be easily crossable by our jet troops. But we should hurry , I already hear the monotonous hum of an MTT of the seperatists... [b]Review[/b]: This is a great map for SWBF. The developer took time and care into making this map polished for it\'s first release, however there were some times when it felt like things were a little too spread out. I also had trouble finding the speeders at times, which was kinda bad because I would rather fly around than walk ;) A good map for those that would like to have some fun in the woods shooting the imperial guard. Nice job, and looking forward to your next release!
dunhhhhhhhh) and though I know very few people play SWBF1 these days, at least play this map. DO IT. Textures and landscaping are all very consistent and has a flawless atmosphere. Think Yavin but with less fungus and gloom and prettier rubble. No bot route problems that I could see. Teams seemed fairly even my first try but then when I stopped fighting to go take screenshos and just feel up the place Republic started getting lazy and CIS 0wned them. But that could jsut be my side alterations. Six command posts, each team starts with 3. Mostly out in the jungle around building chunks but the CIS has a SECARET base. Which is not at all really a secret. Anyways. Download this map. DO IT. -K.
[b]READ THE README FILE!![/b] - Majin Revan
done map, with some seriously awesome gameplay. But that's natural though, because the developer was [b]Eddie[/b], and he has been modding for this community for quite some time now. I will start off with the AI. The AI in this map are nearly flawless, they will create gun turrets on their own, engage in battle, and do whatever a normal soldier is supposed to do. This is some of the best AI coding I have seen in a custom Star Wars Battlefront map yet. 10 points to that part of the game, because that is really something that makes a game interesting....good AI :) Next, the map. The terrain is well detailed and not cluttered, it won't make you confused because everything is easy to recognize and the map is very straight-forward. The gameplay is fun because you have to take control of a bridge control point and actually get over the bridge while fighting 20 - 30 soldiers at once. This makes for some great combat, and allows the battle to continue without things getting boring :) You can play either the Galactic Civil War or the Clone Wars, either one makes for awesome interesting gameplay. I promise that you won't be dissapointed with this map :) Download it now! *Todays Reviewer* - [b]AndrewD[/b] (firstname.lastname@example.org)
praise myself, so you all are gonna have to play my map and find out if you like it or not. But, considering the previous history of people liking Naboo: Encounter, this should be good. Plus, Saturn_V_SWBF's TIE Interceptor is in this. ;) Well, again, I cannot review my own file. So I have one last thing to say: [b]READ ALL OF THE README FILE.[/b] I hope you all got that. Here it is again: [b]READ ALL OF THE README FILE.[/b] Now, go and enjoy my map!! - Majin Revan
them but also wanted to get the weapons for themselves. GCW STORY: The Rebels need some help to overthrow the Imperials. Do to so they have launched a mission to a valley in the Dxun Moon once a site of the Clone wars to see if they can uncover and weapons from the Mandalorians and Clones. The Imperials have managed to find this attack and launch a strike team against them.
have a standard conquest mode. Look interesting? Like the author's past work? Give it a try! -Mav
like a pretty sloppy retexture of the map. Yes, it has a different skydome texture, but the "dark textures" mentioned in the readme look to be simply inversions of the stock textures. That always looks sloppy - always always always. It's particularly glaring when you see something with a hint of red (like the carbonite chamber in the picture), because it turns to an unnatural icy blue. If a retexture is going to be made, then super - but make sure to invest a little more time into it than "invert colors." In any case, if this looks appealing, give it a shot. -Mav
architecture in "The Two Towers," I can't personally verify its accuracy, although it certainly looks close. The author seems to have done a nice job using mostly Rhen Var props/legos to recreate a keep fairly reminiscent of Helms Deep. While certainly not on the same scale - and of course without the detail to the interior - it seems like a fairly nice map. It will be interesting, no doubt, to see how the AI manages to tackle weaving in and out of the pathways in this fortress. So are you a fan of Lord of the Rings? A fan of SWBF1? Just someone who owns SWBF1 and really wishes he had some new content? Give it a download! -Mav
designed for the capture/hold the control points. You can't go through the entire map on foot so there are several vehicles included which provide a fast means of moving through the map. Playing with all the crashes is kind of a disappointment. All the water is really draining system resources. For me it usually crashed when I engaged the enemy. Might want to read the readme (I didn't really need to add that because of course everyone reads the readme :P )
secure the North spawn points in order to keep control of the area - as the Rebels and Imperials have well defended bases that cannot be overrun!
[b]Beta 1.0[/b]. This map is indeed in beta form, hence, the review tells you what to expect! So, let\'s get to it. This map is alright, but there are a few thing that MUST be worked on in order to ensure a good next release. Naturally, you play the clone era since that is the only era that Geonosis is set in. You start in either base, and your objective is to capture, and succeed the enemy team. Here is the problem: NOT ENOUGH VEHICLES. This map is SO huge, I mean, it\'s quite large on the scale. There are large bumbs on the terrain and obstacles that make it very, very difficult for infantry to get acrossed the map, let alone in a good amount of time. The map is very bare, there are tall, completely retangular mountains surrounding you, which makes it oddly appear as though you are in a cardboard box. I am sure that as time progresses and new versions are released, this map will meet it\'s best version, but this is not it. Though it is beta, I feel that a little bit more work should have been done before a release. If you download this map, enjoy it! See you later! *Todays Reviewer* - [b]AndrewD[/b] (email@example.com)
one of the better ones. This map is very large, it has many vehicles, and the AI are outstanding. Lets take a look at some of these features. Firstly, the AI are responsive and they respond to commands, and it seems as though they are coded well enough to fight on their own. They are always doing something besides standing around. However, once in a while, an enemy AI will take the AT-AT and drive it in circles. It\'s quite weird :P Next up, the vehicles. There are speeders and starfighters on this map, mainly. The speeders are great because you can zip through the hollow logs, or go to an enemy base to cause some havok :) You can also drive the AT - ST Walker and the AT-AT walker in this level, it\'s quite a new experience driving one through the forest :D All of these factors add to the map and make it very enjoyable and entertaining to play. I would definently recommend a download :) *Todays Reviewer* - [b]AndrewD[/b] (firstname.lastname@example.org)
are no amo droids on this map but 6 health droids so players must pick their unit class wisely. This Map was designed for 2 or more players to Duel in the center of the of the feild. If duelers want more of a challange there is a small platform with gunnturrets for additional players to use. If a free for all game is desired Team Damage can be set to ON so that everyone can damage everyone else. The reinforcement point on this map will slowly drain as a \"Duel Timer\" befor the next map is loaded.
get down. On hard this level is near impossible if your the Rebels or Republic to win(at least for me). It is unbalanced. The people at the top usually win. This is what I originally intended.
I will continue to create high-quality maps for SWBF. Look for my next map, which will be on Kashyyyk.
Menace[/i]. The reason why it isn't Version 1.0 is because the Fambaa Shields like to be...annoying. They don't work right at all. So, Version 1.0 will be released when it is fixed. Enjoy!! [b]READ THE README FILE.[/b] - Majin Revan
Containment (Version 2.0): [i]Well, this is the latest version of Geonosis: Containment. Lots has been changed/added. Now, I cannot review my own file, but I must say that it is an improvement from the last version. By the way, read all of the README file. It's always important. Enjoy!! - Majin Revan[/i] - Majin Revan
you can see in the pictures, this is a reskin of the stock Bespin Cloud City level. Like the author\'s [url=http://starwarsbattlefront.filefront.com/file/Cloud_City_Night_Version;107763]previous version[/url], this is online-compatible, meaning there has been no functional change to the map. However, aside from the interiors (which still look a little goofy with the bright hues), this one looks a lot better outside, in my opinion. The colors work much better, and the greater amount of work the author put in definitely shows here. As mentioned in the readme, please be sure to back-up your original .lvl files before replacing them with this version. [i]Note to the author: Both your current user name and past user name use the same e-mail. If you would like the two developer accounts to be separate, please e-mail the site administrator with the new e-mail account(s) for each developer. For now, the old developer name has simply been updated to your current chosen name.[/i] -Mav
and some of the vehicles don't have sounds. It's not that bad. I don't dislike this map. [b]Good points:[/b] Good Layout Good Size Many Vehicles Locals (let's not forget that) [b]Bad Points:[/b] Some vehicles don't have sounds Ai isn't the brightest Ships fly in to buildings Overall rating from me, 7/10
run, who knows maybe some people are sick of the Dune Sea and want to play yavin instead. ~~Xander
unreleased here, but Ty294's "Tatooine: Desert Alliance" (albeit an earlier version) and Europa: Caves (recently released) were. As such, if you have the new Europa: Caves map, you may want to delete that or overwrite it. As you'll notice from the readme, there are several documented issues with this mappack, although most seem to be relatively minor. If that's fine by you, and if the contents of the mappack seem interesting (check out the screenshots!) then go ahead and give it a download. -Mav
a base camp and a forward perimeter around the wreckage. Scouts were dispatched, and have completed their initial reconnasciance assessment. Their findings were: 1. The surrounding terrain is hilly, and covered by a dense forest and ground foilage. 2. There is an enemy capital ship that has also crashed onto the lunar surface approximately 1,500 meters away. Enemy activity has been observed, but there is no specific threat assessment as to their numbers, or their offensive and defensive capabilities. 3. There are two small villages located closeby, created by a currently unknown but slightly sophisticated indigenous creature. You have managed to recover some light assault vehicles from the wreckage of your capital ship to assist you. Find the enemy, engage them, and finish them off.
map. As it's name suggests this map is a mining operation set on bespin: platforms over a Gonosis desert, with many walkways, crates, and gas storage tanks for cover. Enjoy[/quote] newguy99 makes his entry into SWBF modding with Geonosis: Mining Operation. It's a different style of map. It's set on Geonosis, but the majority of the actual map is set high above the ground on a map similar to Bespin Platforms. The main playing field, set high enough to kill you should you fall off it, is made up of Bespin Platforms props. All the various bridges and platforms are connected to each other, and there are virtually no connection bumps. There is a bridge leading up to the platforms from the ground which, should you survive the fall, you can go up to rejoin the fight. There's another set of platforms off in the distance, but you can't reach them. The bots seem to navigate the platforms well, only getting stuck in a few places, and taking two routes to the command posts at the end of the map. I would suggest perhaps filling out the ground a bit more, or placing some props around the ground CP. It looks a little bare. Also, a minimap would be nice, if only for the sake of appearance. Overall, a good first map. Give it a try if it looks good! -Jedikiller
far, is the best map that TAW has released for us yet. This time they put some good hard effort into making a playable map. There are no vehicles on this map, there are, however, lot's of good places for infantry battle, especially in the city. You can play on either the GCW or the Clone War, and both of them offer great gameplay. Some things to consider for your next release: -Fix the visual brightness problem for the city texture when Texture GFX are set to HIGH. -Remove or lower trees that are hovering off the ground. -Possibly add a side race to intensify the battle in the city. -Add some speeders, these will make for some great inner and outer-city battles Other than that, good job, and we look forward to your next map! See you on the battlefront! *Todays Reviewer* - [b]AndrewD[/b] (email@example.com)
most that I am going to say is that it\'s a very fun map. You can have alot of fun jetting yourself from platform to platform. I won\'t rate this map because there are no goals as to graphical and historical purpose, so just enjoy the map! See you on the battlefront! *Todays Reviewer* - [b]AndrewD[/b] (firstname.lastname@example.org)
CIS, not defenseless have been given 2 STAPs and four turrets, two basic and two AAA(anti aircraft atillery). I don\'t know if this was deliberate or ot but the clone trooper seems to have been erased from the loadout giving the republic only 4 units to choose from. While it was pretty stable and thoroughly more enjoyable than the last version there was a single error I noticed. Both of the AAA semed to be missing textures, as you will see in the screenshots. -K.
map is structured like the battle of Omaha Beach... Well, enjoy, and [b]READ THE README FILE!![/b] - Majin Revan
Enjoy! [b]Review[/b]: This map is fairly large, and it offers a complex range of ways to approach the battle. The scenery in the map makes you feel right at home, and you will always be looking at something new in the map. The AI are coded well and they do drive the vehicles the AI even bomb enemy bases with the Y-Wing and such. Also, you can play this map on the Galactic Civil War or the Clone Wars. Because the map is so large, battles can, however, become slightly few and far once and a while, and it takes some time to get around without the usage of a vehicle, sometimes that of which the computers take...and you know computers with vehicles. They don\'t wait. A few bugs...there are some floating trees in the map. The texture on the ground is a little weird at times, the mountains look sort of odd with what seems to be metal plates on them. And there are objects in places sometimes that just don\'t seem to need to be there. This is a very early release, so the bugs mentioned are probably going to not be there in the next version. Great job again Eddie, keep it up! I do recommend the downloading of this map. Enjoy! *Todays Reviewer* - [b]AndrewD[/b] (email@example.com)
means of transportation. There are a lot of control points which you need to capture. I thought some of them were placed a bit close together but it's not a bad thing. When playing it you will notice that this map sort of gives you a warm feeling. It's so much fun playing this beautiful map. I don't think there is any reason to dislike it. All the textures are high resolution and look stunning. Also all the bugs in the previous version have been fixed. I don't think there is any need for me to mention them as they are listed in the readme. I thought some of the bots were standing around doing nothing. I literally stood before them and they still didn't fire at me. It's not really that hard to achieve victory despite what you may think. Give it a download. 25 meg is hardly a killer :)
series. Most of the map is the exterior of Korriban, although it also includes some catacomb/cave areas. Be sure to take a look at the screenshots, and download if it looks interesting. -Mav
gunship) Changes in version 1.2: Added more houses Floating trees are fixed Added windows to a excisting house Addded the TIE Interceptor Added Mountains
There was a pack of screenshots released for this map last year, which some of you might have seen. Anyway, onto the review... This map is set on Tatooine. Although this is a setting which is somewhat overplayed these days, Dread manages to take it and make it interesting and feel new. The map has a small town in the center, which contains a lot of destroyable buildings and a few command posts. The starting posts are located around the outskirts of the town, and the objective is to fight your way through the town to the other sides' command posts. The town is well planned out, and I didn't notice any AI getting stuck anywhere. There are a lot of reskinned models used in the construction of the map- these look nice and give the map a fresh look. There are also what look to be a few custom models in there as well, though these have some collision issues. The map has some new sides to play with- the Empire has been given a makeover here to be sandtroopers. These guys have really powerful weapons at your disposal, though despite the powerful weapons I still managed to get killed a lot by the normal Rebels on the other side. The clones have also been given the same treatment, with new skins and weapons, though they seem a bit less powerful than the Empire. Despite the map's strong points, there are a few problems. Unfortunately, these are problems that are hard to overlook. One of the most immediately noticeable problems is that there is no localization at all. This is a very annoying problem, and it should certainly be fixed in the next release. Also, there is at least one gigantic hole in the ground that you can drop down into a bottomless pit. A few of the models have collision problems, like the plants scattered around the map. These need to be fixed, if possible. To sum it up, this map is very fun and well-designed. However, the experience is marred by a few serious bugs. If these are all cleaned up, the map will be much more enjoyable to play. In my opinion, it's worth a download. Once it gets cleaned up and all the bugs are fixed, it will definitely be worth a download. -Jedikiller
The focal point of the map is a large community square, or whatever you would call it. It looks like a place where crowds of citizens might gather to see Lando Calrissian deliver an Obama-esque speech. Anyway, surrounding the square is a series of buildings and walkways, much like the shipped map. The objects are well-laid out and I didn't notice any apparent disconnections when playing the map. The AI seem to navigate the walkways without any problems, which is tricky to do since the platforms are elevated above ground level where the plans have to be laid. I did notice a few AI walking into the edges of a hallway opening so the planning paths might be just a tad too wide, but this isn't a huge problem -- no one actually got stuck. There's a fair amount of detail that's been put into the map. Most notably there are inaccessible towers where inoperable cloud cars are perched, which really makes it feel like you're in Cloud City. In addition to this there are apparently some Easter Eggs hidden in the map. I may have spotted one, but I didn't know there were any until after I'd tested the map. Rest assured that I'll be looking for them the next time I play. I really don't have any complaints about the map. The central square is a little empty, but I guess that's what makes it a square. I might add a small building or two, or some props just to fill it in, but that's just me. It's not like it's a glaring flaw in the map or anything. However I would probably recommend recoloring the ground texture just so that it blends in more with the buildings. As of now it sort of sticks out. Overall this is a nicely done map, especially when you consider the fact that this is the author's first release. I'll definitely be looking forward to more of his work. Give it a download! ~Era
place a couple years after the Star Wars: Return of the Jedi. The Rebel Alliance is now the New Republic, and there is only the Imperial Remnant remaining. On a remote world in the Outer Rim, one of the last vestiges of the Imperial Remnant struggles. With only limited engagements the New Republic decides to assault the Imperial Base. The World of Savannah Prime is unique in the Galaxy, which was one reason it was chosen by the Remnant. The stratosphere of the planet has massive amounts of ionized crystalline particles. The crystalline particles make reflect and deflect energy beams, thus negating the possibility of planetary bombardment. The New Republic army and space navy will have to land an assault force and accomplish the mission the old fashioned way, with brute force! The Remnant is dug-in, fortified, and determined. The only variable in the equation are the locals, Will they side with the New Republic, the Remnant, or will they rise up and rebel against both sides that they see as oppressors?[/quote]
life. The ruins aren't all just scattered, many are placed strategically too. It is a wonderful map. Remember that this is a Beta Version too. You all know that there are many great maps. This Beta Version 0.95 of Methlyn: Ruins is better than many other [i]finished[/i] maps. The gameplay and fun factor were great too. My only complaint was that the CIS and the Rebel Alliance seem to win more and overpower the other teams. But, I'm sure it'll be fixed for the final version. Good job, my apprentice! ;) - Majin Revan
multiplayer with 32 bots per team, a freind and me. A total of 66 players were on this tiny map and we just racked up frags until in one game we reached the triple digits in frags. The only problem i have with this map is the AI is not well made, the bots crash into the buildings and constantly keep walking forward, when there is a wall blocking their way, but most bots do still make it inbetween or around the builidings. This would be a great multyplayer map (without bots) if the server got full.. hehe 32 human opponents.. lots of fun..:P Enjoy
Plus, it has my ILAAT/i in it! But, that's not a reason to download it in itself. Get it, because it's good! Good job man!!
his forces then began rolling over the remaining CIS forces. However the CIS was able to escape due to attacks on the Republic forces by local insurgents. Jemsen was inraged that the CIS escaped and blamed it on the Duulanians. He made himself dictator of Duulan and had any people suspected of "treason against the Republic" arrested. Most of the Duulanian government was captured and executed, however, a few managed to escape. They made a city in a mountain region as the new capital and orded the Duulanian military to mobilize. A force of Duulanian soldiers under the command of Colonal Sven set up a defence in a small village located in a mountain pass... Includes my own Clone Commando and destroyable gates. Glitches: Bots sometimes run into walls. There may be balance issues.[/quote] Give it a download now if you own BF1. -ggctuk
Magnaguard, a few converted models, and some new weapon models. A few of the units have unlimited ammo, and have had their weapons changed up a little bit from stock settings. There's a new commander unit for the Republic, who has a chaingun, and the new heros are converted from SWBFII. In short, if you want to change up Rhen Var: Harbor a little bit, or the screenshots look interesting, then give this a try. -Jedikiller
Bespin Platforms if it were on Kamino. It is set at nighttime and overall is a very dark map, with vehicles and modified sides duking it out high above the nonexistent ground. The map is well put together and has a nice feel to it, and it is plenty big enough for the vehicles that are flying around everywhere. While there is not a central area for fighting like Bespin Platforms, each side has their own central CP controlling access to all their others. You can fly around to the back and capture them that way, or go through the front door. It\'s well planned and symmetrical. The map also features modified sides. They are essentially darker versions of the main GCW units, with the Empire in dark armor fighting against the Rebels with dark clothing and masks (looks like a stealth unit or something). It has a very modern feel to it. The weapons are also modified, with each side having new weapons and a special commander unit with powerful weapons. The grappling hook and disguise kit make an appearance too, which is pretty rare these days. The sides are pretty well balanced and there isn\'t really an \"overpowered\" feel to any of the units. Vehicles get a makeover too, with new skins and some weapon modifications to make them more like what they are supposed to be. Polish-wise, this map is full of it. It has many things that are far and few between in Battlefront 1 maps- a minimap and an intro video. These are very nice additions and I\'m glad to see them, as they are so rarely used at all. Everything is localized and overall it is obvious that there was a lot of work put into making this map excellent. In all, I would highly recommend downloading this map. It is well designed, has a very nice atmosphere, and is for SWBF1. The only thing I would suggest is to make a MP-compatible version without the hook or disguise kit, so it could be played in MP. I think it would be a great MP map. Give it a download! -Jedikiller
information. Enjoy! - Majin Revan
currently a beta and there are a few bugs, but none that truly effect the gameplay. All the bugs are listed in the readme. There is a secret area for you to find, which, since multiple people in my clan just wanted to play the map, I didnt really get to finish. This will be completed in the next version. There is a big platform on top of one of the buildings that holds a large ammount of modded turrets that can be used for playing king of the hill. Look forward to the next version that will add a large maze braching off of the secret area and corrections to the planning. ~NovaBlast~[/quote] I really hate to upload a second file in a row without giving a proper review, but sadly, lacking Battlefront 1 (I don't even know if we have any staff members with the game, anymore), there's not a lot I can do but put this file up, review-less. I trust that anyone with Battlefront 1 will enjoy this, though, if for no other reason than that there are so few released BF1 projects. Enjoy! -Mav
or who will spawn behind you. It is for both eras. Each side has two vehicles CW Story- During the Clone Wars the Republic was keeping check on the planet Tatooine since it was close to Geonosis. They conduct searches across the desert sea and encounter a CIS threat in a small village. GcW Story- The Empire rules with an iron fist on Tatooine forcing the Rebel Alliance to uprise and fight back. The Rebels are pushed back to a small village where they must hold their line of defense.
standard, but it presents you with a challenge, and that is what we strive to see. The map itself isn't much, it's a square map with a giant stepping stone mountain right in the middle, and a base on top. The objective is to hold this base while also capturing the enemy base, which will end the game. This map is ok. Fairly simple idea, and simple isn't always bad. Very creative, I should add. I think that you will enjoy this map for a few plays but it tends to get kind of repetitive. So download it and try it out, tell us what you think. Thanks! *Todays Reviewer* - [b]AndrewD[/b] (firstname.lastname@example.org)
the just disappear. Two, it appears as though you're not meant to go to the surface of the land below (which stops abruptly and dissolves into space) but this is not done right - one can still land on the bottom. Three, the absolutely RIDICULOUS amount of reinforcements. There are missing sounds for the Y-Wing. There are probably other glitches and errors with the map too, but I won't go into too much detail. Space maps for BF1 are very difficult to make successfully, so I would suggest making some more ground maps first and perfvecting the style of play there, before going into space. I would also suggest porting some of the BF2 vehicles as well, and lowering reinforcements. -ggctuk
map takes place on a snowy planet. Essentially, the map is a snowy plain with a bunch of trees scattered around. There are some turrets and walls you can construct, but other than that the map is pretty barren. This isn\'t bad, though, because it feels natural and doesn\'t require a lot of objects in order to feel like an actual landscape. There are about 5 or 6 CPs to fight over. Four of them are in a line for the two playable factions to fight over, and the other one is set way off to the side for the native faction to spawn at. You can capture this one, but it\'s really out of the way and doesn\'t offer much benefit. The map\'s sides are pretty basic, though they are new. Both sides have a rifleman unit, a unit with a missile launcher, a unit with a rifle and repair tool, a unit with a sniper, and a commander unit that has a special weapon. The Mandalorians have a knife in place of the pistol for close quarters combat, and the Imperials\' special unit have an \"artillery strike\" that can be used to destroy a large area of the map at once. The Mandalorian special unit has a chaingun instead of a pistol like the opposing special unit does. The militia (the native faction) doesn\'t seem to have anything more powerful than rifles, but it doesn\'t really matter since you can\'t play as them. Almost all the units are reskinned, and the skins are for the most part pretty good. On to the bugs list- the Mandalorian model\'s shadow doesn\'t work and just stays in the base pose for the entirety of its life. This is probably something that should be fixed if possible, but if not it\'s not a gamebreaking bug. A couple things I noticed and liked- there is actually a video on the map select screen, which is something you rarely see anymore. I liked this. Also, the units all had different names and everything was localized correctly. This is a bit different and I like seeing the little extra touches in a map. Overall, this map is pretty good- it\'s for SWBF, which is always nice to see mainly because we don\'t get many of these anymore. So, if you\'re looking for something new to play in the original SWBF, give this a download. It\'s a pretty fun map. -Jedikiller
own work? To be honest, I'm not a real fan of how SWBF1 handles its lighting, and I think the lighting in this one is a little jarring. The lack of a lot going on in the skydome is sort've a bummer (mea culpa - the SWBF2 skydome object used for those effects doesn't work, and ZE doesn't work on my PC!). I played with adding heroes in a hero assault mode, but I think it's pretty weak as anything besides just an experiment. It is still an okay map, and I think that the slower pace of SWBF1 actually helps its flow. -Mav Note: Mac users - download the link immediately below instead of the main link. This version doesn't use a .exe installer: http://www.gamefront.online/files/22022105/ETR_SWBF1_noEXE_zip
things. The new terrain looks much better than the previous version, and the selection screen movie is well done. As stated below in the readme, the changes are as follows- [quote]Terrain texture and colour changed View distance increased Each team has now got two controlled CP's each Planning paths have been improved with routes leading up two seperate walkways More intense battles Sniper hintnodes added More objects added to the Courtyard and Plaza areas, plus a few surprises Selection screen movie changed[/quote] Try it out if you liked the previous version, or if you're looking for a good, well thought out and executed Bespin map. -Jedikiller
valley with hills. There are a grand total of 4 CPs in the map, with each one spawning its own set of vehicles. The map size is sort of big, though everyone has their own individual definition of "big" when it comes to map size. Normally I don't care for large maps but the sizing here actually works pretty well -- the battle is never too far away and it seems to spread out evenly among the valley. It's difficult to get an accurate reading on the map's size, though, because it uses the Felucia sky settings. The viewing distance is poor and you cannot see far ahead of you. The reason SWBF2's Felucia sky settings have the viewing distance set so low is because of the mass amount of foliage and water featured in the map. If it were too high, lower-end computers might explode. Since this particular map doesn't have such a heavy amount of foliage or other lag-inducing objects, I'd suggest that the author try to tinker around with the sky file and adjust it so that the view distance is greater and players can see the battle up ahead. I never actually did any custom sky settings myself when I used to make maps, but I'm sure there are plenty of modders out there who can help solve this. Some additional notes: -The battle seems to favor the CIS and I think that this has to do with the fact that they seem to have more vehicles at their disposal. -The grass is a little too bright. I would recommend toning it down. I'd also suggest trying out some other ground textures and blending them in, just to enhance the map's visuals. -Adding a little bit of water in spots would also enhance the visuals. It doesn't have to be deep water. -Some vehicles are missing sounds. There are tutorials that explain how to do this, though they're fairly complicated. -Some AI run into plants and other props. Check the planning paths or barriers. -Two of the Republic custom units aren't localized, meaning that their names don't show up. In conclusion, this is a fairly decent map that needs a little bit of touching up to really shine. Download at will. ~Era
custom-made for this map to really sell the Sith base at the end. Does it play well? No idea! Give it a download and try out. I\'m sure that those of you with SWBF1 will not be disappointed. -Mav
places to have battles. Trees don\'t cause lag, however, it would be nice to see some vehicles in the next release ;) [b]Review[/b]: This is a fairly well done map. I liked the feeling of open-ness in the map, it makes for a wide variety of battle tactics. However, this map lacks a very important feature: [b]vehicles[/b]. If we had some speeders or something, we could really get a battle heated up. No worries though, as this map is still in its beta form. The AI are coded well and they provide a good fight. The anti-tank men will really take you down when your in the scope towers as well. Over all, this is a well done map, but it needs vehicles, download it now and add it to your collection! *Todays Reviewer* - [b]AndrewD[/b] (email@example.com)
sky, only the 2 default command posts and a large hill/cliff, on top of which is where the republic starts off. At the bottom is the CIS and what surprised me is that they had an AAT. The clones have no vehicles whatsoever and this throws the match far in favor of the CIS. Though such a simple map doesn\'t really need any AI planning the bots did sometimes just stand at the bottom of the hil and wait to be shot at. Could have decoarated it with more items, but I was surprised you already had vehicles and such down. I imagine this was a good learning experience fo future maps, but if you play with a realism mod like Eisenfausts it\'s more of a slaughter in game. When not seeing how many clones I could squash with my tank in one go I was standing somewhere far off and nuking them as a droideka. More AI and this would have really been something. And a note to the author, maybe you could put a little more information in the readme or something? If not for the email I wouldn\'t even have known who sent it. -K.
are the Gamma Force soldiers (new skin for the Officer and Pilot) and local Trigon warriors. The Trigons are Gungan reletives but are smarter and more violent. Unfortunatly they still have the dopey Gungan look. I've also added an Imperial X-Wing and the new IGF AT-ST.[/quote] "Trigon: Recon Mission" is another map by Ty294. As described below, it's a battle resulting from a missing group of Imperials stranded on a stormy planet. Sound interesting? Give it a try. -Mav
alot of vehicles, and plenty of room for usage of the different character types, especially the sniper. I got into the level and had to turn my texture level down to LOW because otherwise you get this extremely white glare off the surface of the terrain which becomes very annoying, but is easily fixable by doing what I just mentioned. You also will sometimes lose sight of your weapon if you enter a vehicle, but it does come back after a while. All of these bugs will be fixed in a later version, as mentioned by the developer. If you enjoy a large enviroment with no lag, lots of opportunity for hardcore gameplay, and an excellent example of a custom map, then download this now. I promise that you won\'t be dissapointed. *Todays Reviewer* - [b]AndrewD[/b] (firstname.lastname@example.org)
on each side. This map is intended to be played in the CW era, but you can play it in either era. Objects are placed very well, though some of the far-detail terrain around kamino is a lil wacky. The sheer number of bots (about 100 per side, as best as I could tell) makes for a very high-scoring game. However, this also means that you can march into an enemies face and he will completely ignore you. This creates a problem, and maybe in future versions the author will solve this by making 4 or 5 walkways onto geonosis instead of just 1 (you'll understand after you play the map) and maybe lowering the bot count to like 50 per side. Overall great map, though a looong way down if you fall off of kamino.
the readme mentions an entirely fictional group of (presumably alien) refugees. In any case, as with any SWBF1 map, I can't exactly be forthright in my opinions (as I have no actual base to form my opinions on), but it looks like several different versions have been released, which hopefully indicates a bit of polish. So, if the screenshot appeals to you, make sure to give it a download and try it out. -Mav
Anyway, Theta Squad: Objective One follows five Imperial Commandos as they hunt down escaped Wookiee slaves. In the Clone Wars era the commandos have five or so tickets while the Wookiees have twenty. You have to cut down the Wookiees before your entire squad is eliminated. It's an interesting way to sort of set up a campaign-type map for SWBF1, but this is really intended for multiplayer -- I can imagine it being enjoyable online. In the GCW era the unit setup is the same except it's more like traditional Conquest, with normal ticket counts (with Wookiees still outnumbering commandos, however, for balance purposes). There are some interesting little features to the map, such as a blood particle effect that's triggered each time your character is hit and a dirt particle effect that's triggered when your shots hit the ground. I did not get to try out all of the commandos' weapons or the Wookiee's powers (the Wookiee priest can use healing among other things) but there's a lot to play around with. All of the bugs I noticed have been addressed in the ReadMe, and it's basically something you'll have to live with. Otherwise this is a pretty decent and unique "custom map" that's sure to be fun online. The file size is fairly small and it won't replace the stock map so I encourage you BF1 veterans to give it a try. ~Era~
version to this version. It has quite a bit of changes, including a new Command Post. And last, but not least, read the freakin' README file. Again, remember: [b]READ ALL OF THE README FILE.[/b] I mean it. Well, I cannot review my own file as we have all cometo hear one too many times. So, I hope you will all enjoy this version. By the way, new screenshots won't really be added. Only three screenshots to show you one of the highlights of this version: every vehicle can now be used by any team. That's right, you'll see Rebel troops jumping into TIE Fighters and taking off! ;) - Majin Revan
units throwing snowballs at each other. The screenshots below should be fairly indicative of what you\'re getting when you download this. If it looks fun, go ahead and give it a shot. -Mav
give you my own impressions of this newer version. The layout of the map is pretty simple and not particularly imaginative. It consists of a wide square-shaped canyon, with the Republic and "Duulan" rebels occupying opposing corners. Aside from the fact that I found the design to be a little boring I also found it to be excessive. Most of the battle takes place right outside of the village where the Duulan rebels have cornered themselves, leaving the rest of the map virtually unused. Simply put, there's a lot of wasted space. Even from the nearest Republic CP it still feels like a long walk to the battle, and as soon as you die you have to go back and start over again. I would strongly encourage the author to observe how the map plays out on its own (meaning that the AI should fight alone) and restructure the map so that it has a more "slender fit", so to speak. Personally, I'd at least cut the map size in half and redo the canyons so that they aren't perfectly straight lines. Maybe some of the canyons could even intersect. The village is by far the most interesting and well-done aspect of the map design, so make that the focal point of the map and maybe even consider expanding it further. I'd also reconsider the CP layout because I don't particularly care for that, either. They seem to be clumped together in groups, with said groups lying far from one another. It's just strange. Some additional notes: -I know the author was having problems getting the AT-RT to work. In my opinion, the vehicle is so buggy that I'd just ditch it. It doesn't do much for the map anyway. -There are too many units on the field. Maybe this is to compensate for the size of the map, but if you reduce the map size I think you'll find that you won't need as many units. -The ticket counts are a little high and makes the battle drag, but again this probably correlates with the number of units on the field and the gargantuan map size. -Some units stand around. I don't know if these are hint-nodes at work or what, but my guess is that it's a bug resulting from the high number of units. -Some of the planning paths and barriers need adjusting -- some of the units run into walls and such. -The environment is a little boring. It wouldn't hurt to add in some trees, rocks, foliage, or water to sweeten up the visuals. Um... I feel like I should say something nice now. Hm... I like the sides. These are probably the most original-looking "local factions" to be featured in a Battlefront mod. Anyway, I think this map has a lot of potential but it needs a lot of reworking in order to reach that potential. ~Era
classes as well (and new weapons too). One of the weird thing I noticed was how [i]blue[/i] it was. Rhen Var isn\'t that blue! Also, some vehicle sounds did not work at all. I\'m sure he\'ll fix that in the next version. After all, this is still a Beta Version! Good job, man!! - Majin Revan
storm is sort of part of the maps charm. Some wrecks are placed here and there which provide a way to hide behind something if there's any incoming fire. Several control points need to be captured before total victory can be declared to you. The ground is actually pretty nicely done. it's not flat or anything, you go up and down. This deserves some extra points in my eyes. I've seen many maps with a flat floor and I think it's bad. The AI was not really all that great. Some of the bots stood around doing little to nothing. It's not that bad though, they will still provide to be quite a challenge. I think we can all agree that a challenge is something which gives just that little bit of extra to a map. I did notice a little bug. A rock near the outer wall did not really align with the ground. There was a huge gap between the ground and the rock which gives the ability to walk through the rock. It is hard to believe that you will be disappointed with this unique and amazing map. Please give it a try and you'll know what I mean.
you like such things. Even though this is a beta I thought it was kind of boring. You can only walk and there are only 2 control points, yours and the one of the enemy. The AI is a bit poor and it\'s extremely easy to win. The sky is alright too, nothing fancy. Download if you want.
with a Republic Officer, just a red ARC Trooper with a chaingun, pistol, and grenades.
the enemy is in a \"solitary confinement\" so it works best with at least 3 people(2 racers 1 judge).
surrounding the 9 CP's, which are in rows of 3x3. This combined with some AI running into objects leads to me to believe that the author hasn't exactly got planning down just yet. So no, it's a not particularly exciting map and I agree with the author there. Where I disagree with the author, however, is that the sides make up for it. Although they're fun and interesting, they're rather wasted on such a mediocre map. Maybe this is just my own personal taste but sides cannot, cannot, cannot make up for a poor map. They give it some redeeming value, sure, but basically the modder is just cheating themselves and the players out of something really great by ignoring the impact that a maps' quality has on the gameplay. The sides are worth checking out, but I strongly encourage Ty294 to consider totally revamping the map in another version. Sides: :thumbsup: Map: :thumbsdown: Flip those thumbs over! ~Era~
shipped with the game. There's no changes to the actual map. This map is only playable in Clone Wars. The layout of the units is pretty much default, with various color changes and color inversions performed upon the skins. The real premise of the mod, however, is the new weapons. The author has taken some of the standard weapons, like rocket launchers and grenade lauchers, given them unlimited ammo, and made them fire super fast. So essentially, you have a bunch of overpowered dudes duking it out. What I found strange was the fact that some weapons didn't appear to have been changed. For example, the rifle doesn't work any differently, and the pistols do default damage. (Though the lasers are a lot larger) I also noticed that some weapons don't have a model, so it looks like your character is firing rockets out of their stomach. If you like rocket-spamming and the like, go ahead and give this a play. I'm not giving this mod a rating since it utilizes a shipped map, so most of the rating catagories won't apply. -Xavious
LOL. I also forgot to mention in my README file, there is a new weapon that replaces the Orbital Strike: Droid Starfighter Kamikaze Squadron! Just like my TIE Fighter Kamikaze Squadron! Thanks! Enjoy! And, remember: [b]READ ALL OF THE README FILE.[/b] - Majin Revan
creations. Raka's Adventure is essentially a story-driven map. It is centered around your character, Raka- a man armed with several swords and a laser crossbow. The goal of the map is to capture all of the invisible command posts scattered throughout the map. Each of these command posts is accompanied by an intensive platforming section (if you're not familiar with platforming, it's like Mario games). The command posts, or "energizers", are also hard to find, so good luck! The map itself is gigantic. It is easily one of the largest maps I've ever seen. There is a snow-capped mountain range off in the distance, as well as a castle, a small town/village beside the castle, a large lake, rivers, and a maze. The overarching theme of the map seems to be a grassy, wide-open-spaces feel. There are trees, ruins, bridges, and various other things placed throughout the map. The largeness of the playing field is both an asset and a detriment to the map. In some ways, the concept would not work without such a large map, but in other ways it detracts from the enjoyment of the map by requiring you to walk or ride an animal for quite some time to get to where you need to go. The map is rather difficult. While there are some ways to get around a few of the platforming sections, those that you do have to go through are a bit confusing at times, and due to some of the models used, are very hard to see and stick out in places where there is actually nothing. While this is certainly annoying in parts, it is tolerable considering that things like this require an incredible amount of re-purposing and using stock models is quite hard to make something like this. In the end, the platforming is fun, but it can be a bit confusing sometimes. While roaming around the map, occasionally you will see some enemies. These are mostly avoidable, since they move slowly and only carry melee weapons, meaning that they have to get very close to you to be able to kill you. The downside to this is that you can't kill them either without getting very close, since once you run out of ammo for your laser crossbow all you have left are swords. Luckily, everything kills in one hit when you go down to the swords, so there's no awkward running around slashing at each other. On the technical side, the map is a bit crash-prone. On lower-end systems, the large amount of water will crash the game. Sometimes, the game will also crash in other places, though I'm not sure what the reason is there. My system is fairly mid-range, but I was able to play through most of the map before it crashed. This is something that needs to be worked on- either from a creator standpoint or by the end users. Perhaps a version with fewer graphical effects could be released for those with low end systems? It does tend to hamper your enjoyment of the map when it is consistently crashing. In the end, Raka's Adventure is a great map. It is a concept rarely seen in the Battlefront series, much less so in the original Battlefront. While the map does have its flaws, one can overlook them in appreciation of the greater picture- this map is something that's never been done before. It's a trial of a new type of playing the game- and it works well. Granted, the game that hosts it is limiting its full potential, but everything that it does it does well. Great work. I highly recommend downloading and playing this map. While it doesn't work in multiplayer, it is still a fun experience and should be played by everyone. -Jedikiller
Canyon paths and hijacking the local Sandcrawler, The Imperials form a perimeter around The SHip. The Rebels Quickly Set up a small base against the attack. Dust rises and the Battle begins!
little short of its goal. First of all, as it is wide open, there is just a ton of running around. With the exception of a few command posts, the openness also means that there\'s very little cover to get behind. There are vehicles added to the map to offset the running-around factor, but (and this is more of an issue with the nature of hover tanks in BF1 than anything else) since the vehicles are hover tanks for either side, they end up being slow and prone to flip over. It would be nice, too, to see the map move somewhere beyond a location already in the game - sure, still use the assets, but retexture them and throw in a new sky, and boom - new planet. A little extra effort can go a long way to keeping the map feeling fresh. The author included a short video, so be sure to give it a quick view. -Mav
smuggling weapons, infintry and vehicles to Take Kashyyyk. The Rebels have discovered the trail and is launching an attack to capture the trail. Bugs/Problems: Walkers/Vehicles/people will run into cliffs trying to get to East and West Smuggling Huts. If The smuggling huts are captured the AI will run into walls. I don\'t know how to fix either of these. Feel free to email me if you know how. Behind the North End(?) command post there is a geonosis mountain. Agian don\'t know how to fix.
screenshots and try it out! You will see! [b]Review[/b]: Well, I will first say that this is OBVIOUSLY not meant to depict any sort of battle in the Star Wars Trilogy, however, this map teaches a dead dog some new tricks :) This level consists of Eddies \"lego\" techique that uses the lego like block models in the levels with new skins set over them, creating buildings and more. This makes for an interesting way to create a city! I think that you will enjoy the colors and textures used in this level, they are fun and it\'s fun to fight within them. Good job to Eddie, another work of art, unlike any other map released yet. Download now and enjoy! *Todays Reviewer* - [b]AndrewD[/b] (email@example.com)
way, read all of the README file. It's always important. Enjoy!! - Majin Revan
in the game, you can find them. And the AT-ST wasn't made until after the Empire's establishment. Lower the reinforcements a bit, the battle drags on a bit too much. -ggctuk [quote]Story CW: After being driven off Duulan, the CIS relocated to the nearby planet of Ranen. It was soon discovered, however, Commander Jemsen was to busy with the Duulanian Rebels to attack Ranen. A new legion was sent to take Ranen but they were met with heavy resistance by the CIS. GCW: After taking over the Rebel-controlled platforms above Ranen, the Imperial Gamma Force discovered that the Rebels were building a new base on the planet surface. A large assault force was sent to crush them but the Rebels had salvaged a number of CW vehicles and repaired them. A large battle began... This map is full of new stuff! Here's what you will find: CIS: Super Battledroid- A combo of the movie version and the Republic Commando version. It has both a rapid-firing blaster and a more powerfull cannon. Heavy STAP- As seen in "Duulan: Mine Pit". A more powerfull version of the STAP. Light STAP- Faster than the normal or heavy STAP, armed with rapid-firing blaster and concussion missiles. REP: Clone Commando- As seen in "Duulan: Canyon Village". Prototype AT-ST- Modified AT-ST for the Republic. ALL: Rebel Infiltrator- Stealth commando, has a knife and disguse kit. Rebel AT-TE- Custom made, not to be confused with anyone else's. IFT-R- Same as the Republic and Imperial fightertanks, just differant laser colors and vehicle texture. IMP: AT-AT Commander- Armed with a modified shotgun (7 shots), commando pistol and orbital strike. Imperial X-Wing- Like the one in "Ranen: Platforms". Also there is Sniper Turrets and Flak Turrets![/quote]
Gamorreans against humans (reskinned Imperial ATST Pilots if I am not mistaken). Humans are armed with crossbows (with flaming ammo and normal ammo), and spears as well as a melee attack, and Gamorreans are armed with axes and throwing rocks. I felt the battle (there are too many reinforcements, but it's just to show off upcoming sides) leaned in favour (quite badly at some points) to the Gamorreans, so my advice to balance things out a bit more would be to either lower the hitpoints of the Gamorreans or lower the number of Gamorrean Units on the field, or the Gamorrean reinforcement count. Otherwise, this looks to be a promising mod, and I hope to see more of it soon. -ggctuk
players. [quote] Story: In the years just before the Clone Wars the remote planet of Duulan fell into deep economic trouble. The government owed large sums of money to several companies that were part of the growing CIS. In order to pay off the debt, the Duulanian government allowed the CIS to build bases and use Duulanian factories for droid production. When the Clone Wars began Duulan was only a secondary concern for the Republic, who sent the brutal Commander Jemsen and the 181st legion to take the planet. Jemsen learned of a secret CIS weapons research base located in an abandoned mineral mine. Jemsen quickly deployed his forces and surrounded the CIS. New units: REP: Clone Minelayer -Concussion Rifle -Blaster Pistol -Mines Clone Diver Commando -Blaster Rifle -Blaster Pistol -Fusion Cutter -Orbital Strike (Bacta Implant) CIS: Heavy SBD -Heavy Wrist Blaster -Missile Launcher -Melee Attack (Improved Health) Aqua Droid -Blaster Rifle -Sniper Rifle -Thermal Detonator (Self-Repair System) There is also a custom vehicle; the Heavy STAP. Glitches: The AT-TEs may get stuck at spots. There may be a few floating objects, but you'll only notice them if you have shadows on.[/quote]
fun. Considering the fact that it was simply a scrim map, I don\'t believe that it was meant to, however, that doesn\'t draw from the fact that this map should have possibly been kept secret. Though the map provides land vehicles for land to infantry and land to air attack, there aren\'t many choices. Tanks and civilian armoured cars are your only selection, and then there are only Tie Fighters and X-Wings. The only scenery in the map are the large temples on either side of you. I do recommend this map for practice, however, next time, in releasing a map, take careful consideration to making it more strategic. *Todays Reviewer* - [b]AndrewD[/b] (firstname.lastname@example.org)
interesting map. In essence, each of the Battlefront faction's rifleman have been given snowballs rather than guns. The map istelf is fairly simple; an open snow field with some trees. There are little "snow forts" around some of the Command Posts. These forts were untextured; I think the author was trying to emulate snow on them. In the future, a new texture would be a lot better. I don't have much else to say about this map. It was simple, but fun. I'd reccommend a download for all you orginal Battlefront-ers if you want to get into the holiday spirit! -Xavious
to play this map for nearly an hour with [b]Big_Daddy[/b], another FilesNetwork Network Administrator, and I must say, we were both very impressed. We had lot's of fun chasing each other down in the Tie Fighters and X-Wings. But of course, I kicked his arse 90% of the time (Haha Big :D) Anyway, I liked this map alot. First of all, it's large, which makes for some great battles. But it's not so big that it takes the whole game to get acrossed the map either. You can actually make good time in the AT-AT's. There are also land cruisers and Imperial Tanks to duke it out on the ground, and Tie Bombers and Y-Wings to bombard the land with thunder. If you a jockey ace pilot, you can take up the X-Wing or the Tie-Fighter and show the sky who's boss. The ticket count starts at 1000 so it makes for a very lengthy game, but the action is non-stop so it isn't really that big of a deal. There are several bugs that we noticed while playing. Here is the list: 1. Trees go from fully grown at a far distance to simple branches close up. 2. The AT-AT at the main Empire base (the left AT-AT) get's stuck on an invisible object quite often. 3. AT-AT's get stuck on hill between center Rebel base and Empire base. Other than that, great map! Ton's of room for improvement, which I am sure we will see soon! Enjoy the map people! *Todays Reviewer* - [b]AndrewD[/b] (email@example.com)
odd feel. Plus...it\'s raining in the middle of the desert. [b]Review[/b]: Ok, I am first going to say that this map is OK. OK, as in, it\'s alright, it\'s good for a beginner. However, it has ALOT of problems and ALOT of things that we should have been seeing in maps right after the tools were released, but not this long after. First of all, you have 3 bases, 2 rebel, 1 empire. Each side has one starfighter and no other vehicles, making it a close quarters ground battle for most of the game. Behind the rebel base lies a giant starship...that\'s kind of cool. But above that is a HUGE airship, and I mean HUGE. This was not remodeled, but rather the mesh size seems to have been increased. It looks very ominous looming over the base like it is. The map has a TON of broken land segments. Watch your step, I fell through the level on numerous occasions and I was not too happy, considering the fact that I was trying to kill the enemy. There are also a number of oddities that just don\'t make sence. First of all, it\'s the middle of the desert, and it\'s raining like cats and dogs. Secondly, there is a hoth ice tunnel to the left of the empire base, however...we are once again in the middle of the desert. Where is the ice coming from?! The readme also states that there are new vehicles, none of which I saw. The textures seemed to be the same as found in other maps that were made by the community also. Now I do understand that this is only a \"test\" map. But to Jorge, I highly suggest that next time you release a map, you make sure that you test it as well :) This is certainly not the best work or material I have ever seen, so you guys may download as you wish. *Todays Reviewer* - [b]AndrewD[/b] (firstname.lastname@example.org)
the best Geonosis that they have every played. So, please, test it for yourself and see! By the way, [b]READ ALL OF THE README FILE!![/b] - Majin Revan
following mod in hopes of countering Gogo12's efforts. Bah! Forget all that nonsense! This is more or less a side mod continuation of my Snowball fight map. It only effects the Rhen Var maps by replacing the standard units with ones armed with snow/ice weapons.[/quote] Ty294 is back, with a small side modification that replaces the units on both of the Rhen Var shipped maps with those of his own creation. The units are essentially the same for each side, although the models and skins change between the units. Each unit has two weapons- a standard snowball which takes two hits to kill, and a special weapon. There is a snowball with limited ammunition that kills in one hit, and there is an "ice trap" that is essentially just a mine. Although there are only two units, it is easy to tell the difference between them because one is tinted slightly blue and one is just standard white. The way the mod is set up is very nice, as well- you just replace two files (make sure to back them up!) and add in one file to the SIDE folder. I noticed that the author did some global localization, which is much preferable to seeing 0x all over the place. The mod is pretty fun to play, despite its simplicity. This is an excellent example of how a few small edits can go a long way towards making something fun to play. So, give it a download if you're looking for a mod to get you in the winter spirit, or if the screenshots look good. You'll probably have fun! -Jedikiller
previous version, and despite the maker's promise of 4000 reinforcements this was not in CW. GCW has a lot more work done to it. It features the "Vader's Fist Veteran", a very overpowered troop with a rapid firing shotgun and a missile launcher with plenty of ammo, and that ruined the experience for me. I just found the battle too easy. The 4000 reinforcements made the battle drag on in my opinion, 400 would have been more than enough for this map. Despite its flaws I recommend it to SWBF players, even if just for the Clone Wars mode. -ggctuk
what I mean. There is no way to for the rebels to climb on the ridge. Only people on top of the hill can go down and strike into the very heart of the enemy base. Download this if you want.
[url=http://starwarsbattlefront.filefront.com/file/Europa_Caves_Gamma_Force_Caves;97387]2.0 version[/url] - mostly Hoth tunnels retextured - but some small additions have been made to the tune of destroyable crates and barrels. Ty294 has also added back in the "Gamma Force" sides (as seen in the 1.0 version) and added in some more units to the Rebel side as well. Like what you see? Like the past versions? Give it a download. -Mav
Canyon paths and hijacking the local Sandcrawler, The Imperials form a perimeter around The SHip. The Rebels Quickly Set up a small base against the attack. Dust rises and the Battle begins!
worry of loosing the flag point.
textures, and added a few items to the map. You will have to see for yourself :)
[url=http://starwarsbattlefront.filefront.com/file/Rhen_Var_Harbor_BF2_Sides;98678]here.[/url] In this (as before), the pilot class is replaced with Battlefront 2's "officer" class (clone commander, Magnaguard, Imperial officer, and Bothan spy). Also included is the GCW era this time. This file will go straight in your addon folder and won't replace the original map. Give it a download if you liked the previous version! -Mav
disliked - in equal measures - the fog hanging over the platforms as they gave the enemy and AI allies the element of surprise, but the player may have trouble attacking in fighters when in the fog. This is what the author has written: [quote]This map features the return of my Imperial Gamma Force (IGF). They have completly new skins and there are a couple new weapons. Story: As the bloody Europa campain drew to a close Rebel forces found a series of platforms above the nearby volcanic planet of Ranen. They quickly took it over and set up strong defences. When the Empire discovered this they dispatched the IGF fresh off their first combat on Europa to infiltrate and take over the base. The IGF controlled half the platforms before the Rebels even knew what was happening. Starfighters from nearby Star Destroyers landed to give the IGF air support, and the battle began... This map not only has the IGF but also has 2 new Rebel troopers, 1 new starfighter, and 2 new turrets. Here's a list: Rebel Infiltrater Rebel Assault Trooper Imperial X-Wing Sniper Turret Flak Turret Glitches: AI run off the side. The ships fly to low. Please report any bugs and send suggestions to me. Either post them in the comments or send me a PM on the forums.[/quote]
hills and mountains. Some parts are heavily vegetated. There is a river located in the center which kind of seperates the jungle in to 2 parts. You are able to walk through the water since the river is not that deep. The Empire and Rebels are both occupying a side of the river. The first you will notice is that the map is insanely huge which of course is not a bad thing. But it takes a long time before you actually reach the enemy. It\'s kind of boring walking several minutes with nothing going on. Did notice a little bug though when you are waiting to spawn you look inside a mountain but like the author mentioned, this is an early beta.
released maps that were intended to be played. This one is...weird. It appears to be some sort of large bridge. That's about it. If you use the Republic Jet ARC Trooper, you can go down weird box steps, where there is no action or items besides some pole-type objects. I hope the author will be making another version of this soon. :( - Majin Revan
this, but for what it is, it\'s a nice design. The problems inherent with big open maps are all there - lots of running around required - but the CPs are spaced out pretty evenly, so at least it\'s a consistent experience. While the author made an effort to vary up the terrain by including props (mostly clustered around the CP areas) and rolling hills, it would be nice to see a little more in the way of scattered props in the big open field - if not for cover, than at least for variety. I did notice a couple of minor issues - there appeared to be at least one explosion texture that didn\'t have a proper alpha, as I could see the edges of the texture (it\'s very obvious where the borders of the texture cards are). Also, lots of the terrain wasn\'t very smooth or realistic - some of the jagged edges of the terrain feel very unnatural, especially in a setting where hills would normally be very rounded-off. Finally, the CP in the center repurposes some Hoth tunnels, and they\'re not quite lined up correctly - it\'s easy to see where props start and end. This should be fixed. All in all, it\'s a decent map, although I\'d like to see the action move towards close-quarters a little better, and I\'d like to see a touch more polish. Give the map a try if it looks good. -Mav
the basic stuff found in maps. I\'m sure the author will be striving hard to make a better version as well. By the way, this is his first work, so I must cut him some slack! Good job, D3linqu3nt (the author)/. - Majin Revan
iterations, Europa: Bridge is essentially one big bridge suspended over a chasm. It's a mostly straight fight across the bridge, although there are various objects scattered here and there. Changes from the earlier version are, as the author mentions, pretty minor. The only substantial change is that the sky has actually been given... a sky this time around. Less importantly, the placements of some objects on the bridge were tweaked. If you liked either of the last two versions, give this one a try.
combo of pilot/commander). It doesn't replace any maps (hence it goes straight in "Addon"). Now I like Rhen Var, but I do have some quips: - The sides are reversed, with the Republic starting where CIS are in the stock map, and vice versa. - No AT-TE for the Republic. Those two are actually easily solved by copying and modifying the "rhn1_c" LUA over the mod's LUA. Now, onto something else: -The Chaingun sounds like a pistol. In my mod, I had it sound like the Sniper rifle. There are better sounds for the Chaingun than the pistol sound. -No kama. A common thing in ported BF2 models. -Weapons layouts. The Commander is the only one to get any change of weapons, but why not redo the other weapons too? Other than that, if you want to play Rhen Var with BF2 sides, give this a download.
fun! [b]Review[/b]: Well, Majin is back and he has given us his latest version of the map. I just got done playing and I have to say that this map has TRUELY been revamped, for the better, from the ground up. Everything now works much more fluently. The AT-AT's can both move EASILY throughout the level without any trouble, and they're able to get over the mountain now because it has been lowered. The level is much more vibrant and lush and much more fun to play in. I recommend this map, download it now and try it out! *Todays Reviewer* - [b]AndrewD[/b] (email@example.com)
and noticed a few more things - some of the CPs were not named, and objects could have been placed a bit better. Otherwise the gameplay is pretty solid, although the lack of "Leaving Battlefield" boundaries might not be to everyone's tastes. I noticed that not as much effort went into the GCW era either - I'm not sure that GCW was meant to be included. Otherwise, download it, SWBF players. - ggctuk [quote]Its the first Version of my Ord Mantell Forgotten Groves map. I hope you'll enjoy... Story : Ord Mantell gets attacked by the CIS and the people in the city are getting kidnapped and just will be rescued by paying bounty.... beneath the river are some forests and little groves... the ruins there were built before the SithWars... the droids had hidden there and are trying to march forward from this point and capture the city the Republic has to rescue the Planet. Its a big map with vehicles Republic:700reinforcements CIS:700reinforcements[/quote]
which are in the readme, one of which is just comical to watch (unless you're low on reinforcements). Give it a download and play, I recommend it. -ggctuk
it seems none of the other staff own the original Battlefront. (Just an assumption on my part, based on the fact that nobody upload these files) Now that's cleared up, onwards to the review. Europa: Ground Assault is Ty294's third map I believe. The setting is a snowy planet. I can't say much more than that; the sky for the map didn't show up. I'm not sure if this is how the map was supposed to be or just a problem on my side, but the author didn't submit any screenshots for me to compare to. The command post arrangement is in a diamond shape, with Reps/ Imps starting on one side and CIS/ Rebs starting on the other. Like in his previous maps, vehicles are the deciding factor. From what I saw, the "attacking" team had command vehicles and tanks, while the "defending" team had just tanks. Balance seemed good to me; both teams could hold their own with or without the player's support. I can't say much about the environment due to the aforementioned sky problem, but I would like to point out that the terrain is very flat and boring. There are hardly any landmarks to hold the player's interest or to help with figuring out where you are. There were also some "mountains" with sharp/ stretched edges; make sure you blend those down. One other thing I'd like to suggest would be falling snow. Not a necessity, but it would help with the general feel of the map. Download away if you like how it looks. -Xavious
are apparently somewhere below an old CIS base on Europa. To be honest, it's kind of bland. All of the tunnels look the same, there's nothing to distinguish one from another. It'd be nice to have some crates or landmarks of some sort to help the player find their way around and to add to visual appeal. The sides have been given a bit of an overhaul. There's a full list of changes in the readme. I noticed that most of the weapon changes were on the Imperial side, and also that they tended to be overpowering. Faster rifles, better grenades, etc. The Empire seemed to be able to dominate the Rebels with ease. This could be the intention, seeing as the map focuses on the story of an elite legion, but it's not a good idea for gameplay. Other than the one-sided-ness of the map and the blandness of the tunnels, there's one other thing I'd like to make a note on, and that's the skin for the Rebel soldier. His entire body has been paintbucketed yellow with the exception of his face. My question to the author is this; what on earth were you thinking? Anyways, you can give this a download if you like. It's a fairly decent map, not counting the problems mentioned earlier. -Xavious
he's taken at least a little of the input about his previous map (always a good habit to get into) and translated it into some changes for the 1.0 version. The additions include some new vehicles - flyers and speeders, as well as some local Geonosians. Sounds are missing from some of the additions, though, but even soundless additions are a start. Give it a try if you liked the concept, or if you just really can't find anything new for SWBF1. -Mav
there's been a bit of change to the Tusken/Jawa side. Rather than just the standard Tusken units, they've been modified to include the different classes (Rifleman, sniper, etc). The special unit boasts a powerful "Anti-Vehicle Rifle." Though it's implied use is, obviously, vehicles, I found that it's very accurate and can kill infantry in a single hit. Not to mention it has a scope. If you so desired, you could camp anywhere and rack up kills without any risk. I'd suggest to the author to make it less potent against infantry in some way to compensate for it's "overpowered-ness." On the map design itself... I honestly preferred the first version better. There was more ground height variation, there will hills around the map to make it feel less flat, the Command Posts had more unique placement, and the ground texture was better (Though the author commented on that last point, and has plans to fix it for future versions). The Command Posts were placed in a generic diamond shape with one in the middle; a pattern I've seen way too often in maps. The map was very flat, with much less in the way of hills and dunes. So, in conclusion, this map is an improvement in the way of sides, though a bit of a downgrade from the design quality of the original. Keep working at it, Ty294. -Xavious
the Empire on one side, and on the other, there's Tuskens and Jawas. The Jawas are kind of useless, since their only weapon is a fusion cutter. The map seem to be balanced more or less in favor of the Empire, mostly because they have better weapons and units, as well as Darth Vader. The reinforcements are too high for my taste; you'll be playing the map for a long, long time if you want to finish a whole match. The layout of the map is similar to Ty294's previous map, though the Command Posts are placed much better and there's more terrain variation and objects. However, the textures on the Tusken tents are missing. It's still a battle on a wide open field, but that's fine by me. There's hills and objects, so it's better than just a flat nothing land. Overall, an improvement, but it still needs some work to be a great map. Download if it looks good. -Xavious
civil war era but in the clone wars it makes more sense.
series of caves, made from the original Hoth tunnels. As with the earlier version, it is entirely Hoth tunnels, although this one has been tweaked slightly so that the caves are more expansive and offer more room for some variety in the battle layout. Additionally, some props have been added to reduce the monotony of the tunnels' homogeneity as well as covering up some of the "holes" in the previous version. The sides have been changed a little too, with more of a move towards the original units - there's only one custom unit on the Imperial side. For those of you with keen eyes, you'll also be sure to take note that the author has added a small "easter egg." For those of you with SWBF1, download and enjoy! -Mav
this site you should be well acquainted with. This map contains a lot of very flat terrain over a huge distance, some of which is interspersed with random props. There are some collections of buildings, presumably cities, at opposing ends of the map. There are a bunch of turrets and constructable items randomly placed throughout the map, most of which at locations which don\'t really do much for either side. There are a lot of control points, some of which are on hills which are very flat. There is also a canyon running through the center of the map, presumably lending the map its name. There is a control point in the canyon as well, which can be rather contested and hard to fight in due to a real absence of cover on the map. Overall, this is a pretty standard first map - it makes a lot of design decisions that don\'t really work out for the player, and the overall cohesiveness of the design is rather low. If you\'re desperately looking for a map, then give this a download, but otherwise there\'s not much to draw you in here. - Jedikiller
type of mod map. Not a huge fan, personally. While I\'m not a fan of overpowered weapons in general, I think that the design would be a lot more palatable if there were some consistency in the theme (which is something very few of these type of mods do). In the readme, the author mentions going for a \"RPG classes\" sort of theme, and I think that if there were some visual consistency in that direction, the mod would sit a little better than it does now - right now it\'s a bit of a hodgepodge of unit and weapon models. -Mav
again. The first map in the download is a space map, which is competently put together and interesting enough, but (like all SWBF1 space maps, I\'m discovering) is pretty one-note. Vehicle combat in general isn\'t all that fun in SWBF1, and without auto-targeting or any kind of lock-on ordnance, starfighter combat is pretty boring. The map itself is nice, although there are LOD issues that make large models keep popping into view. The second map is a much more straightforward ground map (and is admittedly well-complemented by the space map for context). It\'s a decent, if somewhat linear, progression through a Naboo city towards a spaceport. The map flows well, although there\'s a real bottleneck at the final CP in which it\'s hard to make any headway. All in all, it\'s a pretty decent creation, and a rare SWBF1 upload. So go ahead and give it a try! -Mav
this map. It's a big rectangle, with two Team 1 CPs on one side, and two Team 2 CPs on the other side, and two neutrals in the middle. Each team also has two command vehicles, with the exception of the Rebels. Gee, lots of twos in this map. There is no terrain variation AT ALL in the map other than cliffs around the map. There are also no objects. So, in essence, it's just a big, flat, empty rectangle. How's it play? Meh, not too great. Since the map is so flat, you can snipe from just about anywhere and rack up the kills. All combat revolves around the central two CPs, at least until reinforcements drop to around 10 or so. It's a very repetitive style of gameplay. Not enough to hold your interest for more than about 30 seconds, sadly. I guess original Battlefront-ers savor every submission, but there really ins't anything to see in this map. Download if you so desire. -Xavious
uses Kamino as a battleground. There\'s nothing too extravagant here, but the author does what he set out to do. I appreciate that he took the time to make sure that sounds and VOs are correct - it\'s not an easy thing, and it seems small, but it adds a layer that, while easy to miss, is also easy to appreciate. The author uses a basic conceit of modding (many) games - swapping files by changing filenames. It works, but it\'s not clean. I might have done this one part differently and simply made three selectable maps from the map selection screen, just to give the player the ability to change without closing and reloading the game. Other than that, this is well-done. -Mav
majority of maps for SWBF1 are strictly "conquest" maps. It's always nice to see a little bit of an attempt to change that every once in a while. In this map, each team is given the "objective" to hunt down the opposing team's cargo and destroy it, all the while protecting their own. Similar to any number of "siege-type" maps, I'm sure this could be a fun thing to try in MP (although no doubt the AI will let you down in singleplayer). Sound appealing? Give it a try! -Mav
first improvement I noticed from the first version was the fact that the bridge has been widened. There's also a fair deal more cover, but it's all near the edges of the bridge, so the AI don't make any use of it. It's nice that there is some cover, though. There's also less tanks, though I suppose one or two more from the current amount still would have been fine with the enlarged bridge size. All in all, the map design was better. There were a couple changes to the sides, but only in the Clone Wars era. The Super Battle Droid was beefed up, and a new unit, called the Minelayer, was added to the Republic side. They're decent changes; they're balanced and don't affect gameplay too much, so it's all good. Speaking of gameplay, I noticed that the AI seemed to hnot fall off the bridge as much (or not at all), and that may be due to the fact that the bridge is bigger. I won't comment any further on the black sky, since I've already expressed my feelings on that in previous reviews. So, download away if this map intrigues you. -Xavious
map. The environment is the same as the previous map, black sky and all. Ty294 commented on his previous file, telling me that the black sky is intentional. I'd say hold off on further releases of this map untill you've fixed that sky. It's ugly, and the view distance is really low. It's hard to see much of the map at all. The focus of the map is a long bridge made up of Bespin objects, spanning a snowy chasm. One team starts on one side and one team starts on the other, with both sides having tanks. (No command vehicles this time) It's a very linear map, but I think that's actually OK in this case. I would prefer some more details on the bridge, such as crates or crashed ships or something, but I like the idea. I'm undecided on how well gameplay goes. It's almost entirely tank-oriented, so if you're not in a tank you're going to get slaughtered. Also, if you have heroes on, they can be [i]very[/i] hard to avoid on a battlefield like this. Despite the problems, I did actually have fun playing this map, though mostly while riding in a tank. Adding cover for infantry would be nice. There's one last flaw I'd like to point out before I wrap things up, and that is the fact that the bots seem to love jumping off the bridge. Or rather, walking off. I'd suggest working a bit more with bot barriers. That's all. Download away if you want. -Xavious
Unfortunately, due to Battlefront's limitations it doesn't work out so well. The cargo serves as the base CP for each side, and in the center is a neutral command post. In addition to that there are more units on the field than you'd expect in a "Search & Destroy" type of map. Because of this the map still feels like Conquest mode. If this were BF2 the author undoubtedly could have been more successful thanks to campaign scripting and the ability to actually create your own game mode. The gameplay itself is alright. It's your standard shoot'm up. My problem with it though is that this is a medium-sized map and you can only spawn from 1-2 places so there's a bit of walking involved. My suggestion would have been to create multiple cargo supplies, which also serve as spawn points. This way you can keep the map more in line with the "Search & Destroy" theme but the player still has a selection of places to spawn. Another aspect of the gameplay that I didn't particularly care for was that each team was limited to two unit choices. I know that each one has a large selection of weapons to use, but I just wonder why not divide them into a couple more units? I dunno, I just find it sort of weird for a unit to have two main weapons like a blaster rifle and a sniper rifle. The map design is alright as well. It's basically a cross between Endor and Yavin IV. The map could probably stand to bare a lot more objects to fill things in. Despite having a couple of trees some areas are still a little empty. The elevation in some parts is also a little rough, and would benefit from the blending tool to smooth things out and make it look more natural. Another thing I noticed was that there wasn't much variety to the terrain. It's most evident when you look at hills in the distance and see that unappealing tile-like pattern. All you have to do to fix this problem is to load a few more terrain textures (ideally grass textures so that nothing looks out of place) into ZE and paint over the existing texture in some areas. This should make it look more natural and varied, and it should get rid of that icky pattern. As for bugs, all of the ones I noticed were mentioned in the ReadMe. The sun problem probably means that you're missing some .odf or .msh files in your world folder that fill it in, so check your sky file to make sure that you aren't missing anything. In conclusion, this is an okay map that tries to do something different but cannot really achieve that goal due to the game's limitations. I think with a lot more work it could turn out great, though. It [i]is[/i] a beta after all. ~Era~
time of posting this up, just CW). The Clone Wars sides all have camoflague gear, which has its ups and downs - it fits with the battles occuring in the centre of the map. However, the camoflague sticks out like a sore thumb in the city areas. Some of the bojects did not make sense - seeing plants growing inside a platfor imported from Bespin was a bit odd, and there was a building near the LAAT/I Crash Site that was actually sideways - attached to anotehr building, with a small tower incorrectly aligned so you could see the bottom of it. For some reason the gunships also lacked sound, and I never saw an AT-TE in the AT-TE drop-zone, nor did I see a crashed LAAT/i in the Crash Zone. Other than these, I would recommend this map to players of SWBF1, as well as _Dread's future maps - this looks to be one promising outing. -ggctuk [quote]So here it is my Ord Mantell Forgotten Groves map!!! I know some of you will say:"why didn't you do this map for BF2???" Beacause I didn't!!!!!!!!!!!!!!!!!!!So don't go on my Nerves i will import it for BF2 as soon as I can,okay?[/quote]
try to fix it...[/quote] This is a mod map for Battlefront 1 that I feel somewhat less-than-qualified to be uploading, given the complete lack of submitted screenshots and/or detailed readme. And then there is that whole \"not having the game to take the relevant screenshots.\" In any case, maybe you feel so inclined as to try out a map with a little bit of mystery. In that case, give this a try. -Mav