Star Wars Battlefront 2




Tatooine: Tuskencamp

tatooine_tuskencamp_1.0_by_pinguinaman.rar | 92.72 MB

and lots of other goodies. First off, the design of the map is nearly impeccable. Rather than sticking with the limited selection of Tatooine props the author decided to get creative and transformed some of the Kashyyyk huts with a simple yet effective retexturing, helping the Wookiee structures fit right into the Tatooine setting. The map is the perfect size: neither too big nor too small. The action stays centered in the middle of the map without spreading or clumping too much, and players don't have to run for miles to get to the battle. The rocks and other various props provide plenty of natural cover so that you aren't out in the open shooting at everything you can before inevitably getting gunned down by a flurry of laser fire. There are a total of four CP's, two per team, each of them well-placed and evenly spaced out. Buildings and other props are also placed perfectly and you can tell that some time and meticulous detailing went into this map. Now the reason that I say the map is nearly impeccable is simply because of some spots where the ground texture is a little patterned and the Republic CP's are a little harder to conquer than their Sith/CIS counterparts'. Other than this, the map is flawless. Conquest features the KOTOR and CW era. The Tusken Raiders, for once, seem to work along with one of the teams: the Republic (in both eras). I'm not sure why they're cooperating with anyone but I was a bit too mesmerized by the map to care. The KOTOR sides aren't much different than what you've seen in other maps, though there might be some tweaks here and there. The CW sides are customized and feature some cool new skins and units. Two original heroes are included -- a Bothan Jedi and some sort of Sith Lord. Also included in both eras (and all game modes, I believe) are custom sounds as well as custom laser effects, which was a very nice touch. I suppose the only downside to that is that it fattens up the file size, but whatever. This map is worth it. Although for the most part I like the new lasers, sometimes they looked a little too thick and almost seemed cartoonish but that's just my opinion. Conquest is fun to play -- the new stuff makes it interesting and the map's ideal size and ticket count keeps the battles from dragging on or lasting only a few minutes. It's highly replayable, which is a huge plus for any map. What really sealed the deal for me was the addition of some kinda "laser tag" mode. I didn't know what the title of the mode meant at first (I think it's in German or something...) but once it started up a large grin spread across my face. The game kicks off with some rock music as Tuskens and Magna Guards run into battle with some cool newly-modeled guns. I still didn't know what I was playing, but I knew I was going to like it. As soon as the first Magna Guard came into my sights I fired my gun and the droid was instantly obliterated by a single, fine laser. That's when it hit me... "Oh my God. This is laser tag. Oh my God!" The rest of the match was fun, but once I got the hang of it it became rather easy. However AI can only provide so much of a challenge, and I'd imagine that this game mode is intended to be played online against other human players. Ooh, that sounds fun! All in all, this is an excellent map that I encourage everyone to download. It's always nice to see a high quality map, however what truly sets one apart from the others is when the author goes that extra mile to make it not only great, but one of a kind. ~Era




Geonosis: Landing at Point Rain

geonosis_landing_at_point_rain_v1.5.7z | 124.74 MB

seen in the first one. Some. The best thing I can say in terms of improvement is that it has fewer bugs. Honestly, playing through this again was almost a more frustrating experience than the last, because there was nothing new to see this time around. Several bugs were fixed - localization the biggest among them. All the localizations looked fine, and there were some fixes made too in terms of floating HUD icons (I still saw at least one missing HUD icon, though). The jetpack-where-there-wasn't-one issue for the clone commander was also fixed, as was the bad enveloping on the battledroid. Some object placement issues were addressed, primarily by the simple removal of the area in question (Technically, it was not removed, just covered by terrain. Tip: If you're going to remove something, remove it. Don't load a whole bunch of objects the player isn't going to see.). All the other object placement issues I saw were still there - even the command post I mentioned specifically in the last review. I think the balance on the sides was a little better this time, but this time it was just frustrating to play through. There is effectively zero advancement, because you hit a point in the game where you can't capture any more CPs, all you can do is run and die. Whee, fun! Other issues I noticed: -The shield only blocks about half of the weapons. What's the point of the shield again? -The Y-Wing has giant-sized, miscolored chunks. -The CIS hero is virtually worthless. He feels like he has less health than a standard unit. -The CIS hero is addressed in VOs as "Count Dooku" -Freeze (awards weapons bug) requiring a restart Honestly, it's hard to get a map like this so soon after the first version and see what feels like so little fixed. It's frustrating to me, because maps like this (walk left and die! walk right and die! do anything but crouch behind the rock and die!) are so absolutely unenjoyable. It's frustrating to the author, I'm sure, because it seems like I have nothing good to say (this is not true, of course - everything I liked about the previous version holds true here). As I mentioned with the previous version of the map, it definitely feels like it has a lot of potential. It [i]looks[/i] pretty nice. I just wish it were a little more fun to play. -Mav




Battle Over Coruscant | 30.49 MB




Big Battle | 2.78 MB

been changed from the default map - the map itself is still exactly the same, the only difference is the placement of the command posts in one long, spread-out-too-far line. The unit count has been increased significantly (although not to the numbers the author mentions in his readme - there are no more than a hundred or so units for each side) and there are several vehicles added. None of the added vehicles have correct sounds, and there's no pathing for units or splines for the flyers. As a tip to the author - play around with Zeroeditor and learn to make some basic maps (i.e. adding props, changing the sky, etc.) before you try any major unit changes. There are a lot of newbie mistakes in this map, but they all boil down to "practice more and learn your tools." Make sure you read through some tutorials and start small. -Mav




Clone Wars: Kashyyyk

swbfiiclonewarskashyyyk_1.4.rar | 36.68 MB

remember that it was a [b]huge[/b] map - but managed to avoid the pitfalls huge maps usually have. This holds true still - this is a fantastic map, and I have no problem still supporting my earlier assertion that it is the best Kashyyyk map we've seen to date. Of course, the most noticeable thing about this map is its size - you will see straightaway upon playing it that this is easily one of the biggest modmaps you can download (excluding space maps). What is so incredible about the size, though, is how well it's used. While there [i]are[/i] open areas, it never feels like there are empty areas. All the space is full of props or at least foliage, and it's all well-placed and conservatively used - I never saw any real lag, even with what was surely an expanded unitcount. Size aside, the design is very well done, too. I can really buy into the idea that I'm on Kashyyyk when I load up this map - stock SWBF1 and 2 assets are well-retextured and combined with a few custom assets to create a completely believable setting for a battle between the CIS and Republic (with a side of Wookiee). Custom vehicles are used very well - you'll see a couple of unused assets or psych0fred's assets in here alongside stock (edited) vehicles. What I most liked though (and I suppose it technically isn't a vehicle) is how the author took the time to make sure the Trade Federation Landers had destroyed geometry. I always think it's kind of silly when something that large just blows up and disappears. If there is any gripe I could have with this map, it would be the length of the battle. The reinforcement count is set to nearly 2000 for each side, and with a spread-out large battle like this one, it's nigh unto impossible to force a conquest victory. I tried - even cheating to make my character invincible and fast-moving - to force a conquest victory, and could not. This of course means that you simply have to grind down nearly 2000 opponents to make the battle end, which could easily take an hour. I don't know that I want to play a single match that lasts that long. Battle length concerns aside, though, this is an incredible map and by all means, if you enjoy seeing what modders can do with a lot of hard work, check this map out, because it's a great example of well-done mapping. -Mav




HvB2: Zombie Mode | 57.93 MB

play as the zombies. The zombies are pretty interesting, and I like the animations for them. You can read the review for the full version or download it by [file=\"117311\"]clicking here[/file]. Basically, give this a download if you\'re interested in a unique mod with some interesting gameplay mechanics for this game. -Jedikiller




Battle of Endor (Space) | 77.71 MB

incomplete as the second Death Star. Well now we have a "fully armed and operational" version. Sorry, I couldn't resist the ROTJ references. :o Now, I'm not particularly a fan of space maps. I find them kind of dull. The ships aren't exciting to fly around in and usually the only way you can win is by going around in circles and bombing the crap out of the enemy capital ship. Not much fun. Not to mention the fact that the shipped space battles are fairly inaccurate to begin with and lack the 'Star Wars feel.' Having said that, this is a [i]great[/i] map that isn't dull in the [i]least[/i]. Instead of flying around in circles and bombing enemy ships I can actually become immersed in a dog fight. I've gotten the War Hero award every time I've played this map, which is something I've never been able to do in other space maps. All of the star fighters are unique and don't feel as manufactured and bland as the shipped ones. Joining the usual cast of star fighters are the always-cool B-Wings and TIE Defenders. Each fighter has it's own qualities and can be utilized in a wide variety of manners, which puts an interesting spin on things. One thing I hated about the [i]shipped[/i] star fighters is that they felt very standardized and unoriginal. The fighters and interceptors wouldn't last very long and were fairly ineffective, which often prompted me to only go for the bombers. The unimaginative star fighters definitely brought down the quality and fun of the shipped space maps, but fortunately Mav has remedied that in Space Endor, which is perhaps the map's biggest strength. Another plus for the map is the amount of detail that's been put into it. In the background you'll see the second Death Star, The Executor, and various starships. Harmless laser fire adds an intense atmosphere to the battle. The interiors of the Calamari Cruiser and Star Destroyers have been expanded and feature various props such as crates, scaffolds, bacta tanks, and astromech droids. It even has custom music. And of course there's the Millennium Falcon, which I'll leave you guys to try out on your own. All I'll say is that it's awesome. ;) And then finally, there's yet another one of Mav's Easter Eggs hidden in here. I have yet to find it, but I'll keep looking. [b]Note that this is not the full version.[/b] I quote Mav, "This, while a finished map, only includes assault mode. If you want to play this map with assault mode, 1-flag CTF, and team dogfight, you'll need to wait for the Conversion Pack to come out - those modes will be integrated with this map then." Anyway, so this is pretty much the best space map ever. But don't take my word for it -- see for yourself! -EraOfDesann PS: Creativity gets a 10 because of the Easter Egg. Even though I haven't gotten it myself, I'm familiar with Easter Eggs from Mav's past maps and I know that a lot of creativity goes into these. And credit goes to AlexSecura for several of the pics below!




Verena Defence: Immortal

vdi.rar | 71.65 MB

exceed them. If you loved Penguin's 'Tatooine: Valley' then you'll l fall head-over-heels for Verena Defence: Immortal. Here's how the story goes: The Republic star destroyer, Immortal, is the last line of defense between the CIS and Verena. But Immortal is knocked out of orbit and crashes on Verena's moon. The CIS swarms down on the fallen ship like hungry buzzards and a kick-ass battle soon follows. Got your interest yet? If not then I'll inform you of the 3 modes the map features. For starters there's good ol' Conquest mode. You can play as the Republic (Phase I Clones) or the CIS (B1 Battle Droids). The second mode is 'Elimination'. It's basically hunt, except you can play as either Jedi or bounty hunters. Personally I think the bounty hunters are cooler. Last, but not least, is XL mode which you're all familiar with. It's basically the Battlefront version of a Super-Sized meal at McDonalds. Ew...McDonalds... Now onto the bugs. Fortunetely the map isn't plagued with bugs though there are a few here and there that are worth mentioning. For starters, Elimination mode didn't have any sound except for music. I'm not sure if this was just me or what. I checked all my sound settings and they were fine so I'm not sure what the dealio is. The other bugs are minor in comparison but are worth fixing and shouldn't take but a second. Planning. The AT-TE occasionally gets stuck in spots around the hangar, requiring you to steer it out for the AI. Other vehicles will also run into walls from time to time. In the tunnels I noticed some crowds of units running into corners in 'Elimination' mode. I'm not sure what would cause this but I'd recheck your AI pathes. My suggestion would be making them thinner so that the AI don't brush up against walls or don't push each other into them. Now onto the good. The map is a little big, but Penguin has made use of every space available. The largest benefit of the map's size is bigger battles and a variety of types of combat. You can either go on foot blasting down enemies as you progress, take a walker or tank and crush all resistance, run through the tunnels cutting your way through, or pilot an air ship and shoot down opposing fighters. Either way is fun but I prefer the tunnels. I absolutely love tunnel battles. They're the best! Penguin has made some personal adjustments of her own and they're really cool. All the skins have been tweaked to be more realistic or similar to the movies. If you're observant you'll notice the sharpened armor on the clones and little spots of dirt. The droideka is also looking quite shiny. But aside from skins the Republic has a Commando and the CIS has a MagnaGuard...with the electro-staff and cape. Both require some serious skill to unlock. I'll admit that the both times I played the map I didn't unlock either one. New heroes are on the battlefield as well: Nina and Lana. Nina, the red-skinned Twi'lek Jedi Knight, leads the clone troopers of the Republic against the battle droids of the CIS, lead by Dark Jedi Lana who wields a purple lightsaber. Both of them are fun to play as. Phew! Just so you guys know, writing these big reviews isn't easy. Anyway, enough out of me. Go see for yourself! Great work Penguin! I'm sure everyone will love this one. I know I did. -[GT]EraOfDesann




Kamino Breakout

kamino_breakout_v.1.0.7z | 45.32 MB

at home. What Phazon's done is give us a new take on what he feels the units should be, in addition to adding in hunt and hero assault modes. The most apparent thing about this map is the change in the Republic side. He spent the most amount of time on this, and it shows. He's revamped the setup of the heavy trooper class, tweaked most if not all of their weapons, and added the Clone Commando as an unlockable unit. He also spent a good deal of time localizing the weapons to their (presumably) accurate names. The CIS is not unchanged, though, either. Perhaps the largest change (for the CIS) is giving the Magnaguard back his staff, which I'm a fan of. Also, Phazon's reskinned the CIS to a light-ish blue. GCW modes are largely unchanged, although Clone Commando fans will be pleased to note that the Clone Commando makes an appearance as the Imperial Clone Commando for the Empire. In both modes (CW and GCW), however, it appears that the addition of commando units comes at a cost to that team, as any side with commandoes has no hero. Also, and somewhat inexplicably, Han Solo was relocalized to "Ham Salad." Hunt mode is interesting in that it pits the Imperials against the Republic, apparently out-of-canon. The Imperial side, this time, is the one that remains largely unchanged, and perhaps to its detriment. It falls quickly to the modified Republic side. (In a particularly memorable first runthrough, I managed to win hunt mode as an ARC trooper with the Imperials only getting one or two kills the whole game. Total.) Finally, Hero Assault. I can't say I was a fan of this - although to be fair, I don't have the conversion pack. I'm not a huge fan of having to download an entire mod to play a map. However, it's certainly not like this is the only mode of play for this map, so it's not really skin off my back. Hero Assault was also notably sloppy - it looked like it was cobbled together from an assault map, a 2-flag map, and a conquest map. Anyway, sloppiness aside, it's not buggy except for one problem with the Jango unit in CW Conquest, which may cause a CTD. Further notes on that in the readme. -Mav




Coruscant City | 31.08 MB

the Chancellor. The expendable CIS droids used as a distraction have remained on the surface to take whatever they can and cuase whatever damage to Republic Forces Possible. The Clones Must eliminate the droid threat. Galactic Civil War era: Rebel Alliance's Recent Victory at Endor Has left the Empire in Disary. The populous in Coruscant is in an Uprising*. However the Imperials have manage to secure the area near the former senate building, where the Imperial Leaders of Coruscant are plotting to subdue the The Rebel Alliance must take this area from imperial Control, and finally completely overthow Imperial Control of Coruscant. *As seen at the end of the 1997 and later edition of Return of the Jedi.




Republic Commando: Extraction | 30.69 MB

fire from all sides until they either destroy all attacking CIS troops or are defeated. While the concept is simple its been pulled off very well, and its FUN (although it gets a bit repetitive). You (can only play as republic Commandos) have to fight off hordes of battledroids and geonosians - a combination of plenty of shooting with some strategy (eg building barricades, blowing up scattered fuel barrels in the canyons to slow the CIS down, placing turrets and mines). The sides are very nicely put together and well polished, and have some impressive features (1st person shows the Commando\'s helmet as well as arms, for example). There are three modes, Easy, Medium and Hard, with the difference between each one being the number of regular Clone Troopers assisting you. I didn\'t even try Hard (got overwhelmed on medium several times in a row), and the author suggests it should be played online to make it win-able (hint hint). The map is pretty much bug free, with only a few minor (unfixable) visual glitches and the barrels in one canyon being close enough to all blow up at once. My only suggestion for improvements would be a slightly more cinematic ending (gunships coming into land?). Overall a very well polished and original map, definitely worth a download and should be very fun online. -Sky




Battle Of Geonosis; 125th

battleofgeonosis125.rar | 52.25 MB

through the map it'll just scream "MULTIPLAYER" at you in a loud and obnoxious voice. Why do I say this? For one, the map is HUGE. I mean it's [i]really[/i] HUGE. The biggest map I can recall is [url=;63152]Raxus Prime[/url] and I think this is even bigger than that. Next, there are so many different kinds of gameplay in the map and so many choices. You can fly a drop ship, pilot an AT-TE, run it on foot, assist the Jedi, assist the acklays, or whatever. You really don't ever feel bored and that's what's important. Now I don't know if it works online but somebody needs to give it a try. Having a server with this map and lots of players would be a complete blast. The map is an expansion of the original Geonosis map, which players can identify somewhere near the middle. The design is awkward, to be honest. To top it off the mini-map doesn't show all of the map so it's kinda hard to navigate around on foot. A better mini-map would be greatly appreciated. The terrain elevation isn't quite as smooth as I'd prefer. Be sure to use the "blend" tool when you're doing any work on the terrain height in the future. It makes it looks much more smooth and real... even though Geonosis isn't exactly smooth. I would also recommend using a variety of terrain textures on the cliffs and distant hills because from far away they have that terrain pattern that gives the environment a very artificial feel. As long as I'm on negative side of the review I might as well point out some bugs I noticed. Some vehicles are missing sounds and some AI run into objects. There. That was easy. :p Now back to the good. Oh, and how good it is! The map has a TON of features. New units, Jedi, acklays, some new vehicles, and some very cool weapons. I'm amazed at the file size considering how much stuff is packed into this map. Now going into detail over every little thing would take too long so I'll touch on some of the stuff I liked the most: The ARC Commander. Best. Unit. Ever. He has this sweet gun that does all these different tricks. It can shoot a laser beam, create huge explosions, or just hit stuff with a big bang. It's great for taking out acklays and vehicles. This map is litterally crawling with acklays -- especially near the spire. They're always fun to fight because they can kill you so easily... plus they're big. Don't ever try to take on an acklay as a Jedi or any kind of melee unit. If you see a Jedi running to an acklay call him over to you and run away because the acklay will just knock the Jedi down and poke him to death with it's legs. The best way to take out acklays is with projectile weapons -- specifically the ARC Commanders large gun. Also the AT-TE's secondary cannons can take one out with one hit, but be careful because they'll form a mob around the walker and moving becomes very difficult. Also worth mentioning is the ARC Elite unit which has his own sword. Cool, huh? The map also features Jedi celebrities from the [url=;70164]Conversion Pack[/url] such as Luminara Unduli and Shaak Ti. *catches breath* I could go on and on about this map but I don't have the time and you don't have the attention span. The map has lots to explore. Download for yourself and try it out, you won't be disappointed. Excellent work for your first map Master Fionwë! I'm definitely looking forward to the final version! -[GT]EraOfDesann PS: Someone put it on a server! Playing it by yourself is only half of the experience! :rock:




Tatooine Dusk of War

tatooine_dusk_of_war_1.1.7z | 39.19 MB

additional props. Thankfully, it is not that. What this map is is a standard Tatooine map (as one would assume from the title) with new sides and some additional battlefield features. The map itself is very much based on a Mos-Eisley-type map, although it integrates some other assets (e.g. Rhen Var) well. It is also creative with its use of some things, like shields that block fire and not infantry (a la spaceship shields) and some movement through vertical space (for elevated CPs). There are some issues as well, though. I noticed Z-fighting in a handful of places, which is always pretty ugly to see. The rear Republic CP had a strange capture region, as I could stand directly on top of the CP itself and not capture the post. The hero for the Republic is silly overpowered, especially in comparison to the CIS hero (Grievous). The author mentions in the readme that there are two consoles that control air support for each side, but it wasn\'t clearly indicated in-game what these were (the life-support consoles? I certainly couldn\'t control anything with these). More clarification would be good here. Also - a minor nitpick - why the bands of nebulae so prominent in the night sky? We see lots of shots in space around Tatooine in multiple movies, and there\'s no indication of anything other than a clear, Earth-like sky. It would honestly be a lot better to set the map somewhere besides Tatooine, then you could have your sky and have an excuse not to use boring Tatooine props too. All in all, it\'s a decent map with some clever mechanics. Give it a try if it looks interesting. -Mav




Jedi Temple | 20.77 MB

his new map based on the attack on the Jedi Temple, as seen in Revenge Of The Sith. Unfortunetely I can't give a review because my disc drive is dead. I'll give ya'll a moment to take that in... Good? Good. Like LOZ, Jedi Temple is made up entirely of Vyse's own models which look incredible just from glancing at the pics. Many of you will probably feel like you're in the movie fighting off Jedi or invading clones. In addition to this there are new weapons, units, and custom lightsaber attacks. Also take note that this map does not work online, and there are a few collision bugs with the pillars. This is about all I can say since I can't play the map (it's okay to cry guys) but for more info read the ReadMe, look at the pics, or even better: play the darn map. Good job Vyse! I'm sure everyone will have a blast with this one.




Capital Down Mappack | 54.4 MB

map, which was that there were not enough units. Now each side has 150 units on the field at once! I wish that I had figured out how to do this earlier on. Talk about an improvement! I made minor changes to the terrain and CP positioning in some of the maps, providing more cover and realism. In CD3, I also added foliage to the terrain. I changed the sky for CD1 and CD2 to add realism and I also added an in-game map feature in all four maps for better navigation. The sound is much improved in all 4 maps, with only some of the flyer weapons missing and with the unit and hero sounds now added. The only thing that some of you will not like is that I removed the eras that did not fit the maps. I removed Galactic Civil War era mode from both CD1 and CD2. I also removed Clone Wars era mode from both CD3 and CD4. I hated to do it, but it made fixing some of the bugs that much easier. It also made the story for each map much more believable. Sorry! All four maps are now much more balanced and stable. Overall, each map now feels more like a massive battlefield than before.\" Overall, this is great! Plan to see the updated Capital Strike soon! ~Valiantofficer




Battle Arena 2.0

battle_arena_20_install.exe | 65.49 MB

RepSharpshooter's Battle Arena 2.0, with countless more features for even more fun than before. The main feature is the hunt, or clan mode. You start out in the lobby and can use a command pad to change arena layout, toggle free for all, etc. Once you're ready to fight, players enter two seperate portals to register for either Team 1 or Team 2. Then the two sides battle it out. With many different layouts to choose from, including a pipe maze, king of the hill style, and urban layout, the fun is sure to last. Bored of battling? There's also various other areas of the map to explore. You can ride segways around the halls and on a race track. There's a gigantic chess board to play chess on. You can visit the bar to watch TV or check out the Twi'lek dancers. There's even a pool to ride boats around in, with a water slide that can be toggled on or off. Then there's the wave mode, in which all the human players team up and fight off waves of enemies. You start off with just a couple Geonosians and work your way up to harder waves. There's at least eighty waves. If you die, you get sent up to the spectator stands and can observe the battle from the spacious seating area. Once everyone dies, there's a reset button to start over again. If multiplayer isn't your thing, you won't be able to play hunt/ clan mode. Luckily, there's Conquest and 1-flag CTF modes that can be played offline with AI. Also, you can play all of the modes with various different sides and units. There's Rep's Red vs Blue sides from the original Battle Arena, hero assault sides, Clone Wars, and Galactic Civil War. You can also play as wampas in the Hoth king of the hill mode. I could go on for a long time about all the neat features this map includes, but I'll stop here and let you download the map. -Xavious




Tatooine: Outpost | 95.92 MB

mode. Jendo's second version of Tatooine: Outpost is pretty much extra content and bugfixes added to his previous releasedversion of the same map. The map is set in the deserts of Tatooine, and seems to have more of a 'Dune Sea' vibe to it than the stock 'Dune Sea' map from BF1. The map is mostly made of rolling dunes with various points of interest such as a small outpost, a sandcrawler and a tusken camp. Visually the map holds itself together very well to create a believable environment (personally I think the dunes are particuarly impressive). Despite being a mostly terrain map gameplay is still decent due to the steep dunes providing some cover. Combat varies between spread out in standard conquest mode to the hills absolutely crawling with soldiers in XL. There's a good range of game modes and the supported eras include DT, BFX and some future CW mods. CW Hunt mode is particuarly interesting - Anakin vs Tuskens, as seen in Episode II. While its a bit one sided and another Anakin will occasionally spawn (I responded to this in the appropriate manner, by ruthelessly hurling him to the tusken raiders and cutting him down) its quite entertaining. Well worth a download, especially if the screens or previous version appealed. Download Link - (Added this here because the download link below doesn't work - Danny)




Star Destroyer | 31.7 MB

have landed in a side hangar in the SD and are trying to successfully storm the ship. For those of you who wanted "full" full interiors to space ships, eat your heart out. Not only is this an interior to-scale with the Battlefront II Star Destroyers (which admittedly are a little small), but it's probably the largest interior map I've played in a while. I always find interior maps fairly impressive, as they usually represent a much greater amount of work than a map that is set outside. For that reason, this map scores points on my scale simply for the enormity of the undertaking - it's not a small amount of work to model that much. However, before I touch too much on what I liked, I want to go ahead and get the criticisms out of the way. The first thing I'd change would simply be the size of the map. Yes, it is very impressive to have such a large map, but running up corridor after corridor can be a little wearying. I know that part of the goal was to physically link the bridge section of the Star Destroyer with the hangar section (which is done well, I might add), but that would be much better accomplished without a true "physical" link (maybe a teleport or something). Secondly - and related - is the number of times certain models and textures are reused. Again, it is impressive to see the scale, but it could be very tiresome to see the same texture repeated over and over on the same model, especially when it was large. Your best modeled sections of this map were in rooms where there was a lot of variation. And also, I would add a landing region in your hangar - you can land everywhere on the map, and I am certain that this was not as intended. Now criticism aside, there was a lot of good to be found here. I think technically the most impressive thing I saw was actually the planning - it's not easy to create good planning for small corridors, but it was done very well here - I rarely saw AI getting confused. And, of course, there are a number of new models here (most of them, in fact). Some of the models were really well-done - I liked the bridge especially, and some of the rooms looked really neat. As mentioned above, the places where the model felt novel and not tirelessly repeated looked the best. Oh, and the classic SW game music was fun. The map comes with three modes - conquest, CTF, and 1flag. Conquest is fairly standard - unfortunately it seemed very linear, but it was a large enough map with enough command posts (and alternate routes) that the linearity didn't break down the gameplay much. CTF and 1flag surprised me, though. I thought they both worked well - the author was wise to confine these to smaller sections of the ship. Much of the time I spent playing through those modes was spent finding my way around, and to my surprise the AI scored a number of times while I was plodding around (they soon became valuable guides, though, since the AI paths led me to the flags). All in all, it's a fantastic map. I would really like to see a little better texture work and a much smaller map, but those aside, it's still a lot of fun to play. Try it out! -Mav




Death Star II: Emperor's Throne Room | 18.32 MB

return to mapping. As you've probably guessed from the title, the setting is The Emperor's Throne Room atop the Death Star II where Luke and Vader's final duel occurs. Within BF2's limitations, the movie-accuracy of this map is amazing. The modelling and texturing work is highly detailed throughout, and there are so many fine details - from the hologram of the galaxy in one room, to the intricate details of the catwalks and handrails, and of course the emperor's throne overlooking the Death Star II. I actually spent a hunt round just exploring the map, despite its small size (occasionally dodging Vader's hurled lightsabre and hurling the Emperor to his doom). Gameplay is also excellent. As previously mentioned, the map is very small - too small in fact for Conquest mode. The modes are Hunt (the final duel between Luke and Vader, with Emperor Palpatine watching on) in GCW and Dark Times* eras, Team Death Match, which is pretty much like stock hunt without the time limit and normal units in CW, GCW and DT eras, and finally Hero Assault in GCW and DT (sabre heroes only) eras. All the modes work very well and are very fun to play due to the compact nature of the map and perfect AI pathing. Emperor's Throne Room also contains nifty extra features that enhance the overall atmosphere. There's fitting music from Return of the Jedi added to various modes, there's a distant starship battle in the sky overhead, and...well lets just say "try to recreate part of the Return of the Jedi whenever the Emperor is around." Like some of the map details these don't enhance gameplay but make the map all the more immersive. This map is fantastic. Download it. Right now. ~Sky *It should be noted that to play the DT era modes you must have Dark Times II: Rising Son installed. Note: to anyone with both this DT and the Convopack installed, you'll get DT Space Assault added to Maveritchell's Space Endor map.




Corusant (Jedi vs Clones) | 31.87 MB

is also balanced in that the Jedi are far outnumbered and the Dark Jawas are pretty weak




Naboo: Theed Hangar | 53.06 MB

hangar itself where Amidala and co. made a run for her personal transport, to the hallway where they had a standoff with battledroids, to the large generator room and surrounding area where Obi-Wan, Qui-Gon, and Darth Maul had their Duel of the Fates, it\'s all here. I don\'t usually gush over maps, but this one deserves it. Very few maps ever achieve this level of quality, and when one does, it\'s definitely worth noting. Koolaid has done a large amount of modeling and some superb texture work (see the windowed corridor, especially), and the result is a highly detailed, movie-accurate Theed hangar. He\'s even thrown in a couple of Easter eggs for those with the patience to find them. Gameplay is not lost, either. Conquest mode is well-done, and provides for an enjoyable battle that doesn\'t have to drag on for too long. The sides are nicely done and fit just right into the map. Assault mode is also fun. Since it\'s set up for a single player vs. a single player (i.e. Darth Maul vs. Obi-Wan), don\'t expect this one to be a very quick play. However, it\'s definitely fun online, since it\'s only ever one-on-one - and the generator room makes for a great (didn\'t the movie show us this anyway ;) ) dueling area. This map is definitely worth downloading. I rarely keep user-created maps for long (I only have one that\'s not my own), but this one is definitely staying in my addon folder. Worth a shot whatever your tastes may be. (A quick tip: I\'ve tried this online a couple of times, and I found that while it\'s not completely stable, it does seem to work semi-consistently at the default online settings. Assault is more stable than conquest, but both can work.) -Mav




Mos Eisley Spaceport | 156.47 MB

thusly: [img][/img] This is the map you are looking for. Jokes aside ([i]"You don't need to see my sense of humor"[/i]), Rends's "Mos Eisley Spaceport" is about as accurate a recreation of any movie location as one could hope for. It recreates, of course, the iconic "wretched hive of scum and villainy" we all saw in great detail in Star Wars, and it (most probably) matches that detail to a T. (atooine. Okay I promise I will stop.) There's a lot to see here, and it is of course best summed up by simply downloading the map and trying it out. What's most interesting about this map is the talented blending of stock assets with custom assets (the map is populated by a majority of the latter, although most are so well-done you wouldn't guess it at first glance). You can walk into an innocuous small building and all of the sudden find yourself in an underground pathway leading to several hangars and walking you under a large part of the map (this part specifically was probably my favorite), such is the level of detail. What's neat too is seeing several movie locations created so faithfully. It wouldn't be fair to mention "movie locations" without making special note of the representation of Wuher's cantina in this map, because it's been done [i]very[/i] well. From the droid detector at the door ("We don't serve their kind here!") to Figrin D'an and the Modal Nodes, this is a sight to see. And what is truly incredible is that it's just a piece in this immersive map - not to lay it on too thick about the detail, but the map is so large and so detailed that you could play through the whole map and miss something as neat as the Cantina simply because there are so many other neat things. Some other highlights include the (numbered!) docking bays with the ships landing and taking off (as well as... other things) and the small Imperial base, with the security cameras (nice touch!). I could wax descriptive about the map some more, but the reality of it is simply that you should just go play it. It's an incredible job and easily one of the best maps available for this game. -Mav




Coruscant: Streets | 56.45 MB

download this. This was well engineered and resembles Coruscant VERY well. The new KotOR Hero Assault Mode is nice too! It was fun dicing up people as Darth Malak! ENJOY!! - Majin Revan




Marvel4\'s BF1 Conversion Pack

marvel4s_bf1_conversion_pack_1.1.exe | 150.09 MB

very straightforward compilation of conversions. While it is sort of redundant to download this should you have the Conversion Pack, this has its advantages- it is smaller, more lightweight, and is easy to pick and choose exactly what you want installed. The conversions in this pack are very good, and they are very well polished. They feel very authentic to the originals. Give this a download if you enjoyed the past versions, as this includes all the latest versions of the conversions. If you\'re looking for just the converted maps and don\'t feel like downloading the Conversion Pack, then this is the download for you. -Jedikiller




Christmas in Jinglin' Town | 148.86 MB

for... [b][u][i]CHRISTMAS IN JINGLIN' TOWN!!!!!![/i][/u][/b] Well, hows that for an intro? :D Well this map was constructed by Dann Boeing but Many Models were made by the community, 3rd place goes to Thunder 2nd To Caleb1117 and #1 of course to FragMe! Anyways on to the map. This map has a bunch of modes such as Hunt and Conquest In Conquest it's the standard capture the CPs, except all the units Are Green, Red, Blue and White and some have Santa hat's. The weapons are very christmasy too, Like Snowballs, Presents, Snowball Shotguns, Snowball Snipers, Snowball Rocket Launchers, Snowball Rifles, Snow Mines, Large Snowballs, Presents, Snowmen Turrets, Toy Probes, etc. The Heroes are Santa Clause and Santa's Evil twin their weapons are Santa Clause: Candy Cane Lightsaber Force Candy Cane Saber Throw Presents Evil Twin: Coal Gun Coal Present Force Blizzard Now on to Hunt. Hunt CW: The Jawas VS the Elves (Skinned Yodas :D) The Teams consist of 2 units each One wearing a santa hat is the warrior They have Snowballs Big Snowballs Huge Snowballs Snow Mines Then the other one (no santa hat) is the Defender They Have Snowballs Snowmen turrets Snow Fixers Snow Walls Each team has a base with snow walls surrounding it and you try to capture the one in the middle It's really fun. Hunt GCW: The Jawas Are Back! against Ewoks this time. Every things the same except no elves, instead ewoks. Now on to the Map layout. The map is a town it has roads, street lights, and houses and everything, and even Cars and Trucks you can drive, reminds me of GTA. Some of the houses you can even go inside them and up to second and third stories. Also the health and ammo droids are piles of snowballs ;) There's also the Secret Island of the Dancing Snowmen, try to find it ;) So here's the map download it play and rave about it. - EGG GUTS PS: Happy New Year




Rise of the Empire #2 - Outpost Overrun | 119 MB

There are many other smaller fixes and stuff too. I made the AI not be able to see through the grass, and I reduced the amount of grass and the grass height a bit. This is a significant update. [b]READ THE README FILE.[/b] - Majin Revan




Saga of the 607th - Final Map Pack | 231.86 MB

this map pack are all of the maps from 607th Map Pack 1 and Map Pack 2, as well as Jandoon: 607th Purge and Space Kamino: 607th Stand. In the end, it comes out to eight maps, which have been wrapped up in one addon folder for easy identification and installation, as well as a MUCH smaller filesize. There's a wide variety of maps in here; from icy mountains to fiery caves, from dense jungles to open beaches, urban sieges to fungi-infested wastelands, open plains to chaotic space battles. Follow the story of the 607th legion as they do battle on each of these different environments. Not only are there new maps, but the characters on these maps have also been customized a lot. There's new skins, models, weapons, and effects. You can find more detailed information on the sides in the "Bonus Content" folder included in the downloaded file archive. If you've played the 607th maps in the past and enjoyed them, or if you love playing new maps and characters in Star Wars Battlefront II, give this map pack a download. Just as a side note, if you have earlier versions of any of the 607th maps, delete these from your addon folder. They will likely interfere with the map pack. One more thing before I go; all eight maps are online compatabile. Not only that, they're crazy fun to play multiplayer. Keep in mind that in order for others to play with you, all players must have the most up-to-date version of these maps. (Which would be this map pack) Be sure to read the readme, as it includes installation instructions as well as more information on the map pack. Enjoy! -Xavious




Episode 2 Geonosis

episode_2_geonosis.exe | 35.45 MB

Confederacy of Independant Systems. This map, Episode II Geonosis, by Elfie911, is a recreation of that battle. There's a lot of dust on the ground, which will likely cause a lot of lag for those with lower-end systems, but it does recreate the scenes from the movie very well. There's good object placement; I only noticed a couple of floating objects. And the terrain has been built excellently. You'll really feel like you're in the Episode II movie when you play this map. When you first spawn as one of the sides, you'll either end up on the ground or in one of the capital ships floating above. It's hard to tell which one you're going to start at from the spawn screen. If you're playing the Republic, your [i]Venator[/i]-class capital ship (they didn't have those at Geonosis, did they?) is equipped with a handful of gunships you can use. Spawning on the ground, you'll notice an AT-TE (there may have been more than one, I don't remember) as well as some IFT-X hovertanks. If you choose to take control of the CIS, you can spawn in the [i]Invisible Hand[/i] (which wasn't supposed to be at Geonosis either) and fly droid vulture fighters or Geonosian fighters. On the ground, the only vehicles available to the droids are STAPs. I saw hailfires in the screenshots, but I couldn't find those when I played the map. *shrug* Maybe I just didn't look hard enough. Elfie911 also created his own sides set-up, which included reskinned clone troopers and ARC troopers for the Republic and a variety of battle droids for the CIS. There's also some hero characters for each side. The Republic has a single saber Jedi and a double-bladed saber Jedi, as well as Episode II Anakin with a green lightsaber. (wait a minute, wasn't he off chasing Dooku during the battle?) Obi-Wan is unlockable through the standard hero rules. Then, on the CIS, you have Count Dooku (with his correct saber; thumbs-up for that) and an acklay. Jango Fett is unlockable as a hero. (but I thought he was already dead?) Though I enjoyed this map for the most part, it did have some problems worth noting. Firstly, there seemed to be a few problems with planning; I noticed AI getting stuck on rocks, spires, and other objects on numerous occasions. Secondly, the hanger tended to be clumped with AI who couldn't go anywhere because all the ships had already taken off. I'm pretty sure there's an option somewhere in ZeroEdit where you can change the AI spawn weight, so you could put a limit on how many AI spawn in the hangers. Thirdly, the massive amounts of dust and large number of units will likely cause plenty o' lag for lower-end systems. Fourth, the usage of turrets is ridiculous. I'd say keep it to one or two to a Command Post, or less, and place them strategically, instead of just in a circle around the CP. Fifth is the canon-icity, although that doesn't matter as much as other areas. Maybe replace the [i]Invisble Hand[/i] with the [i]Lucrehulk[/i]-class ship, and the [i]Venator[/i] with an [i]Acclamator[/i]. (there's one on GT that has a hanger) It's a good map, could use a couple of tweaks, but it's still fun to play and it really puts you into the battle shown in the movie. Give it a download if it sounds good or the screenshots entice you, and remember to leave feedback for the author if you download this file, it's how we can help others improve and grow as modders. -Xavious




BBA 2 | 248.35 MB

mean [i]really[/i] flat plain. There is no height variation at all, unless you count the unnaturally square border around the map. In addition to the lack of terrain variation, there are also no props or buildings present in this map at all. So the basic premise of the map is this: you've got a flat area, two sides, and a command post for each side. Add in hundreds of units and lots of vehicles. Plus 2000 reinforcements. And that's the map. Oh, and I believe I should make note of the custom sides. The author removed all the unit classes except for the standard rifleman, and in the case of the Clone Wars era, added in another rifleman class. Then the author made a couple hue edits to some of the vehicles. Now, this generally wouldn't be a problem, but the author included the [i]entire[/i] all, imp, rep, and cis sides with his map. That makes the map, unzipped, a whopping 569 MB! That's 100 MB more than the Dark Times mod, for comparison. To sum it all up, this map needs a lot of work. It needs a better theme, more command posts, more props and terrain work, working sounds for all vehicles (only the AT-TE and AT-AT seemed to have sounds), and a smaller file size, among other things. I suppose if massive amounts of troopers and tanks mindlessly rushing at eachother appeals to you, give this a download. -Xavious




Geonosis: Jedi Arena | 110.44 MB

spires. The only mode is Clone Wars conquest, in which you play as either the Jedi or CIS. Playing as the Jedi, you have about 1000 reinforcements and must hold out for a set amount of time. (It was seven or eight minutes, can't remember) The CIS have unlimited reinforcements. If the time runs out and the Jedi have reinforcements, they win. If the CIS kills all the Jedi, they win. It's not as easy as it seems, however. Play it and find out for yourself. While it is an interesting change from the standard conquest mode, I can't say I had a whole lot of fun playing it. Gameplay consists of spawn, kill, die, spawn again, etc. There's nothing in the map except for the arena object and a couple of fallen pillars, and there's no terrain variation. It's a very basic map design with very little work on the part of the mapper, seeing as there's only about five objects total. You'll see heroes running around; Jango Fett, Mace Windu, and Ki-Adi Mundi. If you get enough points, you can play as them as well. I also found it amusing that R2-D2 was the hero unit for the Jedi team, though it's hard to get many kills with him, since he has standard hero health and there's so many enemies. Like I said before, an interesting concept, though execution isn't the best. Download if it sounds fun. -Xavious




Dogfighting Death Star | 35.63 MB

textures for the death star -death region removed. -new floor for the rebel base -manned guns added. -cap ship icons removed. -turrets weaker with longer repair time -improved AI -ctf-flag added,with goals at each end of the trench run.




The Zombie Apocalypse | 83.16 MB

areas in which one can fight (it is essentially a handful of maps). This has the author\'s trademark... strangeness to it, though. While I can definitely respect the innovation displayed in creating such a unique set of environments, by and large trying to play this feels like an assault on my (personal) senses. There\'s some sort of screamo music, which from the get-go is a real turnoff. There are also all sorts of strange colors. Just everywhere. As far as actual bugs go, there aren\'t a terribly huge amount, but there are still noticeable places where floating objects can be seen in different levels. The biggest part of my enjoyment, or lack thereof, is just my subjective experience. This is frankly so incredibly strange and weird-looking. The wave modes last for so long (but you can exploit the hordes of AI easily, simply by standing on high ground) that by the time you approach the end, some sort of ennui has set in, making the death at the hands of the zombies seem like sweet release. But be sure to play through at least one of the modes to completion, as the author has included an \"extra\" available for anyone who does. See the readme for further description and the screenshots for further detail. -Mav




Mygeeto | 134.28 MB

The map feels and looks very much like the Mygeeto we all saw in the movie with the exception of a pretty hint of sunlight that leaks through the thick clouds of ash that shadow the planet. The design is excellent and leaves plenty of room for the colossal clash between the two opposing forces. Unfortuntely you\'ll need to turn your settings way down for a decent frame rate. It\'s not so much the map itself that causes this, but the obsurd number of troops on the field at once. It\'s a nightmare. You feel like you\'re in a giant crowd running from some giant monster that\'s chasing you all... I guess a better way of putting would be that you feel like a Japanese person running from Godzilla. Anyhoo, the map gets extremely crowded and laggy so don\'t expect to live too long. Lasers, rockets, and grenades will go zipping past you everywhere you go, and that\'s only if they don\'t hit you. The good part about this is that you can blow up large groups of enemies with rockets, grenades, and mines. That\'s always an easy way to get your kill count and it\'s a ton of fun to watch all the bodies go flying in all directions. In addition to the insane number of troops and the poor framerate there are quite a few bugs. The first one I noticed were all the objects that would disappear and then reappear again. This again is mostly likely due to the framerate, map size, and the unit count. Fix it! The second big bug has to do with the bots. You\'ll see hordes of troops huddled together in spots, troops standing completely still all by themself, and AT-RT\'s that are hell-bent on walking through large walls. I suggest checking your planning to see if there\'s anything that might be causing this. But the big cause is, again, the number of bots in the map. On the bright side the Republic has been customized a bit to allow you to play as the Galactic Marines. When you play as the clones you sort of actually feel like you just stepped into the movie and are about to shoot down poor Ki-Adi. You may play as Commander Bacara, who is my absolute favorite unit. He\'s armed with a rocket launcher (that uses the chain gun model stranegly enough) that fires like a billion rockets at once. Trying to imagine a chain gun that shoots rockets instead of lasers. Oh yeah, it\'s that cool. In conclusion, this is a severely flawed map that excels in some areas, but not quite enough to save it from a mediocre experience. Sincerely, [GT]EraOfDesann




Rise of the Empire #3: Hidden Surprise | 99 MB

been fixed, as has localization for all languages. MANY other smaller fixes/changes have been made as well, including barrier streamlining and modifying of AT-TE and AAT main turrets' lasers impact properties. [b]READ THE README FILE. I AM TIRED OF USELESS QUESTIONS THAT I HAVE ANSWERED AHEAD OF TIME.[/b] - Majin Revan




Bespin Platforms | 6.5 MB

you who would like to get this map (my personal favorite from SWBF) without downloading the Conversion Pack. Also, this includes Phase I clones instead of the defaults, which is a plus. There are a few errors with this file. The first I noticed was the sky dome seemed a bit... messed up near the bottom. This might have been due to the fog being drawn near the bottom. Also, assault mode is broken, and the map is entirely black when you try to join, and there are no CPs. This is a common error I don't know how to fix. If you liked Bespin Platforms, and don't want to get the conversion pack, download away. Screenshots aren't necessary, seeing as most of you probably know what the map is... ~Penguin Unit~





ald.exe | 44.58 MB

While its not the most original environment ever, the author has done a very good job at creating a cohesive environment with a good atmosphere (as he has done in previous maps). A nice touch is the skydome showing mountains and a distant city, perhaps the one seen very briefly in Episode 3. Modes are Conquest and modded Conquest (with custom sides, somewhat confusingly it uses a flag mode icon)? Stock conquest is the usual, and appears to work fairly well - I didn\'t see any AI running into walls or trees at random or trying to walk across the bottom of the lake. Modded conquest uses bobfinkl\'s custom sides, which are simple but fairly unique. The main difference between these and the stock/most custom sides is the weapons do much higher damage, reminiscent of sides by modders such as Fingerfood and Bantha55. *Slight RantBegins* The reason this sort of gameplay works well in games like Call of Duty and rarely in battlefront is very simple - BF2 AI have about the same amount of tactical programming as my toaster. They run straight into open spaces and rarely bother to take cover. High damage gameplay works well on some maps, but on big open maps it tends to lead to gameplay along the lines of \"spawn-runrunrunrunrun-shoot twice get shot die-spawn-runrunrun-etc). *Slight Rant Ends* With the high number of trees and boulders in this map however, it works fairly well, and could work even better if the author put in some more \"cover\" hintnodes so the AI would take cover more be less inclined to run straight into a glowing plasma bolt death (seriously at one point I gunned down about 30 AI from one spot of cover because they just kept running at me en masse). The classes seem pretty fairly balanced out, the sides are pretty original, its at least worth a try even if high damage gameplay isnt your cup of tea. Bugs seem few and far between, the only one I noticed was some incorrect or missing uk_english localisations (not sure if US english has these). Overall its a good map with an interesting alternate set of sides. Give it a go! -Sky




A Race Map | 27.84 MB

have to applaud him for that. Like many maps with an outside-the-box concept, this one needs more than it has to really be effective, and it's clear that the author's imagination is limited by his modding ability (which is not inherently bad - everyone needs to learn, and it's infinitely preferable to having ability limit imagination than the other way around). What this gives us is a map that is different enough from most newbie maps to stand out, but still bears the hallmarks of a new map creator. The map itself isn't something overly spectacular to look at - it's not bad-looking, but in the effort to create a "functional" map, the author left a few things to be desired, visually (i.e. the large sheer terrain walls, the un-blended terrain, lack of consistent prop use, etc.). While it is a lot harder to make a visually-pleasing map that serves a nonstandard functional purpose (i.e. built for more than a stock game mode), it can be done. Instead of relying on sheer terrain walls, I might suggest simply using some invisible collision (included with the modtools as objects). This'll at the least allow you to have normal-looking cliffs. I'd also suggest using a few more props scattered throughout the course of your "race." Also, the idea here would be infinitely improved by a little scripting. The biggest downfall of making a map like this assumes that the player is going to buy into the idea 100% - if I load this up and just want to get from point A to point B, I'm going to just jump the cliff wall and drive there. In a video game it's important to have a little bit of hand-holding of the player's character. It's not something that's easy to do, but start out small (I actually started learning scripting to do the exact same thing) and you'll get something that's workable and much better than just an open map. All in all, it's a fairly basic map. To enjoy it as the author intended, it'd be best to read through the readme. To the author - spend some time working on making your map visually appealing as well as functional, and don't be afraid to branch out into some basic scripting. It'll make maps like this much better for you in the future. -Mav




Abraxas Platform

psa.exe | 69.89 MB

previous version, Abraxas Platform is a space battle between an Imperial Star Destroyer and a Pirate Space Station. One thing I've always liked about this map was the use of many custom models in fact this map is almost entirely new with models except for the Imperial Star Destroyer and some miscellaneous objects. It also has a different feel to it than most space maps. In which case the new models play an important roll but also the textures and detail give it a whole new feeling and there is Assault model along with CTF for those of you who like Space Flag. As I mentioned earlier this is a lot different than the shipped space maps and is a lot similar to Mav's Space Endor map. He still kept the original gameplay of the map and the enhancements aren't over-changing but still looks new. Basically this version adds a visual upgrade to it along with changed vehicles and a few new space crafts. The sky is now changed to a greenish-yellow, with three new space crafts and three upgraded space crafts. There are also First Person views now for all of the vehicles and much more. The units nor the maps itself are changed as he wanted to keep his original idea. The download size has also been tweaked down to almost half its original. Definitely worth a download especially those of you who enjoyed the previous version. -Delta 47




Legend Of Zelda: Hyrule Field | 48.1 MB

fantastic job on his first major release. This is only one of a few projects he's been working on by the way. Anyway, if you love The Legend Of Zelda games then you'll love this. It takes you right back to the good ol' days. Though the map is loosely based on the upcoming game 'The Legend Of Zelda: The Twilight Princess' for the Nintendo Wii, it has a strong "Ocarina Of Time" feel to it. I suppose it should since this is the fields of Hyrule afterall. And boy did he hit the nail on the head. He's got the yellow grass and the pointy elevation. He's got the holes leading underground. He's got the castles and ruins. He's even got a secret dungeon. In addition to his new Zelda models (including the Master Sword, a Hyrulian Shield, and a Fairy Bow) he has sounds from the games! He's even set up triggers so that when you fa...I mean go into the secret dungeon the music changes. The map also features some custom units that bear Vyse's new weapons. It's fun running around as a green clone hacking away at enemies with the Master Sword. For me, the best part of the whole map is the secret dungeon. It looks like it's straight out of one of the games. No joke. I ran through the stone tunnels, looking at all the creepy vines and listening to the eerie Majora's Mask music. Beware of traps! Inside the dungeons you'll find ghostly duplicates of the Hero Of Time. They're pretty tough so you better bring a friend. But there are things far worse inside the'd better bring several friends in that case. Vyse forbid me from posting pictures of what awaits as to keep it a surprise. Trust me, you'll be VERY surprised...and scared. Hehehe... There's lots of places to explore so it'll keep you busy for a while. No one is sure how it works online but I have a feeling this will be a server favorite. I'd love to play this map with some Battlefront buddies...Try to imagine exploring the secret dungeon with some squad mates. ; ) If I could give any feedback it would be... -Add some tauntauns or kaadu's (thanks to Teancum) for players to ride around on. It's a big map so a knight of Hyrule needs his mountie. -Make some floating platforms that travel across the map. By the looks of it you've got animating objects in ZE down so I suggest making several platforms that can transport players across the map. -Maybe increase the unit count. Fantastic map. 'Nuff said. -[GT]EraOfDesann




Rhen Var: Citadel

rhen_var_citadel.exe | 31.81 MB

conversion is very good- I didn't notice any problems with it and it felt like I was playing SWBF1 with the SWBF2 sides. It includes a load screen and a new hero, Kit Fisto, from the Xbox DLC. The map has Conquest mode, both CTF modes, and Hero Assault. Though this is a bit redundant to those with the Conversion Pack, it may be useful to those without. The only thing I can suggest to the author is to include the hero LVL file with the map package, so that the user does not have to place it in the SIDE folder manually. Anyway, give it a download if you want to play Citadel on its own without the Conversion Pack. -Jedikiller




Rise of the Empire #1: New Era Begins | 137 MB

fixes and stuff too. This is a significant update. [b]READ THE README FILE.[/b] - Majin Revan




Ryloth: Nabat

ryloth_nabat_1.0.7z | 58.97 MB

layout and look of the map is largely the same. Some of the colors look a little different and it seems that there was a slight graphical update to make the map look a bit more appealing. Some objects have been grounded, others have been relocalized correctly, and some new objects are present as well. There is also a more firey feel to the map, with the addition of some embers floating around and some piles of flaming refuse scattered around the buildings. In the sides department, there have been a lot of changes. All the clone models have been changed up a bit to be more like the animated series, and there are a lot of new weapons and animations for those weapons. There are also some new vehicles added for you to fly around the map in. Most of the units have been reskinned and in general they have a completely different appearance than they did before. There were also a lot of droids running around the map, which was a nice touch- it added a lot of atmosphere. In the \"general changes\" aisle, we have the addition of the Dark Times era, which is only playable if you have that mod installed. There is also a KOTOR era to play around in. The Clone Wars era has been renamed and is now located at the bottom of the era select panel. One bug I noticed was that the ground textures do not seem to be present in the Dark Times era; however, this could just be my computer. Overall, this is a pretty good map. The sides are good, and the concept of almost everything being destructable adds a lot of gameplay elements to the map. while the design is somewhat bland and colorless, it does fit in with its planet, and so cannot be faulted all that much. If you are looking for a new map to play, or you enjoyed the beta version, I would recommend giving this a download. -Jedikiller




Kashyyyk: Star Wars Episode III Map | 249.99 MB

best. Map Tactics: Rebels: The republic has the advantage here on Kashyyyk with the stronger vehicles and units but they don't have faults. If a trooper is isolated he will most likely die and try not to take on 12 droids at once. Use the trenches to isolate your enemies and kill them one by one. Also, it wouldn't be wise to get in a vehicle at the beginning of the map (especially ATRT) because the droid gunships will just shoot you out of it. Use the platforms as cover and sniping spots. You can easily pick off 35-45 guys before you die and then you unlock either the Wroyshr Defender of Commander Gree. Both are extremely good by I recommend Gree should be used as a sniper (you'll know what I mean when you use him) and the Wroyshr Defender as a regular "super" trooper. CIS: The CIS strength is in it's speed and numbers. Use the snail tanks to over run your enemy while you wait for the dwarf spider and spider droids to get to the beach. Use the Droid Gunship to land on the platforms and take the Republic tree base. Then just slowly take the beach forcing the republic back to one CP. Be careful the Bdroid's health ha been reduced to make play more realistic so don't go by yourself expecting to kill 25 guys. Attack must be quick and decisive also land headshots on the wookiees to take them out. Empire: Pretty much the same tactics as the Republic but make sure you take out the tanks before they reach the beach because they will cause a lot of havoc if you don't. Also watch out for the Wroyshr Defender Thats pretty much it. Please use our forums to report any bugs and errors you come across and please keep it civil. Have fun and enjoy. - Gavin1701




Episode V: Hoth | 163.7 MB

empire which is weird cuz in the pics your against the empire. Anyways This map is very big like hoth. The Imps have at least 20 AT-STs and 3 AT-ATs so you would think you have an uphill advantage. Your Wrong. See there\'s a large snow field. You start at the end. The rebels at the beginning with a steady Line of Turrets and trenches. It\'ll take forever for you to run so you hop into a vehicle. But by then the rebels are blasting turrets at you and there are snowspeeders (they have at lest 8 that continuly spawn, so about 16 on the field) everywhere. Behind the turrets and trenches, there\'s a hill. One big fat hill, the type AT-ATs have difficulty climbing. But luckily there\'s a valley you can go through. On the side, it takes time. So i suggest taking an AT-ST over the hill. Very few go over the hill with vehicles they stay on the other side of the hill blasting rebels. SO your over the hill. You have another huge snow field . after you cross that you got a generator to the left a hanger to the right. Plus alot of rebels, tauntauns. and snowspeeders. So choose your way. Now my favorite part, the hanger is connected to a system of tunnels with rooms from Tantive IV. They are connected every where and it\'s really fun going is as Vader and having Tunnel fights. :D Thy conect to other hangers and small bunkers all over the battle field. and to a valley with rebel cruisers in it. Did I mention Luke is running around to add to the matter? So that\'s the re-view. I didn\'t see many bugs either so this is an all around good map. There are 2 modes Conquest/Assault (I forget which one it is) and XL they are both Imps VS Rebs. So this is over all a pretty good map. - EGG GUTS




Ancient Research Facility | 25.66 MB

weeks. This is a map I played a while before it was submitted and it is one of if not THE most professional maps submitted here for SWBF2 yet. It takes place is a sort of underground tomb that was facilitated for research. Things I liked? Let's start with...The cave wampas. In one area of the map there is a network of underground tunnels. To be expected from such a map. However these tunnels hold more thanjust dirt. Glowing crystals light the way and beasts are soliciting around every corner. Running through the confined spaces to the sound of monsters ravaging your team mates in the distance. Inspiring. There is also a rom with the bones of a colo claw fish(long nosed thing from episode 1 when they were in the gungan sub) including a big skull. There is a hallway with the wals and floors spiraling into each other, a pyramid, and an atrarium full o' Acklays. Best part of it all, this was a first map. Unfortunately, the email which likely had the authors name in it was deleted and it isn't anywhere in the readme. If anyone can find out orif even the author is present leave a message and I will fix it. -K.




Battle of Christophsis

chf.7z | 10.04 MB

Most of these bugs stem from the terrain changes that have taken place. The gameplay is almost nonexistent. All of the CP's along with the nodes and captures regions, except one are underground. The reinforcements drain out very quickly. I played it through several times and each match took around 2 and a half minutes. I didn't see an enemy unit once. [i]*Modder's Side Note: The main problem with this map is that the spawn nodes are underground. To change the height of a spawn node, select the node and then hold the shift key. Then left click and hold and move the mouse up and down.*[/i] One of the few good improvements is the placement of more objects. Much more interesting than the last release. If everyone would spawn [i]on top[/i] of the ground it would be a huge, monumental improvement. But as of right now it's not that fun. [b]-Saitek009[/b]




SBF Hypori: Greivous Attacks | 33.57 MB

or as the enourmous CIS army. Around 18 jedi at a time vs. more than 200 droids. Fortunately, a division of the Republic's Clone Army has recently touched down and will help the Jedi fight the CIS army. Victory is possible for each team. This battle is the beginning of the end for the Jedi, whether they win it or not is up to you.




Hypori: Grievous Attacks | 83.59 MB

crap out of them systematically until an ARC team shows up to save the day. This is also the first episode where Grievous reveals himself to the jedi. In the show the Gunship drops explosive charges and uses its guns to destroy large piles of SBDs at a time, which I guess explains the massive number of droids, but they still tend to over-run the republic. Regardless, this is a quality remake. Most of the action seems to be around a crashed Acclamator, with a city of wreckage where it landed. the droids are swarming in and the Jedi are trying to fend them off. There is another Acclamator landed beyond some hills supplying the Jediwith reinforcements. there are a couple of ARC gunships and a local team of ARC troops spawning. I also saw piles of Mace Windus and Yodas running around in places. Considering what a challenge it is for Republic to win I would think the outnumbered ARC troopers would be made especially strong but if you like a tough fight then don\'t worry about it. Thereae no notable bugs however playing in GCW my framerate dropped considerably, and I noticed large columns of smoke that didn\'t seem to be there in CW. It didn\'t seem to lack any attention to detail like most maps based on a single era. Looking at screenshots of one of the older versions this map has improved a LOT, if you played theolder versions you\'ll really see the difference. Curiously, Grievous has force jump. -K.




Rhen Var Temple | 212.65 MB

large amount of maps and mods to be uploaded. 2 maps, a mappack, and 3 mods to be correct. ;) On to the Map. Well since the last Version theres been a large amount of changes. 1. New Skins 2. Some New weapons 3. The Republic has a Super Gungan (I\'m not sure if this was in V1.0 I forget) 4. New Modes 5. New Vehicles 6. Mini Map details 7. A secret Path So Part 1 [b]NEW SKINS[/b] Well, new skins have been added, The Super Jawa skin has been changed a long with some newer Republic CIS rebels and empire skins. Also for some vehicles Like the AT-ST and Vulture Droid Part 2 [b]SOME NEW WEAPONS[/b] I can\'t name all of them but the Gas Shell, Emp Grenades, Rail Gun and the new Droideka Blaster are some of the new crazy weapons Dann is famous for. The Millennium Falcon also has a new secondary fire. Part 3 [b]SUPER GUNGAN[/b] Well just like the super Geonosian (CIS), Tusken (Empire) and Jawa (Rebels), the Gungan is the Power House for the Republic, with the Bullcaster M-3X, HAywire Detonators, and Da Mine Chucka mixed with super jump and speed, makes this unit a killer. Sadly he\'s my least favourite of the Supers becuz, well..he\'s a gungan ... :D MOVING ON Part 4 [b]NEW MODES[/b] With this version there are 4 Modes (count em 1-2-3-4) 1. Conquest 2. Assault 3. XL 4. Hunt ---------------------------------------------------------------------------------------------------------------------------------------------------- 1. Conquest : Well conquest is just normal sides on the map, so if you like the classic BF2 then play conquest. ---------------------------------------------------------------------------------------------------------------------------------------------------- 2. Assault : A step further from conquest. Dann\'s sides, weapons and units are all in it... except... it\'s normal spawn count saw if you want a kill you have to go lookin for it. also it only goes to 50. ----------------------------------------------------------------------------------------------------------------------------------------------------- 3. XL Another Step further from Assault (2 steps ahead of conquest ;) ) Dann\'s features are in this mode along with large spawn counts, so just stand still and the kills will come to you. ------------------------------------------------------------------------------------------------------------------------------------------------------- 4. Hunt The best update from 1.0 (my opinion), Becuz Hunt is actually Hunt! Explanation? It\'s Hunters VS Giant Wampas and Rock Golems! It has it\'s own battlefield with the ruins in the middle (where the Giants spawn) and the hunters bases on each side. The hunters are well skinned snow troopers with Bubble Rifles Bubble Rocket launchers and Bubble grenades. They seem smaller then a normal unit and their rifle is bigger then normal rifles too. The Hunter team also has hunter tanks with bubble weapons. The GIants are Giant Bloody Wampas and Rock Golems (which I think are giant Han Solos with a rock texture for a skin and glowing green eyes) This is by far the Creative thing I\'ve seen in a map. Good job Dann! :) Part 5 [b]NEW VEHICLES[/b] Well this map comes with some new vehicles such as the CIS Tank called the HAG, Zam Wessel\'s Speeder, the Tie Defender, and Gogie\'s Brand New Ebon Hawk! It still has the orignal vehicles like Arc-170s, AT-STs, X-wings, Snow Speeders, Hailfire droids, etc. Part 6 [b]MINI MAP DETAILS[/b] Well the minimap isn\'t blank like most maps these days, it also has the Classic BF1 mini map details. Not much else to say about it. Part 7 [b]SECRET PATH[/b] Well I can;t really tell you since it\'s a secret. :D So those are the updates the map it self is pretty much the same from version 1.0 but that doesn\'t change anything cuz the map was perfet in version 1.0 anyways. Great Map Dann, One of my new favorites! - EGG GUTS




Endor: Death Watch Bunker

dwb_v2.0.exe | 42 MB

in not only polish but in content. Where before the map was a decent tunnels map with an Endor-ish theme, now it is a much tighter-constructed tunnels map with a neato campaign, and as I\'ve mentioned many times before, I\'m a sucker for a neat scripted mission. But before diving into a review of the campaign, I\'ll make a couple notes on the map - it looks much better, as mentioned above, although in its effort to look better it has overloaded the game with objects. Not to a point of failure, mind you, but it does induce the occasional flickering on/off for objects in the view pane. Since this is an interior map with lots of joints in the tunnels, portals and sectors could have been used to more effectively manage the rendering of objects. One other thing - since this is set below a large forest, it would have been nice seeing some roots encroaching on the tunnels, especially in the areas where it was completely dirt. The campaign, of course, is what really interested me. The story itself is pretty straightforward: get in, shoot someone, get out. There\'s not a lot in the way of puzzles or exploration (in this regard, AQT\'s earlier \"Talay: Tak Base\" map was much more interesting), but the parts that are present are enjoyable and polished. There are a couple of neat mechanics, like an \"action\" move and extra life pickups, that flesh out the progression a little, although the \"action\" move seemed a little unwieldy - I had to tap it three times to make it properly interact. Also, because it is a repair tool and because it is used on completely \"destroyed\" objects, the objects don\'t show up with names on your HUD, which is a bit of an impediment to their immediate identification. I think this might have been better had it been a \"destroy\" weapon instead of repair. There are a handful of pretty neat enemies and allies you\'ll see as you play through the map, and I would encourage you to give the campaign a go before you try the other modes so as to let them be introduced in sequence. A couple further notes/criticisms: -Some enemies, notably autoturrets and the enemies at the very end (post extra-unit), seemed to have a tad too much health. It\'s not that they were overly difficult, but they required too much rinse-and-repeat. -There\'s no real introduction to the \"activate/action\" mechanic. When you introduce something that\'s not part of the stock game, a little hand-holding is best. Since the first panel isn\'t right in front of you and/or immediately visible, having a floating marker over it would be nice. -I liked the \"extra\" uses of the activate mechanic. Could be a little less subtle, but it\'s still a neat little bonus. -Your activate mechanic operated as a repair tool. The panels should use a different healthtype (I like to use \"animal\" since it\'s not often used) than building, since right now your activate mechanic can slowly repair ammo/health droids. -The regeneration on the turrets felt a little unnecessary. It increases the difficulty a touch in an artificial direction. All in all, it\'s a great campaign on top of a pretty solid map. If you like scripted missions at all, this is one definitely worth downloading and hanging on to. -Mav




Capital Strike | 46.69 MB

Jonathan Witt (a.k.a. \"DarthDaddy\") ---------------------------------------------------------------------------------------------------------------------- Changes, Updates, & Bugs: I fixed the biggest complaint about the map, which was that there were not enough units. Now each side has 150 units on the field at once! I added three more ground CP\'s, to extend the battle all around the core. I also changed the terrain beyond the coreship crater, making it more rounded and with more realistic borders. I made changes to the textures of the Coreship to make it look more battle-scarred. I also added a couple of auto-turrets on the Coreship to add realism and give the defenders a little more teeth. In GCW mode, the Imperial hangar is working much better now, with more fighters being launched. I also repositioned the Mon Calamari cruiser, placing it higher above the ground and with the hangar closer to the action. The sound is much improved. All the infantry units now having their sounds, although a few of the weapon sounds on vehicles still do not work. I included an in-game map, but it does not match as well with the Galactic Civil War mode as it does the Clone Wars mode. Overall, the map has been updated and I think improved. I hope you all agree! ---------------------------------------------------------------------------------------------------------------------- The Story: Clone Wars – A Trade Federation coreship was intercepted by Republic forces as it entered the orbit of an Outer Rim world. The coreship has crash-landed on the planet\'s 2nd moon, but is not entirely destroyed. Despite the fact that a Republic Assaultship is holding position over the crash site, a CIS capital ship has moved into the area and is attempting a recovery mission. CIS troops are already landing at the site and preparing a ground defense. It promises to be an intense fight in the thin atmosphere and on the ground! Galactic Civil War – The Alliance has discovered an old weapons cache onboard a long-abandoned, Clone Wars era coreship on the 2nd moon of a remote, Outer Rim world. An Imperial Star Destroyer has been dispatched to prevent the Alliance from gaining any more weaponry, but a Mon Calamari cruiser is involved in the operation, receiving cargo and guarding the site. Rebel troops are already landing at the site and preparing a ground defense with the antique weapons they have discovered. It promises to be an intense fight in the thin atmosphere and on the ground! ----------------------------------------------------------------------------------------------------------------------- Installation: First, create a new folder called \"addon\" in your \"Star Wars Battlefront II\\GameData\" folder (unless you have already done so). Second, extract the \"CS1\" folder from the zip into your \"Star Wars Battlefront II\\GameData\\AddOn\" folder. You should be good to go! Gameplay: Though the unit count is already large, I highly recommend turning up the AI controlled opponents to 32, in order to produce the kind of fight these maps were designed for. Acknowledgments: I would like to thank everyone for the interest in my maps, as well as the feedback and suggestions. Thanks to for all the help and for posting the files. Thanks also goes to Lucasarts for the materials and to George Lucas for that \"galaxy far, far away!\" Legal Matters: These files may not be redistributed on CD or DVD, resold, modified, or \"plugged\" into a mod without permission from me. Contact Info: For comments or questions, email May the force be with you in the game and may God be with you in real life! Download now, because you\'ll kick yourself if you don\'t.-Valiantofficer Screenies will be up tommorow.




Clone Wars: Geonosis

clone_wars_geonossis.rar | 60.43 MB

unit, a normal Battle droid with a blaster and grenades with a plain skin then for the Republic, he has redone the Clone Commander so now it\'s a Clone Commando, with a custom skin, DC 15 commando rifle, grenades, chaingun, and stuff. Also, guess what! There are cockpits, yes, that\'s right, there are cockpits for the space vehicles, and also the republic vehicles now had passenger slots!




Palpatine's Office | 21.45 MB

small map based on Senator/Chancellor/Emperor Palpatine's office, as seen in Episodes II and III. With some notable aid in the texture department from previous work done on similar maps for JKA, this map is a nice, concise look at a movie location. You'll be able to pick out pieces you recognize from having watched the movies, and whether or not it is completely accurate (I don't know, for my part) shouldn't really matter. The map comes together well for what it's trying to show, and the visual detail is consistent and present enough to sell its concept. The map itself, design-wise, is somewhat unimaginative, as it is really only a square with command posts in four corners. Since there was not necessarily a fixed floor plan for this design, I think that this bit of plain-jane in the design could have been averted by adding some connecting corridors in the center, or even by simply changing the square design to one less heavy-handedly symmetrical. That said, though, a well-done setting (which this has) covers over a multitude of issues, and this can somewhat be excused for the novelty of the portrayal. I also would have liked to see a little more diversity in the sky outside - the dome model was well-done and the texture was a great substitute for the stock Coruscant, but it felt a little lifeless - adding a little animation to the outside would have been great, and at the very least some skydome flyers would have taken minimal work. All in all, though, it's a great piece of work, and certainly worth a try out. Give it a download! -Mav




Amador: Deep Forest

ama.exe | 73.58 MB

cover, which is good. The author has done a pretty nice job setting up the environment - the sky is nice - with a few hitches. The terrain texture is [i]way[/i] over-tiled, and it\'s very apparent at far distances. It looks nice up close, but any time you\'re not looking at your feet it looks a bit odd. There\'s also some strange, ill-fitting foliage used to fill out the forest. I\'m all for mixing the trees up, but there\'s not a lot of consistency in the plant design (some of these would fit better in a more exotic environment). All in all, it\'s a decent map - if you see something you like in the screenshots, give it a try. -Mav




Alpha10: The Blockade of the Republic | 33.31 MB

with its fun environment. There's not a whole lot to say about this map. It doesn't have any custom sides or objects but as mentioned in the ReadMe he (or her) might be adding them in the next version. There is one capital ship for each team to spawn at and can be only played in Clone Wars Space Assault only. If it looks interesting definitely give it a download and you should be satisfied. -Delta 47




Battle of the Titans | 185.53 MB

significantly larger map and the sides are an amalgam of the most powerful characters from his previous maps (ergo "Titans"). It has a huge area for you to explore, and honestly, it's probably going to take a couple playthroughs to get to know the whole map very well. Additionally, you would be advised to try and investigate the "locked" Madness, Inc. facility (any mode other than CTF), as there are a few surprises tucked into it. To be honest, the only map by Dann I'd played before was his Hypori map. Reason being that I'm not a huge fan of completely over-the-top sides and the somewhat comical settings I see. Despite this, I was able to find enjoyment in Battle of the Titans, if for no other reason than that it was put together exceptionally well and creatively. Dann does an excellent job of making an environment the player feels immersed in (albeit an absolutely ludicrous one); also, he does an excellent job of using the map's space and making it into a detailed and varied environment. The sides are probably the weakest part of the map, since basically all they are is super-destructive versions of a lot of weapons. That being said, there is some quality .odf work in there, and the sides are certainly not weak compared to sides from a lot of other maps. I also thought the skin to the "Seriously Evil Dude" was pretty hilarious. If you're a fan of Dann's maps or just crazy maps in general, then I have no doubt you'll enjoy this. -Mav




Capital Strike | 45.55 MB

Federation coreship was intercepted by Republic forces as it entered the orbit of an Outer Rim world. The coreship has crash-landed on the planet's 2nd moon, but is not entirely destroyed. Despite the fact that a Republic Assaultship is holding position over the crash site, a CIS capital ship has moved into the area and is attempting a recovery mission. CIS troops are already landing at the site and preparing a ground defense. It promises to be an intense fight in the thin atmosphere and on the ground! Galactic Civil War – The Alliance has discovered an old weapons cache onboard a long-abandoned, Clone Wars era coreship on the 2nd moon of a remote, Outer Rim world. An Imperial Star Destroyer has been dispatched to prevent the Alliance from gaining any more weaponry, but a Mon Calamari cruiser is involved in the operation, receiving cargo and guarding the site. Rebel troops are already landing at the site and preparing a ground defense with the antique weapons they have discovered. It promises to be an intense fight in the thin atmosphere and on the ground! Good map by DarthDaddy. Download now. -Valiantofficer




Manaan: Murky Depths | 36.54 MB

the Havoc Trooper. Best of all he's always experimenting with new ideas for Battlefront modding such as his underwater Kamino map for the original Battlefront, which can be found here:;55285 Manaan: Murky Depths is no exception to his trend. There are lockable doors that can be triggered by repairing/destroying control panels and he's added in some nice bubble effects outside the facility. I myself have never played KOTOR but this map, as most of you probably figured out, is based on the planet Manaan from the first KOTOR game. You totally feel like you're in an underwater facility. You can see bubbles outside the windows and the 'murky depths' of the oceanic planet. And the dark lighting really adds to the decor. The map features two new units: the Havoc Trooper and the Storm Commando. Both of these units have been in Astute's previous works. This time they have brand new skins that look absolutely amazing. In addition they're armed with some very nifty weapons. The combat takes place indoors. It can get cramped at times so try to stay clear of any crowds. Sometimes its difficult to see but that's intentional. Occasionally I noticed some AI running into walls and getting stuck. The door triggers might be responsible for that. I also had some minor lag while playing. The battle is kind of short so if you prefer longer battles then I recommend increasing the ticket count in the Conquest settings. To reduce cramping you might also want to consider lowering the unit count before playing the map. In short, this another great map from Astute with a few minor issues. It's the kind of map that'll be great to play online over and over again. I'll be keeping this one in my AddOn folder. Download and enjoy! -[GT]EraOfDesann




Telos: Mandalorian Wars

kotor_telos_mandalorian_wars.exe | 24.07 MB

one. Fortunately, this one is better than that other one, which was not the best. He seems to have at least made the sides a little more balanced and the map a bit smaller - two of the biggest faults with his past map. Anyway, this map is set on Telos, as featured in KotOR II (although it only vaguely resembles some parts of Telos). The map is a hilly plain, with four CPs spread out in a diamond formation. A few KotOR props are scattered around each CP. There are also a number of locals for each side, as well as some hammerhead cruiser skydome models. There are two modes, a standard conquest and a "headquarters" mode, which is essentially assault with destructible command posts. It's a nifty idea. Each mode has a different set of sides, which are laid out in the readme. In playing through, I had a few issues with the map. First of all, the Republic/TSF troopers had retextured faces. And while I appreciate the effort to mix things up a bit, the face retextures looked bad. It looks like stock face textures from other models were pasted on with very little time spent trying to make sure they lined up on the face, giving a stretched appearance to every face. Secondly, it felt like a huge mishmash of various KotOR things without thought to rhyme or reason. There were dozens of HK-50s running around, along with Canderous Ordo and Revan, as well as Carth Onasi inexplicably running around as a local. Finally, all of the melee units were out of balance. The standard melee'ers for each side had, essentially, lightsabers (they could block with vibroswords and they were just as strong as 'sabers). The Jedi units for each side were as powerful if not more powerful than the heroes, their only weakness was slightly less health than the heroes (they even had [i]health regen[/i]). I wasn't ever really tempted to play as the hero, because the basic units were just as good. There were also a couple bugs. Some of the locals were unlocalized, for one. Also, the skydome cruisers were far too close to the ground, making them semitransparent at all times. This looks very sloppy, in my opinion. Anyway, it's certainly better than elfie's last submission, so if it interests you, give it a download. -Mav




Rise of the Empire #5: Shadows and Flames | 60.27 MB

what\'s most sad is that his final map is also one of his weakest... The map takes place on Tatooine under a starry night sky. The rebels (who mostly consist of droids now) are scavenging the site of a brutal ambush that occured during the Clone Wars for old machinery and weapons that they can use to further their cause. It just so happens that a clan of tuskens has set up camp in the middle of the wreckage, hence complicating things further. The Empire catches wind of the rebel\'s plans (they must have been bored) and sends a large group of Clone Commando\'s to ambush the rebels, thus paralleling the ambush that occured several years before. The map looks and feels like Tatooine. It was like being in the scene from Episode II where Anakin sneaks into the tusken camp to rescue his mother. The only thing that could have made it perfect would be those dog-like monsters the tuskens kept as pets. The map is littered with Republic vehicles; mostly partially functioning AT-TE\'s. The rebels start off with two CP\'s: one to the west of the camp and one to the north. The Empire starts out south of the camp with two UT-AT\'s. The actual layout of the map is rather unimaginative and boring since the command posts are perfectly aligned with one another rather than spread out. And the fact that there are only four CP\'s (two of which cannot be captured, I think) turns the map into a frustrating \"CP goose-chase.\" And to top it off none of the command posts, other than the tusken camp or the little rebel mobile command center, are very exciting to look at. They\'re basically just empty patches of sand without any cover to use or make it interesting. This presents a problem which I\'ll get into in a second. The rebel side consists of super battle droids, an engineer, and battle droids armed with that repeating sniper rifle. There are also a couple of dwarf spider droids helping out by they don\'t seem to hit anything. So as you can tell your choices of units are limited and rather boring. As for the Empire... well they strictly consist of Clone Commando\'s and nothing else. The only plus side to that is that they now come with cloaking devices. Now I have to rant about how unbalanced the map. For starters, the rebels are limited in their selection of weapons. The only thing they can use against the UT-AT\'s are the engineer\'s det-packs, which don\'t do much damage at all. The super battle droids are very slow and very big which makes them easy targets, and the battle droids\' sniper rifles aren\'t very useful against an army of invisible clone commandos. The clone commandos are [i]always[/i] invisible. They have an unlimited cloaking device which makes it very easy for them to go around the map killing enemies while they fire aimlessly in attempt to hit their attacker. To add fuel to the fire the UT-AT\'s sweep into the rebel CP\'s, which as I mentioned before have no cover, and just spawn an endless number of invisible clone commandos that just tear the rebels apart. I remember playing as the engineer and every time I\'d spawn while our CP was under attack by UT-AT\'s I\'d be gunned down in a second by commandos. Not two seconds. A second. If you\'re lucky you\'ll be able to last a little longer. It\'s no fun to play as the rebels because you\'re just absolutely [i]raped[/i] by the commandos, and it\'s no fun to play as the commando\'s because you completely dominate the rebels without breaking a sweat. I got in more kills as a clone commando in one spawn-time than I did as a rebel in an entire [i]match[/i]. That should say something. Also, isn\'t it a little odd to send an army of [i]handless[/i] super battle droids to salvage machinery from a wreckage field? I\'d have thought that the rebels would have sent some actual humans to do that. They couldn\'t have anticipated such an attack during what is an essentially minor mission. Overall I was pretty disappointed with this one. The map design is fine and all -- it\'s pretty. But the CP layout is totally bland and unimaginative. And, of course, the map is very unbalanced. I know it was PR\'s intention to make the map unbalanced but it simply isn\'t fun. There needs to be some sort of balance to make the map enjoyable. It\'s a shame that this dud will be PR\'s last map. The series so far has been fun though and a unique gaming experience. But who knows, maybe he\'ll find time to do another installment in the future. ;) -[GT]EraOfDesann PS: It should also be noted that PR himself states that this is his weakest map. Also I\'ll be taking over the Rise of the Empire project, assuming that PR doesn\'t kick me off for this ill-favored review. :p




Battle for Republic City | 15.17 MB

[url=;40504]Filefront Mapping Contest.[/url] Unfortunately I didn't get to try out any of the submissions during the contest period, but if I had been able to then this map definitely would have been one of my top selections. The design of the map is small and simple, and frankly that's its biggest strength. The map has a circular layout with multiple CP's lining the circumference of the map and one CP dead center in the map within a rotunda. All of the buildings fit together seamlessly and create a fluid and symmetrical design. I didn't notice a single object out of place, which is evidence of precise and meticulous work. I may be mistaken on this but I think I even noticed some custom models within the map, assuming that my memory of Naboo assets isn't rusty. If there are they fit into the map so well that most players won't even realize they're there. But again, don't quote me on that. Anyway, I felt that the map design was flawless. One thing I appreciated was that in Conqust mode FragMe had the courtesy and the wisdom to exclude heavy troopers and special units in order to give it some balance. Why would you need rocket launchers in such a close quarters setting? That is something that always bothered me about the stock urban and indoor maps, and I know that it bothered many others as well! The symmetrical design of the map and symmetrical CP layout help even further in keeping the battle balanced. And the map's small size allows the fighting to remain tight and focused so that it isn't scattered across the map and doesn't demand that the player run a long distance just to see some action. This is also a great map for CTF and Hero Assault; the symmetrical design is the ideal CTF setup. I [i]did[/i] notice a couple of bugs, however. First, when I threw grenades in certain areas the explosion would cause a splash as though I'd thrown them into the water. It seemed to only occur in odd spots around grass (and I doubt this will make a difference but I only seemed to notice it when I was playing as the clones, though I didn't really try it out as extensively with the other factions). The second bug I noticed was that some AI were using wall hacks/glitches near the center of the map. Well, it was either that or the ground was firing at me. :P Overall this is an excellent map map that you could easily play over and over again. It's proof that even a small and simple map can be just as great, if not better, than a large and expansive map. I'm keeping this puppy in my AddOn folder. Great job FragMe! :thumbsup: ~Era~




SWBF 1 Conversion Pack (1.76 Patch)

bf1pack_v176_patch.exe | 131.91 MB

or plans on downloading it, needs to download this as well. For a full description of the known bugs and the bugs fixed in the pack consult the ReadMe. If you ask a question that was answered in the ReadMe I'll slap you! Enjoy! :) -[GT]EraOfDesann [b]THIS PATCH ONLY WORKS WITH 1.75. Both 1.75 and this patch are outdated, look for a new version of the Conversion Pack soon from Gametoast.[/b]




Training Installation IC-177 | 4.75 MB

in that it has a fairly unique design. While it\'s not necessarily representative of something shown in the canon, it has shades of the virtual worlds shown as training simulators on Kamino (which surely is part of the justification the author gives). It feels somewhat similar to [url=;99963]this earlier map[/url], and it is similarly enjoyable. I like the use of lots of color. It\'s pleasing to the eye to see lots of vivid color, and it\'s a nice change from maps made with stock Battlefront assets, which tend to skew towards the muted and realistic. I have very few complaints about the map - it\'s solidly-put-together and fun to play on. The loading screen is pretty ugly - it looks like it\'s suffering from some severe compression artifacts (tip: don\'t use the automated load screen tool if you see your load screens looking like that - do them manually). Also, the sheer volume of white, shiny, and glowing surfaces on the map can be distracting. I think the floors would have worked better if they were maybe a different color, or if there had been some kind of marking on the floor to delineate paths. All in all, it\'s a really nice map and certainly worth a download. Take a look at the screenshots below and then give it a try. -Mav




Bespin: Cloud City

bcc.exe | 11.96 MB

Ventress from the same DLC as the CIS hero. The map also has a Hero Assault mode and support for the Dark Times mod by Maveritchell. Given that the map was not really created by the author, I can't really assess its creation and build quality, so I'll just say that it's as good as the rest of the shipped maps in either game. I'm not exactly sure what changes the Xbox DLC made to the map, so I can't say how accurate their reproductions here are. The map does look much better than the original, however, and what few minor changes there are do not affect the game much if at all. Anyway, while this version and the Conversion Pack version are pretty similar, if you don't want to download the Convo Pack but do want to play Cloud City, give this a download. It's a good conversion of a very popular map and the little visual changes make it look much better than it did before in its original form. -Jedikiller




Space Angruya

spaceangruya_v1.2.rar | 76.62 MB

this is by far one of my most favorite Space maps. It has complete (custom) sides and a secret room... There is also Conquest, Republic VS CIS in A Republic Cruiser. Sides: Rep(New Skins) Clonetrooper Heavytrooper Sharpshooter Marine Engineer Pilot Clone Commander Clone Assassin (With Arm Blades!!) CIS(New Skins) B1-Battle Droid Pilot Droid Marine Droid Assassin Droid Assault Droid Engineer Droid (Juiced Up) Super Battle Droid Magna Guard (With electro staff!!!) Heroes: Grievous :rock: Commander Oddball The only thing wrong I saw was The Crack grenades were un-localized . It also has scarabs from the convopack. This is a really fun Space map. I recommend Downloading Very Nice Work Pinguin - EGG_GUTS




Capital Strike 2: Cross Canyon | 64.51 MB

found this one to be a significant improvement over the previous ones, ergo this is the best one yet. The map (somewhat big) takes place in the center of a very large canyon in a Geonosis-like setting. In the middle is a large droid control ship armed with auto turrets. The remaining CP's are located directly north, south, east, and west of the ship. And in the sky are two capital ships where the player can spawn and hop into a starfighter. Needless to say the map has a whole bunch of vehicles at the player's disposal. There's plenty of action going on all around so the likelihood of anyone finding themselves bored while playing is small. Even though I like the map, for the most part, there are some serious flaws that need to be addressed. [list][*]As would be expected, having two capital ships which you may spawn at in a land map creates a big problem with the AI. Rather than hopping into ships most of the AI will bunch together in a corner of the capital ship because they're trying to get to pathing hubs down below which are obviously inaccessible to them, given their location. Unfortunately there really isn't any remedy to this problem other than to completely do away with the capital ships which I'm sure would spark several objections from fans of the map. My suggestion would be to find some other way to incorporate starfighters into the map without having to use capital ships. Don't worry you could still keep the capital ships as decorations but nothing more -- meaning that they can't function as Command Posts or Spawn Points. [*]Another issue that the capital ships present is well... only being able to win the game by killing every single last enemy. The Command Posts inside the Capital Ships are incapable of being captured so you can't win by traditional Conquest means. That means you have to knock the enemy ticket count down to zero. Sure, you probably do that all the time but it's not all that fun on a map of this scale. Though you'll typically find a gold mine of enemies gathering in the corners of the opposing capital ship there will still be ones running around down below that can't be detected on the mini-map. But I suppose if you enjoy games of "cat and mouse" and goose chases then it's not all bad. [*]As mentioned in the ReadMe there are some missing sounds as well. You may notice that music will only play once you enter a vehicle so I'm guessing that the map is using shipped space sounds. [/list] To add some detail and variation to the map I would suggest adding some rock foilage from Geonosis, uneven the terrain height some, and use the color tool to create different shade patches on the terrain. It should make the map look a lot more elaborate. I know I say this in just about every one of my reviews but this map is probably best enjoyed online where players can cover every aspect of the gameplay that this map presents. This is definitely a team-work map so it should be treated as such. Unfortunately the online community has diminished considerably since the game's initial release and the chance of seeing a mod map that [i]isn't[/i] featured in the [url=;70164]Conversion Pack[/url] is next to none. 'Tis a shame. Despite it's flaws the map is still enjoyable, to say the least, and is the best Capital Strike map thus far. Good work DarthDaddy! I look forward to the next version! Download and enjoy! :thumbsup: -[GT]EraOfDesann




Dogfighting Death Star | 25.61 MB

be done.




Designated_Days_All_Battle_Crisis_2.0 | 53.07 MB

listed as a 2.0 version, but the changes made to this are really quite minor - some model updates were mentioned (although they weren\'t anything really obvious), and some changes were mentioned relating to balance and planning, which are hard to discern. All in all, it plays pretty much like the last version of the map, and it carries with it the same pluses and minuses. It\'s always nice to see a map like this where the author makes such a concerted effort to add in new models and vehicles, and in that regard the map is significantly above average. However, just as mentioned in the previous review, playing through the map is an exercise in patience - not a lot of progress is made and it feels like you die often. While a stalemate-type scenario may be accurate for this kind of setting, it isn\'t really fun. I also noticed some of the same localization/HUD icon issues as last time, as well as some planning hiccups (AI running into buildings/props). All in all, this is a creative, if a little flawed, map, just as its previous version was. If you liked the previous version, you\'ll like this one, and if you haven\'t given it a try, go ahead and give it one. -Mav




Jabiim | 98.21 MB

been improved. So what's new? Well, a lot of polishing work has been done - it's far from a perfect map, but a lot of the really noticeable stuff is fixed, and it shows. Criticism leveled at the earlier version included jagged terrain (which has been fixed and smoothed), floating props (I didn't notice any this time around) and vehicle sounds (all of which have been fixed, with the exception of a turret sound). Kudos especially for taking the time to learn how to fix the last one, as sounds are always a bit persnickety. There's also a small campaign added - which in my book is a huge bonus. Campaigns are always different (no matter how simple) and seeing one on a "first map" (even if it is an updated version) is awesome. Nice work. Filesize has also been optimized (it's reduced by over 30%). However, it is of course not perfect. There are a number of things that I'd change and a couple minor issues to fix - but these are much smaller things, and it's always better when I can post criticisms of smaller issues. First, there was at least one texture missing (a Mygeeto texture, for the bridge potholes). Second (as mentioned above), you were missing some sound for a turret in the back. These are just small bugs, but it's important to get a good beta test out to quash these things before a release. I'd also note that the map is a little bit too large. That works out all right for the campaign, but in conquest there is simply too much running. I'd either add more command posts or move everything closer to center. Another thing I'd change would be the textures used - a lot of the props are from different worlds' assets - which is fine - but if they're all going to be added to one map, it'd be worth retexturing them to match up. In any case, a great second effort that needs a bit of work to really shine - but worth a download nevertheless. -Mav




Capital Down Map Pack | 37.33 MB

Capital Down maps, I\'m sure everyone will appreciate this! I won\'t give a full review since these are already individually uploaded to the site. So save yourself some time and download this convenient pack right now! -[GT]EraOfDesann




Aquilaris: Deep Sea (Rebel Ops Mission 01)

ads.exe | 24.66 MB

Then there are the good maps that might merit more than one playthrough before being wiped form my addon folder. And there's the great maps that are permanent additions to my personal map collection. Lastly, there's maps like these that simply make me say.... wow. The setting of Maveritchell's Aquilaris: Deep Sea map is, as one would assume by the title, the deep sea. It's a beautifully constructed environment; you'll spend most of your time inside the many translucent domes and tubes that make up the Imperial sea base. There's also submarines provided (though I think you can only them it in story mode - don't quote me on that) to explore the exterior. I don't know what else to say. For sure, one of the best environments I've seen in this game. The main focus of this map is the story mode. You play as an undercover Rebel operative infiltrating an Imperial base in search of information regarding an Imperial starfighter porgram that will secure starfighter dominance for the Empire. What happens? You're going to have to download the map to find out. I can tell you, I loved what I've played of it so far. There's also three eras; Clone Wars, Galactic Civil War, and KotOR. (You'll need the 1.3 patch to play the KotOR era) Conquest is for all three eras, and there's hero assault for GCW (standard hero assault) and KotOR hero assault. If you have the Conversion Pack, Clone Wars Conquest will load a random clone legion from the 'Pack. The only problem I saw in this map was some buggy planning, but I remember the author mentioning having trouble with that, so I won't pursue the matter further. A great map, and a highly recommended download. I'm looking forward to what Maveritchell has planned for the next two maps in this series. Enjoy! -Xavious




Clone Wars: Kashyyyk

clonewarskashyyyk_1.3.rar | 69.75 MB

definitely one of the exceptions to the rule. It is large and it is [i]in charge.[/i] This Kashyyyk map, by Warlord28, is far-and-away the best Kashyyyk map I've played, and it is an excellent example of what a large map can really do if it's set up right. Why does this large map work so well when others don't? For starters - object placement. Warlord28 deserves some kind of award for the job he's done in that category - it is fantastic. There are very few "dead spaces," and when there are some empty areas, they are at least filled in with some well-placed foliage. Most of the map is just a tremendous use of stock assets from the multiple Kashyyyk maps, and it looks leagues better than the stock maps. The gameplay is also really well-done and tight. Even in open areas, there's not a lot of downtime - you'll be able to find something to shoot at everywhere, although if you feel like going the commando route, you'll certainly be able to sneak around a lot of the action (this is almost a necessary strategy if you want to win a Conquest victory). The sides are set up a little more "realistically" than usual, necessitating the use of cover (which can be found). This may be due in part to a weapons setup, but it's largely because of the large amount of units and vehicles on the battlefield at once. Some of the little things are really what make this map shine. If you look carefully, you can see that little tweaks have been made, like the addition of first-person view to the vehicles or the map tooltips set up for either side. I actually don't even prefer the first-person view myself, but I can definitely respect a job well-done. There are some small issues - a localization issue with the local Wookiee team, a conquest victory cannot be triggered (for the CIS at least), and some of the names may seem a little odd (the creator is not a native English speaker) - but all of these can easily be disregarded as they don't significantly affect the map or the enjoyment thereof. I'll play it straight - download this map and check it out. It's definitely worth your time. -Mav




Battle Arena | 18.38 MB

[url=;87597]Unofficial 1.2 Patch[/url]. Battle Arena is a small, symmetrical enclosure on which two teams should be able to fight a pretty even battle. The concept itself isn't new, but it's implemented so well that it's worth playing just to see. What'll stand out above most everything else is the use of non-standard SWBF2 models, including models from Squipple/Eddie, Wideboy, and of course a large number from RepSharpshooter himself. This makes for an experience that feels unique despite the simple map concept. The map itself has definitely been designed with multiplayer in mind, as, in addition to the balanced setup, there has been a specific spectator booth set up. Choosing a spectator unit while on either team will remove one from the battle and put them in this booth. There, they can choose to use a remote camera to view the battlefield from a distance. The biggest plus in my opinion was his addition of his custom sides. They don't necessarily feel very different, except for a higher health level, but the quality of the work put into them (you see the theme, yes?) puts them over the top. They use a custom playermodel that evokes a feel of some kind of "space marine" as well as more Earth-centric weaponry (with custom weapon sounds). Nearly everything in here is a custom model of some kind, with the exception of autoturret and grenade models. There were only a couple minor issues I found. The only real "bug" that I found was that some of the weapons on the custom units were unable to be switched back to once they were switched away from. It's not a huge deal, but it's definitely fixable, which is why I bring it up. And if I were to say there were any other issues, the only other thing I would highlight would be the linearity of the gameplay. Like most maps that have the command posts all in a row, this map starts to feel very much the same after a couple playthroughs. Perhaps this is an unavoidable tradeoff for making the map this obviously balanced. All in all, this is a fantastic example of the kind of polish anyone should be trying to shoot for when creating a map. Worth a download? Most definitely. Download, play, enjoy. -Mav [b]Video of map gameplay:[/b]




Lotashi Z: X Province | 144.48 MB

map. For those who aren't familiar with this map or its previous incarnations, Lotashi Z takes place in a ruined citadel high in the mountains. Try to imagine a cross between Rhen Var, Hoth and Mygeeto. As mentioned before, the amount of detail that's gone into the map is absolutely staggering. There's no doubt that a lot of time and meticulous work was invested into this map and it shows. I thought that I put a fair amount of detail in my maps but they're not even close to this level. Just the thought of having to place each of those Rhen Var structures and other props into such close proximity to another with that precision makes my head hurt. And on top of that having to add hubs, connections, barriers, spawn pathes, etc. It's really quite inspiring. As far as gameplay goes, the map is pretty fun. I know that there are a lot of urban combat fans here and you're guaranteed to get your fair share with this map. The layout of the map is excellent. Most of the fighting takes place in the center amongst the four CP's but there's a canyon that goes around the right of the ruins, adding a strategic element to the gameplay and allowing players who prefer sneak-tactics to do their thing. In conclusion, this map offers a great time for gamers and something for mappers to revel in, so long as you're willing to put up with the large file size. ~Era




Kashyyyk: Kachirho | 38.03 MB

stock Kashyyyk (which of course makes sense, as they more or less represent the same battle). This one is slightly larger, though, and includes several different props to give it a bit of a different feel. Most of the battle takes place on the large, open beach out front, and while there is minimal cover, the CPs are spread out enough that the AI's fire isn't directed at you all the time - although I would still like to see the battle's main part moved at least a bit further away from the beach CPs, just to keep things interesting. There is quite a bit of work done on the platforms towards the rear of the battlefield, but unless you are actively searching for a distant sniper position, none of these places will come into play, which is too bad (because you can tell that there has been some time spent on them). The map also has slightly changed sides. They play pretty similarly to stock SWBF2 sides, although there are several new units added for each side. There are a few sides-related bugs in this map. The first, and largest, is the "award weapons" bug, which shows up on at least one unit (but most probably others). This'll cause a freeze, which is of course a real pain. There are also a number of missing sounds (flyer sounds, bowcaster sounds) which should probably be added if this ever sees a future release. All in all it is a neat map, and includes a number of different modes in which you can play out this battle (be sure to try out hunt mode; it's set in a nighttime version of this same map). If you like the screenshots, go ahead and give it a try! -Mav




The Old Republic: Sith Lords

the_old_republic_sith_lords.exe | 29.64 MB

although this is nothing like the Telos I remember. It's also got some kind of "Sith Mercenaries" fighting, which look basically just like republic troops with Han Solo's face. Suffice to say, on a dark map with nearly identical uniforms, the fighting was a bit difficult to discern. And there are also Acclamators flying around? Bwuh? And then there's the hero mode (GCW conquest). This is pretty terribly unbalanced. One side has a one-hit-kill weapon (which again begs the question, what game did elfie play?), while the other side has weapons that can potentially hurt their own team. Wheee. The map itself is really far too large; you have to run for quite a while to find a battle. There are also a number of floating objects and a hangar that was rather poorly placed (because it has no polygons on the outside - you can see right through it). You can tell that the author spent some time working on sides setup, but in the end the over-poweredness of some of the weapons and some uninspired textures don't really help the sides be what they could be. The map itself is also not a bad idea, but it was lacking in the following: workable size, polish (actually fix poorly-placed objects), accuracy to source material (at least check Wookieepedia, please). I personally really like the KotOR era, and I'm all for seeing new stuff be made in it, but this is a fairly weak addition to the current selection. Give it a shot if you're into KotOR, I suppose. -Mav




Bespin: Cloud City

bespin_cloud_city.exe | 9.98 MB

feeling of redundancy. This particular version is (not surprisingly) identical in all regards to the single-map conversion of the same map done by AQT just a bit ago: [url=;115155]Bespin: Cloud City[/url] There are no glaring issues here nor are there any standout good things - it's pretty cut-and-dry. If for whatever reason you don't already have a copy of this map in some form, here's another chance. -Mav




Naboo Episode 1 | 20.12 MB

this file in OPS; use the download link above. -Mav[/i] Elfie 911 brings us a new variation on an old theme: Naboo. I feel like I've reviewed more Naboo maps than any other setting - however, this is not to say the planet's worn out its welcome with me; in fact, most of the Naboo maps I get to review are fairly well-done. Elfie's map can best be described as a map that makes up for what it lacks in quality in how fun it is to see. There are some very nice things about this map and some sloppy things. Please bear with me as I address the bad first. First thing I saw was the MSPaint title on the loadscreen. That can be fine if that's the style you're going for, but it seemed very out of place (and sloppy) here. There were a number of quality control issues I noted, too. The MTTs don't have correct laser textures or localizations, there are textures missing on some of the Naboo props, there's no map boundary (and consequently it's easy to fly "outside" the map in the fighters), some of the buildings you used are missing collision (of particular note was one that was right next to a CP, made it rather easy to capture since it was a "shield" against the AI shooting at you), your skydome texture was not the best choice (since it had some easy-to-spot graphical issues, and especially in light of the fact that we have a couple very nice skydomes that look very similar), and the Panaka texture was... not good. Additionally, you were missing some music/sound calls in the .lua, you had a very unbalanced unit, and the CIS side was unbalanced (although this may be intentional). That being said, most of those, you'll note, are at least only graphical issues. The gameplay is decent, if fairly one-sided. You did a nice job putting together some custom sides that reflect the battle of Naboo, including N-1s, MTTs, Gungans, and the Naboo guards. It's easy to see that you spent a decent amount of time on this, and it's a nice step up from your past work. You also (collision/texture issues aside) did a very nice job setting up a fairly believeable (and large) Theed in ZE. I'm encouraged by the amount of progress the author has shown from map to map, and I look forward to seeing what he does in the future. -Mav P.S. (To the author - you'll notice that the only thing really holding back your score are the abovementioned quality issues. Make sure to take some time carefully checking your own map, so that things like the above don't slip through the cracks. Other than that, good job.)




Naboo: Great Grass Plains | 38.63 MB

end of Star Wars Episode 1. To be perfectly honest, it didn't feel much like the Battle of Naboo to me, but we'll get to that later. I'll start with a general overview of the map. So, the map is mostly a big grass plain (what do you expect, I mean it [i]is[/i] the Great Grass Plains) with some hills and a forest or two. The CIS starts out next to a bunch of MTTs, behind which are some of those lander ships. (Can't remember what they're called) The MTTs aren't drivable, which makes sense since they didn't really move much in the movie. However, they are usable as turrets. Of course, at the bottom of the hill the CIS starts on is the gungan spawn point, protected by the fambaa shield generators. And off to the side is a small forest, where another gungan spawn point lies, again under cover of a fambaa shield generator. In the way of units, the CIS has the standard B1 battle droid and the droideka. Some AATs are available for your gungan-killing pleasures at the CIS spawn point. But be wary; the AAT carries a limited supplie of rockets. The hero for the CIS is OOM-9, who sports a powerful blaster pistol. (Which is missing sounds) On the gungan side is a wide array of gungans with weapons like the pike and those portable shield weapons they used in Eppisode 1. The hero for the gungan side is Jar-Jar Binks, with some type of grenade launcher as well as boomas. So why does this not really feel like the real battle of Naboo? Well, when I think of the Battle of Naboo, I usually think of huge armies of droids and gungans clashing in a wide open plain. In this map, the number of units wasn't quite "huge," although that might have been okay, if it wasn't for the fact that the AI units tended to do a lot of sitting around doing nothing. About half of the CIS side sat around their main CP like they were roasting marshmellows over a campfire, and another group of them sat around the forest gungan command post with their AATs and spawn-killed all the gungans. Most of the rest of them went joyriding their STAPs around the gungun shield generator. Much of the same could be said for the gungans as well. While a group of them fights the CIS who are sitting in the forest, a bunch of them sit around their other spawn points, or sometimes hop on a kaduu and make a break for the CIS base, where they will be slaughtered instantly by the relentless droidekas and battle droids awaiting them. The choice of foliage didn't seem very Naboo Plains-ish to me; it was too dark and looked very ugly in the middle of the bright green plains. There's another foliage in the BF1 Naboo assets that is the same color as the ground texture for this map; I recommend using this other one as it would improve the aesthetic quality of the map by a lot. Go mess around with the different foliages untill you find a better one. To sum it up: This certainly isn't the best Naboo map I've ever seen, but it's not the worst either. Give it a download if it sounds good to you, or if you're just a Naboo-fanatic. Oh, and make sure you read the readme for installation instructions and information. Cheers, -Xavious




Order 66: Attacking a Star Destroyer BETA version 0.90

asd90.rar | 47.46 MB

by the Imperial Fleet... Features: -Grey V-Wing with green lasers -TIE-fighter without Proton Torpedos -Lots of Jedi -Imperial Pilot and Marine replaced with a grey Clone Pilot and a plain white Clone Trooper with DC-15 Carbine (Special Thx to OOM-9 for the Carbine). -No more X-wings, Y-wings, A-wings or Laat\'s for the Rebellion, these have been replaced with Jedi Starfighters. -Lots of frigates -Grey Venator -And some other features I can\'t remember :P




Geonosis | 77.82 MB

about Geonosis itself - you get it, it's a big desert planet and inevitably clones and droids will fight each other to the dusty death. This version removes a bit more of the "plains" aspect we're used to seeing in Geonosis maps, and for this reason it's not "accurate to the movies," but I think the map is better off for it. The strongest point of this file is the actual map layout. It's done well and looks varied and interesting (with very few bugs; I only saw one floating object). It's a medium-large map, but the command posts are close enough together that you don't have to go for a long jog to get to the action. And the pathing is good enough that the battle feels chaotic, with things not just moving in a straight line (although inevitably the CIS will capture most of one half of the map while the Republic captures the other). The sides are fairly straightforward. They're similar to the stock sides, with a few minor changes. The heroes for each side are representatives from Republic Commando; "Boss" is the Republic hero (he's similar to his Conversion Pack setup) and Sun Fac is the CIS hero. I wasn't a big fan of Sun Fac's setup; the beam looked really goofy (and to top it off it was missing sound) and feels out of place on a unit (instead of a vehicle). Archer01's AI Hero Support is in this map, which is always fun, as it'll let you play against AI heroes. And while dragonum's LAAT/c animation is well-used in the map, it does unfortunately make a crash to desktop sometimes, due to an error in setting it up. Depending on who owns what command post, if an AT-TE is killed at the wrong time, the map will always CTD due to having too many CPs on the field. So other than the annoying CTD, it's a pretty good map and well worth being tried out. Give it a try! -Mav




Rhen Var: Harbor | 33.38 MB




Bespin: Platforms

bespin_platforms.exe | 5.86 MB

Xbox DLC heroes- in this case it is Asajj Ventress. If you are looking to play Bespin: Platforms without the aid of the Conversion Pack, then this is the file for you. If not, then give it a pass. -Jedikiller




Aaris III: Beachhead | 11.56 MB

can really be put to work (disclaimer: my opinion). My favorite part of this map was the sky. I know a sky can seem like such a minor thing, but when you think about it, everything from the horizon up is almost half the map - vertically. A good sky can do wonders and it did here. It was nice and simple but the touches with the lighting (although it could be a little less red and maybe a bit more orange/yellow) and the very well-placed setting sun really set the mood nicely. Another strong suit of the map lay in its attention to detail. It was nice seeing thoughtfully placed AI hintnodes (snipe and mine), as well as seeing skydome flyers (although I would mention that you left the CIS skydome flyers in the GCW era). I also thought that the "beachhead" design we see from time to time (and in the stock Kashyyyk map) was well-done and well-implemented into gameplay. It's probably one of the best of that category I've seen. There are some criticisms I would make - and I would hope by this point nothing less would be expected of me. First thing - no load screen. Not a requirement to enjoy the map, but a nice load screen goes a long way towards making a good first impression. Also, I noticed vehicles were missing sound. I know when I started modding I didn't think that it was such a huge deal to leave out sound, because it seemed so complicated to fix... well, my opinion has changed somewhat. It does do a lot for a map to have the correct sounds (vehicle or not), and yes, the sound can seem tricky at first, but as long as you've gotten used to following tutorials, it's not that big of a deal to fix. I would also mention that the bug the author mentions in the readme is probably caused by unnecessary tiled water underneath the terrain - do this on too much of the map and you will cause a crash, as mentioned. To the author - you will notice my criticisms are a lot more picky than they are for most maps, but I only criticize the small things when the big things have been well-taken-care-of in the first place, which they have. Definitely worth at least a playthrough. It's not the most exotic locale, and it's not a complicated map, but it is well put-together and enjoyable. -Mav




Raxus Prime | 23.53 MB

can see how this could be considered a factory. The level is enormous. You have lots of levels of catwalks interconnected, and takes a while to get to a CP. I find that ok, though, as you will be walking through a very high quality area. I found it interesting that all the troops on both sides managed to keep up, as I reached the first CP and encountered several droids. I also had a few clones with me. I enjoyed the fact that it looked like a place where weapons were made. It reminded me of the Bakura level on Jedi Academy. Overall, this is a good map. It maybe needs to be made smaller, but it was still and excellent map. Download immediately. -Valiantofficer ~'I think I have the right developer. If not, tell me'~-Valiantofficer




Tatooine: Dune Sea

tatooine_dune_sea.exe | 12.56 MB

better or any worse, since of course they are all the same thing, really. Of note are some small errors - the moisture farm CP can be captured from the outside, and the hero Luke has an awards weapons bug with his pistol. Give the map a try if you don\'t have one of the other versions or the Conversion Pack. -Mav




Campaign Maps | 123.65 MB

playable on both sides. Keep note, these maps are addon maps and don't affect the original game files or Campaign in any way. Now the maps are Coruscant, Kamino, Mustafar, and Naboo. The maps are in Conquest mode and thus don't include all of the Campaigns objectives, props, or CP's. Instead they are setup like the normal Conquest mode except for the side changes. This can be useful if you want to play the sides that were used in the Campaign as a normal Conquest mode or if you want to play it online. The sides are already localized and fixed so they look and work great. Though it might not seem like much and the extra addons of the same shipped maps do take up space. Its still definitely worth a look into and quite fun to go back and play those units used in the Campaign in Conquest mode. -Delta 47




Aaris III: Beachhead | 12.98 MB

obvious effort was made to improve some of the smaller details that were mentioned as fixable in the previous file. Everything that holds true in the previous review holds true here - it's still an excellent "beachhead"-style map, and there's still a very nice job done with the environment. I was pleased to see that many of the small changes suggested in the previous review were acted upon - the lighting was changed from a red to a more yellowish-orange, which matches the sun a lot better. There was also a loadscreen added (and it looks good), which really helps to give the map a more professional feel. Vehicle sound was taken care of and added in, and at the very least, the skydome flyers weren't the wrong ones (I didn't see any, actually, but it wasn't noticeable that they were out-of-era). All of that speaks of good attention to detail. Gameplay is very much the same, as no new modes or sides were added to the map. This isn't a bad thing, but essentially, however you felt about playing the first one is going to be how you feel about this - the visual changes were the only real changes I noted. My personal suggestion would be to consider adding a bit of variety to future maps (something like this would make a good capture-the-flag map), but I'd like to reiterate that you did a very solid job on this one. Give it a download, it's definitely worth a playthrough to check out a nicely-done, solid map.




Polus: Hidden Cavern | 57.99 MB




Rhen-Var Droid Factory | 178.96 MB

that has been a staple in all Rhen Vars, lava. Jokes aside, this map comes equipped with a nice layout of ruins, a sorta sketchy tunnel system (more on that later), a ravine, etc. The ruins have been given a lot of attention decal-wise, with smaller rocks littering the ground. The whole thing\'s pretense is, of course, a factory, (don\'t expect a Geonosis conveyor-belt thing, it\'s more of an installation) and somehow, for some reason, factories and lava have gotten to side-by-side in most minds. The remarkably large ravine which the CIS troop over has an entire river of it going on underneath. I like the mix of vehicles, the heavier ones are balanced out by the fact that they can\'t really tromp through the ruins, and have to stick to that main path. Problem is, due to the immense amount of units going along the same path, so killing sprees go sky-high. The same holds true for the medium ones, to a lesser extent- they can\'t cross the infantry-only bridges (though they can just camp them and shoot people off by the dozen, I\'ve learned). The unit count on this map has been ramped up considerably, and the Republic has a pretty much new side (ARCs, the lot of them). As much as I like ARC troopers, I think their premise is being slightly abused here (they are the best, the elite, only a few were created, here\'s an huge army of them). I guess that since the Kaminoians figured that if 100 regular troopers = 4 Clone Commandos = 1 ARC, how much would 10,000 ARCS be worth? Back on topic: both sides get fliers, both of which can completely stop midair. It\'s kind of cool, though I think they have a bit too much health to be able to get this easily-abusable ability, they have the default health for space maps, and take about 10 missiles to kill. Last thing, the tunnels/actual factory. It\'s basically stuff from Mustafar, only without the walls, so the invisible barriers get [i]really[/i] aggravating here. That\'s okay, though, because there\'s absolutely no action or POIs besides a command post that only AI usually spawn at. I didn\'t even know about this place until halfway through my second playthrough. Overall, nice map, cool units, maybe too high a unit count. Large file size warning. .Rikino




Acid World of Vjun | 12.16 MB

the Clone Wars commences , Count Dooku sends word to the Jedi Council that he is ready to rejoin the lightside if Yoda will agree to see him on Vjun, it\'s a CIS trap , but the Republic is ready. Years Later: Luke Skywalker crashes his X-wing into a mysterious fog shrouded acid world when he senses the presence of his late father , Darth Vader , the Rebellion sends a Corellian Cruiser transport post haste to recover him, and find a Imperial garrison operating with a full company of stormtroopers who haven\'t been told of the Empire\'s Fall..




Space (ARC variant)

sa1.exe | 34.15 MB

units. The map's pretty standard- each side has two main capital ships, though the CIS have three spawn locations while the Republic has two. The CIS have a standard capital ship and one of the donut-looking cruisers, and the Republic has a couple of their capital ships. The donut ship has two hangars, each with a CP. The hangars sort of stick out, which is annoying but tolerable. The sides have a few new units each- mainly just slightly changed stock units from the land battles. They are fun to play with, and don't detract from the experience any as the vast majority of the combat takes place in spaceships. When going into a ship, they can prove useful. The author has also relocalized much of the prompts, weapons, notifications, and menu items. I enjoyed these, as they were generally pretty funny and provided a little amusement to back up the enjoyable map. In short, this is a pretty fun map. It's simple in what it does, but I still found it pretty fun and would recommend downloading it. -Jedikiller




Salucemi: Battleground

salucemi_battleground.rar | 64.13 MB

several planets featured for about three seconds in Episode III that have since gotten lots of attention. It\'s like a grimy Felucia, basically (although they share equal weight in the \"movie-significance club\"). This map takes a decent stab at the setting, although it has been done before with more proficiency. What gets me most here is the fact that the map is so very clearly the default munged map, while at the same time being relatively well-decorated. The periphery of the map is completely unchanged from the stock munged map, the sky is the same, and the command posts are in the same starting four locations. The map would be a lot better if this weren\'t a constant reminder of that default starting point! The sides are fine, although they owe the majority of their polish to the various talented modelers or texture artists who made them. I\'ll almost always appreciate new sides the author has put a lot of effort into doing (mostly) himself - even if they\'re not as high quality - than new sides cobbled together from various downloadable assets. There are a number of issues with the sides in terms of icon placements or other small bugs; I won\'t get too picky, though, as these are things the author will learn as he gets more experienced. All in all, it\'s a decent first stab at a map. Next time, don\'t remind me so much of the default munged map! -Mav




Taris: Sky High | 9.12 MB

formal review of the map- and I'm honored to be giving it. Regardless, Taris: Sky High is a map set on Taris (surprising, right?). Much like the author's previous works, pretty much the entire map (this is buildings, platforms, objects, etc) was created by him. This is quite impressive, and it allows for much more planned and playable maps. The map is centered around dogfighting as well as ground combat, and both of these are implemented fairly well. The ground combat takes place in a complex of buildings high off the ground, as well as some platforms from which fighters can take off and land. There are a few vehicles placed around for land usage, though these aren't of much help given the tight quarters of most combat on the map. Most of the map's focus is on starfighter combat above the clouds, so there are plenty of fighters located throughout the map. This aforementioned air combat is indeed rather fun. It's challenging without being annoying, and is implemented well. You fly up above a cloud layer and into a very open space in which you can run around with your fighter buddies and shoot people down. I liked the cloud layers- it felt like entering a whole other world and made me forget all about the battles taking place down below. While some more room to maneuver would have been appreciated, it's still fun to play in the world above the clouds. Graphically speaking, the map is impressive. If anything had to be said negatively about the map, it would probably be the somewhat uniform color scheme. Most of the map is a sort of light purplish/tan color, and the parts that aren't stick to the same palette. That's not to say that it's sloppy or not well done- textures are top notch and it all looks real- it's just slightly boring to look at such a well done environment in such drab colors. Object placement is very good, and overall the map is quite impressive, especially considering it was all specially made. Overall, I would highly recommend this map. It's fun to play, rather unique in its layout, and the amount of work put into it shows. It's a small file too, so it's well worth your download. -Jedikiller




D-Day - Operation Overlord | 16.57 MB

area, with the occasional bunker and trench. Inexplicably (okay, not really, I know it's just a default conquest match), the "defending" team doesn't just defend, they recapture CPs on the waterfront while the attacking team captures their back CPs. Despite its exciting name, the map itself is fairly plain. It's mostly flat and there are few props. The props placed in the back are notable in that they are rather misused - the bunkers in the back are Hoth bunkers and consequently have no backs (there is no terrain raised behind the bunkers, either). There are a couple other object placement issues, but these were most notable. I believe some of the turrets were missing sound, too. The idea behind the map isn't bad, but it's not especially extensive in execution. As mentioned, there are very few props used, and so it really just feels like a big, flat battlefield (with a small slope at one side). The objects that were used show no real attempt to reskin them or fit them together - they're just placed from Hoth, Dagobah, wherever they were borrowed from, and it shows. To the author, I would suggest perhaps taking a little more time to paint the picture - do some detail work, do some retexturing, etc. Otherwise, if the screenshots are appealing, give it a try. -Mav




Republic Gunship Down

republic_gunship_down_1.0.rar | 70.29 MB

provided by the author, and it's a pretty succinct description. There were more tips, I think, but not being able to spreche Deutsch, I couldn't quite understand them. In any case "Republic gunship down" is pretty self explanatory. There are two parts to the map - the Republic landing zone and the (inexplicably) Rebel city. I assume these are generic rebels and not the Rebel Alliance? In any case, you can walk all the way to the city, but the only way to get there effectively is to take one of the LA-ATs over there. Since AI can't land, this means that for the Republic to win, it is heavily dependent on the player. If you're playing as the Rebels, it would seem like you could essentially sit still and let the enemy's reinforcements drain (since they start with a CP advantage). While it is probably a little too far to get to the city for the AI, once inside the city it's not a bad map - it's set up well using stock assets (although some reskins would have been nice). There is a preponderance of dust in some places, which at least for me caused a framerate drop. It might be helpful to spread the dust use out a little more over the map (or maybe use it in more scarcely-populated areas). In any case, it is a nice map, although due to the large gap between team one's CPs and team two's CPs, the majority of the work making a conquest battle happen is going to be on the player's shoulders. It wouldn't be a bad thing for a scenario or campaign map, but in a conquest map it might be wise to use a few tweaks to involve the AI a bit more. -Mav




Sullust: Jedi Conclave | 75.5 MB

to make-up my absence starting with this great map by Maveritchell. Once again Mav\' has brought something new and original to Battlefront II -- no, not more [url=;80975]space pirates and starfighters[/url]. Here we have our first [i]real[/i] KOTOR map. For anyone who doesn\'t know KOTOR stands for [b]Knights Of The Old Republic[/b] -- the super-popular RPG Star Wars games that everyone loves. I\'ve actually never played them. The map features what anyone would expect in a KOTOR map: Jedi, Sith, Sith troopers, Force powers -- you get the idea. Sullust is Assault-only but both era\'s are playable. [list] [*]CW Assault For the first time (forgive me if I\'m mistaken) you can play as either the Old Republic or the Sith Empire and battle it out like they did back in days of the KOTOR era. What\'s most notable is the new Sith trooper model created by Qdin. It\'s very nice and feels like it fits in the game unlike some custom-made models that feel out of place. CW Assault is basically just like XL mode except there aren\'t a million units running around at once. The new weapons they all carry are pretty neat though a couple of them might take some getting used to. Personally I like running around with a vibro sword and cutting people down just cause it gets the job done faster. Plus the sword doesn\'t take any getting used to. [*]GCW Assault This\'ll undoubtedly be the favorite of the two modes seeing as it [i]is[/i] the Jedi versus Sith mode. Now, I\'m not too fond of Hero Assault, which this clearly resembles, but I was relieved to discover that it\'s different enough to be considered... well, [i]different[/i]. There\'s a variety of new Force powers that Mav has concocted to resemble the Force powers players could use in the KOTOR games. They\'re pretty cool if you know how to use them effectively. Some powers have \"cool-down\" times which are there to prevent \"Force-spamming\" which is something I had always hated about Hero Assault. If you\'re like me at all you\'ll have bad memories of being pushed, pulled, and gripped around while playing Mos Eisley Assault online. You won\'t have those problems with this map. There are different classes of Jedi and Sith, each with their own unique flavor to add to the mix. You\'ll also see some Republic and Sith troopers running around for you to smack for easy kills. Guilty pleasures I guess. [/list] The map itself is well-designed. It doesn\'t look like much from the pictures but once you\'re exploring it in-game you\'ll discover that screenshots can\'t do the map justice. To give you an idea of what it looks like it\'s simply a cross between Mustafar and Rhen Var. No snow or ice though. Quite the opposite. I didn\'t encounter any bugs while playing, though there appear to be a few AI path problems here and there but it\'s nothing serious. If you have a lower-end PC you might experience some lag from the lava bursts and Jedi battles. [b]Sullust: Jedi Conclave[/b] is a nice divergence from the norm. All of the map\'s components are well-put together and there really isn\'t anything to complain about here at all. I\'d imagine that this map could be [i]very[/i] popular online. Good work! -[GT]EraOfDesann PS: For anyone who doesn\'t know how to install a map by now please refer to the ReadMe below because the ReadMe included in the zip-file doesn\'t include install instructions.




Kamino Civil War | 17.4 MB

is one of those maps, using the stock Kamino map as its base and featuring a bunch of overpowered ARC troopers duking it out. The sides are composed of one unit- an ARC trooper, available in both blue and red flavors, featuring a blaster rifle, sniper rifle, shotgun, chaingun, mortar launcher, cloaking shield, and detpacks. It also has a regenerating shield and an infinite jetpack. This is pretty much the definition of \"overpowered\". Luckily, the other side has the exact same unit, because the premise of this map is a bunch of clones fighting. I suppose it is rather handy not to have to pick out different units when one just accomplishes everything for you, though, so nice idea on the author\'s part. So, basically, give this mission map a download if you want to play around with some super-powered ARC troopers on the stock Kamino map. It\'s pretty fun for a \"just-screw-around\" map, so check it out. -Jedikiller




Kashyyyk: Docks

kkd.exe | 11.86 MB

several differences. Firstly, the lighting, sky and many of the buildings and props have been swapped with the ones from the stock SWBF2 Kashyyyk map's one, giving the map a more dull and dark atmosphere than the tropical feel of the original. Secondly, vehicles and turrets have also been switched, with the stock GCW and CW eras using (mostly) the same vehicles as the from stock SWBF2 Kashyyyk's. As you'd expect the gameplay works well, and as well as having CW and GCW Conquest there's also Dark Times Conquest (for those with dark Times installed) and GCW and DT Hero Assault. Anyway its a good conversion, has a small file size and the changes give it a nice new atmosphere. Download if it looks interesting or you'd particularly like to play "Kashyyyk: Docks" (with some new features) without having to install the whole conversion pack. - Sky




Aldura Campaign - Part I

aldura_campaign_part_i.exe | 99.77 MB

well-put-together and this particular download includes the first three missions, so the three put together may easily take you in excess of half an hour (which is a very decent amount of time). The first campaign mission is, like the stock SWBF2 campaigns, a space mission set above the planet - it is a very simple introduction, but it is a nice one and works well to set the tone for the next two missions. The space map is nicely assembled and looks very polished, if somewhat simple. The second campaign mission is set inside a city. It is an entirely linear map, but the script paces you well and it feels like a good recreation of a battle. The map is again simple but well-polished. The third mission is probably the best of the three. It is another short mission set in a rainy "plains" area on the same planet (A planet with more than one environment? Blasphemy!). It's more of an "escape"-type mission (as opposed to the conquest-oriented mission of the second), and while the story is short, it is conveyed very well. One of the things I like best about this is that despite the map itself being centered around a very small area, there is one section in the campaign where you are asked to use a speederbike, and you actually must physically travel over a large plot of land - and it feels like you are actually doing this (in no small part because you [i]are[/i]). Conquest is also included with the last two maps. The "Aldura Campaign" is definitely worth a download. Try it out!




Earth: Town | 106.69 MB

duking it out in this familiar setting. I am not sure if this is meant to represent an actual town somewhere, but regardless of that it is a nice setup. It was a little odd seeing the strange mix of Earth-like objects found in the town (brick houses and military bunkers side-by-side), but the concentration and use of the objects was nice enough that it could be looked past from at least a gameplay point-of-view. There are also a couple sets of custom sides; one set of sides from KotOR, another from CW (although CW uses default sides). Additionally, there is a third set of sides, a "zombie vs. humans" side that takes place in a rainy version of the normally-sunny town. This is essentially Gamorreans and Wampas vs. rifleman-esque units, although the ambiance is set well. In his readme, Xavious mentions that this is "mostly finished" and playing through it is evident that it is not "completely finished." There are a number of localization errors in the "zombie" mode, there is a weapon missing an ordnance in that same mode, and it seems like the heroes in the KotOR modes are missing attacks. Anyway, if this map looks appealing by the screenshots or review, feel free to give it a try. -Mav




Alaris Prime - Assault | 76.15 MB

IV can be. It's a fairly linear map, but it's terribly out-of-balance as one team is given all but one of the CPs to start with. While the other team has a command vehicle, it doesn't make up for the terrible starting disadvantage. This is fine in a campaign map, but in a conquest map it's pretty inexcusable. The map is well-built, if a little generic, and it uses props from Yavin IV and BF1 Kashyyyk primarily. It fits its premise well, and it also seems to have random weather (this is not mentioned in the readme?). It also has some custom sides which play more or less like the stock sides. There are a couple bugs. The first is minor - it looks like the author goofed up putting in his loadscreen, and as a result something very odd was done to its color palette. The second bug is somewhat major - I don't believe any of the GCW era works; it looks like there was supposed to be a custom GCW side somewhere and it was not included in the final version of the map. This means using the GCW era will CTD any time it is played. In any case, it is a decent map. If the screenshots look appealing to you, give it a try. -Mav




Saleucami Valley | 100.5 MB

refreshing. As mentioned, the map itself is a very simple concept, but the scenery is very well done. It doesn't feel like you're on Felucia, or Yavin IV, or Kashyyyk - or anywhere, you just feel like you're in the map. That's always something to aim for. The Republic in this map seem to have a bit of an advantage, because of their AT-TE. I know that the authors tried to make it so that it wasn't overpowering, but I have yet to see the map where an AT-TE is anything other than a walking engine of destruction (at least as far as infantry's concerned). Both sides have new heroes, a redone Aayla for the REP and Sora Bulq for the CIS. The sides in general were set up very well; the textures were really nice and it's obvious some time was spent working on correct localizations. Obviously one of the main thrusts of this map was the "movie accuracy" mode, which, to be honest, I could pass on. They did a nice job of making things look polished there and setting it up how they planned to, but I would contest that the premise is flawed, based on the fact that large-scale shooters (like Battlefield or Battlefront) shouldn't be set up with the same level of mortality as smaller-scale shooters (like CS or UT). That's personal preference, I suppose. Anyway, it's a great map, be sure to give it a download. -Mav




Attack on the Earth | 23.85 MB

vehicles in this map but sadly no new infantry skins. Firstly, the map is mainly constructed from default maps in battlefront 2, mainly i believe, Naboo and Tatooine. The texture difference between the map objects is very noticeable and not really well thought out, so suggest that the author changes the textures on the map objects to fit together and to fit the terrain. However the buildings in this map are very nicely positioned, as it gives a defensive feel to it, with parts to hide behind, turrets facing the main battlefield etc. The vehicles in this map are a little too much, as they over power the infantry and quickly gain control of the battlefield, leaving you with a short game i believe. Good positioning of command points also. If a second version is planned, i would suggest adding some more objects to the main battlefield as it is rather plain. There are a few bugs in this map that do affect game play slightly, mainly the bug stated in the readme showing that on occasions vehicles controlled by the AI smash into buildings and no longer move. Lastly, i would like to say that this is a map worth a download as it is different from the usual Star Wars universe maps produced but would like to see improvements if a next version is planned to be released. - Royal Tycoon




Kashyyyk: Kachirio Landings | 74.78 MB

made THIS.




Easy Awards | 2.45 MB

This uses the stock Tantive IV map shipped with the game as its base. There haven\'t been any modifications made to the map, but the sides are different. The Rebels have been changed to immobile weaponless drones that spawn in mass, providing lots of soldiers to simply mow down with the lone other unit on the map, which is a red stormtrooper that has extremely overpowered weapons. This unit has a rifle, pistol, sniper rifle, shotgun, a \"nuclear rocket launcher\", and a time bomb. These weapons allow you to get the kill-based awards quickly and easily by mowing down the weaponless Rebel soldiers that simply stand still and take it. The rocket launcher and time bomb do not get you any awards, but the time bomb is a helpful utility that gives you a timer until you can get the award again. The rocket launcher is just in there for fun. So, basically, if you\'re having trouble getting awards, then this is the map for you. It\'s easy and actually really fun to just run around shooting everything imaginable. Give it a download if you need awards, or just want to blow off some steam. -Jedikiller




Jade Moon | 9.28 MB

be some serious walking involved, especially as the battle starts to dwindle down. Fortunately there are lots of CP's and AI to compensate for this, but it doesn't do much good once the ticket count drops into the double digits. Personally I think some of the CP's might be within too close a proximity of one another which can lead to a continuous match of tug-of-war, though I'm sure some players might appreciate that. There's also a selection of aircraft thrown in to counter the map size, though the fighters move so fast that there's almost no chance that you'll hit anything on the ground. I think some speeder bikes would be better suited. Some nitpicks include... -The terrain textures, specifically those used on the mountain sides. They can get a little repetitive and squared which creates an unnatural, almost sloppy look. -The custom four-cornered platform model has an uneven and unusual shape which can make it difficult to walk across when using the catwalks. -Some of the AI clutter together on the platforms. Now onto the good. As mentioned in the beginning, this map is one of those few creative and original pieces of work that we get from time to time. Having an interesting and eye-catching environment is a big bonus for any map which is why I appreciate ones that go outside of the box and create something that we haven't seen before. Unfortunately I think the size of the map sort of hinders it from reaching its full potential since it's much more difficult and time consuming to put detail into a large map. The custom models, however, are a nice touch. In particular I enjoyed the elevated catwalks that could be used to traverse from one side of the map to the other. I wish that this were more of a focal point. Overall the concept of this map is nice and refreshing but the execution is off. I think that using a smaller setting would make the action a bit more tight and focused and would enable the author to create something truly elaborate. ~Era




Toola: Frozen Tundra v1.1

toola_v11.1_ff.rar | 69.86 MB

I\'m writing this), but from the stuff I did explore, it was a very thoroughly tested map. I might have missed a few messed up things, but otherwise I saw nothing wrong with it. To start, the first thing I noticed were the units. All of the units are decked out in a very stark white color, which blends in well with the snow. I had trouble killing off some of the droids because of how well they blended in. Next I noticed that the icon for the DC-15A is so large it almost entirely covers the first digit of your ammo number. This didn\'t bother me too much, but at first I thought it said I had 18 ammo, instead of 185. I almost thought it was one of those mods that makes the DC-15A a single-shot rifle. Then I noticed that the sidearm is the DC-15s, made to have infinite ammo. This helps contribute to the realism of it all, in my opinion. While firing the various weapons in my posession, I noticed that the projectiles reflected that of Majin Revan\'s RotE units, using a coreless, thin blue laser. Besides all this, I just want to mention that the Clone Troopers are white Galactic Marines. Then there\'s the map itself. It is very well built, along with appropriate texture usage. The Clone Turbo Tank got my attention instantly. Sorry, you can\'t drive that thing, but it functions like an LA-AT; as a destructible command post, even though it doesn\'t move :cool:. And here you go. It\'s a great map. I highly suggest you download this, despite the filesize. Enjoy. ~Penguin Unit~




Space with 4 Command Ships | 17.37 MB

they are flown by AI




Kafah Minor | 58.54 MB

-Mav[/i] Here\'s an update to Kafah Minor from a_speck_of_dust. A snowy forest map? It\'s a unique setting, and a lot of attention has been paid to it. Everyone\'s seen the harsh desert, the lush forest, the barren asteroid, but something as simple as putting snow in a forest makes it really stand out. Every tree has been individually placed (a nightmarish chore, to say the least), and they\'re all at about the right density, giving the feel of the semi-sparse woodland. It all comes off [i]very[/i] nicely, textures are good, falling snow, etc. Now, for the battle itself. There\'s a [i]lot[/i] of units. I\'d say a bit too many, myself, for the size of this map. They all tunnel towards the center base, and after one team takes it, it\'s virtually impossible to get that cp away, due to the hordes of units that continually spawn. Not that the enemy hordes don\'t try. The beam turrets mow down the attackers, and unless the player takes it upon themself to sneak around to one of the less-spawned-from cps, the battle stalls out there. Not to say it isn\'t fun in the chaos that takes place, I\'d just like a bit more places for the chaos, or some result from it. Overall, it\'s a very pretty map, crunching through the snow is fun, and the fighting doesn\'t [i]really[/i] fail anywhere, I\'d just like some more spots of contention. .Rikino




Dark Space Map Outtakes

cto.exe | 24.95 MB

"Ark Mion, Rorgon Bay," and "Dalonni: Caverns." The first map, Tranquan, is probably the best of the three from a construction standpoint alone. It's set in a pretty generic base-type environment, and it's not as "pretty" as the other two, but that's okay, because it's mostly made of custom models and I'm always willing to cut a little slack on maps that go the distance insomuch as modeling's concerned. It works well because it stays fairly close quarters and doesn't try and draw the battle out over too large of a space. I was concerned by a couple command posts that were really in no more than a cubby-hole, though. It's great to bring a map in tight, but if it's so tight that a single grenade can wipe out anyone and everyone trying to capture a CP - maybe spread it out just a bit? With the second map, Ark Mion, it's not tough to notice that there was more planned for it than what you see in the map proper. It's too bad to see that, because of the three, this is probably the "prettiest"-looking. It is (as you might guess from the title) a grassy plain near a large body of water, and it mixes custom and stock assets together well to make a large map that doesn't feel [i]too[/i] large - there is a lot of hoofing around to do, but there are a sufficient number of command posts that you're not running for too long. It certainly doesn't hurt that props are placed liberally, ensuring that there's not a lot of dead space. For extra fun, make sure to check out the tunnels in the upper corner of the map, you can see a few remnants of what might have been a campaign setup. The third map - Dalonni - is the most middle-of-the-road. It's not average as far as most maps are concerned (it is very well-constructed), but it's neither as pretty as Ark Mion nor as tight, gameplay-wise, as Tranquan. However, I think I found it the most enjoyable of the three simply because it's nice to see a balance of the two - good-looking and good-playing. Dalonni is, of course, a map set in caves. It's worth mentioning that I didn't see any localizations for the maps on the instant action screen. A minor bug but worth a note. In any case, even though these are considered cut content by the author, they're certainly worth a download to try out and play, because they are still better than the majority of maps uploaded. -Mav




-SMD- jedi expansion ultamite map pack | 7.94 MB

[url=;102483]-SMD- Jedi Expansion Coruscant[/url]. What this addon mod does is give you the stock maps with some changed-up sides - if you played the above-mentioned Coruscant minimod, you'll be familiar with the changes. It adds Gungans to each side and a stock Jedi to each side for each of the stock maps. It also adds hero assault to a couple of different maps (Hoth and Geonosis). To be honest, this is not my cup of tea, simply adding a couple different stock units to stock maps seems kind've plain-jane - but if it sounds interesting to you, feel free to give it a shot - it's certainly not going to eat up a lot of space (although they are all separated into a bunch of different addon folders - you may want to fix that, author). -Mav




Space Kal-Tarra | 98.49 MB

I'm sorry for messing up. But I've fixed it now :). I also changed the E-Mail name slightly so as to ward off spambots. Good thing I remembered this time...One last note: Hebes does not appear to be in the developer list, nor will it let me add him, so I'll have to leave him as anonymous. Alright, so what we have this time is a MASSIVE chaotic space battle. Yes, it's huge. Though the ships are in close quarters, the fighting here is insane. It seems much more movielike because of the heavy firepower the capital ships pump out (as mentioned by Hebes in his readme) and because of the shielding, it's harder to shoot down enemies. And because it's harder, it makes it kind of like real life, where becoming an ace is a difficult task. Yes, I did say shielding. Your ships get their own small reserve of regenerating shields. Now, onto the sides ect. There seem to be 3 capital ships (or is it two? I involuntarily counted them) and a few frigates for each side, with truckloads of turrets. Along with this, either side also seems to have changed pilots/marines. The marines get a DC-15s added to their inventory, and the pilots also get a DC-15s to go with their pistol, time bombs, and fusion cutter. Altogether, this is a great map if you like your battle to be bumped up to the somewhat realistic level :cool:. If you like what you see, give it a download. Enjoy. ~Penguin Unit~




Clone Wars Critical Moments In Time | 508.1 MB

mappack of all my maps, all upgraded. Utapau: Assault 1.4 Mygeeto: Invasion 1.2 Kashyyyk: Kachirio Landings 1.1 Felucia: Containment 1.2 Polis Massa: Defense 1.0 This is a very large mappack, so be patient. Basically, I went and used OOM-9\'s DC-15 Carbine for the Clones to carry. It is a very good weapon model. There are other small changes such as better CIS weapons, etc. I really can\'t describe unless you play.\" Have Fun! \'~Valiantofficer




Nal Hutta: Slums

hut.rar | 31.08 MB

that make up for this - a high degree of polish, originality, as immersive as you can get in Battlefront, and adherence to the general SWBF design aesthetic. This map, Nal Hutta: Slum, is certainly no exception to any of these. As the title implies, this map takes place on Nal Hutta. It is based on The Old Republic\'s interpretation and visioning of the planet. Because it is on Nal Hutta, which is the Hutt homeworld, one can expect the design to be very dreary and have lots of earthen, swampy colors. Your expectations are not misplaced, as the map is indeed very earthy, contains lots of garbage, and feels like a swamp. There are eight command points, four for each side. The map is not technically symmetrical, but a lot of the same basic structures and layouts are on each side of the map. It is very easy to get lost and have to take a quick glance at the minimap to figure out exactly where you are. The construction of this map is quite good- there are a lot of crates, foliage, debris, and general detritus around the map, giving it the appearance of a very backwater and junky planet. This is in keeping with the planet and is a good thing. Objects are well placed, I didn\'t see any collision issues, and everything maintains the same basic color scheme and design. The map is very consistent in what it looks like, which in this case is a good thing, but in other scenarios can be a detriment. Sides-wise, there\'s nothing new. This is a good thing. In my opinion, it is extremely hard to maintain a good balance between the map and the sides- one turns out really good and the other turns out really bad, or both turn out to be mediocre. The original sides are well balanced and they are rather underused in most recent \'big\' maps. I also really like the limitation of GCW only, as there has been a glut of Clone Wars maps flooding the market. Dark Times era also makes an appearance, which gives you something to play around with if you do not like the default GCW sides. A couple other things - some menu items are in Huttese, which is pretty cool to see. The one thing about this map that I did not like was the minimap. There is obviously some modification made to it, but it does not really present an overview of the map. One can get lost and so some basic building outlines would be nice to see. This is a very minor gripe, however, and does not really detract all that much from the map. Overall, this is a very excellent map. I really enjoyed playing it - it brought back a lot of that original Battlefront feel that I really think is missing a lot in SWBF2. As a Battlefront 1 lover, this may not appeal as much to some of you, but I really enjoyed it. It is most definitely worth downloading. -Jedikiller




Bothawui | 76.36 MB

repetitious. The design is nice and feels original, and as far as a city goes, it holds the theme together pretty well. What I really liked about this map was the way the author made a city that, despite using somewhat-hackneyed assets, felt new. Architecturally, I liked that he used lots of platforms to make overpasses or roofs onto platforms, because this did a good job setting it apart from Bespin. Also, one of the command posts was situated in a large park in the center of the city - this is a nice use of creating a realistic cityscape while still finding a creative way to make a map that wasn't all-city. There were a couple bugs, though. The platform I first spawned on had some noticeable Z-fighting issues by the ramps (ramped platform in the center of the map). Also, the vehicles parked in a corner of the map - while nice scenery - were pilotable, and when they were piloted they were missing any vehicle or weapon sounds. This is just an opinion, too - but I thought that some areas towards the furthest-back Team 2 CP were a little too open. All in all, it's a very nicely-done map, and worth a download. Give it a try! -Mav Edit: By request of the author - if anyone normally has crashes on Naboo due to water issues, download the following: [url][/url] Extract BHW.lvl to LucasArtsStar Wars Battlefront IIGameDataaddonBHW_LVL_PCBHW - and that should fix the same issue in this map for those users.




Urban Map Series

urban_map_series.7z | 147.09 MB

and they all look really nice. As a note before I continue, I got many crashes while trying to play various maps. In fact I hesitated before uploading it because of all the crashes. The only reason I went ahead and uploaded it anyway was for the maps that didn't crash which were Kashyyyk and Rhen Var. Plus, I don't know if the crashes are just for me. Now, all of the maps include Clone Wars and Galactic Civil War Conquest mode with the BFX Era's too if you have the mod. Plus there are Hunt modes for some of the maps. The maps were very well put together I thought and the only things I noticed that weren't in place were a couple of props that weren't even that noticeable. Very nice map pack but for the crashes. Here is the map list of what's included: -Anchorhead City -Bespin: Colony -Bespin: Platforms City -Coruscant: Walk -Kashyyyk: Tree Village -Rhen Var: Ruins Up to you, if you want to go ahead and check it out, feel free to give it a download. -Delta 47




Bespin: Industry City | 86.88 MB

[url=";95938"]here[/url]. There aren't a whole lot of large changes but definitely worth mentioning. The changes since version 1.0 are as follows: -Millenium Falcon for GCW conquest added -Han, Chewe and Boba added for GCW conquest -One hero has been change -MaxflyHeight have been change from 180 to 300 -Some names have been change -Star Destroyer domes on GCW hav been removed -The minimap is better but not perfect -less units and reinforcements All in all its a nice improvement but there are still some objects not connected properly but certainly not that big of deal. If you enjoyed the previous version than why not download version 2.0? -Delta 47




Battle on Ord Mantell | 35.95 MB

think we've seen made for Battlefront 2 yet. The environment of the map slightly resembles Raxus Prime in some parts, but with much less junk. The other main area was more Yavin-ish, with trees and grass. The map isn't [i]entirely[/i] exterior, however; there's also a Hoth-esque tunnel and a Yavin ruins tunnel. And some narrow bridges over foggy chasms. What I liked about this map was how no two areas were the same. You never know what you'll find around the next corner or over the next hill. The only complaint I have about the environment is the default Yavin grass texture. In my opinion, it's way too bright green and just plain ugly. But meh, can't say it really detracted from the map much. Sadly, while I loved the appearance of Ord Mantell, I can't say the same about the gameplay. It's a big map, and there's a lot of Command Posts. But not enough units. I encountered a severe lack of combat while exploring the map. Most of the time, CPs are left unguarded because all the bots are off capturing [i]other[/i] CPs, making the goal of the map simply to run in circles, capturing and recapturing your positions. There's some vehicles, but they didn't aid the gameplay very much. All in all, an fairly average map. It's not good, but it's not bad. The author needs to take into consideration the size of the map in ratio to the number of units. Usually, I'd say shoot for a smaller sized map, rather than trying to use up all the space given to you. Downloaders, give this one a try if you so desire. -Xavious




Geonosis: The Final Battle | 130.07 MB

(Re-skinned a red one and a bunch of green the red is a command walker) and the red ground (actually a little light for liking) Hailfire droids, Spider droids (there\'s a red command one) technounion ships and jedi and geonosians. It is really flat and barren the main battle field parts. There is jedi, jango and geonosian locals. but the come up as NULL when you kill them. There\'s 4 modes Conquest 1 CTF 2 CTF Assault For all (except cw in assault) there is CW and GCW All the sides are default except for changed heroes. And GCW is really boring. There is barley any units and no vehicles. Other then that this is a good first time map. Sorry for the quick re-view but I gotta get going. So if you like the pics give it a Download. - EGG_GUTS




Kamino:Obliteration | 130.79 MB

rifle made by Murdocr and Moving_Target on gametoast, and the emp grenade (FInally). Now then, the issue with the rifle is the skins. They are a black skin with scope skins and a white line. I cant find a way of making it better, but Moving_Target is working on that. Don\'t complain to me, I can\'t fix it. The CIS is also changed, as they have SBDs, Magna Guards, and Droidekas only now. You will like that. This is what I consider to be one of my best works yet, so dont trash it. Overall, a big file, but so are MajinRevan\'s, and everyone likes those. Download now!




star wars the clone wars lair of grievous | 28.87 MB

ideas here, but the execution isn\'t very good. Lots of improperly-aligned objects, sheer terrain (with accompanying texture stretching), poor AI pathing, and other woes get in the way of what is a neat theme. -Mav




Bespin: Escape | 59.15 MB

last version of the map was released in December 2009... so it's been a long time since we've seen this one on the site. The map is set around an open courtyard-like area in the center. There are a couple command posts in this area. A hallway network surrounds the courtyard on most of its sides, with more CPs to capture up in the halls. There are several flyers located on platforms throughout the map, and one will occasionally spawn on them. There are also walkers in the courtyard for your enjoyment. The map has a carbon freezing chamber and a flyable Millenium Falcon to add to its list of features. It's very well put together, well designed, and overall very fun to play. This version of the map, purportedly the Final version, contains several new features. It has support for the Dark Times era, if you have that mod installed, some new skies and lighting (which in my opinion look excellent), better soundstreams, some new skins and appearance changes for the sides, and a few other bug fixes. It's a nice improvement to an already great map. If you've never played the first versions of the map, this is definitely worth your downloading time- it's an excellent map and will provide you with lots of entertainment. Even if you have played it before, download it again. The changes make it feel a lot newer, especially with the new skydomes. -Jedikiller




Boras II: Stunt Course | 164.45 MB

visuals, graphics, vehicles... Is your head spinning yet? Because mine sure is. Let's just take it slow and introduce this map with one simple sentence: [u]"Only your imagination sets the limit"[/u] [b]Tech:[/b] 10 (New features, gameplay modes, music... Eh, just look above) [b]Balance:[/b] 10 (What happens when two ultimate forces of destruction meet each other? They're both destroyed, duh) [b]Quality:[/b] 10 (No corners were cut here, I tell ya!) [b]Fun Factor:[/b] 10 (If you get tired of paintballing, race. If you get tired of racing, do some stunts. If you get tired of doing... Ugh, the list goes on and on forever!) [b]Creativity:[/b] 10 (How about a race vehicle that can lay mines?) [b]Size vs. Usefulness:[/b] 10 (The map is so large that it is larger than levels Hoth, Geonosis, Kamino and Endor put together. It's a bloody planet covered with mountains, ravines, a city and tons of other stuff) [b]Originality:[/b] 9 (There are several new features in the map, and you can hardly call the concept of shoot at each other in SWBF II "already done". The concept of racing, however, is.) [b]Installation Instructions:[/b] 10 (Instructions? This baby practically installs itself!) [u][b]Overall Rating:[/b][/u] 10 This is what [i][SBF]DannBoeing[/i] wrote about this map: [quote]Map Description: On the small dusty moon of the planet Boras, there is the Boras II's famous Stunt Course, run by the equally famous Madness Inc. Here, daredevils from all over the galaxy come to race and pull some pretty insane stunts on a variety of vehicles, including the specially designed Stunt Pod, and Racing Landspeeder. The course is very large, and there are a large amount of things to do. Several places of interest includ the Giant Gorge, Loqi Park (complete with a enormous half-pipe), Cantina/Shop, and the Cliffbottoms. Mode Description: Stunt Session This mode is purely and plainly just for fun. You get to drive around the entire map, doing stunts on the various jumps, or having fights or duels around Loqi Park.[/quote] You can play this mode by choosing Conquest for the CW or GCW eras. The different eras have different units, and all of them are brand new (Except for fan favorite General Grevious in CW) with several new features. [quote]Racing Session For this mode, a racing track has been set up along the course, where you can race each other online or by yourself in single player for points. The better the laptime, the more points you get each lap, and you get alot of points.[/quote] You might want to turn off the AI for this mode, as they will just get into a vehicle and shoot and you. The race is long and fun, but be careful as the vehicles are far from indestructible and will blow up if you press them too hard! There are a lot of vehicles to choose from, and why not let one of the heroes join in for fun? [quote]Paintball In this mode, you choose a team, red or blue, and fight to the death in a paintball match on Boras II's Paintball course.[/quote] Really, really fun. This time you might want to increase the amount of AI units! Everyone is equipped with paintball blasters (Big, but somewhat weak) and paint grenades. There is a lot of cover spread out, and even a sort of fort for one of the teams. Choose "Assault" to play this mode. [quote]Other Features and Updates: At this point, the whole map has be come a "feature." I've updated a lot, and there are lots of tiny little fun things i've added, including Tumble Control, meaning when you get hit by a rocket or another explosive, you can control in what direction and how far/fast you go flying...and eventually go splat. I've also updated the weapons and sabers with new effects and fighting styles. I've added a couple new vehicles, including the Stunt STAP, Stunt Landspeeder, Compact Racing Speeder, Dual-Seat Racing Bike, and Racing Landspeeder. I've also made the Stunt Pod dual seated (Before you could only sit in the pilot seat). I've also added some custom background music with songs by Oasis, the Gorillaz, the Beatles, and a little thing by my own band The Magical Space Ship to the Future.[/quote] There are a whole lot of new cool weapons as well, and... MUSIC! That's right, you get to hear several REAL SONGS when playing this map! Most of the songs are kind of laid back which fits in with the atmosphere of the map perfectly. The good part about this map is the amount of ways that you can play it. You can play Paintball with your friends, or you can have thrilling chases in the long ravines and stunt areas or you can just fight people with the many inventive weapons and characters at your disposal. There is enough to do with this map to keep you busy for weeks! It is like this map turns SWBF II into an entirely new game. If you are looking for the ultimate SWBF II online experience unlike anything else, then this is the map for you! - Super_Shadowman "[i]Live to Fly, Fly to Live, Aces High[/i]"




Naboo Space (CW: Assault) | 45.53 MB

in an ARC 170 (without reading the ReadMe first) and flew into a swarm of lasers. It goes without saying that I died in a matter of seconds. It\'s very tough. Personally I\'m not much of a space fan since the only difference between each map is the background and the entire games usually consist of me bombing capital ships without being killed more than twice. However this map is an exception because of all the auto turrets. It makes things much more challenging and it feels a lot more like Star Wars than the shipped space maps. So if you\'re a space fan then I recommend that you download this. If not, I probably don\'t even need to tell you that you can pass on this one. But glance at the pics first. Since I have a bias opinion I won\'t give a rating but I\'ll admit that for a quick \'put-together\' this isn\'t bad. -[GT]EraOfDesann




Manaan: Murky Depths | 34.74 MB

won\'t be re-reviewing the map. Quoting Astute: [quote]NOTE: this is the updated version of Manaan: Murky Depths. This will hopefully be the final version Fixes include >Ai vastly improved, will now consider new routes when doors are closed >Hero glitch fixed >Minor fixes to the overall level[/quote] Enjoy! - Majin Revan




Nar Shaddaa: Eon city lower downtown | 63.17 MB

The Force Unleashed. This map is, despite its colorful setting, essentially just a big flat open area to battle in (with small enclosed areas on either side). It is mostly constructed with Rends' Coruscant Street assets (and shame on you for not crediting him at all). The ambiance is set up well; it does seem like you are in a big city (even if it doesn't exactly look like the Nar Shaddaa I remember), but the wide array of colors is almost off-putting. I would like to see a bit more harmony in the color scheme; Nar Shaddaa in KotOR was mostly greys (with some scattered colors) and in Force Unleashed it was mostly browns. There are custom sides here, too - you'll see custom IMP, REP, and CIS sides along with a mercenary side that goes up against the Empire. They're decent sides; but it seems like - whether by map design or by side design - that you'll find yourself getting shot a lot. I might attribute this more to map design, but it would be nice to see something like this compensated for in the sides. Anyway, if the map looks interesting, be sure to check it out and give it a download. -Mav




Geonosian Attack Mappack | 114.11 MB

retextured. There are no new (or different) units, just stock sides. The major change is the textures. To be fair, there were a couple new props placed here and there, but they did very little to change the maps or what they looked like. The textures, though. Ugh. To Coruscant, it looks like every texture in the world's assets was lightened (and as a result alpha channels were stripped off of some textures, so some skydome buildings will look bad) uniformly. It sort've looks like a daytime color scheme... but the map still has a night sky. Go figure. And again, while the readme mentions something about Geonosians invading Coruscant, there is a noticeable lack of Geonosians. And then Geonosis. Ugh again. Pretty much every texture has just been inverted (any of you that have tried skinning have at one point probably tried this - it was probably one of the first things you tried). It looks bad. It was a nice idea, I suppose, to do the "icing over" of Geonosis, and I was ok with the idea until I saw that all the author did was invert the skins, which happened to be icy-blue-ish. As a result (and as I'm sure you know if you've tried this before) this leaves the contrast of many textures pretty out-of-whack and you get to see some unnaturally-lightened objects. The author also decided to do this to the textures for the troopers on Geonosis, which again makes for a sloppy and unnatural-looking appearance. The only exception is the clone commander, who not only looks inverted, but also apparently has clown paint on. I wasn't able to figure that one out. Anyway, if it sounds interesting, give it a try, I guess. -Mav




Geonosis: Assault on the Hills | 30.4 MB

I cannot edit this map any further, nor do I have any wish to, since I misplaced my source files for this map for the umpteenth time, and I\'ve got four other projects I\'m working on. You can check out the trailer here: [url][/url] Read the readme for installation instructions as well as a list of changes and known bugs. Alright, enjoy. -Xavious




Bespin Streets | 146.35 MB

from TK-421 to Lando Calrissian has one in this deathmatch. Now, the map works for this style of play. Surrounded by buildings on all sides, there\'s a sunken area where the AI mostly duke it out. All cps are uncapturable, which fits. Also, nicely included is a raised platform good for dueling (a bit bigger would be nice). The units on this map are pretty much identical, besides their looks (I like the selection of units, by the way). All units have Luke\'s lightsaber animation, Lightsaber Throw, and a force power (Push for the Good Guys and Choke for the Bad Guys). While this cuts down greatly on the \"omg aaylla iz cheep!!!!!!11\" factor, which is nice for online play, I\'d of liked at least different combos and animations. Also, with every unit having lightsaber throw, it can get a bit hectic, but that\'s part of the game, I guess. Tiny thing: the Swamp Trooper\'s jetpack isn\'t textured like him. It\'s texture\'s name is \'imp_inf_darktrooper_pack.tga\', if there\'s another version, you might want to retexture that. It has the charm of Hero Assault, only homogenized. It\'s a good way to practice your lightsabering, and seems to lend itself to multiplayer. .Rikino




Clone Wars: Geonosis (BETA) | 83.84 MB

Battle droid with a blaster and granades with a plain skin. Then for the Republic, he has redone the Clone Commander so now it\'s a Clone Commando, with a custom skin, DC 15 commando rifle, granades, chaingun, and stuff. Also, guess what! There are cockpits, yes, thats right, there are cockpits for the space vehicles, and also the republic vehicles now had passenger slots!




Kuat: Canyon

kuat_canyon.rar | 143.64 MB

Canyon. The map itself is a fairly nondescript canyon map. It uses several Tatooine assets on top of a generic grassland base, and unfortunately I think this is a bit of a strike against it. Since nothing has been retextured from its original form, it looks a lot like exactly what it is - several Tatooine assets on top of a generic grassland base - instead of looking like a unique location. The map also adds some rain and lightning, but it is a very unique rain and lightning in that it is completely inaudible. The author should consider adding the correct sounds to go with his weather. Another issue I see with the map is one you will only notice if you play on low water detail - there is some shockingly red water. This is due to the unfortunate choice of using the unchanged Dagobah water assets. I don't understand why people just leave this bug unfixed, simply because it was an error in the assets - the texture is red, just switch it for a different texture. Not terribly tough. Aside from the map, there are sides. Rather than using stock CW or GCW, the map has a specific clone legion fight against the Death Watch troopers (as seen in the Clone Wars TV series). Unfortunately, this creates a problem - the author is suffering from the "oh wow this is so cool that I just saw this on TV" syndrome, and this manifests itself in the balance of the sides. Now don't get me wrong, it's great to take a concept you enjoy that you just saw on TV - but the problem is that when people think something is just [i]too cool[/i] for school, they focus on that to the exclusion of anything else. In a roundabout way, I am saying that these sides are very poorly balanced. The Death Watch side is populated entirely by jetpack users with weapons stronger than normal, and they also start with a CP advantage. There were a few bugs with the sides too - I noticed several floating HUD icons, several instances of the awards weapons bug (freezes game), Jango Fett voiceovers for all the Death Watch troopers, and no vehicle sounds. Also, both sides had all their units unlocked initially, including the "heroes," which are playable like normal troopers. This offers no incentive for playing as a regular trooper when the hero is available from the get-go and all the time. While we are on the subject of heroes, the Death Watch hero has some serious issues. The weapons setup for this particular hero is of great concern, as it is quite buggy. The rifle this hero initially has is unselectable after switching to the lightsaber, and the controls are mixed up (this is going to happen anytime someone makes a unit with weapons set up like this, but it can be worked around without forcing messed-up controls on the user). A minor nitpick, too - the lightsaber texture has no core, it's simply invisible in the center. I understand that it was supposed to be black, but I am confused as to why it was invisible. This should be fixed. In any case, it is a decent map, despite its issues, but the sides - most notably the balance - really throw it out of whack. It's worth a try if you're a fan of the TV series, or perhaps even if you're not, but it definitely has some serious issues to be worked out. -Maveritchell




Star Wars: Battlefront Conversion Pack

bf1_conversion_pack_1.0.exe | 327.16 MB

for SWBF II, done by the TAW and GT clans. I must say, they did a great job! The maps from SWBF are all back, with MANY gamemodes for each, uncluding multiple XL maps and Hero Assault maps! Almost every map has upgrades as well, with new units or vehicles/units from SWBF II, so they aren't necessarily identical to the SWBF maps. There are some nice new models for vehicles and units as well, including the AT-XT and the V-19 Torrent Starfighter! I suggest that this be downloaded by most, because some of the SWBF maps are just classics. You gotta' have 'em. ;) Before you download though, please make sure you note the bugs in this pack, as noted here: [quote]-GCW is screwed up on Tatooine (aside from Hero Assault). Don't use it. -Extra heroes need to be added to Rhen Var Harbor and Geonosis Hero Assault -Rhen Var Harbor's map is messed up. Have not had time to fix it. -The Recon/Commander units have not been added to Rhen Var Harbor -The Recon unit's remote droid does not appear. This was meant to be removed, but I didn't get a chance. Will be fixed for 1.1 patch -Localization only works for the US version right now. [/quote] Besides those bugs, my only complaint was that some additional units were a little...weird for me. Also, there were bugs with the LAAT/is missiles on Geonosis (that was the most annoying for me, LOL). There were some similar bugs throughout some of the maps as well. Anyways, I hope you all enjoy this, and give a round of applause for TAW and GT, and Teancum, who seems to be the "leader" of this project. He is currently working on a second version, due out in about six weeks. - Majin Revan




One Map Mappack | 104.83 MB

quality it easily makes up for in variety. The gist of this map(pack?) is that there\'s one map, and the player starts in a central hub. By walking through one of the doors, the player (and battle) is moved to that section of the map. Each section of the map is designed to operate as its own independent map, thus the \"map pack\" moniker. And for the most part, I enjoyed all the maps. All were relatively well-put-together and they all played pretty well. There were a couple with questionable design decisions - the rancor map trapped people in little pits and the rancors themselves were pretty sloppy, and the battlezone map was a bit of an eyestrain. I don\'t doubt that both were intentional decisions, but I don\'t know that I agree with them. That aside, I did have fun playing through this map. It\'s a novel concept and implemented well, which is really all I like to see out of maps. Is it worth a download? Certainly! Give it a try. -Mav




Rhen Var: Colony | 54.24 MB

can expect some flaws in the design. This map\'s design is well executed, but it is not a very good design for gameplay. One faction starts out with two command posts way away from the city, and must cross a completely open field to get into the city. The other faction has a whole lot of command posts and has a much better defensive position to hold off the invaders. The city is very large, too, and somewhat confusing to navigate. There are lots of circular routes and places that don\'t really seem to go anywhere, and it\'s not immediately clear how to get from one command post to another. The field, on the other hand, is very straightforward and clear- it\'s possible to get around the main fighting and slip into the city, but it\'s hard to do so due to the lack of cover. There are a huge amount of units on the field at once and there are a lot of reinforcements to burn through, so the largeness of the map is not really that much of an issue. The map is constructed fairly well, however- objects are placed well and I didn\'t notice very many floating ones. There were some terrain cutting issues, though they were only in specific areas and not really in a main gameplay area. Although you may not think that a Bespin/Rhen Var cross would go over very well, it actually is a pretty decent matchup. The white and gray color schemes of both planets sort of mesh well, as compared to a Geonosis/Hoth crossover. There are also a lot of vehicles around the map- mainly flyers, but there are some tanks as well. The ceiling is set pretty high, so you have a lot of room to zip over the buildings and kill people from above. Onto the bugs list... most of these are mentioned in the readme, but these are the ones that I feel need to be fixed before any other version. A good percentage of the vehicles have no sounds at all, which really detracts from the gameplay a lot. There are no map boundaries and the map is pretty spread out across the terrain, so there definitely needs to be something stopping the player from going off the terrain. There needs to be a bit more out on the field for units to take cover behind, or at least give some semblance of a forward base. Overall, this is a fairly average map- for a first map, it\'s pretty good because it avoids all the major pitfalls, but without that taken into consideration, it has some design flaws and bugs that need fixing before it can really be considered as a \'good\' map. -Jedikiller




Korriban Valley of the Dark Lords | 15.65 MB

the most from JKA\'s Korriban, but it\'s certainly not slavish in its design to any other game\'s map. It\'s a pretty ambitious map for a new mapper, and I\'ll definitely say that it has more positives than negatives. There\'s been a really good job using a combination of stock props and, I assume, some new models to make a pretty solid Korriban map. I don\'t know how much of the tunnels section is newly modeled and how much of it is simply repurposed stock models, but the work done there is easily the most impressive part of the map. The choice to open up some of the tunnel areas and have it surround lava pits looks really nice. On the other hand, it\'s a large map. Really large. [i]Too[/i] large, if I may be so bold. There\'s a lot of running to get from one CP to another, and while it\'s not as egregious as it is on some over-large maps, it could definitely be toned down here. The biggest size-related issue is simply the number of AI, which goes hand-in-hand with the map size and the relatively low number of CPs to make for a map on which the human player doesn\'t get to feel like he\'s doing a whole lot. Rarely will the human player be able to capture CPs (even as a hero!) because of the large number of AI spawning at any given time. You can rack up impressive kill scores, to be sure, but it\'s a wild transfer - from the easy (getting to the CPs, killing large amounts of AI in tunnels) to the unnecessarily difficult (trying to stay in one open area long enough to capture a CP without getting shot). Also, having tried it in both eras, there really looks to be a significant starting CP (placement-wise) advantage given to team 2. If I were to offer any suggestions, I\'d say that the map would work a whole lot better without the exterior stuff. It\'s not quite as exciting as the interior portion of the map (and a lot of it is comprised of unfortunately overused Yavin props), and if you cut down on the size of the map and maybe move those CPs inside, you\'ll be able to reduce the AI count and have a battle that \"moves around\" a little more, and one that allows the human player to feel like he\'s making an impact. I\'d also like to see the lighting done a little better - it\'s clear that there was thought put into this (I could see lighting changes associated with fires or lava), but the global lighting was pretty boring, and it really made some of the outside parts of the map clash with each other. I\'d like it more if it were darker overall, with a relatively darker interior part to the map - to help the lights in there stand out more. The lava was nice, as mentioned above, but it would work a lot better if it appeared to be moving and if units didn\'t land on it (because it is solid ground). It\'s also worth mentioning that two of your Jedi units in CW Assault were missing lightsabers. All in all, it\'s certainly a well-done map - not without its flaws, but no map is - and it\'s definitely one worth trying out. I\'d love to see some general fixes made to it, but even as it stands, it is fun to play around in. Try it out! -Mav




Agamar: Forest | 100.64 MB

gonna list stuff- [b]New units/skins[/b]: All the clones are reskinned, and they look pretty good, if a bit too black for my taste. There's a new unit on both sides: Majin Revan's Clone Commando makes a cameo, and Darth_Z13 has made a magnaguard with lightsabers. The magnaguard's lightsabers, however, seem to be missing their textures, and are white. Also, the magnagaurds are going 'Aylaa Secura'-style instead of Darth Maul, which I find to be an interesting choice. [b]Weapons[/b]: Power/balance-wise, things are kinda crazy. Troopers have a super-fast firing award rifle, grenades have much bigger explosions, and there's a throwable orbital strike beacon. Also, pretty much all the units start with their award stuff, and some of those weapons have been edited (the rifle needs a tone down- it's crazy!). [b]The map[/b]: It's supposed to be night, I think, but none of the objects in the map have been darkened- that would give it a nightier feeling. There's lots of destroyable stuff, like the power center from Utapau's campaign. The CIS's base which it's in, though, is really kinda messed up. Things like invisible barriers, nonsolid objects and stuff make it nigh-impossible to reach Grievous' ship. Other than that, though, the layout of the map is fairly well thought out. [b]Misc[/b]: General Grievous and Obi-Wan run around, AI-controlled. It's pretty cool to have one of them pop out at you in single player. All the Republic's weapons' names have been "accuratized", but the CIS's haven't. If you're going to go down that road, might as well go all the way. One of the Republic's is in a landed 'Acclamator I', and a CIS's is in a landed 'Lander'. How cool is that? .Rikino




Hoth: Infiltration | 63.54 MB

support for the Dark Times era to be played upon it. It also has Battlefront Extreme support. Since this is a shipped map, I can\'t really comment on the map itself because it wasn\'t made by the author. I will say, however, that this is a pretty good conversion and has been executed well. It has a few different skydomes for you to play under, all of which look good on the snow planet. Things are pretty much as they are in the stock map, which is good. There isn\'t a whole lot to say besides that about the map itself. The sides appear to have had some slight changes made to them, featuring new looks and some new weapon models. All of these are nicely done and not overblown changes, so they add to the map\'s aesthetics. There are some vehicles present in this conversion that were not in the stock map, and they all look all right. There are probe droid and wampa natives running around the map for you to encounter, so do keep a lookout for them as you go around. All in all, this is basically just a Hoth conversion with some extra features added in. If you\'re interested in playing Battlefront 1\'s Hoth map, then this is the file you have been looking for. -Jedikiller




Naboo: Theed

naboo_theed.exe | 14.9 MB

thoughts re: that map all basically apply here, they are, in sum, \"nice but probably unnecessary.\" The differences between old Naboo and stock Naboo are even smaller than the differences between old Mos Eisley and stock Mos Eisley - all we see here is really a skydome texture change and a re-placement of a CP. Likewise, this version is included with the Conversion Pack, and some of you who have that may not necessarily want or need a replacement. In any case, if you don\'t have this, and you\'re looking for something only a little bit different, give this a try. -Mav




Endor: Death Watch Bunker

dwb_v1.0.exe | 15.54 MB

does Endor. The majority of the map is constructed with retextured Hoth tunnels. They use sort\'ve a sandy texture that looks strange in contrast with the topsoil on Endor, but I suppose it is accurate to the Galaxies vision of the area. The tunnels play as many Hoth-based tunnel maps before have, for better or for worse. I think it is fun enough, if not entirely new. There is a tunnel connector used in several areas of the tunnels, and it has an overlarge grate texture that sticks out a lot - I only mention it now because I know I\'d mentioned it before. I think this would look a lot better if it were changed to match the surrounding sandstone texture. Speaking of the sand texture, despite its seeming clash with the ground outside, it does look decent on the inside and everything does stay well-coordinated. I liked what had been done with the hangar areas to sell them as something different, but I was left confused as to how the starfighters parked in there got in. The outside of the map was more traditionally Endor, although it was limited to one (two depending on how lenient you want to be) command posts. All in all, it\'s a decent map. It\'s not a spectacular design, but I suspect that this is more aimed at people who\'ve played Galaxies before. Download if it looks nice. -Mav




Geonosis - 1.1.4 | 146.41 MB

sides aimed at being "canonical." The "biggest" thing to notice about this map is going to be its size (ingame). It was made, I assume, to give a more accurate sense of scale than stock Geonosis maps. It makes good use of stock SWBF1/2 Geonosis props as well as some custom props to create a map that looks as much like Geonosis as any other one out there. You can also see that a lot of effort was put into the sides. Care has been made to make sure that the units and vehicles are representative of the "real" thing, both visually and mechanically. For what it's worth, I think this is better done strictly visually, as the change to make the game "accurate to the movie" gameplay-wise isn't a whole lot of fun. It might be more fun if there were fewer units on the field, but with a large number of units like this, it just feels a lot like "spawn and die, spawn and die, spawn and die" - even as a Jedi. The map is best played out using vehicles to get everywhere, as its size somewhat cripples the effectiveness of a single foot soldier on a global scale (again similar to his earlier Naboo map). There are a number of custom vehicles you can use to help you get around, although the most useful of which will probably be the Geonosian fighter. Anyway, this is a well-designed map that - if you're a fan of "realism," Geonosis maps, or both - is definitely worth your while to check out. I'm not a huge fan of it in the "fun" department, although I can appreciate its visual design. Anyway, if it looks good, give it a download! -Mav




Hoth: Space Port | 9.19 MB

have to say compared to most First time maps this is excellent! It has skinned buildings to match Hoth, the Hoth Sides ( the snowy skins in GCW) Not the default heroes (maul, anikan, Solo, and Boba Instead it\'s Obi-wan, Grievous, Pilot Luke, and Darth Vader), tunnels that are properly connected, hills, vehicles that work, no crashing, and health and ammo droids. It\'s all around the perfect stating map. There aren\'t any bugs that I saw. The map it self consists of tunnels going to and from parts of the map, and a Hanger from tatooine skinned snowy as well as a Ice tunnel (The Geonosis one), there\'s also the wookiee barricade (If I remember correctly skinned to have a bit of snow on it too), and little hoth objects. It\'s also snowing which adds effect :). There is also a cp in the hanger plus one on the roof which is fun cuz the Units on the roof shoot hellfire on the cp below :D. The map is relatively small too, You think it would be a bad thing but I actually liked this small map it fits the fighting. I do recommend 2 things 1. Add a load screen just to make the map seem more professional. 2. What team your on always wins so could you try to even stuff out? Anyways that\'s my re-view -EGG_GUTS




Gametoast World Domination: Asia | 82.93 MB

GameToast, so I thought "Yipee! I've been waiting for this!". I remember watching progress for this before it was complete. I never thought that, if it was sent to SWBF files, I would get to review it. That was, of course, before I was staff...but enough of the memories and my past. Onto the file! So, what we have here is a desert battlefield in Asia, which I believe to be the Gobe desert. I could be wrong, but that's the only major one that I can think of. When I checked the teams, as I expected, either Heroes or Villains were GT members who'd requested to be added before the map got too full. I tried villains first, and for some reason, as with all hero assault maps, I got my butt kicked because I wasn't used to the map yet, and didn't have a good way to take out enemies rapidly. That changed, of course, but too late in the game, and we lost. Then I switched to heroes, which always wins if you're on it. This time, I got to see the little village (yes, there's a village) beside the default selected CP for heroes. There was a very steady stream of hostile locals flowing out of there, and I spent most of my time on heroes mowing them down with ease. Yep, even a bar and a TV set feature here...did I mention Guru and a tall-looking Elmo run around hyere, too? Now on to the bugs. I didn't notice too many errors, and this map seemed pretty bug free for where I was, but... 1. I don't know if it is fixable, but when I tossed Phazon's tri-grenade thing at a sitting camel (yes, but not ridable...) I saw that the blue grenades caused a red glow on the camel. 2. One of the unit's jetpacks is too slow and is almost useless. 3. This may tie in with bug 2. I spotted, at one of the villain CPs, jet trooper-based units who seemed to be going nowhere. This might just be because their jetpacks don't have any horizontal thrust. Besides that, I didn't see anything else incorrect with this map. Give it a download if this sounds nice or if the screenshots entice your appetite.




Eddie\'s Tynna Valley | 46.71 MB

a [i]long[/i] time since I played this map in the old Battlefront days. I remember this being one of Eddie\'s last maps, if not [i]the[/i] last map. It\'s big. It\'s beautiful. It\'s great. It\'s [b]GENERIC COMPLIMENT #47 NOT FOUND![/b]. I suppose I\'ll kick this review off with the scenery. It\'s very nice. You\'ve got trees, water, buildings, rocks, more trees, uh... Okay enough of that. Bottom line: it all looks good. Players who have the latest version of the Conversion Pack installed can enjoy Classic Conquest, and everyone can have some fun with Hero Assault and both versions of CTF. I have no idea if this works online so go try it. Chances are you\'ll discover that it is \"[i]something that provides mirth or amusement[/i]\". Yes. The map design is excellent. There\'s plenty of room for action whether it be in a tank, on foot, or in the cockpit of a starfighter. The terrain is mixed which results in some nicely varied battles. You can battle in the middle of lake, fight your way uphill, and ambush an enemy camp. All of which are fun though I prefer invading the enemy camp. However seeing as how big the map is it\'d be wise for you (meaning you: the player) to set max out the unit count to fully enjoy the map. To top it all off, Squipple has added icing to the cake by providing some nice ambient sounds as well as some of his own well-crafted models. Thank you Squipple! :D Great map. Great job. Great fun. Just plain great. Sincerely, [GT]EraOfDesann




The Realm of Chaos | 291.66 MB

whole new level of insanity. The Map has 8 cps. It is situated in a valley surrounded by a vast mountain range and a volcano. Each cp provides vehicles. The units and vehicles have been modded to the extreme. New weapons like the Machine Gun, Rapidfire Rockets, and the Boeing Bomb can be found. The vehicle pwnage power (thats right i said pwnage power) has been increased, such as the Chaos At-ats and At-tes, which now run. It also has been relocalized (meaning that some of the text in-game has been reformated) Unlock values for the units have been removed. Almost all units and vehicles have been given custom skins. \"




Khimera Battlegrounds

mpk_khimera_battlegrounds.exe | 87.82 MB

into the next, so if you pay attention to the skydomes of a map, you may see hints of other maps in the mappack. Each map also has some custom CW sides, some custom GCW sides, and, if you have Dark Times installed, the Dark Times era. Both the custom CW and custom GCW sides are, as per the author's usual approach, creative but not too divergent from the stock sides in gameplay. Each set of sides has an expanded set of units, all of which have a nicely done set of retextures (I think some of the best work is done on the CIS vehicle textures), and each custom era has random heroes. The first map, "Khimera: Beach," is a beachhead map. It's fairly large and has a command walker for one of the sides. It feels a little like Kashyyyk: Docks, probably mostly due to the use of Kashyyyk props (which are prevalent in the first two maps). It's a nicely set-up map, and I think that it probably works the best in terms of game "flow" and CP placement of the five in the pack. The second map is "Islands," which, despite its name, is mostly a forest map. It feels a lot like the Endor map from the stock game, although as you might expect there are some spots of water near the outside edges. I think this one is probably a bit dull in comparison to the other maps, simply because it feels so much like Endor. However, I did like the one command post placed "inside" the volcano; I think that was a nice use of props. The third map, "Jungle," is similar to the second map in that they're both basically forest maps. This one is a little better, I think - even though it reminds one of Dagobah, it's not quite as condensed and it's a little bit more fun to play since you can see where you're going most of the time. It also has a nice command post setup in the back in which the author lego-ed together several Rhen Var pieces to create a neat ruin. The fourth map is "Plains," and it's probably my least favorite, from a design perspective. It looks nice as a plains map, but it's still a plains map, and that usually strikes me as a little boring. It's better than most plains, however, because the ambiance is well-set (I particularly like that flyers were used as well as they were on a medium-sized map like this, rather than a large-sized one) and some scattered props (including one of the CPs set up in ruins similar to "Jungle's" ruins). The fifth and final map is "Streets." It looks nice, and is well set-up, and plays fairly well... but it doesn't feel super-original. It uses almost entirely Naboo props, and it feels a lot like a different section of Naboo, no matter how you slice it. It's not a bad map, by any means, but it would be nice to see a bit more unique city (maybe a "non-wrecked" version of the ruins from earlier?). All these maps too use random environments, similar to what you've seen in Dark Times. Sometimes it'll be dark and rainy, sometimes it'll be sunny. It makes for a nice effect (the difference is most appreciated in Beach and Jungle, in my opinion), and helps keep each map fresher for longer. All in all, a pretty solid mappack that's certainly worth a download. I like the idea of the unified theme of one planet. Make sure you have Dark Times to enjoy it in three different eras! -Mav




Mygeeto Assault series Mappack 1

347th_first_mappack_installer.exe | 84.71 MB

Assault: Battle of Livothum"[/i]. I'll start by going over the changes from the previous two maps. Although Hunt mode was removed with this map pack due to bugs it features much more to make up for the missing mode. As a start all of the sides use the 347th sides which makes a total of 9 units for each team and already specialized with custom weapons and so forth. But a different variety of the 347th is used on Beach Defense which look more camo. Mygeeto Assault: Battle of Livothum takes place at a city on Livothum but reminds you a lot of a rainy Naboo city. The map seems to be pretty well put together and the AI do very well (especially in Uber mode with a lot of units). Here are the new Modes and info for the three maps mentioned in the ReadMe: [quote][i]Mygeeto Assault: Battle of Livothum (AKA Rotunda: Mountain City)[/i] -GCW and CW Conquest -CW Uber Mode (normal Conquest with a lot more units) -Normal 347th legion [i]Mygeeto Assault: Beach Defense[/i] -GCW and CW Conquest -GCW Hero Assault -Camo 347th legion -(Note: No changes have really been made to this, I just edited the sides, basically) [i]Mygeeto Assault: Protector[/i] -GCW and CW conquest -Normal 347th Legion -(Note: This map has been changed since 2.0, I've added a much better version of the 347th, as well as increasing the size of the mountain, increasing the length of the tunnels, adding in another command post, better trees, a new mini-map, boundaries, and greatly reduced file size [at least halved it]).[/quote] So that's about it if you enjoyed the maps in this series I would recommend getting this map pack because it has much more and best of all it only takes one addon map space! -Delta 47




Nelvaan: Village | 18.07 MB

Cartoon then they should be familier with the Nelvaan: Village in it. [quote]About the map: This location was featured in the Clone Wars cartoon. It\'s set in and around the village, and includes the Nelvaanians that inhabited it in their combat gear. Although there was no combat actually in the village in the Clone Wars, it does make for a great combat location.[/quote] Can\'t think of what to say, feeling that what words I can say, no matter how great they are, will not live up to the [b]Awsome-ness[/b] of this map. The Map is awsome, Made up of custom models that look fantastic! The Models are perfect, Extremly well done with nice textures. The map contains so much detail, Ladders ((which you can climb up by jumping!)) Tables, Fruit, Banners, Sheilds, Windows, Ramps, Fires. It contains so much. The Combat is awsome. I was running around in CTF, while carrying the flag and I wasn\'t looking where I was running, I ended up running into a gaint bonefire and dieing. Everything is great in this map. Theres so many ways around this small map. Little bridges, passage ways, Ramps. If you can use tactics on this map, Your bound to win. Some CPs have great views of ramps down below, or a narrow passages to get to it that you can easily defend them, Other ones are in great posistions that you can lurnch attacks upon the other CPs and force them into a corner and win the game. Theres constant action in the map which I love, Normally I\'m not a fan of CTF, but the CTF in this map is awsome. The Flags are place in the best spots and the Flag Bases are in even better places, Playing as the Republic is a challange if you carry the flag, Good tactics are requirred to score as the way to their base has sniper spots all around it and a long spiral walk at the end. I played and played it, And could only find these bugs, The Localization doesn\'t work on all languages. It doesn\'t contain much of custom sides, But it does contain Asajj Ventress donated by Teancum and a local side of Nelvaanians :p I set off to just play each mode for 5 minutes, but found myself playing it for 2 hours :o There is so much fun in the map to be had, Its a must download for 2007! Even if you don\'t have SWBF II, Download it and give it to a friend that does have SWBF II, they will love it and you for getting it for you. ~[b]Penguin[/b]




Ryloth: Fueling Station | 18.86 MB

I\'ve got one thing to say: I doubt you\'ve localized it in other languages than US, because the localization weren\'t working for me - and I\'m using the UK Version of the game xD kinda nnoying because you don\'t know what you\'ve named the troopers nor their weapons - rofl. FIX IT! :D nonetheless, it\'s cool Keep it up!




Capital Down 4 | 16.86 MB

you busy, and its impossible to get all of the CPs, unless you are some sort of macho player or cheater lol! When I played it on clone wars, I liked to use Anakin's starfighter to race around and get CPs, cuz it is the fastest transport of all time lol, though it only carries you. The thing is, you can't destroy the rebel transport this time! it goes not solid on you when its 3/4 dead! So I give it a :thumbsup: (I hope I got the smiley code right for it lol!) -TheDestroyer




Malastare: Gran Compound | 19.82 MB

shown on [i]The Clone Wars[/i] as reflected by the environment surrounding the compound. I think that, artwise, this is probably one of Jaspo\'s best maps thus far. There are a few instances where I see some of the flat textures and/or textures that don\'t match (UV-wise) the object they\'re projected on, but it\'s much less of an issue than in past maps. The majority of the textures feel like they support the models, which is nice, given the author\'s propensity for using lots of custom models (which is always nice). Design-wise, this is a really solid map. Urban maps work well for arcadey-type shooters, as legions of FPS players could attest to, and the design works well here too. There are lots of walls, both the large and the waist-high variety, that serve well to redirect the player or act as cover (respectively). There\'s also a bit of up-and-down movement with some of the buildings, and I like seeing that whenever I can. All in all, this is another solid map by Jaspo. Give it a download. -Mav




[Sol Map Pack] Venus: Research Station

ven.exe | 22.4 MB

itself is another in the \"Sol Map Pack,\" which increases the size of said pack by 100%. It\'s also a noticeable jump in quality, as the polish of the previous map remains, but the map itself is much more enjoyable due to a much tighter set of paths (and a greater density of art assets). This map is set on Venus, insomuch as one can really walk around on Venus without biting the big one. The map is actually an atmospheric floating research station (think Bespin Platforms, but smaller), and it\'s designed with a standard \"reticle\" design (plus within a circle). It works well, despite (or perhaps because of) its symmetry, as there are enough turns and paths to give the player multiple routing options at any time. All in all, it\'s a pretty good map and well worth a download. Go ahead and give it a try. -Mav




Naboo: Riverside Village | 7.1 MB

fairly even battle centering on a river between some rolling hills (CIS/Alliance controlled) and a village (Republic/Empire controlled). As first maps go its pretty good, and avoids several of the pitfalls of first maps. The gameplay is not spectacular but decent enough, without many (if any) running into walls bugs, and the lack of cover in the hills area somewhat made up for by the ruggedness of the hills. Gameplay isn\'t completely bug-free however - players can\'t spawn at the river CP, although the inclusion of tanks and speeders for transports prevents battle being focused solely on the river, and there don\'t appear to be any control zones, resulting in vehicles (especially the single gunship/fighter, which the AI never use) decaying quickly if left alone. Visually, the map is quite bland. The terrain sculpting and texturing is pretty good, although a different grass texture would have been nice. Where it falls down is the lack of props and foliage. Grass on the hills, rocks and/or reeds in the river, crates around the CPs.... all these things would improve the look of the map dramatically. Adding some more props to the village would have helped too. Another problem is the default view distance - its very low, with the reslt that buildings fade out at short range (this can be fixed by playing with settings in the file). While the map works, the lack of extra visuals makes it seem a bit too much like a map rather than an actual place. All in all, its a decent first map and I\'ll be interested in any future developments to it. Download if it the review or the screens appeal. ~Sky




Death Star: Prison Break | 11.3 MB

props, but it also has plenty of new models that fit in relatively well with the map. The map itself is, of course, a pretty standard Death-Star-type (Ep IV) map. It\'s probably larger than the stock map; if you\'re familiar with the author\'s Star Destroyer map, this is basically a refinement of that design. I liked some elements of the map, notably the stacked-floors-bottomless-pit room. There were times where the stock textures were used pretty well on custom models, and I think it\'s a big improvement over the abovementioned Star Destroyer map. Not everything is perfect, of course - there are a couple times where the textures look a little odd. There were a couple of notable design flaws, too. It is a relatively big map, and I could overlook the occasional AI-in-a-corner, but there were a [i]lot[/i]. AI getting stuck on walls, below platforms, etc. It\'s lots of work, but the barriers here could use some refinement. There was also a stair model(s) used several times, and the collision on it was poor. It needs either real collision geometry or, at the very least, an invisible model overtop to act as collision geometry. The stairs were easy to get stuck on. All in all, it\'s a pretty fun map. A little large for my tastes, but fun to explore and certainly interesting to see. Give it a try! -Mav




Bakura: Rogue Assault (Rebel Ops Mission 03)

bro_1.exe | 41.63 MB

installments. After finishing the second map, I couldn't wait to see what Mav had in store for the grand finale, and I definitely wasn't disappointed. The main focus of the map is the campaign mission (labeled as GCW hunt in the mission selection screen). If you haven't played Rebel Ops 1 or 2, I recommend you do so before playing this mission, as there are some story elements that carry through. Anyways, there's some really awesome features inplemented here. Every so often, when you kill a stormtrooper or other enemy, they will actually drop their weapon and you can pick it up and use it, but keep in mind you can only carry one picked up weapon at a time. This adds a whole new level of depth to the game. There's also "cutscenes" and dialogue that aid in telling the story. And some simple puzzles, though not so challenging as to be headache-inducing. There are plenty of other game modes, but I suggest to play through the campaign mission first, as exploration is part of the fun in the mission. Anyways, the map, in addition to having the shipped eras, has Dark Times and KotOR available for those who have the Dark Times mod and the Conversion Pack installed. One neat thing Mav did here was set each individual mode in a different area of the map. For example, Dark Times conquest may be inside the Imperial facility, while KotOR conquest is the shores of the island. I could go on and on about the features, but I think I can stop here and tell you to download this map, especially if you loved the other Rebel Ops missions, or are a fan of singleplayer mission-based maps. Recommended download for sure. -Xavious Map Trailer:




The Big "L" (Rebel Ops Mission 02)

bgl.exe | 24.36 MB

to be hosted for a while and it seems like all the other staff must be on vacation or something, so I will bite the bullet and upload it myself. any case, here is the second installment to the "Rebel Ops" series, and the sequel to [url=;95549]Aquilaris: Deep Sea[/url]. If you haven't had the opportunity to play through Aquilaris, it is suggested that you take that opportunity now, because this continues the story started in that map. This map finds the main character, Vace Thermill, imprisoned in a secret Imperial facility. What happens next? Well, that is really up to you and how proficient you feel platforming around "The Big 'L'." The Big "L" is divided into three sections - a platforming section (reminiscent of Zelda or Mario), a stealth section (maybe hints of Metal Gear?), and a flying section (an homage to Rebel Assault II). I can't say too much, or I might spoil the story for you! However, the story (found in GCW hunt mode) isn't the only playable mode on the map. It also supports four extra conquest modes - first, standard GCW conquest. Second is Clone Wars Conquest, but, like Aquilaris, it will have random heroes and legions if you have the Conversion Pack installed. Third, and also if you have the Conversion Pack installed, will be KotOR conquest. And finally, if you have Dark Times installed, you will get Dark Times conquest made available. But wait! There's more. If you still have Aquilaris installed as a map, Aquilaris will be updated to include both a Dark Times conquest mode and a Dark Times hero assault mode. So it's a two-for one on having extra Dark Times content! In any case, I hope you enjoy this, because I had lots of fun making it. I certainly think it's worth a download, but give it a try and judge it for yourself. -Mav




Episode II: Geonosis | 133.24 MB

them: [list][*][url];99131[/url] [*][url];93027[/url] [*][url];56300[/url] [*][url];97051[/url] [*][url];96942[/url] [*][url];92899[/url] [*][url];91404[/url] [*][url];90985[/url] [*][url];96739[/url] [*][url];82447[/url][/list] The same battle. Over and over and over. It is a little wearying and to be honest whenever I see a map with the word "Geonosis" in the title I cringe a little and say "oh well it is part of my job." Just to give a little bit of forewarning so that you know where I'm coming from in terms of seeing this map in this game. In any case, [i]this[/i] version of Geonosis, by Battlefront_conquer, happens to be a (new?) version of one of the earlier listed maps (I am sure you can find it, it's the only one up there called... no, wait, whoops.) It appears to be by and large unchanged, so many of the points from the earlier review hold true for this one. The highlights of the map are the somewhat-varied prop placement (they're still all Geonosis props for the most part, though) and probably the vehicle setups. The vehicles are somewhat more balanced (in fact the spider droids may now be a little [i]too[/i] powerful) against each other, and the AT-TEs aren't restricted to being command walkers. The downside - the [b]big[/b] downside - is the size of the map. It's far, far too large. It takes, literally, minutes to run from one to another. Of course, as with all maps too large for themselves, there's no real point to capturing command posts; the map is going to be won by killing the most amount of enemies anyway. The size of the map hurts it on another front as well - despite the fact that the author increased the number of units to a 400-lag-inducing-units, there still doesn't feel like there's a lot of action (except for the vehicles, which there are probably too many of as well, because they're all clumped together). As mentioned before, it might be a better map if the size were reduced. Right now it is just excessive, and it's a little disappointing to see that nothing was done between the previous release and this one to fix it. -Mav




Virmund: City | 119.3 MB

yet, strictly in terms of physical level design. It's a city built aside a lake on the side of a mountain, and it's a really nice setting - I much prefer it to "brown-scale" grasslands or dark night battles. The map itself is built on the premise of ascending up the side of a hill - with the city's streets forming the hill. The author makes excellent use of stock Naboo assets to create a city that feels distinctly its own. One of my favorite parts of the map was a small domed overlook at the top of the hill, from which the player can jump on to some rooftops - nothing big, but it's little details like that which help to make a map feel new. Likewise, the texturing of the props cannot be overlooked. In fact, this probably helped create the "new" feeling of the city as much as the level design did. The texturing color choices were very nice, I particularly enjoyed how they worked well with the surrounding scenery (better, certainly, than stock Naboo would have). However - there are a couple reasons why I can't say that this is the author's best overall map. It really boils down to not enough time spent testing, because there are a number of issues that prevent real enjoyment. The first issue - CP capture zones. Please fix this. There is one CP that the attacking team (IMP, REP) starts with, and it is uncaptureable. This means that a conquest victory for the CIS or Rebels is impossible (and victory [i]at all[/i] for these teams is unlikely, due to bug #2). Checking to make sure conquest works should be a fundamental thing, and I have no idea how this slipped past any sort of testing. The second issue - object placement. By and large, a great job was done using the Naboo assets, but the author was not careful to make sure that they were all used correctly. In fact, I wonder exactly how many times this map was even played through completely (if at all), because this problem is equally as noticeable as the CP not working. There are a number of places where AI will choose to glitch through walls (always, and in groups, not just one or two). This is easy to notice because large numbers of the opposite team's AI will clump nearby/above them to try and attack them. In conjunction with the abovementioned bug (CPs), this makes the map virtually unplayable for a complete match. On a minor note, it would be advised that the terrain around the docks is worked on a little more - right now, it looks sloppy, because it's very sheer terrain at very unnatural angles (and illogical, you can clearly see the zigzag of the terrain tool). Just something to consider touching up, or maybe using a prop instead of terrain for. All in all, it's a pretty map to see, but it's tough to really appreciate when I can't even play through a conquest game. Give it a try, if for no other reason than to see it, though. -Mav




Kadrala + XGCW Mygeeto

dis.7z | 57.85 MB

(except for the addition of a small easter egg that promotes an upcoming map of his) - which isn't a bad thing. The map was probably the strongest point of his previous submission and it remains that way for this one. It is (to repeat) a well designed-simple map that effectively conveys the setting, and that's all I'll ask of a map. The biggest change lies in the sides added. There are still some standard-ish sides for the CW and GCW, which I like and prefer above the other sides - they don't feel like they're overdoing it. There's a "Gametoast" era, which has a few members from Gametoast with units of their own choosing (which inevitably led to some rather ridiculous units). Skammer did a pretty decent job of not making the units too overpowered, but even the same it was very hard to take them very seriously. I think that the map is a bit worse off, in terms of professionalism, with this, but I'm sure there will be plenty of people who like them, so your mileage may vary. The other point about the sides is that a pseudo-sides mod ("Extended GCW") mode was added to the stock Mygeeto. It's an interesting assortment of new units (with a fairly liberal use of the orbital strike - everyone sure loves this weapon) and weapons. The pace is a little more frenetic than the stock sides, with a few more explosions. Despite the amped-up weapons, I think it's a lot better than the GT sides above, simply because it still feels more coherent and true-to-form for Star Wars. There were still a few more bugs, like some missing localizations and sounds, but at the least, all the freezing bugs (anything related to the award weapons glitch) were removed. While not a bug, it's worth mentioning that conquest mode now has a [i]two-minute[/i] countdown to victory timer, which is pretty annoying. Anyway, certainly a good download and worth a look. -Mav [i]Edit: For those wondering why this file was uploaded twice, it looks like both Saitek and I uploaded at the same time. Weird, but these things will happen every once in a while. The issue has been fixed.[/i]




Bespin: Sky City | 62.24 MB

Bespin: Cloud City. There is no ground to fight on as the battle takes place above. There are four CP's, two for each side. The only bugs I noticed while playing through it was that some of the bridges (which connect the hallways) were a little off place and if your just walking over them you sometimes you get caught at the edges, its fine if you run or jump. And of course those he mentioned in the ReadMe. There is only GCW Conquest. The sides consist of six different units with shipped weapons. The Rebels (actually the Bespin Wing Guard as seen on Star Wars Episode IV) have Soldier, VanGuard, Marksman, Smuggler, Han Solo, and Leia. The Empire has all default units except for a new Dark Trooper. The units have cool skins and are fun to play as and I enjoyed playing through this map. If you like small maps and enjoy Grev's earlier work than this will definitely be a map to try out. -Delta 47




102nd Legion(GCW) #1 and 2

gcw102nd_the_begining.rar | 194.42 MB

different submissions of the default munged map in our submission cue by [i]two different people[/i], different is definitely good. This map loads two different .wld files for its two eras, so CW era is played on, basically, the stock Geonosis map. It's got - once again - clones vs. Imperials (I don't know why this happened so often, apparently, it's as though half of the GAR decided to ignore Order 66). It looks like Geonosis, it plays like Geonosis, the only real difference is some vehicle switcharounds and the upped unitcount. Not sure the latter was a good idea as it slowed things down, FPS-wise. GCW era is on a large, fairly nondescript map. I think I can guess at the idea the creator might have had in his head, but there's not much polish to it ingame. It uses the default munged ground and sky textures (which always get a thumbs-down from me, especially when used as they are here), but there is a lot of terrain variation and there are copious placements of objects. What really gets me are the sides. They don't really seem to make sense. I get that the author had some kind of concept for a story-ish thing going on, but the sides are fairly random. Rebel engineer, clone trooper, Jedi vs. Jedi, imps, etc. I guess it could make sense in a rebel/rogue clones alliance vs. Imperials theme, but the sides felt really patchwork and strange. Definitely not the best map, but it's certainly not the worst (and it definitely helps its appearance in my eyes having been reviewed after those default maps). Give it a try if you want to see what having one map with two different .wlds is like (note that this makes the download excessively large). -Mav




Space Heroes (Unlockable) | 48.42 MB

(Stormtrooper)[/quote] Not much more needs to be said. If you've ever wanted to play as heroes in space maps, give this a download. The only suggestion I have for the author is to do something new next time, like adding hero ships for each of the heroes. (The Millenium Falcon for Han Solo, Vader's TIE x1 for Darth Vader, and so on and so forth) Make sure you leave feedback for the author if you download this file, it's how we can help others improve and grow as modders. -Xavious




Negative Zone City | 67.7 MB

possible. Flaming Ewoks, blue Wampas that can make four copies of themselves, the grim reaper, possessed Jawas with lightsabers, and so much more! I can honestly say I was impressed by this map. The main feature of this map is the city, made up of Bespin buildings. There\'s a moat of sorts in front of the city, filled with purple water. (There were some spots that were un-filled, but it wasn\'t really noticable unless you jump down there) Beyond the city, there are a variety of other emplacements, and a system of frozen caves. The only problem I had with the map design was the open areas. They\'re just.... well, open. There\'s no objects or anything. Perhaps some rocks and foliage would help spruce it up? Also, due to the size of the map, it takes some time to get from one end to the other. While the author did include some speeders, it would help to inclue a couple more vehicles; some hover tanks or something? Like I said earlier, the sides are completely tricked out, and there are some awesome new weapons and powers. Take the time to try out all the characters and their weapons, you won\'t regret it. There are two gamemodes in this map, 2-Flag CTF and Assault. I played 2-Flag CTF first, and found it very challenging and fun. My only problem was the length of time it took to finish the round; I imagine it would have been faster online. (I haven\'t tested online, so I can\'t guarantee this map will work online) Assault mode has the same units as CTF, but your only objective is to take out as many enemies as you can. And to top off all of this, there\'s even custom music. So, if you\'re a fan of Dann_Boeing\'s maps, or you just love uber-crazy weapons, I highly recommend this map. What are you waiting for? Just download it, already! You won\'t be disappointed. -Xavious




Clan Duel Arena | 48.1 MB

readme, it isn't clan-exclusive, so it can obviously be used by other clans, too. The readme mentions a whole lot of stuff I didn't actually see...must not have been thorough enough. Anyway, the map consists of, in the Clone Wars era, mostly people I think are {Rebe} clan members with personalized characters, like the GT World Domination map by EGG_GUTS. My favorite has to be the Stormie one...that guy has a Darth Maul saber, except it's green, and the rear blade is deactivated. It usually leads to me stabbing myself mid dash attack. But it's really funny to see. :cool: There are way too many classes to simply just describe, so I'll let you discover how they work and all that. In the GCW mode, it's normal hero assault from what I can tell. Now, the map itself must have a lot more than I saw, because I don't remember seeing a valley or a Cantina with a rancor pit. I only recall seeing the Yavin arena and Mos Eisley arena. Yes, folks, he ripped the Mos Eisley hanger and put it in the map, minus the barge. He also seems to have created what looks strikingly similar to the SWBF Yavin arena. I also spotted a few ruins and a tunnel. One or two pieces of ruins were either floating or with the mesh rip visible. The mesh rip being the transparent piece where you can see through it. And then there was the tunnels. The terrain cutter seems to have exposed the ground in a way that you can see right through the map. This isn't Darth_Maul's fault, because that's the way it works some times. Over all, I think I'd use this map if I had a clan to speak of. Give it a download if you like it. ~Penguin Unit~




Rhen Var: Monastery | 99.85 MB

together. It\'s pretty well designed and constructed, with a few exceptions (there\'s two cps right by eachother, one elevated, and it\'s too easy to just drop grenades, mines, whatever, right down on their heads). There\'s some great sniping spots, where you can get up high and pick off your numerous enemies. The level of AIs in this map is kinda ridiculous. It would already be sort of crowed with, say, the normal 32 on each side, but with near 64 (or something), it\'s packed. Most of the bridges get congested, and you can just pile your weapon of choice on and they\'ll just keep coming in to their explosive doom like hysterical lemmings. The entire CIS side was included in the download just to get the \'Toxin Droid\', the replacement for the magnaguard. It adds 100 mb to the map uncompressed, so I\'d suggest to either cut it or delete all the unused skins and stuff. I [i]did[/i] like how a_speck_of_dust took advantage of the fact you can relocalize (rename) everything and not add to the file size, and has made everything have \'better\' names. There\'s not much more to say about this. If you like the \'Citadel\' style of play, this is a great keeper. If you\'re not a particular fan, there\'s not much else to keep you interested. .Rikino




Yavin 4: Temple Complex | 8.84 MB

area ringed with cps which the attackers spawn at. Inside the rather large courtyard are smaller temple/ruins. For those who [i]have[/i] played the earlier versions of this map, a fair amount has changed. The area surrounding the central temple is not nearly as empty as it used to be; DarthDaddy has added small mazes of ruins in places, and other things making it seem less barren. Most every land vehicle in the game makes an appearence, along with ariel troop transports for the CIS/Rebels. The vehicle that spawns is dependent on who controls their cp, so a certain one might not make an appearence until late in the game, after the cps have been switched up a bit. DarthDaddy has done a good job making the sides seem unique without actually including custom sides. They haven\'t really changed from the other versions; Marines are still the basic unit, and each side (minus the CIS) has two playable heros from the get-go, plus the regular unlockable one. That makes for a total three heros a side, bound to make this map a popular multiplayer choice. There are a about a jillion units on this map (if you turn up the count even more like the readme says), and most of them could use some better AI. Somtimes about eighty units will just clump up in one spot while the rest run around on the other side of the map. You hardly notice , though (until the end when you have to confront the clump by yourself; actually pretty fun, in it\'s own way), since there\'s enough other units to put up a fight. As a whole, the map seems to be just a big, explosive, pseudo-sandbox-like battle. If you like sniping, there will be no end to targets. If you like vehicular slaughter, everythings great. If you like being a regular unit and walking into a room with about thirty enemies pointing their guns at you, well, you\'ll die, but you can do that too. .Rikino




Natural Map Pack | 110.99 MB

Gametoast for about a year now, although this is its debut on the site here. Each of the maps in this pack are tied together by virtue of being predominantly terrain based, although with a liberal use of props and foliage to make sure things don\'t feel too barren. Each of the maps is well-constructed and relatively well-polished, and although none of them really have a \"wow!\" factor to them (they are uniformly very nice-looking, though), it\'s certainly no small feat to create a pack of maps like this that are consistently well-built. The author has also worked in a handful of extra non-standard modes to some of the maps, like a wave mode on Ilum and a campaign on Felucia. All in all, this pack\'s definitely worth a download - there\'s a lot here to try and almost certainly something there for everyone. -Mav




Dantooine: Rebel Base | 11.43 MB

map is a combination of grassy fields, enclosed spaces and building interiors. While I\'m not a big fan of the texturing work on some of the buildings all in all it\'s consistant and makes a believable environment. There are some nifty (although a bit glitchy) features like elevators leading from the surface to the bases interior, and on the visual side of things some of the tunnels are pretty nice. Gameplay wise the map is decent but not great. The conquest matches are pretty one sided, with almost all the fighting focusing on the central base and courtyards. The AI seem to be a bit slow too - in the too central base CPs they tend to stand around doing not a lot (to the author - this might have been caused by barriers being too close together). A few things worth mentioning gameplay wise are the inclusion of vehicles in an underground hangar (which you can drive but not get anywhere, unless I\'m missing something) and the AI succesfully using the ground/underground elevators. Flag mode works pretty well and is more evenly matched, and not that many custom maps include it so somethng for anyone who likes it. There\'s also support for Jaspo\'s Laser Tag mode found here:;111751. It shows up as \"Custom Mode 3\". Don\'t play it unless you have the Lazer Tag Mod installed. Anyway, it\'s a pretty good map, download if it looks appealing.




Mygeeto Platforms | 122.9 MB

small map - it only has four command posts. They are spread decently well-apart, though, and the map flows fairly well. Setting-wise, the map is a little bit grungier (both lighting-wise and thematically) than the stock version of the map; it\'s set in a rainstorm and there are more \"broken\" elements to the platforms area. There were a few issues I noticed - first of all, the one(?) Kamino prop I saw used, a thin bridge/ramp, was the lowrez version of that model - the texture resolution is really inconsistent with its surroundings. It would be better to make sure to use the higher-detailed version of that model. There were also several floating objects (most notable are the floating fire effects objects near one of the starting CPs). And while the rain and lightning were nice, there was a notable lack of sound effects supporting those visuals. One minor quibble I\'ve got with the design - at one point, the ramps (or at least those used by the AI) are narrowed down to a chokepoint through an LA-AT wreck. Chokepoints are fine, but I don\'t think it\'s a wise idea to reduce a single path to something that small without providing at least a second parallel path; if for no other reason than preventing AI clumping. All in all, this map is a decent map. It\'s nothing incredibly original, but it\'s got fairly solid construction and you may enjoy it. If you like what you see in the screenshots below, give it a try. -Mav




Rattatak: Factory | 56.42 MB

really anywhere (not that this is a bad thing). The map itself is a fair map, and if it were made from stock models it might only be slightly above average. However, it is thankfully [i]not[/i] made of only stock models, and as such feels nice and fresh, even as the simple map it is. There are only four CPs (and in fact they may even still be in their original positions), but the arrangement of the map is such that the map flows more like a circle than a plain field. While it isn't a bad idea to use stock textures to retexture new models, I think it would have been nice to see a little better - at the very least - change of hue, so that the textures didn't look so much like the originals. A bug, as mentioned in the readme, was that the collision on the floor in one location was poor and at times you will fall into the floor (and die). This can be fixed either by simplifying the collision geometry of the model or simply by adding in an extra piece of invisible collision in this location. Some things I would have liked to see were these: I noticed that there looked like there was an attempt at expansion of the map just below one of team 2's CPs - I could hop down there, too, because the deathregion didn't come up high enough to kill me there. While it would be nice to see this area used, if it is not intended to be used, it would be best if the player weren't able to trap themselves down there. It might also be nice to hear some "factory" sounds in the background. In any case, this is a nice map and certainly worth a download. Give it a try! -Mav




Talay: Tak Base

ttb_v2.0.exe | 41.97 MB

always a big plus in my book), also a recreation of the story from "Dark Forces" (or at least the part featured in that level). It follows Kyle Katarn as he infiltrates a Rebel base recently taken over by the Empire. Kyle has to restore power to the town/base and then sneak in and find a clue to the Empire's "Dark Trooper" project. The campaign is a decent length (with searching, it'll probably take at least half an hour) and well-scripted (as MasterSaitek has proven himself well-capable of doing). Also included is uber mode (conquest with units++). Uber mode "recreates" the battle before the campaign, where the Imperials are taking over the base with their fearsome dark troopers. Although it was certainly intended, the dark troopers (as well as their Rebel counterparts, the Bothan spies, probably for balance reasons) are still a little more overpowered for my tastes (when compared to the other units). In fact, the Rebel "best unit," the Bothan spy, is probably even moreso - it can stay cloaked almost indefinitely with a sniper rifle to use at his leisure. The map itself is well-done, some custom props are mixed well with stock Bespin props to create a nice-looking town - I would prefer, perhaps, that it weren't so open, though. Anyway, it's a very nice map and definitely worth your download, for the campaign mission if for nothing else. Give it a try! -Mav




Land Map - 97th Clan | 77.61 MB

"side project" for fun. [b]Rating (Out of 10)[/b] [b]Tech:[/b] 5 (New characters with skins and replaced weapons + Some interesting Death Regions) [b]Balance:[/b] 8 (Oddly enough balanced) [b]Quality:[/b] 7 (You could do some pretty fun stuff on this map with a couple of people) [b]Fun Factor:[/b] 5 (In SP it gets boring very quickly, play it online instead and you'll have a... Somewhat good time) [b]Stability:[/b] 7 (Map crashed once for me. Also, when you enter one of the Yavin IV turrets and try to exit them you die. Always.) [b]Creativity:[/b] 5 (We have all played "Going up/down a hill" maps before, but this is probably the best out of the bunch) [b]Item Placement:[/b] 10 (CPs, turrets, health/ammo droids... Everything is placed out neatly precisely where you can make good use of them) [b]Size vs. Usefulness:[/b] 10 (Not too big, not too small. No complaints here) [b]Originality:[/b] 4 (There's a big pyramid-looking thingie that... Eh, I'll get to that one later) [b]Installation Instructions:[/b] 10 (I pity da foo who gets less than a 10 at this!) [u][b]Overall Rating:[/b][/u] 6 Now to describe this map. Conquest is the only playable mode, but it is playable in both eras. The new units are only in the CW era, though, so I suggest that you play that on [u][b]At first glance...:[/b][/u] Your mission is to reach the other side of the map and capture your opponents only CP, or just kill as many enemies as possible. Separating you from your opponents is a large and bulky hill that must be crossed if you wish to reach your enemy. The CIS starts at the top of the hill, the Republic at the bottom of it where there's a temple from Yavin no really serving any purpose. The hill itself is a piece of art. The terrain is anything but flat, so a lot of cover can be taken (primarily by those trying to climb it). Not only that, but since the terrain is so bad you got to move carefully, and if you try to jump you'll immediately lose your footing, fall down the hill and take damage! If you fall too much, you'll die, so jump around with care! The Republic has a couple of new units, and none of them are all too powerful. Some of them just had their skin changed and maybe some very minor other change, so I'll be reviewing the others instead. The Clone Rocketeer has now given up his rocket launcher and gotten himself two weapons: A [b]Mortar Launcher[/b] and the rocket weapon that Jet Troopers use. A lethal combination indeed. Also, he has lots of grenades. The Clone Engineer has been changed a little bit. First of all, he has gotten a new colorful skin that has the Swedish flag imprinted of its chest, if I am not mistaken. Secondly, he no longer has any of those annoying Detpacks. The Clone Sniper now is Anakin Skywalker that has a new skin, cannot Force Jump and floats instead of walking. The Jet Trooper has gotten the biggest overhaul of all. He's been given a new skin (Which says "Leader", mind you) and instead of having that... Rocket Launcher that Jet Troopers usually have he has a Shotgun and a Sniper Rifle. Talk about a perfect combination for both long and short range combat! Oh, and he can fly, although that's not all too useful since jumping (And therefore flying) causes units to fall down the hill when on it. To counter this, the CIS has more units on the battlefield (Although less reinforcements) and a whole lot of turrets on top of the hill. Oddly enough, these many different factors makes the map very balanced for both sides. [u][b]For further playing...:[/b][/u] The great thing about this map is the design. You can have some really exciting battles on the hill, practice sniping and just about all sorts of things. As a former clan trainer, I can say that the map would be very suitable for training people in using all different units apart from maybe rocketeers and jet troopers. There is also a very tall pyramid-shaped mountain on the map that you can try climbing. It's not very easy, since you cannot jump or fly or you'll die immediately. Once you reach the top, however, you are truly the King of the... Ah forget it, I'm not saying it. One thing that is really fun is to try to climb it while a bunch of people shoot at you from the ground and see if you can make it to the top without dying. The possibilities are endless. So in conclusion, get this map if you want some fun online play and definitively if you are going to play it with a clan. - Super_Shadowman "[i]When time is time again[/i]"




Genesis: Lost City | 95.52 MB

about the skins/gameplay/ect. It\'s supposed to have crumbling ruins, but I don\'t recall ever seeing any such thing. Probably because it only took about 10 minutes to examine most of the map and get some screenshots. You\'d all be waiting a lot longer if you waited for me to play through a whole game of 2,000 vs. 2,000 reinforcments. ;) Yes, I said 2,000 reinforcments per side. Or pretty darn near it, anyway. So, when I spawned in, almost instantly I had B1s (yes) and B2s and everything else shooting at me and the stupid AI Clones that weren\'t taking cover. That\'s the game\'s fault, though. So, for a few minutes, I ran around the ruins and took a few shots. Pretty cool place, really. Rhen Var ruins always work nicely. In the map, all Clone Troopers have a dark blue-ish kind of skin that I really can\'t describe. It blends in very, very well with the eerily lit blue environment and the blue flames everywhere. Did I mention the moon is a green-ish cyan kind of color in this map? I can\'t accurately describe this whole thing. You\'ll just have to download it and check the screenshots to know what you\'re really getting. ~Penguin Unit~ (YaNkFaN, I changed your E-Mail slightly so spambots cannot mass copy+paste it and use it to send you junk.)




Naboo: Conquest | 92.37 MB

captured by the CIS prior to their final attack on the capital. You\'ve got the city itself, relatively small, with varying layout (small corridors and back alleys, open streets, gardens, and of course the representative\'s palace). Surrounding the city is a vast, open forest, and of course, a large ocean. Gungan Warriors rise from the swamps in the East to aid in the defense of the city, and a N-1 starfighter squadron is stationed to the North-West of the settlement. As a final note, there are some issues with this map that are beyond my control. Namingly, the fact that a number of the naboo buildings in the BF2 assets lack a reasonable collision. So, if you fly low over the city, you may find yourself crashing into invisible walls. My advice is to watch the AI, and fly high! Also, because this map has a lot going on, I recommend halfing your View Distance. I am running an overclocked Radeon X1650 Pro, and even I experienced some lag on this map. Furthermore, and specifically in the case of the Naboo Starfighter, boosting over the battlefield can cause some crashing issues, which again can be resolved by turning your View Distance down.




The Cage Match | 165.84 MB

perspective on the genre of "crazy maps" that I seem to usually dismiss offhand. I'm kinda half-and-half, here. First impressions are really important, and I'm disappointed to say mine wasn't that great. Almost immediately, I noticed that there were [i]object misplacements[/i]. I found floors floating slightly off of nearby stairs, and I must say, I was baffled. I don't understand how a map can get to version 4.0 and there still be simple errors like this. That seemed totally uncalled for. That being said, there are some truly nice aspects to this, too. As usual, Dann does a fantastic job on his textures, which, if unrealistic, are highly creative and high-quality. I especially like the level of detail in his jettrooper textures. Also, from what I understand, Dann doesn't use particle editor, and in light of that he's done a nice job with the particle effects, too. He also does a nice job of being creative with his "world." I'm not a fan of how tacky some parts look, like the sheer terrain wall, which just looks bad. But the job he's done with his floating fortresses (etc.) is a very nice one and looks appropriate for the setting. And I must say that the stick figures with the giant mallets was hilarious. Don't know why, but it just made me giggle. Unfortunately, the thing that gets me every time I play a map like this is how plain (and I know it might seem counter-intuitive that I use this word) the gameplay is. I remember specifically taking a unit to the enemy's command post in one of the modes and just holding down the fire button for about 5 minutes. I don't even think I really even had to watch the computer screen. Maybe I was just lucky that instance, but still, that's not terribly exciting gameplay for me. Likewise, I feel like every time I played it was just stand and shoot, no real strategy to it. Just shoot and hope you're not shot, because there's no dodging giant bombs that blow everything up. In summary, there are some really well-done aspects to this map and some disappointing ones. Dann's shown that he's very proficient at making maps like this, and I know by seeing this that he's got a fine grasp of mapmaking skills. I'd love to see what he could do on a more realistic map. -Mav




Dathomir: Exile\'s Revenge | 141.31 MB

time ago, and she isn\'t too happy about it. The map pits either Dathomirians against the Republic or Imperials against Rebels. The map does a nice job of keeping the sides looking varied, despite the setup being essentially the same, weapons-wise. Additionally, you can tell that E_G put a lot of work into making the scenery detailed, which, in my opinion, goes a long way into making a great map. Unfortunately, it appears as though he paid little attention to how much active memory all the effects of his map took up (rain, fog). Although I can usually run maps at medium or high settings with very little lag or reduction in FPS, even at the absolute lowest settings this map was extraordinarily laggy. This glaring deficiency, unfortunately, made it almost impossible for me to enjoy this map as much as I would like. Additionally, it\'s worth noting that E_G made a pretty good stab at varying up hero assault, by changing it into an assault focused only on gun-weilding heroes. All in all, it\'s a map that was fair. It could have been a lot better, but it\'s really held back by the pervasive FPS-drop induced by the excessive sky fx. -Mav




Eddie's Italia | 29.8 MB

the original review of the SWBFI version. [quote] Single Player map Eddie's map features a reasonably large city with a lot of streets, bridges, passageways, buildings and what not. It pretty much has everything a real city has. Please note that 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. [/quote] This isn't an 'infantry only' map anymore, though, and the AI has been improved, from what I remember. There's still a few issues with a few bots standing around in corridors, but nothing major. What the first review didn't mention is that Eddie's Italia is almost 100% custom models. The buildings, the rooms inside buildings, I can't think of anything that isn't new off the top of my head. To add to the sense of nostalgia, if you have the SWBFI Conversion Pack, you can play Classic Conquest mode, which, basically, is SWBFI in SWBFII. This is a must-have, squipple chose the right map to convert. .Rikino




Serenity Valley

firefly_modserenity_vally.exe | 118.35 MB

called either Firely or Serenity; I can\'t remember. Fans will know though. If you\'re one of those people who only downloads maps that are strictly Star Wars then I strongly encourage you to loosen up and give this map a try. It\'s really fun. I\'ll begin my critique by discussing the bugs and cons of the map. The map is a tad unbalanced. The first time I played the map I was the \"Browncoats\" and I lost. The second time I played as \"The Alliance\" and was losing, but somehow we made a last-minute comeback which I really don\'t understand. Bottom line: winning isn\'t easy on this map. Now this isn\'t necessarily a problem since many people like a challenge. This\'ll certainly float their boat. There are a few bugs worth mentioning. For starters, the hubs and connections could use a bit of work. I noticed a good number of units running into walls and getting stuck in corners. This is most noticeable by the CP in screenshot number 8. The AI walk down a steep drop and pile up down below. It almost seems intentional. Other minor bugs include sounds. When I play as the heroes I\'ll hear enemies refering to me as Boba Fett or Han Solo, whom they aren\'t. Speaking of the heroes, they still have the default sounds. Like I said, these bugs are really minor and might be too much of a hastle to fix. I have no idea what this location looks like, but I recommend (as I always do) putting in some water and foilage just to enhance the map\'s appearance. Now on with the good. :) Serenity Valley has a great map design and an incredibly strong battlefield feel. When I was playing I actually felt like I was in a war. The map wasn\'t too big or too small so it\'s quite ideal. There are areas where strategy can be applied which is always a HUGE bonus. I love maps that have strategic elements. The new units are sweet. They feature new weapons and new skins. My favorite is the Browncoat soldier. His gun pwns. To sum it all up: A flawed masterpiece that promises hours of fun and entertainment. This map will be loads and loads of fun online. Grab some of your friends and start a server for the full Serenity Valley experience... -[GT]EraOfDesann




Tatooine Outskirts | 21.34 MB

clear. As the separatists fled the losing battle of Geonosis, several of the ships were shot down and crsh landed on neighbouring Tatooine. The republic pursues. Then as they catch up and the CIS begins taking defensive measures, Tuskens come to horn in on the action. 5 out of 5 dentists agree, this map pwnz j00 n00bs. Oh, and this map is for SWBF1, ignore what the thing on the main page says. -K.




Geonosis: Freight Dock | 17.74 MB

doesn\'t look like most Geonosis maps (or settings show in other media), and fortunately for us, that is a good thing. What this map does do is use space well - both horizontal and vertical (similar to the author\'s previous map) - to give a map that feels quite labyrinthine. I really can\'t put forward any complaint about the map - it\'s fun to play and it uses its design well. The Clone Wars Raxus props are integrated well with the CW Geonosis and stock SWBF2 props to create a coherent setting. If I were to recommend one thing to the author, it would be to go ahead and try and add in some scripted events for ambiance - animated flyers, moving cranes, etc. It looks great, but I\'ll always want to see the next level above. Nice work! So if that\'s not word enough, let me be direct - go ahead and download this map and give it a try. You\'ll enjoy it. -Mav




Naboo Sewers | 27.41 MB

FragMe! [url=;96519]enjoys revisiting[/url]. What really sets his Naboo maps apart, though, are his custom models and his dedication to matching the original props\' detail and theme in those models. Naboo Sewers, then, is themed like Naboo but set in the dank underbelly of the city - its sewers. For as prevalent as the \"sewer level\" is in video games, it is somewhat strange that a map like this is so unique, but here we are - a sewer map which is unique amongst its peers. It\'s overall a well-constructed map - it looks nice, and it sets the mood really well. Lots of the modeling work done is very thematically appropriate, as mentioned above, and this is a smart choice, as the map actually extends above to the surface, which is very secondary to the gameplay of the map, but can be reached anyway for added depth. There are a couple of pathing errors, or at least places where the AI seems to have some difficulty, but nothing either incredibly obvious or hindering to the flow of the map. The author notes too that there are some sounds missing, and it would be nice to see all the sounds working, and perhaps even a few extra - rushing water sound effects or echoing drips would go a long way to further making the map shine. All in all, this is a really fun map to play, and definitely worth a download. Take a gander at the screenshots below and give it a try. -Mav




Bothawui: Business District | 8.68 MB

small, it\'s not a bad small. There is plenty of room to get around and there are multiple chokepoints to fight through, though it basically just boils down to two specific ones. There are five control points on the map, two for each side and one in the middle for the sides to fight over. The map forms an L-shape, with a small connector piece between the two sides. There are lots of destructible objects, including glass windows and computers that do damage upon explosion. It\'s a well constructed map, and it looks the part with lots of lighting effects but not many distracting elements to take your mind off the battle. Sides are stock GCW, which I like. There is also support for the creator\'s laser tag mod, should you have that installed. You do need to have that mod installed, though, or the game mode will crash. All in all, if you like small maps that have a lot of fighting and chokepoints and are composed of nearly entirely new assets, then give this a download. It\'s certainly well done. -Jedikiller




Geonosis:The Frontline

geonosis_the_frontline_2.0.rar | 70.1 MB

the Clone Wars TV show, combined with the author's own imagination. Anyway, onto the map. It's very large, which in this case works out to be for the worst. The map is absolutely covered in dust, which makes my frame rate cry. The author claims that he reduced the amount of dust on the map from last time, but to be honest I can't really see much difference between the two versions. The dust works against you in a lot of ways- makes the frame rate drop so it's harder to hit things and play smoothly, and also obscures your vision of the gigantic pits scattered around the map, which I walked into many times. There are some Techno Union ships around the CIS CPs, though they don't really do anything. The map is very clearly Geonosis and maintains a pretty standard orange-y color scheme- while consistency is nice it's also kind of boring when all you see is orange dust and orange buildings. The sides are all right, though very clearly biased towards the clones. They are very fancy with new models, skins, and weapons, as well as a few new characters. Presumably these are either of the author's own devising or lifted from the TV series. None of the new units or weapons are localized, which is a small annoyance. They are somewhat overpowered compared to the CIS, so it's unlikely that they will win. GCW era does not appear to be changed at all sides-wise. In short, for a first map this is pretty decent, though the massive amounts of dust and the same old, same old Geonosis setting stop it from being as good as it could otherwise be. Give it a download if the screens pique your interest. -Jedikiller




Fort Defence | 40.14 MB

titular "fort." The Republic holds one CP (in the Yavin temple) and the CIS holds three CPs on the flat area. The map starts off unbalanced and remains unbalanced - assuming you are playing as the CIS it is easy enough to just spawnkill the Republic while holding your command posts. It would probably be a little better if the map were simply an assault map (so that one team didn't start off with a reinforcement drain) and if the "defending" team were given some better defenses - a tank, turrets, etc. Spreading their spawnpoints out would help, too. The map itself needs work. Flat plains are boring as far as a design, and even though the map does have a couple props and one blocky hill (use the blend tool!), a flat plain is basically all the map is. The map is bordered by some Rhen Var props, but even at a high draw distance, they don't show up at a distance (which sort've kills the effect). You can also see that the skydome is missing some textures it needs. It's also worth mentioning that GCW conquest will crash - it's fine to not make that available, but make sure you don't make it selectable on the instant action screen as well. In any case, it's a very simple map with a basic concept that could work well, but it needs more done to it for that to happen. Give it a download if it sounds interesting. -Mav




AF Base | 84.51 MB

Mygeeto bridge connecting two opposite sides of a chasm. Just about all the battle takes place here on the bridge. The only game mode that works is Clone Wars conquest. Galactic Civil War conquest is available, but the mapper didn't add the Command Posts to the conquest objective, so the victory/defeat timer will begin the second you start the map. It might be better to simply remove this era from the list if you aren't going to use it. The sides consist of various characters who I assume represent clan members. I found the collection of weapons very strange. Most of the weapons were default weapons with insane amounts of ammo and faster reload time, though they still fired the same rate. Just about all the characters also carried a pistol with unlimited ammo and no overheat which has an extremely high rate of fire. The pistol is overpowered to the point where it trumps out all the primary weapons. It seems pointless to even have the other weapons when you have a pistol like this. I had a couple of complaints with the map. Firstly, the bot planning and barriers. The bots seemed to fall off the bridge at a near-constant rate. Luckily, the fall damage kills most of them, but the guys with jet packs all survive and get stuck at the bottom of the pit. I also noticed that the AI got stuck a lot on the various buildings. Setting up barriers will fix this. Lastly, I wasn't a fan of the retexturing scheme. The mapper seemed to have randomly put some of the skins through color filters. They missed quite a few textures, leaving some odd mixes of standard textures and various colors. Even in a goofy map like this, you need some kind of a sense of unity. I wouldn't reccomend this map unless you're a member of the clan this map was made for, or you just like strange maps. As it is, it's not a very fun map to play due to the lack of bot barriers and sides which I'm assuming were built for a different purpose than just single player conquest. Download if you so desire. -Xavious




Battle in Mos Eisley | 99.78 MB

You get the picture. There are a number of qualities that really make this map stand out from other first maps. Firstly, there's a loadscreen [i]and[/i] a minimap! I see many maps that leave these two items out, even though they are pretty important little details. Another thing I noticed was the environment. The author didn't place all of his objects the same. There's some buildings stacked on top of each other, tipped-over moisture vaporators, and other creative uses of the stock assets. Some other nice little things I noticed were the Millenium Falcon flying over the city, and some banthas roaming around the outskirts. It set up great ambience for the map. The author also made a couple of minor side tweaks. In Clone Wars, the Clone Commander and Jet Trooper are replaced with a Jet Trooper who wields a beefed-up blaster rifle. The MagnaGuard on the CIS side has been removed as well, to even out the sides. The heroes have been changed from their default settings as well, so that's also a plus. Gameplay is decent; the map isn't too big nor too small, and there's a good number of units for the size of the map. Of course, no map is perfect. There are a couple of problems I'd like to point out. First and foremost, Tatooine is a very overused planet. It's been done many, [i]many[/i] times in Battlefront already. I'd like to suggest to the author to do something new! Find a planet on Wookieepedia that nobody has made before. Tatooine has already been beaten to death. Another problem I noticed was large amounts of flat areas in the city. Mix it up by adding hills and filling in those empty spaces. I also saw a couple of floating objects and a little bit of z-fighting on top of a building, but nothing major. I'd also like to suggest lowering the reinforcement count. 400 is a bit high, especially considering the number of units and size of the map. All in all, a great start to YodatheHutt's modding career. Good job, I'm looking forward to seeing more from you! -Xavious




Pepperland: Psychedelia | 352.86 MB

illegal drug use and abuse are purely coincidental (Note: Sarcasm aside, psychedelic drugs are especially dangerous. There's no way to say it without sounding trite, but [i]don't use them[/i].). It is going to be what you've come to expect from Dann_Boeing, be that to your liking or not. Gameplay-wise, it doesn't feel any different from his other maps - there are the rocket launchers that shoot a lot of rockets, the guns that shoot a lot of bullets, et cetera, et cetera. Most of what sets this apart are the work done to make these look visually different, so if you're going to appreciate this, you'll have to appreciate the appearances. There is a lot done to make this map look visually different, though. A large portion of this has to do with FragMe!'s contribution to this map - nearly every new model in here was his work. Also, there is no exaggeration in saying that every color of the rainbow is repeated many times over in your field of view. So much so, that it's often difficult to tell landscape apart from unit apart from structure. The creativity level is high here, as is the detail put into textures (perhaps even to the detriment of the map in that some detail is certainly lost). My personal favorite bit of detail was the work put into some of the unit textures (those units that were caricatures of real-life persons) - some of them are especially good. There's also a lot of variety, which is a high point (again, if this is your preferred mode of play). Each mode has something different to offer, unitwise, and they are all very creative. This is not without obvious flaws, though. Unfortunately, somewhere in the creation of the number of weapons, enough attention was not paid to making sure they weren't set up with "awards." There is at least one unit on which the game will freeze the computer if you attempt to switch primary weapons. Additionally, every unit with a different weaponmodel has a floating HUDtag - this looks very sloppy. I wish that, even if the HUDtag issue couldn't be figured out and corrected, that at least the tags had been [i]removed[/i]. In summary, if you like the author's previous work, you'll like this. If you didn't, then you'll probably feel the same way. Give it a download if you like, and be warned that it's a large file on install (over 700 MB). -Mav




Clone Remnant Mustafar

crg.rar | 73.66 MB

author had already taken note of some of the more obvious bugs in this, like the localization (you might note voiceovers, too) and the lack of deathregions in the \"lava.\" There are still a couple things to be addressed, though, such as a couple floating objects (the Mygeeto \"tankbuster\" props) and floating HUD icons. The map itself is a nice idea - the whole \"lava planet\" thing can be really interesting, and we don\'t often see maps on planets like that. However, there are a couple areas of implementation that could be better. I\'d love to see some more lava bursts (particle effects) and some more props in the middle of the battle. Right now it feels like a straight run for either team to the center command post, which is where the only hill is located. A bit more terrain variation (on the actual battleground) might be in order. Gameplay-wise, there are definitely some things to be worked out. The map feels heavily slanted in favor of the droids (and I can\'t say what it is in GCW, no AI spawned), aided significantly by the fact that the CIS has a strong melee unit (who mows through the clones). The balance really feels like it hurts the gameplay, often the CIS can win without much effort. There are a couple other things I might address as well - lighting (the fog/lighting that permeates the area is a little [i]too[/i] red) and props (noticeable are those bridges by the clone starting CP, which have no collision or visible polygons on top) come to mind. In the end, this is a good idea that falls a little short in the implementation. Since it does appear to be only a beta, there\'s room (and time) for improvement - I\'d like to see what these beta maps that\'ve been released end up like, since they\'ve got potential. -Mav




Random Maps | 400.72 MB

something-or-another. It's set on the outskirts of a Naboo-esque city in the inky blackness of night. This is not necessarily a good thing, though. It's very difficult to see, even at low lighting quality (in which the map appears the brightest). It's a 2-flag CTF map that will mostly consist of running around hoping you're not about to get shot. It looks like it might be an interesting setup, but unfortunately the lighting conditions make it impossible to tell. This map could be significantly improved by making the "paintballs" appear as such - that is to say if the author had given them some kind of glow or bright color to them, not only would it have added to the feeling that one was playing paintball, but it might also have given a little more enjoyment to playing in a low-visibility environment. The author might also consider using impact effects to give the appearance of a paintball "splat." The second map, which is the better of the two, is called Sand Trap. It's a large sandy environment on which the player is also given the opportunity to play paintball. It's actually a pretty nice terrain and map setup, but the physical size of the map detracts from the playing experience, as there is a lot of running around and there are too few bots for a map of this size. On Sand Trap, there's more than just paintball, though. You can also play a hunt mode (which is more of the snipers-running-around-shooting-each-other thing, although the paintball theme is removed and the snipers are given a greater variety of weapons). This is similar to the paintball modes in all but the actual objective. There's also an XL mode, which, despite what its name might lead you to believe, is more of running around looking for bots. You can spawncamp if you actually want to see AI once in a while, but that's not a whole lot of fun. All in all, it looks like this author has done a nice job on the maps themselves (which are easily the strong point), but the sides and playability could use a little work. -Mav




Area 27

area_27_map_v1.rar | 139.94 MB

fairly good when compared to some beginner maps. The map I have here is very, very plain for the most part. The Clones/Empire start in two places. First is by a small landing pad of Tie-Fighters, and the second is inside a mountain, in a mining tunnel. The terrain cutters are a bit messed up. You'll see what I mean with that... The CIS/Rebels start in the base, and I don't know where the other spawn was (don't remember). The usage of objects in the base is nothing uber, but it gets the point across, and looks a bit like a small base in the middle of nowhere. The fighting here is a bit scattered, even on 32 units. The only terrain changes I could see were a few random lumps and that massive mountain. There's a small square rip in the mountain's mesh (I suppose the ground is called that?), and some strange thing at the top. If I still had Free Cam, I'd having went and looked at it. The ships couldn't get me there either, because the fly height is really low, maybe at default. This map also makes use of a few vehicles from Teancum (I think), which appear to be the Moldy Crow and that other CIS vehicle from Space Angruya that I don't know the name of it. The CIS thing is called an "alien ship", and the Moldy Crow thing has no name that I saw. At least he gave credit. Overall, this map is playable, but needs a lot of work to become really good. Keep going at it. It's good for a beginner's map. ~Penguin Unit~ (I apologize if somebody else was going to review this. I didn't see it uploaded to the queue yet. I'll delete this if one of you were going to do it.)




607th Map Pack 2 | 197.62 MB

Armonus, the new baddie. Included in the map pack are three maps -- Kashyyyk, Murkhana, and Xagobah. Rather than just review the pack as a whole I'll simply analyze each map one by one. ----------------------------------------------------------------------------------------------------------- [list][*][b][u]Kashyyyk [/u][/b] This is probably my least favorite of the three maps but I'll get to that in a minute. The CIS starts off in a thin valley and travels up river to a small village where the 607th await them. Joining the fray are the new Dark Force Droids, which are like the Sith equivalent of Magna Guards. Leading the CIS is the new villain Darth Armonus who's been dispatched by Darth Sidious to take out the 607th. There are a few reasons why I'm not particularly fond of Kashyyyk. For one, it's difficult to see. The map is dark to begin with and if you're a clone trooper it's even more difficult because the battle droids blend in perfectly with the environment. The only time you can see them is if they're shooting at you but by that time it's usually too late. There's a lot of foilage which slows the frame rate down and makes it difficult to perform at your highest capabilities. And to top it all off there's a ton of enemies shooting at you, making the map extra hard. I think I got the "Bantha Fodder" reward each time I played this map. Figures since vision obviously doesn't have any impact on the AI. I probably would have liked this map more if it weren't so darn dark. [*][b][u]Murkhana [/u][/b] Unfortunately Murkhana is even darker than Kashyyyk, however the enemies don't really blend in so you're not at such a disadvantage. The map is designed quite nicely. In the center is a city/fortress under the control of the CIS that's protected by several auto turrets. The 607th start out on bridges outside of the city and have to make their way past the turrets to get inside. It's a tough fight, no matter which side you choose. You'd probably do better if you hung out inside the buildings and guarded them rather than running head-first into the chaos consuming the dark streets. As mentioned before the map suffers from poor lighting like Kashyyyk, but you can still see enemies. Another problem Murkhana has in common with Kashyyyk is a large number of units on the field. I know, lots of people love having huge armies clashing, but sometimes it just doesn't work. The battle sometimes gets a little too chaotic, causing players to become frustrated or perhaps even bored from repeatedly shooting down enemy after enemy but ultimately accomplishing nothing. However I do like Murkhana and consider it way better than Kashyyyk. [*][b][u]Xagobah [/u][/b] Xagobah is a breath of fresh air since it isn't plagued by bad lighting, unlike the previous two maps. The CIS is burrowed in the hill side while clones charge into the base. Xagobah also has a nice design but my biggest problem with it is the terrain. It seems like it's all one texture, and it really shows whenever you look at distant hills. Some terrain variation would be nice, whether it be in color or texture. Again, there are lots of units on the field but it actually works for this map. Any fewer would make the map dull. Other than that I don't have much else to say. Xagobah is easily my favorite of the three.[/list] ------------------------------------------------------------------------------------------------------- If I had one piece of advice based on all three of the maps it'd be to put more thought into how many units you put into a map, and look at it from a gameplay perspective rather than going by what would seem more realistic or more intense. Since it's a pack I won't really give a grade but rather I'll just give it a stamp of approval and a nod. Good job. :thumbsup: -[GT]EraOfDesann




Tokania | 140.81 MB

desert, snow, or swamp. Not so for this map- it's a long canyon littered with large rocks, giant carved-as-heads rocks, and plateau-rocks. The lighting for this map really adds a lot (see the screenshots). It gives the map a softer feel, and makes everything look a lot better. As with pretty much all a_speck_of_dust's maps, there's a gross amount of units running amok. This particular map works well with that (moreso than other maps with the unit count just gratuitous), it seems so large that it would be empty without them. There's an odd number of command posts, so whichever side controls the one in the middle first usually wins the battle. The fliers, as with all ground maps that include them, can get kind of overpowering, the LA-AT specifically. The airspeeder goes down with only a single missile, which balances it out. Custom Republic sides have been added, all in the style of BFI's jet trooper, and they've really turned out well. Good map. Looks good. Is fun. .Rikino




Shakara VI: Swamp Assault | 141.74 MB

day \'till it\'s empty, in no particular order. My reviews [i]will[/i] be a bit shorter to manage that. So, without further ado, here\'s the \'file of the day\': a [i]beautiful[/i] swampy map from a_speck_of_dust. Shipped Dagobah, you ain\'t got nothing on this. Shakara IV is twice the swamp you\'ll ever be. Nearly the whole map is either shallowly submerged or suspended on reedy docks\\huts. There\'s Kashyyyk and Endor trees [i]everywhere[/i], and they all blend in to make an awesome swamp/wetland/flooded forest. All the vehicles are of the hover variety, so there\'s the cool effect of them over the water. Turrets are pretty well placed, on the docks by the main bases. As with most of a_speck_of_dust\'s maps, there\'s an obscenely large amount of units, so the battle\'s pretty chaotic- almost to the point that your actions don\'t affect the outcome of the battle. You can decide whether that\'s worth the eyecandy factor of all those units duking it out. It can get a bit laggy, but not as much as you\'d expect with such a swampy map. Overall, very well put together in all aspects. .Rikino




Yavin: Arroyo Pass | 32.2 MB

modes will have double the units they normally have, while assault mode has a unit multiplier of 2.5.




Un Hareth: Lava Fields | 7.67 MB





Space Euphoria | 43.71 MB




Anacario Desert Cliffs

72placeholder.txt | 83 B

vehicle and prop assets (most from Rends\' Tatooine map) to flesh things out. I\'ll get this out of the way first. The map is too large. There\'s a lot of running around that isn\'t supported by enough things to do in between stints of running. The map is clearly designed for vehicles, but if the player doesn\'t have a vehicle, he should be prepared for a trek. Standard \"don\'t make big flat maps that you have to run around on\" complaint out of the way, the map itself has some fine design, due in no small part to the good use of well-made Rends\' Tatooine props. The areas that are best are those where the props are clustered together, and I think that if the map were more compressed, with these areas all inside a greater circle that could be used by the big vehicles (like that AT-AT), the map would be all the better for it. There are also some new sides included with the map, which I\'m more or less indifferent to. The sides are fine, although I feel that some of the heavy weapons are a bit overpowered, but I was a little irked that: a) I had to use a separate install to add them, and b) I couldn\'t choose where to install them - an installer did it for me Having something like this makes a relatively simple one-step installation process into two, and it also means that I have to try and hunt down files in extra directories when I want to remove the map. There\'s no reason to make a separate installer for your sides (even [i]if[/i] you want to install them in the root sides directory) and no reason to, in this case, simply have the sides included in the addon folder. There were also a number of missing sounds (and a few missing localizations), with the vehicles being the biggest offenders. All in all, it\'s a fine map, but it does need work in a few areas. If you like vehicle-based maps, you\'ll probably enjoy this one, so if you like what you see below, go ahead and give the map a download. Please note that the download link included in the \"download here\" button below will only take you to a placeholder dummy .txt file, so follow the below link to download. -Mav




Polus: Port District 1.1 | 31.28 MB

basically a network of streets centered around a small foresty-park thing, with a hangar at the top and a tunnel network at the bottom. The map is pretty well designed. It has a bunch of streets laid out, and is mostly just a slightly reorganized and reskinned Mos Eisley. The streets are pretty open and there isn\'t much cover out in the middle, though there is a lot on the sides so you can hide behind there if you so desire. In the middle of the map there is a foresty area where there are a lot of hiding places. One thing\'s for sure- there are a lot of people on the map at once, making it hard to find anywhere to hole up and forcing you to be constantly moving around. There\'s a spaceport at the top of the map, with an uncapturable CP, and there is a small tunnel system at the bottom to make a circle. There\'s a CP in there that you can capture. There are also a bunch of local units running around that you have to watch out for. Visually, the map is very consistent- everything keeps the same color scheme for the most part and it all works together well to provide a nice visual experience. The skies and mountains in the background make it a very nice and enclosed feeling map. From a placement standpoint, I guess a little more cover in the streets would be good, but it\'s fine as is. There were no floating objects I noticed. The bushes in the foresty part had collision, which may or may not be intentional. Regardless, it was slightly annoying. There was also a minimap, which I really like to see! Overall, this is a very good map. It\'s got no noticeable bugs, is well designed and presented, and is overall a very enjoyable playing experience. I\'d recommend it, and suggest that you give it a download. -Jedikiller




Ryloth: Nabat

ryloth_nabat_0.9.exe | 25.04 MB

episodes. The map features lots of destructable buildings, new units for the sides, and a bunch of relocalized things. The map itself is essentially a small village/town thing set in a valley between a bunch of mountains. Outside of the valley but on the same level there is a landing area with two gunships that serve as the clones\' starting CP. The CIS start at the very other end of the town. There are a bunch of control points in the town and a few on the cliffs overlooking the town, which is a good place for snipers to camp out. Pretty much every building in the map is destructible, so go hog wild shooting at everything. Explosions are rampant, though since the buildings take a while to blow up the map will still be mostly intact at the end. The map is pretty well put together, especially for a first map. Terrain is smooth and natural looking, and the buildings are well placed. Sides wise, you have your standard clones vs. droids layout. There are some new units for the CIS, who have a lot more than the clones do. Most of the units are equally powerful, so you really can\'t go wrong choosing one over the other. The units are reskinned also, and the skins are pretty good. Even those units that are stock have been changed up a bit, so it feels like a fresh new experience. Considering that the clones are probably the side most expanded upon and (in my opinion) overused, it\'s saying something that the units felt fresh. Visually, the map is somewhat dark. It\'s not dark enough that you have problems seeing things, but it\'s noticeably darker than most maps. The palette of the map\'s objects is mostly brown and various shades thereof. Terrain is pretty much brown as well. The sky is a medium shade of gray and overcast. It\'s a very brown map, and visually speaking it is sort of boring, since everything essentially looks the same. Note that you will likely have to lower your view distance and LOD, since I was unable to run the map without my graphics settings lowered. Overall, this is a pretty good map, especially considering that it is a first map. It manages to avoid almost every first map pitfall, demonstrates good mapping ability, and is fun to play. I would recommend giving it a download. -Jedikiller




Rhen Var: Harbor

rhen_var_harbor.exe | 25.87 MB

an ice cave. While not commonly played online, when it is it is generally a fun and exciting map. The conversion is very good, as with the author's previous works. While there are some dissimilarities to the SWBF version, namely in terms of a few glitches not working anymore, the conversion is spot-on to the original. The author does a good job with conversions. As before, the only thing that I can recommend is packaging the hero LVL with the main map package, as it is somewhat inconvenient moving it into the SIDE folder. In short, if you'd like to play this classic Battlefront 1 map in SWBF2, and don't feel like downloading the Conversion Pack, this is the file for you. If you have the Conversion Pack, it will probably not be very useful to you. -Jedikiller




Death Star Story | 31.27 MB

troopers. Much like the previous versions, the map is set on the Death Star. Using the shipped map, the author has performed some slight edits like removing bridges, disabling the panels that control some things, and a couple of objects placed throughout the map. The map itself is not the focus of the entire package, and it serves well enough as a battleground for the heroes and troopers. The focus of the entire package is on the sides that the author has created. These consist of the Death Star heroes from A New Hope fighting against an assortment of stormtroopers. Luke, Han, Leia, and Chewbacca are on the heroes side, with Obi-wan Kenobi as the unlockable hero unit. They are very powerful units, and there are a lot of them on the battlefield. This leads to nearly certain death if you are not playing on the Rebel side, since the weapons that the stormtroopers have are not enough to kill as quickly as the heroes can kill them. While the stormtroopers feature a nice array of diversity in their units, they are simply too weak to put up any sort of decent fight against the heroes. I suppose this is movie-accurate, but it doesn't make for great gameplay if you are playing as the Imperials. Despite the balance issues, this is still a fun map to play, and is a welcome change of pace from the huge amount of clone-centric mods that seem to be released these days. Give it a download if the screenshots look interesting or you liked the previous versions. -Jedikiller




Mustafar: Jedi Enclave | 14.63 MB

things that I've liked about Jaspo's maps are still here - the newness of trying out a map that doesn't heavily rely on stock models is always refreshing. This one, though, I think ends up playing a little bit better than some of his past maps. It's a fairly "long" map, but there's not a huge amount of walking or confusing running around, as there has occasionally been in some of his previous maps. I also really like the extras thrown in to this map. There is a local team (Fire Entities) that's really nothing more than a retextured Wookiee team, but because of the texturing they do look really neat and strangely fitting (although I would guess that they have zero canonical sourcing). There is (are?) a lava skiff(s?), similar to the ones seen in Episode three, which, while not really adding anything to the battle proper, are fun to scoot around the scenery on. If I had any criticism to throw out here it would be similar to something I've mentioned before on some of Jaspo's maps - the texturing is occasionally not different enough in places - sometimes it's easy to walk into a corner with the same texture on two different planes (i.e. walls and floors, etc.), and it's very disorienting. The lighting (which fit the map fine) was a detriment to that as well; because it was dim it accentuated any monotony in texturing. If you want to have those kind of textures, I would at least recommend some stronger lighting or shadows. I think it would be best, though, to make sure to vary your textures a little more across your models. In any case, it's a neat map and certainly worth a download and play. Give it a try!




Downtown Battle | 28.36 MB

looks like a pretty passable city. However, there is fault to be found, I believe, in the complete lack of effort to make the city look coherently designed. Usually I can give a pass on not making uniform-ish textures to "big city"-type environments, because they usually are a bit of a hodgepodge, but here it just looks tacky. You'll see clearly Naboo buildings alongside medieval stone buildings, alongside Star Wars-style Coruscant buildings - it just looks very, very obvious that the author took a bunch of props from different authors' assets and threw them together. This can work (and work well) if there is some effort, at least, made to retexture them, but here there has been no change. Additionally, while the ZE object work was done fairly well, most of the road textures were all set up at exactly the same height and as a result, the textures fought to be rendered on top. There were also a couple spots where the AI got stuck on props (a little better planning is in order, I think), and I got a CTD when I entered one of the vehicles (oh yes did I mention there are Earth [i]cars[/i] in this ostensibly Star Wars city - to further the point above). They should probably be looked at, because whee crashes are not fun. In any case, if it looks fun, give it a shot. -Mav




Episode II Geonosis | 142.7 MB

(which is why people actually keep making these). Well, chalk one more up to that category (FYI, I don't actually [i]expect[/i] any of them to be movie accurate, I'm just making note of their claims). Not to say that battlefrontconquer's version of Geonosis doesn't have its strengths. It is a very well put-together [i]map;[/i] it looks nice when zooming around the battlefield with Freecam. I especially liked some of the areas on the periphery - the terrain and object placement was especially nice there. However, the weaknesses of this map, while perhaps fewer than the strengths, are definitely greater in magnitude. The single biggest problem is the size of the map. I don't know how many times I'll say it, but smaller maps are usually the better choice. Playing through this map felt more like a chore and less like a pleasant diversion, and eventually I had to relent and use FakeConsole to enable infinite running energy just so that I could actually see all of the map in a reasonable amount of time. Right up front I'll say that I want nothing to do with maps where all I get to do is run around. It's just plain no fun. I'm also going to take issue with the setup of the LAAT - maybe this is minor to some, but this was set up very poorly. The controls were reversed, which is a real pain since pointing up to go up isn't intuitive. Likewise, the AI was absolutely hopeless at flying this. Later on in the battle I saw a number of LAATs spinning in midair, not going anywhere. Talk about detracting from the ambience. To the author, I'll say that it's obvious you have a firm grasp on mapping skills, and there's certainly nothing wrong with your ideas. However, like I say so often, "gameplay, gameplay, gameplay." Make sure your map is fun to play and works well in terms of gameplay. -Mav




Alaris Prime: River Ambush | 82.98 MB

Prime: River Ambush is an interesting map by Philomen. I started up SWBF 2, loaded the map, and then beheld the class selection screen. The author has taken some initiative and replaced the Republic side with Phase I troopers (Anyone unfamiliar with this, the Phase I troopers were the ones from Attack of the Clones). I usually only see them in Geonosis maps, but it still was quite interesting to see added. Not only that, but the actual Phase I clone "color coding" was changed. The standard rifleman is normal. However, the rocketeer is now also a plain white trooper. The sharpshooter has the green color scheme, identical to the jet trooper (which is not in this map), and the engineer has the red-trimmed armor like the sharpshooter used to have. There are also two new unlockable units added, one which replaced the Commander unitl; it has yellow trimming. The last unit is the "special" unit, which is a reskinned P1 trooper with camouflage-esque armor. He has a time bomb, some thermal detonators, a sniper rifle, and a normal DC-15A blaster rifle. The CIS side is nothing too special, but it did not go unchanged. The main infantry unit for the CIS is the standard, skeletal-looking B1 battledroid. The rocketeer also sported a B1 model. The sniper was unchanged (as far as I know), the engineer was untouched, and the Super Battle Droid was made unlockable. Now, you're probably wondering about gameplay. I must say, I found the map quite fun. The map is set in a sort of river, with some old logs, trees, and ruins spread around. When I selected the Clone sniper unit, I found it difficult at first to actually hit anything, because the CP was buried in a bunch of trees and bushes. Once I got out into open ground, after slogging through a few annoying, mindless AI, I found that the river was perfect for taking pot-shots at distant droids. Be warned though: sniping in the open is lucrative in kills, but it is rather dangerous, too. You're likely to get shot unless you crouch until the water's up to your shoulders. Running from cover to cover, I discovered that one huge, hollow log in the river was good for hiding in when the going got tough. It was quite handy. A lot of headshots and a few deaths later, I switched to an engineer found that one of the steep hills could be "climbed" (in other words, walking and rolling up it). From there I went around about a fifth of the map until I could go no further, partly because of there being a boundary that would've killed me if I continued. From there I dropped down and shot up a few droids. At one end of the map, you can find several Hardcell (Techo Union) transports. They are damageable, and significantly weak enough that a few blasts from my shotgun could actually destroy one. A nice addition that I rarely see in a map, though they seemed to possibly be a little underscaled. By that point in time, my team's reinforcement ticker was somewhere around 20, and the enemy at 60, so I figured I was going to lose. In a last ditch effort to try to win, I blew away a few droids at a CP near the aforementioned Hardcells and took it. Before long, the reinforcement counter was at 3, and at precisely that moment two clones spawned. I ordered them both to my side and headed back towards the huge log, going across the river. Nearby there was another clone milling around, so I called him to me as well. Before long, though, I encountered a pack of droids, which killed off two of the clones, resulting in a ticker count of 1. It was simply me and the last clone. Two or three droids rushed us, and me, being a coward like I am, ran in the other direction as fast as I could, but the clone unforunately couldn't keep up and got shot in the back, resulting in my team losing the round. I'm not sure if it was simply because I was messing around and exploring, or because of unbalance, but it seemed like my team was getting beaten rather badly in the second half of the match. Either way, I quite enjoyed the map itself. I had a few beefs with this map, however. It seemed a little too open, with the higher up spots, though useful for sniping, being too limited in area by masses of trees on either side. The only other area I found useful was sitting in the river itself, which was much too open. It was also too "long" to be useful for some sniping, because the sniper rifle's range could not cover the whole distance, and many times my shots stopped only mere feet in front of their targets. I think also the textures could be made [i]slightly[/i] less repetitive, because, especially on the hills, it was painfully obvious at the greater distances allowed by the large playable area. This may not really be fixable, and some may not be bothered at all. One thing that quickly drew my attention, however, was the Super Battle Droid upon death. The author has fixed it so that, when a SBD is destroyed, the chunks will actually look like SBD parts and not a normal B1. Overall, I liked it. It will definitely stay in my addon folder. Would I recommend it to anyone else? Absolutely! Download away. ~Penguin Unit




[Preface] Battle of Naboo | 64.51 MB

Episodes 1-6. To be honest, not much appears to have changed since I played it about a year ago, although that's not necessarily a bad thing. This is still one of, if not [i]the[/i] best Naboo map I've played. For starters, it's a massive map. There are something like 12-ish CPs, and a wide variety of settings, all kept within the context of the Battle of Grassy Plains, as seen in Episode 1. From the Gungan's "sacred place," to a crashed Trade Fed lander (which for some reason I remembered as being more a part of the map the first go-around), to the hill we saw all those MTT's crest at the beginning of the battle, this map has it all. In addition to being beautifully designed, this map has (presumably) accurate localizations, units, and weapons. You've got a selection of (mostly melee) Gungan units versus battledroids and droidekas. There's also a commander droid class, which was a nice homage to OOM-9's short appearance. This map isn't without flaws, however. As with any map with high unit counts, the lag is noticeable, even at low settings. Also, the map is highly unbalanced in the CIS's favor, despite Gungans initially outnumbering them two-to-one. Additionally, there is a bug with the basic Gungan unit (w/ Electropole). If you use his jump attack, all his moves are frozen except for his roll. Roll to fix this problem. I'd definitely recommend giving this map a try, it's certainly worth your time. -Mav




Raxus Prime | 22.59 MB

like a Raxus Prime map from the video game Star Wars: The Clone Wars. The only problem here is this: Where are custom sides? But that doesnt affect this map's quality. This map feels like a junkyard. Download and enjoy the smell of garbage you dumped there a year ago! -Valiantofficer




Star Wars Battlefront Conversion Pack

bf1pack_v175b.exe | 588.61 MB

you'll definitely want to grab this. I won't give a full review since this isn't the final version and there's a lot of bugs and broken modes left to be fixed and completed. This is mostly an appetizer for the public and a way for the developers behind the project (well...I should say developer: Teancum) to know what needs fixing/improvement. Please read the ReadMe guys. I can't stress how important it is. It lists all the known bugs and goes into detail about this new version. Most importantly it gives installation instructions that need to be followed EXACTLY. I'll say it again: THE README HAS INSTALLATION INSTRUCTIONS. I The pack requires you to have the 1.1 patch. Otherwise it won't work. Be sure to clean out your AddOn folder so you can fit the 31 new maps in the pack. I believe the maximum number of maps you can have in your AddOn folder is 56. Also, one word of advice: Make copies of every file that the installer needs to replace, just to be safe. Good job Teancum and company. I'm sure 2.0 will be superb. -[GT]EraOfDesann




Capital Down 3 | 8.36 MB

however you may beg to differ. This is a very large map and is very empty in many places but as started in the readme it had to be to fit in the cruiser. Firstly, the map has a very nice feel to it and a nice design idea. The mapping is generally very good, the uneven terrain gives a very nice battlefield feel to it. Unfortunately it does seem very empty and it's hard to get full use of all of it. The rebel cruiser is missing a few textures i believe as it shows up white in game. However if the unit counts are set to maximum this map can be excellent fun and a great game of battlefront 2 like the previous maps of Capital Down. The use of vehicles and units in this map isn't too bad but has some flaws i think. Firstly the map is too big for the vehicles to make any impact on game until the forces collide at a small part of the map. Perhaps I would add a few more especially for the Galactic Civil War era some more AT-AT walkers to add that little extra to the battlefield. No new skins or weapons included in this map but i think that the units used fits in very well with the story stated in the read-me which is good. There are, quite a few bugs in the map, mainly are sounds and textures. The only missing textures are those on the hanger of the cruiser which i stated earlier, the rest seem to be working ok. The sounds of weapons and guns on both vehicles and infantry are quite low or are silent. There are slight errors in this map and changes that could have been made but i think if you did enjoy the first two maps then i think this will be a great addition to them. I would tryout this map, but i wouldn't expect everyone to like it due to some of the sound errors etc. -Royal Tycoon




Denial Insanium | 52.04 MB

blast you, unless you blast them. So, when you're shooting the enemy in my little "auto-turret-arena", try to hit the enemy, a try not to miss so your blast goes zinging past their head and hits an auto turret which gets mad which blasts you to pieces. ** ** oh, did I forget to mention, the auto turrets are not that accurate that close up. ** ** If you're fighting in my "auto-turret-arena" and you get tired for a second, the's a little escape right the imperial command post. ** ** There's a period usually that i like to call a dominance period, where one tem is all around the enemy command post and the enemy does not spawn. These are kind of like the eye of the hurricane. So don't relax during a dominance period; the people will overthrow their dominant rulers! **




Flying Over Mustafar | 137.75 MB

overpowered rocket launchers. That\'s pretty much the sum of it. -Mav




Ruuria - Jungle Ruins | 85.06 MB

feels a little different than what you may have seen before. What really stands out about this map is its commitment to making sure that the paths around the map are multiple and twisty. It's really easy to get lost on the stone pathways that encircle and cross the battlefield, although it's a pleasant kind of lost that lets you appreciate some neat map design. Another neat bonus is that, despite the complexity (or perceived complexity) of the titular ruins, the AI are planned with care and move through the map admirably well. I don't know that I saw AI being too dumb through a couple of playthroughs, and that's more than I expected, to be sure. The author also did a great job setting the scenery that provides the backdrop and surrounding areas of the map. The illusion of a jungle valley is effectively set. The one thing I'd criticize would be the use of Hoth tunnels towards the bottom - these are a little strange in this kind of map, and it would be a lot nicer if some custom assets were used. That said, they were used well, I just don't care much for the Hoth tunnels to start with. All in all, it's a surprisingly good map and certainly worth your download. Give it a try! -Mav [i]Download link below is broken, please use this one: [b][url][/url][/b][/i]




Honoghr - Crash-Site | 25.94 MB

of the way, it\'s not a visually impressive map. It looks nice, but there are a few things - stock textures on the props is a big one - that makes it feel a little too \"standard\" to stand out. Retexturing the Tatooine buildings or the sail barge turret guns would have been nice and gone a ways towards making the planet feel like it had a standard visual theme. The good is that the map is pretty well-constructed, and it plays very well. The map uses a \"theta\" design, basically a circle with a line through the center, and that\'s a good one for keeping the map flowing well. Some neat features are the author\'s smart use of elevation, some well set-up cover at some CPs, and one thing I personally thought worked well - the avenues of Mos Eisley buildings, which should not have stood out in any way, ended up being a neat way to corner off parts of the map. All in all, it\'s a pretty decent map. Go ahead and take a look at the pictures and give it a try. -Mav




Rhen Var: Cathedral | 46.52 MB

"ice planet" fare, of the "ruins" variety. You'll notice some striking similarities to Rhen Var: Citadel, given that the map is composed entirely of props from that map. The design is a little smaller and more open than that map, so it's not to say that it's a carbon copy of Citadel. What's neat here is the author's effort to make things a little more interesting than the standard "make a map and toss conquest onto it." There is the requisite conquest mode, of course, but the author did take the time to make sure AI heroes were enabled, which is always a nice touch. Hero assault is another addition that's nice to see here. The author also took the time to add a hunt-type mode (if you have the Conversion Pack installed) for the KotOR era that pits you as the Exile against a bunch of HK-50s. All in all, as a basic map it's pretty solid. It's not incredible, but it's done well and has some unique touches, and for a first map, that's about as good as you can ask for. Give it a try! -Mav Note: Because the link appears to be broken, please use this link temporarily:




Naboo: Plains

naboo_plains.exe | 8.74 MB

maps, since it\'s so open with the CPs spread so far apart. Never have been a huge fan of it. This version is a fine redo, although it\'s missing localization for the Gungans, and some of their sound VOs are taken from Tusken Raiders (some units will refer to them as such). Download if you like. -Mav




EP3 Felucia

1.0_felucia_22010.7z | 56.17 MB

it." This map wants to do two things. First, it wants to add new sides to make it more "movie-accurate." While a laudable goal, it is certainly not the first time something like this [url=]has been attempted[/url] (not to mention all the sides mods that also do this). On the other hand, it hasn't been done as often as Geonosis - so I suppose that's a plus. The sides themselves are decent, if not terribly original. They offer the standard "basic three" plus the obligatory command units (various clones with names for the REP, droideka and OOM droid for CIS). There is another class for each side, but it is basically useless - for the CIS, the "support" class is just the soldier class minus some weapons, and vice-versa for the REP (the soldier class is the support class minus a few weapons). One other thing I wasn't too fond of was the fact that the weapons both overheated and had ammo limits - if you're going to limit me, please choose one way or the other. Having both is just annoying. Bugs - the sides had a few. Several units and weapons were missing localizations. At least one weapon was missing a hud tag (a duplicate thermal detonator, also missing localization), and at least one other had a mis-sized tag (rep rifle). Also on the subject of the HUD, however the author chose to "fix" his HUD issues, he didn't fix them. There is an extra half-bar at the top of the screen that shouldn't be there. The best way to fix any floating icons is obviously not however the author did it, since it caused this extra error to show up. And before I get off the topic of the sides, I would be neglectful if I didn't mention a couple bugs with the heroes. First of all; the CIS hero - there wasn't one. That'd normally be fine, but it feels like a pretty big overlooked point if you include a hero for one side and not the other. Second - the author changed the Republic hero (Aayla Secura) to have one lightsaber, but whatever changes were made to her combo/animations caused a bug with her normal saber attacks - they shouldn't be used while moving (they are all upper-body-only animations), and so she unnaturally twists when attacking. The second thing this map wants to do is expand stock Felucia. I'm not a huge fan of simply taking stock maps and working with them as a base - every time I see it, it just makes me think "lazy." Very rarely are the maps improved upon, and even when they are, they feel cheap (in comparison to original maps), because the author frames whatever little mapping they did do with the professionally-done work by Pandemic. In the case of this map, it actually manages to take away from the original map. Several working or correct parts of the original map have actually been broken - as much as I would rather not see anyone use stock maps as a base for "their own" map, if you simply must use a stock map as a base, [b]don't mess up what's already there![/b] Just looking around briefly, a few things popped out at me - one of the tree root ramps at the back of the map has been repositioned and made inaccessible, the terrain has been changed without adjusting objects (causing floating objects), and damage regions from the steam vents have gone missing. What the author did add to the map was basically opening up the terrain to the edges of the map - that's pretty par for the course for map extensions like this. One of the things that confused me, though, was the addition of several Mygeeto buildings over the battlefield. If this is supposed to be movie-like, why add something that is clearly [b]not[/b] from movie Felucia? Additionally, much of the added terrain needs smoothing - it's occasionally rough and looks sloppy compared to the normal terrain on the unaltered parts of the map. There are also some floating objects and/or objects placed inside each other (like a mushroom clipping through a tree). The biggest problems with the new parts added were two: First, there was one CP added with no capture region (making a conquest victory impossible if you start out on the wrong team). Second, there was very poor AI planning added in some of the new areas. The first time I played the map, by the end of the map there was little-to-no resistance, because a clump of 20-30 AI were milling around a single enemy CP, not going anywhere. One more quick note would be the minimap. It was either incomplete or positioned incorrectly (I couldn't tell - it's hard to tell on maps without very recognizable buildings). In any case, it doesn't look very well-done and it's unusable as far as positioning goes. All in all, this map needs some work. Just looking through the WIP thread at Gametoast, it's easy to spot where testers for the map mentioned several of the problems I mentioned above. I would recommend that the author not ignore his testers' results, and be a little more conscientious with his bug-fixing and a little less hasty to release a map. -Mav




Area 51

area51.rar | 10.77 MB

Nevada? In the desert? So why is the ground covered in snow here? Anyways, this map, like many before it, feels very much like a beginner map. Default sky, default Command Posts. At least the ground texture is different, and I actually didn't see the bots running into objects. However, the map itself is very flat and bland, and the objects feel mismatched and some of them don't seem to have any rhyme or reason behind their placement. The map is also very unbalanced. The Empire has [i]four[/i] AT-STs at their command. But this doesn't tilt the battle in favor of the Empire, but rather the Rebels. You see, since each AT-ST has two open slots, and there are four AT-STs, that means eight slots to be filled. And they all get filled with the Empire's AI. Then the AT-STs hop on over to some nearby enemy Command Post and just stand there, unable to capture it. So, in essence, you've got half the Imperial team doing absolutely nothing, making capturing Command Posts like a walk in the park for the Rebels. Oh, and on a related note, the AT-STs don't have any sound. This could be easily remedied by loading a stock level's sound file that includes the AT-ST sounds. I think I'll reiterate what I said in my last map review, since it applies here as well. To the author, and any other beginner mappers out there: Please, please, [i]please[/i], spend more time on your maps. We don't like having to review rushed/ untested maps like these, and I'm sure no one enjoys playing them. Also, we'd [i]really[/i] appreciate it if you could include your own screenshots. -Xavious




Rhen Var Ruins | 56.32 MB

map. (This is a first map, right?) It looks like the author did a nice job of using stock Rhen Var assets to create a - if not very dissimilar to the stock maps - fitting addition to the planet of Rhen Var. I'd like to preface any further statements by making note of the fact that I did not get to play this map, as it will require Battlefront Extreme to be installed. I'm putting it up with only this cursory review, because it has been in our queue for too long and the author deserves to have the file put up. (Apparently the site's issues have scared all the other staff away from the files.) That being said, please make sure to leave some pertinent criticisms, comments, and praises for the author, so that he knows what to work on and how the map can improve. I look forward to seeing some sort of newer version (preferably without the requirement of a big mod) in the future, so that we can try it out and give it a proper review. My sincere apologies to the author for not having anything more in-depth to say. Please forgive me and know that I'd love to see more submissions in the future! So go ahead and, if you like what you see in the screenshots, give it a download! -Mav




Ultimate Galactic Battleground | 9.86 MB

texture as a ground texture with a Coruscant skydome texture as a detail texture. I do not know if this is carew's first map (and if it is not, please forgive my ignorance), but it feels very much like one. On top of the strange ground are various objects sort've scattered (and feeling out-of-place, thanks to the ground) all around. Many of them are Yavin objects, which match well with the Yavin sky... which, as always, should have been changed. In any case it was very hard to take stock of the map as a whole; I was very distracted by the ground the whole time. I cannot imagine what possessed the author to do this, but I earnestly request that it is not used again - it doesn't look like... well, anything, really. It doesn't make a setting, it is just very off-putting and strange. It's tough to create a good map from the ground up when the first part (the ground) doesn't really represent anything. In any case, if the screenshots appeal to you (maybe you like the ground?), go ahead and give it a try. -Mav




Gt. Tatooine Attack | 35.07 MB

here. It's a Tatooine map, but it really feels a lot like a testbed for placing objects, because there's not a lot of rhyme or reason to the object placement. There are clumps of Hoth shield generators in one place, clumps of transports in the sky, clumps of Jabba models in another place... it really doesn't make a lot of sense; my best guess would be that the author decided he liked placing one object, so he did it again... and again and again with the same object. There are also a couple places where objects are awkwardly placed (floating or just not even), notably most of the Mygeeto buildings. There are also a few models missing a texture (which you will see as either all-white or all-black, depending on your PC). The requisite Yavin sky is - of course - there, as most first maps have. Only hero assault is available on this map, so if you're interested in running around a strange land of cloned props, you will be doing it hero-style. To the author - I would recommend finding a more coherent theme for your map instead of just randomly placing props (and get rid of that Yavin sky texture!), and your next map will be much better. -Mav




Battle of Christophsis

chr.7z | 5 MB

666rulerofclones' 212th legion mod, if it doesn't, go and download it[/quote]This is a beta version of MandalorianJeedai's Battle of Christophsis map. The map is mostly open and is quite large. There is a Republic Attack Ship landed at one end of the map although it appeared untextured so I'm not sure what that was supposed to be. The battlefield is mostly flat with a couple of small hills and in between one end of the battlefield and the Republic Attack Ship is a small area with LAAT Gunships. I've never watched Star Wars: The Clone Wars movie so I don't know how accurate this is to it but it did appear quite empty and it has a lot of floating objects and CP's. Although the author said it uses 666rulerofclones' 212th legion mod it isn't necessary. If you don't use it than your units will appear default , if you want you can download it [url=";95311"]here[/url]. So all in all its about what you could expect from a beta, download if you wish. -Delta 47




Concord Dawn (Valiantofficer) | 65.37 MB

time has passed since I PROMISED a new map. Here it is. Teancum gave me his Concord Dawn sources, as he wasnt going to do anything otherwise. It PROBABLY needs his Vehicle.lvl File. I did a few new changes. My unlimited ammo is IN. Also in are a few new skins and guns, AND... Mandalorians. Yes. Mandos. Fenn Shysa is in, and two units for the Rebels are Mandalorian. No Screenies, as I am TRYING to fix my computer after some system reformats and what not. Don't worry, EVERYTHING WILL work as promised. This goes to C:Program FilesLucasArtsStar Wars Battlefront IIGameDataaddon HAVE FUN! Credit to Teancum, and.... whoever I got the guns from. ALSO! Credit goes to Jawa_killer for making this map! THX!-Valiant/Valiantofficer" Of course, if anyone wants to TAKE any screenies for me and email them to me, at, i would appreciate it. ~Valiantofficer/Valiant




Felucia: Containment | 132.54 MB

kamas/skirts. Anyway, this is a good mod. A bit big, but ok. -Valiantofficer




Bakura Town Assault | 12.46 MB

source pack ages ago. They were placed in 2\'s and 3\'s around the map, to add some explody fun. Though, since they were originally for SWBF1 they seem to render kinda funny on this engine. See the first screenshot. This time you have another cuouple of screnshots so you can get a general feel of the city. Same with last time, a piece of art and worthwhile download. Reminds me a lot of Eddies work. -K.




Bespin: Urban Canyon | 34.24 MB

this author\'s maps. This one is no different, although it\'s not as good-looking as some of his earlier maps. I liked the mesh sun (planet?) in the distance. All the scripted flybys (and related events, like the bridges closing) were pretty neat. I would have liked to see a little better sound design in this one, though, especially re: the passing vehicles. -Mav




Kashyyyk: Islands

kashyyyk_islands.exe | 9.69 MB

played more online in SWBF1. But that\'s rather irrelevant to the map, so... This map is up to the usual standards of Marvel4\'s conversions, and is pretty much identical to the SWBF1 version. As before, if you are interested in playing this map without downloading the Conversion Pack, then give this a download! If not, then it may not be of much use to you. -Jedikiller




Yavin 4: Arena

yavin_4_arena.exe | 12.31 MB

the versions. This one appears to be packaged with an installer for a smaller file size, which is always nice. Older versions can be found [file="114823"]here (1.0)[/file], [file="114929"]here (1.1)[/file], and [file="115025"]here (Final)[/file]. Mav's original review is located at 1.0, if you'd like to read it. -Jedikiller




Anax: Hidden Village

anax_hidden_village.rar | 4.04 MB

essay in six parts: "Caring for your work" or "why it's important that you spend more than an hour or two making a map or mod you plan on distributing." Part 4: The temptation for a mod, map, or series of maps becoming an exercise in production and not a practice of technique can be a very particularly easy one to fall to when working with something as simple as Battlefront II in terms of creation. Once a new modder crosses the first hurdle of learning to adjust their viewpoint in Zeroeditor, a whole new world opens up. "Look, the terrain just MOVES when I want it to!" Then one learns that they can add objects and suddenly the day is gone - "Holy cow look there's just a bridge there and there wasn't before!" These things are all exciting to figure out - they are for everyone - but eventually most of us learn that the one object we just plunked down in Zeroeditor, while fascinating to us the first couple of times we try it out ingame, does not a good map make. [Continued in "Tatooine: Tusken Canyons"] "Anax: Hidden Village," by cyclonassasin, is a simple, fou... no, wait, six-CP map set on a fictional (err, I suppose they are all fictional, but this one is extra-fictional as the fine folks over at Wookieepedia don't have anything on it) planet "Anax." This is probably one of the better couple of cyclonassasin's maps, as it at least doesn't stick with four basic CPs and it has a little more coherency of theme (the map looks like a Naboo-Endor). That being said, there are still several issues. What could be done to improve it? Here are a few tips: -The sky. Yes I will say this for every one of your files. You are not on Yavin, this sky does not fit, and you don't have any surrounding anything to block out that ugly black cutoff in the sky texture. Change it. -Actual crashes. Please, please, please don't leave in anything that crashes my game. Especially if you're going to make such a simple map that is easy to bugcheck. The enter-able Ewok catapults (which do not actually fire?) crash upon being destroyed if you're in them. If you're unsure about a prop, don't use it until you're sure. -CP balance. Why do five CPs? If you can, make the number of CPs even to ensure a balanced game. There's no real reason to ever hand one side a marked advantage in a conquest mode. If the screenshots appeal to you, go ahead and give it a try. -Mav




Speeder Race World | 2.63 MB

don't have the game, I can't put in real pics, but I have put in a pic from Zeroeditor so you can see the layout of the map. Anyway, this map has 5 command posts, 2 on each end of a maze, and 1 in the middle. There are tons of speeders at each end, and you try to race to the opponent's side to take their command post. There is a command post halfway through as well. Thanks![/quote] I'm not even going to bother with a full review for this one; go check out the review on the first file of Count_Zooku's today: [url];100348[/url]. This one is supposed to be a speeder race through some canyons, which is very ineffective because speeders can fly right through the sheer terrain walls. The map is entirely covered in water, so it's very likely to crash. Unlike Zooku's previous map, this one actually has a sky, though it's the default one. Even that's better than no sky at all. In addition, all the terrain has been brightly colored. There's no real "fighting" gameplay; basically, you hop on a speeder, ride through the canyone, find the other side. Nothing else to do. Again, TEST THE MAP BEFORE YOU RELEASE IT. That is all. As with the previous map, this one is also packaged incorrectly. You'll need to rename the folder "Speeder Race" to "MAZ," and rename the "MAZ" folder inside the "Speeder Race" folder to "data." -Xavious EDIT: Scratch what I said about the four maps; the last two of Count_Zooku's maps were broken beyond a couple renamed folders. I saw no point in uploading maps that wouldn't work, so I simply deleted them.




Hidden: Mygeetan Jedi Temple | 28.67 MB

Jedi temple, which I suppose is evident enough in the title as well. Anyway - for all intents and purposes, this is about a third of the Mygeeto map plunked down in the middle of a forest. It sounds kind of simple, but it's not all that bad. The Mygeeto assets worked out pretty well in a woodsy setting. Using the Mygeeto assets, however, comes part-and-parcel with their collision problems, which the author did little (if anything) to remedy. There are a few places where units will fall through the props, and it can be somewhat irritating to have to try and shoot an enemy lodged in the middle of a roadway. The terrain outside the Mygeeto objects acts as a nice setting for the map, but it's virtually flat, and even though there are trees scattered around (which does help a lot), the flatness is still noticeable and somewhat unnatural. It might be worth the author's while to fix that up in future versions (or just take note for future maps). The sides are more or less stock sides, although they are mixed between eras for GCW (a strange mix of clones and stormtroopers fight for the Empire). If this map looks interesting, give it a download. -Mav




Helms Deep Beta | 17.15 MB

pleasantly surprised to find this beta version... surprisingly good. I know that I was pleasantly surprised. I can recall several "attempts" at versions of this map, dating back years ago, but I don't believe any ever got finished, and it's just as well, because this version looks like it's shaping up to be better than those ever would have been. The first, best, and most obvious thing to mention about this map is that it's got what is - in all appearances - a fairly accurate (if not necessarily to-scale) recreation of the movie's mountainside fortress. From the tunnels leading into the hall, to the parapets, even to the drain that got blown up by Saruman's Magic Fireworks. What's best about it all is that it's all tied together well to make not only a faithful reproduction, but a playable one. The drain gate is big enough to be entered by many units at once, rather than being simply a small dead end, and the tunnels lead outside to a steep, mountainside entrance (in addition to their leading into the meeting hall). I do not know how entirely accurate that is, but it is definitely a good decision for gameplay's sake; making sure there is not just one linear path through the whole map was a wise decision. The environment is really neat, too. The right ambiance, set by the rain, lightning, and sky, creates a very, very cool sensation of being in a classic medieval battle. There are some things that I would do to change or fix this, though - and this of course being a beta leaves plenty of room for that. I would first tighten up the area to the outside of the castle, and make it much more accessible for the attackers. At the moment, they have a lot of empty ground outside, and this can lead to a very easy bottleneck for the defenders. Secondly, I would add in some torches (with lights attached). It is very cool to see the battlefield lit up at times by lightning, but sometimes it could definitely use a few more lighting sources. See the SWBF1 Kashyyyk and Rhen Var assets for some good hanging and standing torches. Finally, and this may just be personal preference, I would darken up (or just change to a grey rocky texture) the terrain a bit. Right now it seems a bit green to really fit well with the rest of the scenery. All in all, this is a really promising beta map and a great use of some custom models. Be sure to check it out; it's definitely worth a look. -Mav




Sraiden: Ash Forest

llv.7z | 25.53 MB

remain of what looks to be a once mighty forest. As the readme states, the Galactic Civil War era has had the most work put into it. New units and vehicles have been added whereas the Clone War era sides(Barring a few name changes) remain vanilla with no vehicles. The sides in GCW with their custom weapons are really something to behold. In GCW I found myself changing my style to sniping rather than the standard Battlefront Rambo-esque style. It took me more than one play-through to try them all out. :-) [i]*Modders Side Note For those of you who want interesting custom weapons in your maps, check out [b]Sky/Skyhammer_216/Skammer_216's[/b] very own[file=95780] Weapons Pack.[/file] It has some very nice weapons in it for those times that you're at a loss for what to add.*[/i] The gameplay moves along at a very brisk pace with, in my experience, every CP changing hands at least three times. With the Command Posts changing teams so quickly it was hard to feel like I had much of an impact on the outcome of the game. But that's probably my Rambo nature showing through. There is less cover than it first appears, so, it's wise to keep moving especially in GCW with it's more damaging custom weapons. From the ash in the air to the deadly flamespouts, details were very much concentrated on in this map. All things considered this is a great quality map. I recommend a download. [b]-Saitek009[/b]




Clone Remnant: Naboo Beta III | 84.38 MB

there. The biggest plus of this map, is, I think, the atmosphere. From my previous review: [quote]I like how this appears, Naboo-wise. It doesn't try to recreate Theed while at the same time staying away from the standard plains-type map. It reminded me somewhat of a more industrial city, probably because of the large towers and the dust in the air (I would suggest toning down the dust somewhat, though, as it looks a little sloppy).[/quote] This still holds true, although the dust did appear to be reduced. Most of the change to the map appears to come in the form of side changes, though, and not changes in the map from previous versions. The sides are expanded significantly, and they're nice in that they're not just different versions of the stock classes. It's worth noting that campaign appears to be unfinished (or unstarted, if the lack of objectives is any indication) and hunt is incomplete, as mentioned in the readme. I'll hold off on saying whether this is a really good map until then, but it's headed in a positive direction. Finish it up and let's see what results. -Mav




C01 | 156.9 MB

whole purpose of the blaster-specific training is defeated by the overpowered Jedi characters on each side. The map itself is lacking in a number of areas. The author can place objects, yes, but the placement of these objects isn\'t very well thought out, and leads to poor gameplay as a result. The brownish Tatooine buildings don\'t fit at all with the oversaturated green ground texture. There\'s a couple of Jabba\'s Palace objects, but they just don\'t work out the way they are placed. The sky is horridly pixelated. And the Command Posts have not been moved from their default positions. (Although the author did move the spawn paths....huh?) The sides consist of a mix between default units and wacky Jedi characters with oversized lightsabers. There\'s also a force lightning attack that does barely any damage, but instead acts as a \"super force push\" of sorts. All of the Jedi also have malfunctioning lightsaber throw attacks. Dooku\'s lightsaber throw doesn\'t work at all. The rest of the characters\' saber throws are slower than a snail climbing Mount Everest. Oh, and did I mention the oversized lightsabers? I\'ve given you the facts, it\'s up to you to decide if you want to download this map. If you do download, make sure you leave feedback; it\'s the best way to help modders get better and improve. -Xavious




Ralltiir: Swoop Circuit | 68.29 MB

mode' in Battlefront II. I must say I really enjoyed playing the race mode online with a friend of mine. You have two choices for racing vehicles, either souped-up IFT-X Fighter Tanks in CW Assault or Swoop Bikes (those vehicles from the mini-game in Knights of the Old Republic) in GCW Assault. The track itself is designed very well for racing, I must say. While zooming through the course on a speeder bike, you will encounter many obstacles, including trees, overgrown roots, and some very well constructed docks. The lakes and puddles are also awesome, all of this adds up to a very nice looking and fun race mode. Racing not for you? Not to worry, there are also Conquest modes for your enjoyment. I'll start with CW Conquest. Rather than Clones vs. Droids, Maveritchell has set up a KotOR Conquest mode with his sides from Sullust: Jedi Conclave. (The units, not the Jedi) I've got to say I love these unique units. It's a lot better than the boring old Rifleman-Rocketman-Sniper-Engineer arrangement. Added to the arsenel of these two sides are two KotOR Jedi units from the Conversion Pack: Darth Traya for the Sith and Jolee Bindo for the Old Republic. These two Jedi have also been outfitted with some force powers from Sullust: Jedi Conclave. Next up is GCW Conquest. This mode has the default Rebels vs. Imperials. However, this mode is still fun. It has two AT-ATs the Empire can use to pound the Rebel scum into submission. To fight against the AT-AT threat, the Rebels employ airspeeders. Using their tow cables, daring Rebel pilots can entangle the legs of enemy walkers to take 'em out. As well as this, there is also some 'sidequest' you can embark on. I don't know too much about this, so don't ask me about it. (I'm no good at figuring out clues) My biggest complaint about this map would be some problems with the AI in conquest where they all get stuck under the docks. Obviously a bit more AI planning is in order. Other than that, this map is virtually spot-free as far as I can see. Give it a download if it sounds fun. Be sure you read the readme! -Xavious




Corellia: Shores

corellia_shores.rar | 44.93 MB

thing wrong is the lack of custom sides, excpet for heros, and that the unit count isn't maxed out, but otherwise, its ok. It DOES contain the MTT, Hovernaut, and the Combat Speeders from SWBF1. For some reason, the pictures won't load. Just so all those of you who will be complaining will know.~Valiantofficer [i]Fixed the pictures. Yes, I know it's [b]two years[/b] late. Better late than never (besides I didn't upload it ;)) -Mav[/i]




DarthDaddy\'s Yavin IV Map Pack | 39.35 MB

sides, adding Marines and Heroes as selectable units. It puts a nice twist on the gameplay and obviously makes things interesting. Yavin IV Complex and \'Ruins have \'even\' map designs, but I felt that there was a lot of empty space. You might find yourself doing more running than fighting, which can quickly become boring. There are several different ways to fix this such as moving CP\'s closer to together, adding more objects, adding more vehicles (especially speeders), or maybe even keep all the CP\'s in one area. Remember that you don\'t have to fill up the whole map in ZE. Find a reasonably sized area and work there, putting in lots of detail and precision. Complex seemed to have the most empty space. As DarthDaddy recommends, you should increase the unit count up to 32 for maximum results. Otherwise it can be quite dull. The area surrounding the centered twin temples really needs some more ruins, props, and buildings because there\'s a lot of empty space. Also it\'d probably be a good idea to add lots of more ground vehicles to make good use of the map size. This should improve things overall. \'Ruins is a big improvement over Complex. The center of the map has lots of CP\'s in a cluster of ruins, thus the title. So the heart of the map is definitely the place to be, because the outter parts of the map are filled guessed it: empty space. Fortunetely Darth has added a decent amount of vehicles to spicen it up, but I still suggest moving the the CP\'s a little closer to the center to focus the action. One thing I noticed right off the bat was that the trees were missing their leaves. This is definitely due to a missing .msh, .odf, or .tga file. Another thing that bothered me some was that the map seemed to only use 2 ground textures. For someone who enjoys a map\'s scenery, this can be rather boring to the eyes. Which brings me to my final word... Both maps seem to lack \"environmental detail\", meaning that there\'s a lack of foilage and water. In my opinion foilage and water are very important because they can dramatically improve the look of a map. They give off a natural feel and make players feel a bit more immersed in the world. Most importantly it makes everything look much more professional. So the three big points here are detail, size, and space. If you work on these three things you should see a lot of improvement in your mapping skills, therefore becoming a better mapper. -[GT]EraOfDesann




Jedi Temple

jedi_temple_v1_rar.rar | 44.53 MB

The clones weapons have their real names, now, and the author added Commander Appo to this. The Jedi Hero has a single saber, but double-saber animations. It looks wicked good. ~Valiantofficer




New Naboo Troopers

new_naboo_troopers_2.0.rar | 50.7 MB

explosive expert has an ungodly amount of thermal detonators, and the rocket trooper has roughly 50 rockets to put to good use. Surprisingly, it is a fairly even battle, and I had to struggle at times to win. The hero is a arc trooper with commando pistol, force pull, and force choke. All in all, a good map. Download now! ~ Delta




Clone War Calamity

cwc.rar | 31.26 MB

transmission of Order 66. The navicomputers on the ships were damaged during the battle, which the clones won, so most of the force was destroyed when they passed through an asteroid field. The remnants of the fleet were pulled out of hyperspace because an Imperial task fleet was interdicting a Rebel cruiser and it\'s escort. Surprised by the appearance of the ships, the gunnery crew of the Rebels and the Imperials fired upon the Republic ships. All of the fighters aboard the cruiser were wiped out and the hangers were heavily damaged in the battle with the CIS. Since the clones were fired on first, the Jedi master gave permission to attack the hostile ships.




Utapau: Assault | 79.56 MB




Galidraan: Snowcapped Forest | 16.8 MB

a full review here to refresh your memory of the map. This map is set on a snowy valley of sorts, with lots of trees and rocks and whatnot. It\'s fairly large, with a good number of CPs and some vehicles. There\'s a large cave system in a rock face, and a series of trenches surrounding the cave entrances. Assuming you\'re playing conquest, you\'ll either start out in the caves and trenches, or start out a short distance away and have to work your way up. The side that starts in the caves has a distinct advantage, though, since they have a much more fortified position to defend, as well as a bunch of auto-turrets. There is also a campaign in this map, which you play from the perspective of the Empire conducting a raid on the cave system/bunker thing. This is a fairly simple campaign, with objectives mainly consisting of \"go here, capture CP, go somewhere else, rinse and repeat\". It\'s also a bit difficult, especially when attacking the trench sections due to the heavily fortified Rebel positions. The map\'s presentation is pretty good, too, creating a decent snowy atmosphere. There aren\'t many rough edges on item placement or tunnels fitting together. There are no custom sides in this version, though Jaspo\'s laser tag mode makes an appearance (you\'ll need that mod installed). There is also a survival mode that you can play for an added bonus. Overall, this is a pretty good map and the campaign makes it a little more interesting than it otherwise would be. I\'d recommend giving it a download and trying it out. - Jedikiller




Dune Sea: Sunset | 76.24 MB

is, as is customary, a well-done conversion of a stock SWBF1 map for SWBF2 with a few assorted extras that call out to things made available for SWBF2. It has support for the Dark Times and BFX eras, which is a nice bonus, and it has what appear to be a couple of sky variations. One thing I noticed - because I am vain and immediately went ahead to check the Dark Times version first - was that the Dark Times vehicles are not set up to be localized correctly. It\'s not a huge deal, since the vehicle sounds appear to work fine, but it\'s telling that the DT vehicles weren\'t used. It would have been nice to see this. There\'s not too much to add that hasn\'t been covered in the three reviews of previous versions of this file (feel free to check them out by linking to the author\'s profile), so I\'ll leave you with this: go ahead and give this map a try. You probably liked Tatooine: Dune Sea, and you\'ll probably find something to like here too. -Mav




Talus: Hillside | 69.4 MB

got support for extra mods. The map itself looks pretty good. Hilly maps are very much par for the course in user-created Battlefront II maps, because of the simplicity of the terrain editor, but one thing that is almost always done poorly with the terrain editor is steep hills. I like what the author has done here in using lots and lots of stacked stock rock props (say that ten times fast!) to create an effective set of hills and cliffs. One of my favorite stock assets (the Tatooine mushroom rock - and yes, I know it\'s weird to have favorite assets) is used in excess here, and it\'s a good example of what creative use of stock props can yield. The map also has its own campaign, which is a nice break from the norm - I\'ve said it before and I\'ll say it again; a mod map with a campaign is a huge leap over just a regular mod map in terms of how enjoyable I find it. The campaign is set in the CW era, and while it is short and relatively simple, it does have a bit of variability with some randomly-chosen objectives. In addition to the above, it\'s always nice to see support for extra community content, which this map has. You can see in the screenshots below that it\'s a nice-looking map, so go ahead and give it a download - you\'ll enjoy it. -Mav




Geonosis: Spire

geonosis_spire.exe | 10.07 MB

iteration of the map is much better - it\'s not as stupidly spread out and there\'s better team balance. It is nice to see the Geonosian Fighters here, which is the only thing I wish had been implemented in the SWBF2 version that was not. In any case, I\'m sure those of you without the Conversion Pack and nostalgic for the maps of the original Battlefront will enjoy this. Give it a try if that\'s you. -Mav




ARC mission 1: Endor

arcmsn1.exe | 60.29 MB

at me. That's not a huge problem, but it is a point to be made in regards to the fact that the map is pretty generic. It's also probably a little too large - the prop density and space between command posts is a little out of scale. Nothing wrong with the size by itself, but the map doesn't fill the space it uses. The sky is, as it often is with these types of maps, unchanged. Conquest is the only mode available, and it's got some issues. The author added a couple new command posts, but one of them doesn't seem to have a capture region at all. Neither of the new command posts was added to the conquest objective, so the game can end before you capture all the command posts (and before reinforcements are depleted). To the author - I would suggest tightening up the bounds of your map a bit. Make it so that the map feels a little less unnatural (the straight, straight rows of trees) and a little more cramped like a forest often feels. Use foliage on the ground. Add hills, etc. Change the sky, and then you won't have to have those hills on the edge of the map that stick out a little in comparison to the relatively-flat rest of the map. Fix your conquest objective, and make sure that all your modes work 100% before shipping the map. -Mav




Crazy Coo

cck.7z | 79.32 MB

of "crazy maps," one which has been - in this reviewer's opinion - thankfully unused for a long time. Without standing on my soapbox too much, this kind of map is often an excuse to just proceed without any real design and give units overpowered weapons. It can be done with polish, but it's very infrequent. In any case, theme aside, this was a first map and with that come a couple of standard things to address. There is little-to-no AI pathing to speak of, which is manageable at least in conquest mode, but in hero assault is quite noticeable. Prop placement is poor - several objects (perhaps even the majority of them) are not grounded or not placed flush with the terrain. The sky at least has been changed, and you can tell the author worked on adding some things to the map, but for the most part it plays exactly the same as the default munged map. In conquest, it's worth noting that the additional CPs have been improperly added - they aren't part of the conquest goal and so the match can end without all the CPs captured. The same CPs are used in hero assault, so they can be captured, but it's only those additional CPs. The author needs to learn a bit about how layers work in ZE and how to properly set up conquest CPs. The sides are the biggest downside - in my opinion - for this map. Hero assault is unchanged from the stock game, but conquest modes include units that have (effectively) unlimited ammo (note to the author - set your ammo count to "0" in the unit .odf instead of an arbitrarily high number) and that fire repeatedly and kill instantly. The map offers zero challenge since all you have to do is hold down your left mouse button and walk around. All in all, I'd recommend the author work on getting his map work done well first, and then worry about sides. When the side modification does come, I think it'd be best to start off working with sides more similar to the stock sides, as they'll be less game-breaking than the sides included here. -Mav




Bespin: Escape | 28.08 MB

For the most part, the buildings are placed nicely, there's hallways and platforms and walkways all over the map. It's quite large, and it took me a while to explore everything. However, while one side of the map is architecturally sound, the other is just a flat open area. I would have preferred if this were either filled with something to keep it interesting or simply removed. Sadly, though I did love the design of the map itself, I can't say I was a fan of the gameplay. The map was very large with few bots, making Conquest mode more about capturing CPs en masse and less about actually fighting enemies. This is partly due to the size of the map and number of bots, but there's also many places where I saw bots getting stuck, especially around, under, or on the high walkways. There's plenty of game modes to enjoy here, such as a hunt mode that recreates the escape scene from Empire Strikes Back, and the map itself is solid enough despite the bot problems, so give it a download if it sounds or looks fun. -Xavious




Imperial Base Beta (Second Release) | 112.55 MB

which is (as the name suggests) a map set inside an Imperial base. This is an update to that (albeit a small update) which fixes a couple minor things. Even though the changes are minor, since the first version didn't get a proper review (and since I like reviewing polished maps because I don't have to be all "change the sky hurr hurr"), I'll go ahead and write up a full review. The good (of which there is a lot) starts and is dominated by the object placement. One of the things Delinquent does well is use stock assets to great effect - here they are melded together (and retextured, which is important) to create the feel of the inside of a large Imperial base. While most of the battle takes place in the large, open hangar areas, the best work is probably done in the large corridor(s) that run between the two halves of the hangar. It's not easy to mix-and-match tunnel or corridor pieces from different maps, but it's done well here and it should be a great example of "how to do it right." The sides were also well-done, aside from the missing localization on some of the new weapons. They look pretty nice and, more importantly, were set-up well with different sounds to match the new weapons (even if they were recycled stock sounds). The bad (which consists mostly of minor quibbles) were these: the view distance and the darkness. The first issue I had was with the fact that, when in the hangar, I could see the sky through the hangar. Yes, I do usually play at my default settings (LOD 50 instead of 99), but I think it's important to have the map set up to work ok on all settings (especially the default). This might have been averted if the sky were a darker sky, or if the view distance had been increased (in the sky file), or if the distance fog were darker. The second issue was the lighting in the map. On most of the map, it worked well, but in some places (notably the corridors) it was hard to tell where I should be going. In any case, it's a great map, and if you haven't played the first version you should definitely try it out. If you have the first version, you won't really find a lot different here, but I suppose you can download it anyway as a refresher. -Mav




Servorum: Swamp

ssa.exe | 37.03 MB

object placement and retexturing. Servorum: Swamp is vaguely reminiscent of an Endor slightly gone to seed, what with the low-lying fog and swampy water all around. (And somewhat inexplicably, fish in inches-high water. I chucked a bit.) It's well-set up in that it doesn't feel too linear, despite the fact that everything's arranged in essentially two parallel lines. Aiding this is probably the small section of the map set in a small bunker (again giving off some Endor vibes). I liked the unit setup for this one. As usual, the sides are slightly different but will still feel familiar (in reference to the stock sides). It gives a nice, comfortable feeling while at the same time giving you something new. I was pleased to see that Yankfan also took the time to add in archer01's hero support script, which lets the AI play as heroes - something that definitely adds a lot to the singleplayer experience. I didn't find any bugs in here, everything seemed very solid and well-put-together. The ambiance was well-set, aided by a good use of background sounds and a cohesive environment. The sides worked well and everything looked nice. Is it worth a download? Sure, of course it is. Give it a try. -Mav




Grathe | 120.53 MB

is tied together really well - the sky fits with the rocks fits with the ground textures fits with the map layout. It does a good job at showing how effective a lot of subtle retexturing can be in creating a cohesive and original environment. The map plays very similar to XL Geonosis, with a lot of units on the field (it would more accurately be called "Uber" instead of "Conquest," because the unitcount is more like the former) and a number of command posts spread out without a distinct pattern. The two teams start on opposite sides of the map and eventually run into each other, although the map is big enough that it won't be a constant clash at one or two CPs. There are custom sides with the map - nothing complicated, just tweaks to the original units and some additional, similar units added on (like medic or support classes). The sides are nice changes, despite (or perhaps [i]because of[/i]) their simplicity. Unfortunately these side changes aren't done in the most efficient manner possible, and they will add a lot to the download size for simple changes (which could be done more effectively through lua). Additionally, the side shell files were included too, which adds another unnecessary 70 or so MB. Additionally, I could personally pass on the textures in the CW era; they made it very difficult to see the enemy. It's not all that fun, in my opinion, to just be shot from nowhere in particular and be left wondering what happened. Anyway, it's not a complicated map, but it is a nicely done environment and worth your download to try out, at least. So give it a try! -Mav




Jade Moon | 4.73 MB

surface. This is a very large map. Up front, large is the word. I would even say too large - this is the biggest singular thing I noticed about the map, above any of the good - which is too bad, because there is a lot of good stuff too. To be effective and have tight, concise gameplay, the map should be about half as large with nearly the same amount of command posts. But the fact that the map is a lot of running around and chasing the other team's CP captures aside (but this is a [b]big[/b] aside), the map is pretty good. I like the conceptual design at least, with the platforms and the hangar and the ground battle. What you'll be quick to notice is that the majority of the map is custom models. This is always nice, and adds a lot to how new and original a map feels. The models aren't perfect by any stretch of the imagination - actually, the models may be very nice, but their textures don't do them justice. Some of the textures (most of the little bunkers) are too large and low-resolution to look nice, while others are too "tiled" (main hangar textures). While I wouldn't usually let bad texturing slide, with new models I'm willing to be lenient, simply because new models are so crucial to having an original-feeling map (and I won't be hypocritical either - my building textures certainly aren't pro either). Anyway, while this map as a whole isn't the [i]best[/i], it was a new and original experience, which is my #1 priority when I'm looking for a map. This won't stay in my addon folder, but it was a darn sight more fun to play through than a lot of the maps we recieve. -Mav




Geonosis: Battlefield

geb.rar | 70.26 MB

tidbits - although they were mostly unrelated to the map itself. The actual "battlefield" of Geonosis: Battlefield is fairly bland, if not exactly what we've often come to expect from a large, open desert-type area. Complete with requisite Geonosis props, it will feel, pretty much, like at least four or five other maps with the more-or-less same take on the battle. It does have an interesting environmental particle effect, which, combined with the Geonosis dust, makes things look a bit different from normal. However, most of what is to be found as interesting comes not in the map itself, but in the sides. The first thing you'll probably notice is that your units move differently - much more "sluggishly," although that word does bear a negative connotation which I'm not sure these sides are entirely deserving of. The sluggishness manifests in the units not being able to change direction immediately, and instead having tweaked movement values to the point where it feels like there's some real momentum in unit movement. It was an interesting change, to say the least. The sides' weapons were a bit different, too. There's the more minimalist approach to sides here (a very simple and class-focused unit setup) which, while having been present in other maps before, is still nice to see every once in a while, simply because it is a bit different. You'll also notice a few different particle effects for the grenade trails and explosions (explosions of all sorts). They're nothing big, but they are a nice change. Finally, on the more subtle side, you might notice a few sound changes. I noticed changes to the Geonosian's sonic blaster and to the Spider droid's beam weapon, as well as (possibly) the blaster for the Hailfire tank (I'm not sure about that one, though). It's always nice to see some sound work done, and I do like the sound used for the spider droid's beam, especially. So even though this is a rehash of the same Geonosis battle we've seen before, it still could be worth a download. The map is tired, but there are some changes in the sides worth checking out. Give it a try. -Mav




Galidraan: Snowcapped Forest | 52.55 MB

it really sets a map apart from a lot of other maps. I'm pleased to say that this map, "Galidraan: Snowcapped Forest," by bobfinkl, has done just that. The campaign mode is, in my eyes, the real feature of the map. It's a very simple campaign (really just "run here," "shoot these," "capture this CP" a few times in order), but it's still something different than assault or conquest, which makes it a welcome change. The mission has a lot of AI and you'll probably die once or twice doing it, but it's definitely worth a playthrough. The ending was a little abrupt, though, and left me wondering what exactly the point of the last objective was. The map itself is pretty well-done, too. It's a larger map, but it makes good use of the space (lots of foliage and trees well-placed over hills) and as a result doesn't feel too large. It's visually pleasing and does a good job of making the player feel immersed in the snowy forest environment. Bobfinkl has definitely been getting better at creating polished-looking environment. There are also custom sides included, for your playing pleasure. They're not drastic changes, so they still feel natural, but the changes are enough to be noticeable. Also, a custom loadscreen! Not a huge change, but it makes a nice first impression to the player. So go ahead and give it a download, it's worth it in my opinion. -Mav




Geonosis Battlefields | 110.63 MB

"Good idea, could use some work in execution." Some of the issues have been addressed - it felt like the ravine in the center was less prominent to the action, which is good, because it's still the sloppiest part of the map. Definitely avoid terrain like that or piecing together bridges that don't match up, if at all possible. I felt like the map was a bit larger this time around, too - which was a good thing. I enjoyed seeing what appeared to be a pretty decent job placing various Geonosis objects as well. It felt a lot more solid, object-placement-wise, this time. All in all, a pretty good Geonosis map. Not the best, still, but certainly better than average. Give it a try. -Mav




Hoth Underground | 4.44 MB

very big map- and it\'s very true. There\'s only one command post per team (so if it gets captured, game over), but with a map this size one CP is all right. The gameplay is pretty straightforward - press your way forward as far as you can towards the enemy\'s command post, but it\'s mostly about getting kills. The map isn\'t limited to one tunnel forward, which is nice, because it sort\'ve breaks down the bottlenecking effect that happens in a lot of tunnel maps. There\'s a lot of \"junk\" strewn about, crates, containers and the like. It\'s a pretty good-looking effect for this kind of map, and I like it. There\'s also a replacement for the Imperial officer - the dark Bothan spy (which is just a retextured Bothan spy unit). I guess it makes things a little more equal in GCW. All in all, it\'s a very simple map but it\'s pretty well-put together. If you\'re interested in the whole \"tunnel\" gameplay give it a download. -Mav




Metrion Aristan | 136.07 MB

through a thickly forested jungle. Pulling up, and crashing through the branches and leaves so thick you can hardly tell which way is up, and then bursting out of them into the open air above the forest. Oh, then you can dogfight up there, and chase the other craft back down into the foliage. Then strafe the enemy infantry line, taking out their tanks. And then, exploding in a fiery ball always being half the fun, a lucky shot from the main cannon on a AAT shooting you down. Flying not your thing? What about being a normal grunt, and trudging through an awesome forest to the first Command Post along with the rest of the army? Soon after taking it, bunches of droids show up, and, taking cover behind any of the numerous ruins the map is full of, with explosions littering the ground in front of you, let some blasts from your rifle go, killing a droid. What about jumping in a bike and speeding through the enemy, shooting a few, too fast to be shot back at? Or riding in a tank, decimating their forces? I never played the first version of this map, and boy, do I think I missed out. The map is incredible, the battle is great, and I love the skins for the Republic. I, personally, think that it\'s what all the shipped maps should have been. I have few complaints. The problem with the fliers going to fast and crashing has been over-compensated for. At their slowest, they\'re almost stationary, and you can pretty much sit in the air and camp their entire army. The battle itself seems a tad weighted towards the rebels\\CIS, as they can almost always grab a majority of the cps quickly. Also, while this is an unavoidable side-effect to having so much detail and atmosphere to the map, it slows down (unless you have a sorta high-end computer, I\'m guessing) if you try to turn your view distance to max. This, while being a fairly heavy download, is staying on my hard drive. It should stay on yours, too. .Rikino




Modded Kamino

modded_kamino_v0.9.rar | 56.07 MB

pistols, that different kind of bullet (on all the guns), everything named "correctly"- it even uses the Clone/Imperial Commando (except elite_trooper wasn't able to get its sounds working). It has some stuff that's completely original- the clones have a few new skins (and some newish units, who have a few newish weapons as well), and Jango Fett has gotten some new toys. Kamino Sabre Darts, for instance (they didn't crash for me, like it said in the readme...)- I've been wanting him to have these for a loooong time. The new clone skins, on the other hand, are kind of... eccentric (see screenies), and only the trooper and sniper have them, so it's kind of out of place. If all the Republic troops had them, it would be better. That's my major complaint; the sides aren't that consistent. A third are 'Majin-y', third are default, and a third have new stuffs. They just don't really... mesh. The balance is all jimble-jumbled. If you're going to have the guns with that kind of bullet, give that kind to [i]everyone[/i]. Also, have all the clones look like the same kind of style, at least. Overall, for 50 mb, not bad. If you like the RotE-style sides, you might want to check this out. .Rikino




Geonosis: Incursion | 55.81 MB

Incursion. Now I have to admit that I never played the original version, which may or may not be a good thing. I can't really decide. I enjoy maps in which people put time and effort into it. It's clear that both were put into this most recent version of Incursion. I'll start off with some of the changes. The Mygeeto bridges have been retextured to fit the Geonosis setting. He did a really nice job because it blends in so well you don't even think about it. The Clone Troopers have all been switched to their Episode II armor and feature new units, like the Clone Commander. Geonosians are now playable when you choose the CIS. They're quite a threat in this map because of all the dust and high elevation, so be careful. Most importantly he's fixed several bugs involving sounds and textures. The map has a really good design with a nice little mini-map to accompany it. It feels somewhat like the shipped maps, which is a good thing. The vehicles are cohesive with the terrain so the author made a smart choice there. It can be pretty annoying when your vehicle gets stuck because the mapper didn't take vehicle compatability into consideration. Though it only takes a few shots to kill Jedi they're still pretty powerful when under player control. They seem to have self-healing which I guess is to help balance him out, but I went for a long period of time where I didn't die. His healing should probably be a bit more gradual rather then recovering a lot of health at once. The only thing in this map that bothered me was the terrain. It didn't match the Geonosis props because it's so light and almost colorless. In Color Mode you should convert the terrain color to a nice orange. Experiment with each one until you find the one that you think looks best. It should make everything look more like Geonosis. Like the author explains, you should increase the unit count in the Instant Action settings. For some reason increasing the unit count in the LUA isn't working for him. Would you mind posting your LUA Rikino? I might be able to help you out. So...This is a great map, especially if it's your first. I highly recommend downloading this one! PS: Sorry about the mistake I made earlier with the file...I accidentally hit the enter button so everyone please post comments here instead because the other one will be deleted sooner or later. Thanks!




Utapau | 16.37 MB




Abregado-Rae: Venezia

abr.exe | 8.18 MB

be done right. Now, don\'t count that as a point in the favor of using Naboo assets to make a city. By and large, it\'s usually done poorly, and it doesn\'t allow the city to stand out from normal Naboo. In fact, this map appears to make one of the same mistakes a lot of Naboo-esque maps have - it has buildings that don\'t look substantially different in terms of texture. However, what it doesn\'t do with the textures it does do well in terms of design. The author has made a very \"Venice\" feel to the city (which is no doubt intentional, given the title), and in many ways I feel it would be better if the map were simply called \"Naboo: Something Something,\" since Naboo uses the same environmental aesthetic. The map reminds me a lot of an [url=;98106]earlier map[/url] that also did Naboo props well, and I think that this map has a little better design, but could use some of the limestone-type textures the other map used. All in all, the map plays well and has a well-polished environment, as this author usually has. If you like what you see below, go ahead and give the map a try. -Mav




Dobido: Deep Crater | 20.44 MB

It\'s really [i]big[/i]. If you know me, you know that this is usually a knock against the map. This map is well-filled for being as large as it is, which is a point in its favor. It is still pretty huge, and there is a lot of running around - this is the biggest complaint I usually have with too-large maps, and it\'s still valid here. As I moved towards the end of the map, I was simply chasing the last handful of reinforcements around a huge map, never being quite able to capture the last CPs since they were spread so far apart. The map looks pretty good, though, and it fits its theme well. There\'s not a lot of variability - it\'s all sand and rocks, but it\'s a relatively unique-looking bit of sand and rock. It\'s not all Geonosis-y or Tatooine-y. All the units are units \"fit\" to be low-atmosphere worthy, which means that there is the strange issue of Fetts working for the good guys. In any case, it\'s a decent-looking map, as all of Jaspo\'s are, and something worth a download. Give it a try. -Mav




Coralac: Scrap Time!

coralac_13.rar | 35.69 MB

and a lot more. The general layout of the map does not appear to be very much changed. However, there are a few more CPs to conquest, and the terrain is a little nicer. The terrain texture is also much improved. Gone is the form-fitting metal of the last edition- this time, it actually looks like real junk-planet terrain. In addition, the sky is changed up a bit- there is now lightning and water, as well as gunships flying around. There is also a large spaceship-looking thing in the sky. The rain effects and water placement is also very nice. It gives the map a sense of atmosphere that the first edition was lacking. In the area of visual presentation, these changes are most certainly an improvement. On the sides portion of things, there are a few new units for the Republic (why is it always the clones?), in this case a clone assassin and a clone commando. The CIS and Empire all have playable hero units from the unit select screen, but the Rebels do not. This doesn\'t really throw off the balance that much though, since the AI don\'t appear to play as the heroes. To be honest, the map is fairly balanced. The AI know what they\'re doing and it is possible for either side to win; it all depends on which side the player is on. And now we move onto the bad parts. The map has the Dark Times era selectable if the mod is installed. However, choosing this era will cause the game to crash. This is something that probably needs to be fixed fairly quickly. Also, the new clone units are not localized. This is not a major concern, since it does not break the game, but it should probably be fixed eventually. Aside from that, however, I did not notice many bugs. In short, this is a much improved update to the original map. Give it a download if you liked the original, or if the screenshots look appealing. -Jedikiller




Bespin: Escape | 39.9 MB

It's mostly a large, open battlefield on the ground, with the requisite Bespin add-ons, like the carbon-freezing chamber. It's a well-put-together map and I was hard-pressed to find any bugs. To be honest, I was also hard-pressed to find any differences between this version and the last version - that's not to say there weren't any, but because of the amount of stuff this map has (both content-wise and size-wise) make noticing small changes very difficult. In fact, if I had any criticism it would relate to the size of the map - both in-map physical size, which makes it difficult to enjoy the whole battlefield and makes the battle drag on, and amount of content (there are something like seven different modes, which make it tough to appreciate the differences in modes since so many are alike - XL vs. Conquest, 1-flag vs. 2-flag) - both of those could be pared down a bit to make a, in my opinion, more enjoyable experience. By and large it is safe to assume that if you liked the previous version you should give this a try simply because it is bound to be (even if incrementally) better. If you haven't given the map a try, it's certainly worth trying out. -Mav




Agamar Big City | 22.69 MB

points to this particular map. I'll start with what I found was good. The map's strongest point was the general map design. The buildings were placed well (I didn't see any floating objects), all the props fit the environment for the most part, and the author made good use of terrain texture variation. It does end up looking a lot like a Naboo with a side of Yavin, but I thought it was fine. I do rather like the sunny Naboo look in a map. Now onto the bad. The greatest flaw was the sheer size of the map and the lack of any effort to make up for it by changing the number of units on the field. The default number of units gets stretched thin over the small map and makes for poor gameplay. In addition, there's a couple Command Posts that are much too far away from the main battle. My suggestion would be to move these Command Posts closer or delete them, and increase the amount of units on the field (but don't go overboard -- just add enough to where your map feels about as dense as a stock map in terms of bots). There's also a lack of sounds for most of the vehicles, but the author has mentioned this (and will hopefully fix it). I did find it odd that Taun Tauns would be present on a forest-y world such as this (perhaps Kaadu would fit better?), and I also thought the AT-STs were out of place in the Clone Wars era, but I suppose this is something the author thought fit. Anyways, a decent map and perhaps worth a download if it appeals to you. Enjoy, and be sure to leave [i]constructive[/i] feedback for the author in the comments section below. -Xavious




Kessel: Spice mines

24kessel_1.exe | 23.27 MB

are a number of AI glitches (those poor AI snowspeeder pilots). Second, the sense of scale is a little warped (things are always bigger ingame than they seem in ZE). However, it is a relief to see a first map that isn't all Yavin objects. [i]Yes[/i], there is still the Yavin sky. At least the author made an effort to obscure the ugly black cutoff to the sky - however, it would still be much better to change that to something new. And although several different types of props were used, they all retained their stock textures. This should probably be fixed as it looks odd seeing Hoth and Tatooine props juxtaposed against one another. (Additionally, the author forgot the main ground texture from Hoth and the hangar is missing that big texture.) Also, as mentioned above, the map is a bit too spread-out. Bring it in a bit to make sure that there's not a whole lot of running that has to take place. Also, adding some AI plans and barriers would help a lot, since the AI often get stuck in places. Finally, your AI flyers should have some flyer splines added for them so that they do not immediately crash (as they are doing). In any case, not a bad first attempt, but it needs work to be polished and complete. -Mav




Fun Map | 15.28 MB

default "Big Grassy Map" was the exploding barrels added accross the map. There's not any originality in this map at all. The four CP's are still in their default spots and there are no side changes whatsoever. The only modes are CW Conquest, GCW Conquest, and GCW Assault. At first, exploding barrels might sound fun but it does wear off within a few minutes not to mention its nearly impossible to shoot at the enemy without setting off the barrels of which kills them instantly. If you want to see what exploding barrels are like when you shoot them by all means try it out. But if you are looking for a fun playing map you might need to look elsewhere. Download if you wish. -Delta 47




Modern Earth: Urban Assault

modern_earth_urban_assault_v2.exe | 53.57 MB

battle takes place in too much of a one way strip down the road while off to the side there is nothing but some buildings plus it just makes where the battle does take place a little too crowded. Simply expanding the four way crossing a little would help greatly. If I for one was a prisoner escaping, I would keep off the main road and try to avoid a battle and fight when I run into an enemy. Of course unless its suppose to be a prisoner revolt rather than a breakout and escape that changes everything. There are some new bugs though. In Zombie mode the National Guards have floating icons but that's not that big of deal. I experienced extreme lag on this mode compared to Conquest mode. Very low Frame Rates made it nearly impossible to play while in Conquest mode it was fine. This is really something that needs to be fixed since it will limit the amount of players able to play this mode. I also noticed that a few buildings were off the ground. And some heroes also have mixed up voices for example when spawning and facing the enemy as a Ninja its kinda awkward continually hearing the name of Boba Fett coming up. The side balance for Conquest mode I felt was off quite a bit. Even though the National Guards have better weapons the Convicts always seem to go sky high in kills. I'm not sure why its like this unless the National Guards just don't move around as much as the Convicts. I do like the use of custom models and a fresh idea. Always presenting something in your mod that hasn't been seen before makes people much more interested in it. I really liked the map and its very unique and creative but I think it still needs some work. Be sure to check out the ReadMe for more info and a list of bug fixes. -Delta 47 Video, by the authors request: Modern Earth: Urban Assault from Connor Dean on Vimeo.




Algebra: Attack of the Sticks | 122.27 MB

there, the execution is not. Essentially it feels like the default map in terms of gameplay. It's completely flat save for a couple of water-filled holes, and there are four Command Posts (Technically six, but I don't count the two neutral ones in the middle because they didn't have any capture regions, and thus serve no purpose). The ground is white and [i]very[/i] bright, making it extremely difficult to see effects like lasers and lightsabers. There's also no sky, meaning there's an ugly contrast between the bright white ground and pitch black sky. The author also raised the height of the ground while neglecting to change the max height in the lua. Basically, every time you jump, you take damage, and you can't jump very high at all. If you're on a turret and decide to get off, you immediately die. The sides are nothing special; like in Fierfek's Spec Ops mod, most of them are default weapons with different models. A couple of them had ludicrous amounts of ammo for no apparent reason. In addition, the red and blue sides were identical in every aspect other than color, meaning you'll play exactly the same way no matter which side you choose. This kills the replayability factor. In conclusion, this map, like many of the maps we've been seeing here lately, is very lacking. It seems that map makers these days are just too impatient to spend a decent amount of time putting together and working on a map or mod. Download if it sounds or looks fun. -Xavious




Modern Earth: Urban Assault

modern_earth_urban_assault.exe | 52.3 MB

also, unfortunately - while creative - pretty sloppy in some areas. The first thing I noticed is balance. Oh, poor, poor balance, all shot to heck. The police vs. prisoners was only slightly unbalanced (in favor of the police, thanks to a local side allied only with them), but the police vs. zombies was downright terrible. I tried out the zombie team and all I managed to accomplish was dying often while running into an open street of unblockable gunfire with no projectile weapons of my own. It is absolutely terrible, balance-wise. The design also feels a bit sloppy. While it is certainly creative to create a city (and it is convincing as a city), the models used for it weren't used well - I imagine they were scaled up several times, because the buildings often disappear at certain angles. That really takes away from the immersion, having buildings just flash in and out of existence. Likewise, on the sides, some of the retextures - specifically the prisoners - don't look very good. The prisoners clearly use the Pilot Luke model, because the face is hardly changed - it just looks like Luke got into a losing fight with some gaudy mascara. Finally, there were bugs. I am [b]really[/b] tired of having to restart my computer because awards weapons bugs make it freeze. It might be excusable if it were just one weapon where "oops forgot that," but in this case, it was like the author didn't even bother checking for this bug. Nearly every unit has this - one of the units becomes unusable once weapons are switched simply because you can't switch back to its main weapon. [b]Test and fix this bug[/b]! I also thought that the fire effects everywhere were a bit unnecessary - in modes where there was a lot going on, it might bog down someone's game. Maybe only have those at some places instead of over the majority of the areas with stuff going on. Another problem, maybe caused by this, was that I could hardly ever see any effects on my ordnance. It was hard to tell where I was shooting and what it was doing. Oh and there were also some textures missing in some of the effects. It was also worth mentioning that on the zombie side, the better(?) zombie unit was next-to-useless. I couldn't jump with him and it seemed like his attack didn't do anything. Of course, that complaint was lost in the issue of how poorly-balanced that mode was, but still - something to look into. The map itself is alright and creative, but any good done in here is way overshadowed by the sloppiness mentioned above. If you like what you see (in the fifty or so screenshots below), then give it a try, and I hope you don't end up frustrated like me because of all the bugginess. -Mav By author's request: Modern Earth: Urban Assault from Connor Dean on Vimeo.




Sraiden: Ash Forest + 'Custom Conquest'

llv.exe | 47.26 MB

environment, which is quickly becoming a standard in Skammer_216's maps, is set up very well. I liked the creative use of the Geonosis props to create "fire pits," as well as the varied placement of the dead trees - all in all, a very unique setting that held its own coherent theme, and held it well. While the map is a fairly "flat map," it avoids some pitfalls of standard flat maps - it isn't too flat, the terrain feels natural, and there are enough props to keep things looking different from place-to-place. The biggest change from the earlier version is going to be the additions in the sides. While version 1.0 had custom GCW sides, version 2.0 includes not only the custom CW sides, but the custom CW sides (and GCW sides) featured on a few different stock planets, as sort've a mini-sides-mod (although it adds them as a mode, so you don't have to worry about breaking any sort of compatibility). The sides for both CW and GCW are well-put together and creative - they don't make anything too ridiculous or farfetched, but by the same token, the mundane is avoided with clever weapons like carbonite grenades. This is just one more opportunity to play as these sides which will doubtless be seen again on other maps by Skammer_216, as he seems to like including these with his maps. Also, for those of you who prefer much larger battles, "uber" mode (XL conquest) has been added for both CW and GCW on Sraiden. Be sure to check it out; it's well worth your download. [b]Note:[/b] For anyone concerned with or keeping track of the number of missions loaded into Battlefront 2, a "lite" addme.script is included that only has the Sraiden scripts. Be sure to take note of this important mention in the readme! -Mav




Mygeeto Assault: Beach Defense | 130.14 MB

dusn't look liek Mygeeto." ...anyway. "Beach Defense" is a pretty solid map; it combines Kashyyyk assets well with Yavin assets to make an interesting-looking battlefront. The battle is centered around a river or some sort of narrow inlet. The CIS and Republic start on opposite sides of the map, but the planning and command post placement do a good job of making sure that the command post holdings don't remain stagnant. The key points will be the bridges or the path that goes through the water. The map also has some custom-but-not-too-dissimilar sides. While the textures are changed for the Republic, the original 6 units remain the same (although the B1 battledroid is swapped for the Super Battledroid). The Republic's new textures are a dark green camouflage, and they go well with the map. There are two additional units added to each side, a "commando" unit and a "commander" unit. These have the requisite slightly stronger weapons. The map did a pretty good job of killing bugs, there weren't any noticeable errors as far as I could see. I did notice that the skydome the creator used needed to either be a different model or have some kind of perimeter model (like a mountain range), because the texture stretched as it got close to the horizon. So all in all, a pretty good map. Give it a try. -Mav




Bespin: Industry City | 76.07 MB

Bespin: Platforms map its quite different and fun to play. It has six different CP's, three for each Team with a narrow row of Platforms that lead from one Teams base to the other and therefore causing a lot of action because of that one way passage. Its not an overwhelming amount of enemy forces but just enough to make it a little more difficult so you can't just run through as a one man army...which is great to have sometimes when your up for some competition! There is just Clone Wars and Galactic Civil War Conquest modes. As far as sides go, they aren't all stock. Clone Wars consists of EP2 Clones with a new yellow Jet Trooper that looks very nice by the way. It also excludes the Clone Commander and the Jet Tropper is named Clone Commander and the Clone Wars Hero is Mace Windu. The CIS aren't changed except that the MangaGuard is taken out and their Hero is Count Dooku. Galactic Civil War has normal sides except the Rebels only have Rebel Soldiers, Rebel Smugglers, and Bothan Spy's with Luke Skywalker as the Hero. The Empire's Hero is Boba Fett. There are also some starfighters for those who don't like fighting on the ground. Its a very nice map and the only bug that I saw was that the fighters don't have any sounds. Download if you'd like. @Author: You could fix the file size by taking out all the units you aren't using out of the sides REQ file(s) and deleting unnecessary side files such as repshell, tur (turrets), etc. of which your not using. Something to look into if you are planning on a future version. -Delta 47




Mygeeto Assault: Protector | 119.13 MB

review. If you don’t want to read the whole long thing, just skip to the last paragraph for the paraphrase.*[/i] Today for your downloading delight we have Mygeeto Assault: Protector by Commander_Fett. This map is the second version and has been greatly improved. Pardon me as I allow the ReadMe to interject and tell you the story of this map. [quote] Clone Wars: The Venator Class Star Destroyer Protector was criticaly dammaged on its way to Mygeeto, crashing onto the freezing surface Alzoc III. The troops aboard prepare a desperate deffense against oncoming CIS forces. Galactic Civil War: A group of rebels have discovered the crash site of two ships from the clone wars. Soon after they landed, they were detected by an imperial patrol, who now advance on the rebel troops. [/quote] One of the major changes between this map and the previous version is the change from a Yavin-esque landscape to a snowy one more akin to Hoth. Another resemblance between Hoth and Protector is the tunnel system linking the two different sides of the battle. These tunnels are new to this version and add change the flow of the battle in a very welcome way. More action, less walking. More trees, to the anger of speederbike pilots everywhere, have been added in this version. But now, more fitting to their new environment, they have a snowish tinge. Two of the major issues plaguing the last version were balance and lack of cover. The second one (for the most part) has been fixed by adding more trees and by making the height of the terrain vary more. Balance on the other hand has still not been achieved and victories are usually very lopsided. [i]*[b]Modders Side Note:[/b] This particular map suffers from FirstPersonToGetToTheCenterOfTheMapWins-sitis. Don’t be alarmed by the long name, this malady is usually non-fatal and in this case it is quite curable. Here are a couple general suggestions: (1. Change the layout of command posts and objects in ways that will affect units. Sometimes a properly placed crate or a CP that’s 5 feet closer can change the entire flow of the battle. (2. Mess around with the number of units on the field and the reinforcement counts. I’m very aware of how hard it is to balance maps. It is one of the most difficult things to do in any map. * [/i] Despite this map’s balance problems, this is a good beginner’s map. The creator went the extra mile with all the things that, in my mind, make a map awesome. Along with a loadscreen, a minimap and new skins have been added. The author shows a good grasp of modding fundamentals in this map. I am interested to see what he’ll be doing next. If I had to pick one map to compare this to, I would have to say one of DarthDaddy’s Capital down maps. [b]-Saitek009[/b]




Jedi Enclave | 19.46 MB

Hero Assault only with two CP's, one for each side. Its mostly indoors except for a small landing area with a wall around it where the Heroes spawn. There are barrels in the hallways and outside but in some way it seems empty and there isn't much to hide behind. As he says in the ReadMe the AI basically just stand there. You might be able to fix this by adding AI Paths. Anyway, there are no major bugs, the only things I noticed is some of the wall textures are glitchy and the terrain is still the default Yavin texture. I suggest changing it to a more Dantooine color as you can see out of some of the windows. There's a black ring in between the sky and the terrain. its clearly visible outside and through some windows, adding in large hills in the background might help. Another thing is the map ceiling is not set very high so jumping isn't very easy outside, I suggest raising it just a bit so that you can still jump and fly without leaving the battlefield. Adding custom KotOR sides would be a major improvement and changing the things mentioned above would make it a lot better. As said before there isn't really much you can do in Single Player but it would be fun for Multiplayer. So if it looks like something you would like give it a download since it isn't very big. Last of all I'd like to thank everyone for welcoming me on the Staff and I hope I can be some help here! -Delta 47




The Rihaken: River of Kashyyyk

rihaken_v1_0.exe | 18.65 MB

fantastic map, it's a great example of how putting your effort into a smaller map can yield tremendously positive results. This is a small map centered on a small island in the middle of the river, and make no mistake about it, this is a beautiful map. The setting is immersive; from the docks leading down to the river to the destroyed Wookiee huts by the CIS's starting CP, this map makes you feel like you're in the setting that was described - a phenomenon all too rare. Gameplay-wise, all the modes are really solid. The use of AI heroes and locals makes conquest a really fun mode. Having a nice hunt mode to tie in with the story is just icing on the cake. There's also a hero assault (CW) featuring Conversion Pack heroes as well as the stock hero assault (GCW). There's one notable bug, an issue with playing more than one mode in a row in instant action. It'll cause a CTD. Make sure you don't add more than one mode to the instant action selection box at once when you play. Do I recommend this map? Absolutely. You should all download this and at least give it a try - it's a great example of what a good Battlefront II map can look like. -Mav




Abridon 6 | 32.41 MB

get. That's not all a bad thing - this [i]isn't[/i] a poorly-constructed map. There are no floating objects and it looks pretty good (although exactly like Endor). It's a little weird (and it technically makes no sense, readme explanation or not) to have the Death Star II floating above the heads of the Clones and CIS. The real issue with this map is in the gameplay department. There are still just four CPs (although they appear to have been moved a little). There are no special units for either team (except for the Republic's jettrooper). This makes winning the game extraordinarily easy (especially once you get a hero). A battle here will probably last no more than about 5 minutes. In summary, this isn't a bad map, construction-wise, although I would avoid making a map that looks so much like a preexisting stock map (especially the DSII skydome - that's easy to fix and should have been done right away). Make sure for future maps that you work on the gameplay - don't make it so easy to win that your map becomes dull. -Mav




Abridon 6 | 29.31 MB

textures don't really work, like the stone terrain and the solid green texture that looks like it was taken from the skin of some sort of reptile. The map has only two Command Posts, which are lined up directly with one another. As a result of that decision the action is pretty boring. Basically you're just charging at the opposing team until you manage to finally get to their CP. Meh. The map really only consists of trees and bushes and lacks any other objects so it's a fairly unexciting environment. Some of the elevation needs some blending (aka smoothing) to make it look more organic and natural. Overall it's not too bad. The map is a significant improvement over the version of Hoth Hills that I played, but then again almost anything is. There's still a lot of room for improvement here. The map is much too small and needs to be expanded. There need to be more CP's. A lot more objects would be nice like rocks, huts, or ruins. The elevation needs to be smoothed out. Some of the terrain texturing could be tweaked. The map needs a boundary so players can't go wandering off into the nether-regions. Maybe you could even add some water to enhance the scenery and improve the overall map design. This is a decent start, but as I said, there's still a lot of room for improvement. Download if you'd like to know your own thoughts and ideas about the map. -EraOfDesann




Khimera | 87.16 MB

element to the map. There are tons of units, and both sides have had their space set of units (pilots and marines) added. Don\'t expect to live very long in a vehicle- the sheer number of enemy troops with missle launchers (silly AI; ignoring all vehicles until you get in one, at which point they blast away) is overwhelming. It\'s set with the Republic assaulting a beach held by the CIS. Yankfan has done a pretty cool job of placing the defensive turrets- up on a bluff, behind Mygeeto walls, whatever. There\'s a new unit/hero, Commander Gythe, along with pretty decent reskins all around for the Clones. Okay, now picky things. While Yankfan has done an admirable job using shipped assets, I would have liked to see more new stuff. He\'s included a custom Rep side with the map, which increases the download size by a bunch, but there\'s not all that much to show for it. Commander Gythe doesn\'t feel all that special, he\'s just a reskined clone commander with infinite ammo. The map is sorta empty. For the most part, it\'s water or shrubbery. I loved the objects I saw, like the ruined wookiee huts, but there just wasn\'t enough. It works the way it is, but I think more would be nice. All-in-all, it\'s a solid chaos-y battle. When it deviates from the shipped assets, it works, I just wish it did more. A must for those who love tons of units and high kill counts. .Rikino




Geonosis Incursion | 55.29 MB

with it's down points. One of two: Missin' textures. Several components to the bridges(moe specifically the streetlights, which now that I thik of it don't belong on Geonosis at all) and the Jedi knght's lightsaber. Angle your camera and you can tell all the hilt really is is a five sided cylinder. I love the idea behind the CIS but the republic was the second thing I have to nag about. While mostly you kept them Ep2 clones, there was a coupleunits that didn't belong. See screenshot 1. Yeah, that guy. Also the clone commanders. I'm sure neither unit was around for the battle of Geonosis since the only way to tell rank then was colours on the armor, but I sppose this isn't such a big deal. The droids have a new skin making them the darker reddish Geonosis variant and the rocketeer class has been knocked out for the Marine. Normaly I would complain but this author also took the initiative to edit the units themselves. Battle droids are easier destroyed, and Super Battle Droids are slower but considerably tougher and remain the primary infantry class. The landscape of the map was a bit chaotic with bits of rock sticking out everywhere which would be ideal for an interesting firefight. The Mygeeto bridges seem a liiiitttle out of place, but they were the best choice I guess. I know first hand there is a lot of places for snipers(especially on the CIS side) so don't just stand out in the open,use the crazy terrain to hide behind stuff. There are AT-RTs and BARC speeders for the republic which are also out of place, but he admits that in the readme so all is forgiven. The CIS has only a spider walker, which seems to make it as far as the bridges before meeting its makers in whatever heaven might belong to Geonosis. You'll also see the spie, though two of the exits are blocked and it's main room is empty. I think a couple of Geonosian fighters in the hangar would be just lovely but that would mean a plethora of new mapping challenges. In which case, try it. The map is good but it can also be built on to become better. -K.




Capital Down part 2 | 6.14 MB

behind it where it dragged on. Instead of being in the hangar the Republic come out from on and around the star destroyer, which is on an angle to block the hangar. The droids start off in a position much like the Republic in the previous map and have a few command posts with starships and hailfires most notably. Where in the last map I saw Obi Wan running around on the enemy team, Jango Fett is an option amongst the other infantry classes. Could give a bit of an unfair advantage but if you're against the team with the heroes it just makes you work that much harder. In terms of balance and gameplay it is much like the first capital down, and as CIS I had no trouble at all winning(meaning my suspicion that the attacking team has a definite advantage could have been right) but it's most probably because of the hero infantry. I didn't see any others on the battlefield, but I don't pay that much attention to my team mates anyway. If you got the last map(which you should have) you just have to get this one too. If not to collect them all, then for the fun you're bound to have playing. -K.




Flooded Oil Refinery | 62.58 MB

map was a fairly straightforward - competent, but uninspiring - conquest map, now it\'s a little more convoluted, and it is all the better for it. The difference between the two maps is really night and day. The basic theme is the same: a platforms map on Kashyyyk surrounded by the \"refinery\" props. The mood is notably different, though, and there\'s a lot more up-and-down in the map\'s design. The trees also move in a little closer, and I think this helps to sell the \"Kashyyyk\" feel. The author mentions that the sides were a little intentionally unbalanced in the GCW era. I wouldn\'t normally advise this, although when I played it I noticed little difference. I\'m a little leery of this choice, but it seems to have worked out at least okay in this case. All in all, this is a vast improvement over the previous version of the map. I wouldn\'t necessarily say that it\'s a \"great\" map, but it\'s definitely pretty good - it plays well and it looks nice - so go ahead and give it a try. -Mav




Rhen Var: Church | 58.62 MB

just exploring it. Visually, from a distance at least the church looks great, especially with the lighting, but up close there are annoying bugs that detract from the feeling of immersion - various blocks have z-fighting issues or have cracks between them. While I know that Rhen Var assets use a lot of small pieces and can be annoying to lego together, the mentioned bugs do kind of mess things up visually. Gameplay wise the map is decent but not great. Because of the CP placement most of the battles in conquest mode tend to take place on the nearly featureless snowfields, which is a pity considering the size and detail of the church, especially its interior. Given the size of the map I\'d encourage the author to increase the number o troops or add a seperate XL/uber mode also. There are also a few AI running into wall bugs, particuarly in hero assault mode, but they don\'t make the game unplayable. Some vehicles would have definitely made things more interesting given the large size of the map and openness, and given the Particle Cannon Turrets something more to shoot at. In terms of modes hero assault was pretty fun, mainly because it doesn\' use much of the snowfields. All in all its a decent map, download if it looks appealing. ~ Sky




Panzerkrieg | 1.66 MB

course, including the titular tanks as well as lots of flyers (\"luftkrieg\" would probably be a better name, in fact - there are more flyers than tanks). The sounds are missing for all the vehicles, which is not to be unexpected on a fairly basic map like this, but it should be fixed. As should the sky, the terrain, the planning, the (lack of) objects, etc. Lots of pictures with this one, though, so you should be able to get a pretty good idea of what the map is like there. -Mav




Kamino: Tipoca City

kamino_tipoca_city.exe | 6.33 MB

is impeccable as usual. This one does not feature any new Xbox DLC heroes like previous conversions from this author have. As with the others, give it a download if you want to play the map without downloading the Conversion Pack. -Jedikiller




Dune Sea: Sunset | 37.39 MB

here, this is a conversion of the SWBF1 map Tatooine: Dune Sea. This is simply a conversion with some minor additions and a new sky. It\'s a good conversion, too, so it\'s worth downloading if you want to play it. This version (presumably the last one) fixes most of the bugs with the previous releases. It fixes the localization bug for Luke, changes the Rebel Sniper skin, and adds in the proper damage effects for the Sith Speeder. It also adds in Dark Times mode, which is a welcome addition indeed. So, in short, if you\'ve downloaded the previous versions of the map or are looking for Dune Sea, this is a pretty good conversion, and the addition of Dark Times makes it all the better. Give it a download if you so desire. -Jedikiller




Dathomir | 7.09 MB

Times mod, as well as Battlefront Extreme. This map is interesting primarily because of its atmosphere. It seems to be set at the early hours of the morning when the sun hasn\'t quite risen from behind the curve of the Earth. This is to say that the map is very dark. For me, personally, it was not dark enough to be unplayable, but it was at a point where I struggled to see a fair bit of the units. Taking in the map is hard as well, which is unfortunate because it looks like the author put in a large amount of work making the map very good- and it is, with well-placed objects, smooth, natural terrain, and a good usage of models. However, this is diminished somewhat due to the fact that you can\'t see a good deal of it. Now, aside from the darkness issue, this is a fairly good map. It\'s fun to play, and well balanced. There are a few CPs for each team, generally with one in the riverbed cutting through the middle of the map, and the rest on the banks up high. One team has more, but this isn\'t much of a problem since they are fairly close together. Gameplay-wise, the map is well balanced and each team has equal opportunity to win the map. There were no glaring issues that I could notice with it. On the bugs side, I did notice a couple small things- one of the CPs in the river bed has a messed up capture region, so moving slightly above it causes it to stop capturing. There are also a couple objects hovering above the ground, mostly in the riverbed again. Aside from that, however, there were no major issues. Overall, this is a fairly good map, but it is very dark and it is hard to see. Give it a download if the screenshots appeal to you. -Jedikiller




Dune Sea: Sunset | 28.8 MB

around the map. Once again, there is very little to review here as not much is the work of the author, per se. This is a nice map, but I do miss the flyers that are available there in the Conversion Pack. The author did a nice job of making sure the sounds were all working. It looks like there were a couple hiccoughs otherwise, though. It looks like an extra blank line was added (or simply not removed) from the localization of the local name "Tusken" - you can see this every time you kill a Tusken Raider. It also looks like the tur.lvl was unnecessarily included with this map - turrets could simply have been loaded from the stock turret side .lvl, since there were no visible differences between these turrets and the stock turrets. Other than that, maybe you've been looking for a different sky for this map. Maybe you've just not tried the Conversion Pack or don't want to. That's okay! Here's a different version of an older map. -Mav




Thrakia: Oceanic Pass

thr.exe | 33.17 MB

high-damage weapons and more "realistic" survival rates. But before I embark on a diatribe against why I think this is a horrible, horrible mistake, I want to take some time to focus on the map itself, because it is a refreshing change of pace from the author's normal style of map. As you can see from the screenshots, the author went for a decidedly tropical feel with this map. I am a big fan of this kind of scenery, because it lends itself well to being very colorful, and I like well-used color in maps. There's a nice strong contrast between the land, sky, and water. The author also added some tunnels into the map, a la Hoth (in fact they are Hoth tunnels), and while I would like to see something more original used, modelwise (especially since Hoth [i]everything[/i] was used in the tunnels - computer props, etc.), the setup was nice and the A-wing hangar was a fun addition. I'd like to see a little less tiling on the terrain, though - this could be fixed by smaller variations in height. There were also a number of turrets set up around the island to auto-fire at enemies. It's a neat idea, but not executed well. First of all, it would have been better if the turrets' team changed with the owner of the CP it was by, but even failing that, some of the turrets didn't even [i]start[/i] on the same team as the CP they were by at the beginning of the match (a particularly egregious example were the Imperial-aligned turrets "defending" the Rebel hangar). They also had too generous a firing arc - they should have been adjusted to not fire down in some cases, because I can remember at least a couple turrets that spent the whole match firing into the ground a few meters from where they stood. Now - the gameplay. First and foremost, I will admit that most of this is a matter of taste. However, before anyone who doesn't necessarily agree with my opinions writes this off as "oh silly Mav there he goes spouting nonsense," keep in mind that there are some underlying things that - even objectively - could be considered legitimate mistakes. (I will point out in advance of objection that I enjoy a challenge, but do not enjoy a task that is divorced from challenge vis a vis removing my control of the situation.) I haven't made it a secret that I think adding "realism" to a large-team-based-shooter like this is foolhardy, and I stand by that here. Why? Because we don't play games to fail, and death/failure is inevitable in a shootout between two large groups of people with guns. I think the game industry at large would probably agree with me, which is why a majority of shooting games that use any degree of "realism" are focused on smaller squads of soldiers (or even single characters), and none of them take place in big 'ol fields. Big 'ol fields is my second gripe here. I've mentioned this in a [url=;103481]previous review[/url], and it's just as true then as it is now - modern infantry tactics (really anything that uses projectile weapons with any kind of accuracy) depend on not being in big groups of easy targets. This map does not adhere to that line of thinking. It's very open, with little cover, and no matter how much care you take, you can't get anything done (like capturing a CP) without dying multiple times. (See above, where "we don't play games to fail.") I don't mind being punished for making legitimate mistakes, but frankly it's just an exercise in frustration when I'm forced to turtle if I want to live ('Come with me if... no wait stay right where you are for the next half-hour if you want to live!") Speaking of halves-of-an-hour, it may take in excess of that to play through, because in addition to all the fun of beating your head against a wall, you have in excess of a thousand enemy AI to get through before you can finish (or if you're lucky, only just less than 1000!). Why in the...? The battle moves at a snail's pace anyway, due to the large size of the map and the near-futility of trying to capture owned CPs; there's no reason to make it last that long by default. If I really wanted to play it for that long (and believe me, I didn't), I'd play it twice (I did - obligated to, though). All that is not to simply bash the map. I think it's a nice design, and while I will never appreciate any kind of attempts at realism in a game like this, I understand some do enjoy it. However, even given that, there are some things that could be fixed. It ought to: -Have cover -Be smaller -Have fewer reinforcements -Have cover (argh the fields every time) ...and of course there are some mapping tweaks that could be made (e.g. the turrets). All in all, it's a decent map that you should try, I just can't recommend it as being any level of what I would call "fun." And after all, isn't fun what we're here for? -Mav




EP3 Felucia

felucia_ep3_21710.7z | 92.19 MB

sides. Not a whole lot has been fixed in this version, either. Without even taking into account whatever his testers might have posted, here is what I posted as bugs in my review of the earlier map: [list][*]weapons missing localization [*]weapon HUD tags missing/mis-sized [*]extra misplaced HUD element added (top bar) [*]glitchy animation for REP hero [*]uncaptureable CP [*]poor AI planning [*]incorrect minimap [*]floating objects [*]missing damage regions [*]mis-placed objects (from stock parts of the map)[/list] And here were criticisms of the earlier version - not bugs - but things that could've at least been addressed: [list][*]duplicate classes for REP and CIS sides [*]blocky terrain [*]no CIS hero [*]unoriginal creation - using a stock map as a base[/list] Admittedly, the last one is an issue that can only be fixed by making a new map, so I wouldn't expect that to be addressed (not that it would have been a bad idea - using a stock map as a base just feels cheap). But anyway, despite the laundry list of issues brought up with the prior map, the list of things that have been addressed (or at least appear to have been) are these: [list][*]minimap fixed [*]AI pathing improved [*]One capture region fixed [*]some localizations fixed [*]some floating objects grounded[/list] Notice that the last two don't even address the problem fully. There were still floating objects and there were still missing localizations. One-half of one of my criticisms was addressed, though - the fact that the REP rifleman and the REP support class were virtual clones of each other (and literal clones, too!) was fixed. However, the same issue with the CIS side was ignored. To be honest, I don't have it in me to type up a nice long paragraph-style review like the last time (especially if it is going to be ignored), but since I'm on a list kick I can sum up the issues that need to be addressed that way - in fact, I actually noticed some extra bugs that I didn't see last time: Bugs: [list][*]weapons missing localization ([b]Duplicate thermal detonator weapon for REP commander unit[/b]) [*]weapon HUD tags missing/mis-sized ([b]Duplicate thermal detonator weapon for REP commander unit, REP rifle, CIS grenade launcher secondary weapon[/b]) [*]glitchy animation for REP hero ([b]Aayla's second standing combo saber swing[/b]) [*]uncaptureable CP ([b]REP forward command center CP[/b]) [*]missing textures ([b]REP forward command center CP[/b]) [*]floating objects ([b]several objects around outsides of map[/b]) [*]missing damage regions ([b]steam vents[/b]) [*]mis-placed objects ([b]tree-root bridge down from platform CP[/b])[/list] Criticisms: [list][*]duplicate classes for CIS side ([b]support and rifleman class virtually identical[/b]) [*]blocky terrain [*]no CIS hero [*]unoriginal creation - using a stock map as a base [*]no loadscreen [*]disabled fake console as a result of ingame.lvl modification[/list] Also, inexplicably two copies of the map are packaged into the archive (although one is an incomplete copy). This is not only potentially confusing, but it makes the file 150% the size of what it should be. As I said at the end of the last review: [quote]All in all, this map needs some work. Just looking through the WIP thread at Gametoast, it's easy to spot where testers for the map mentioned several of the problems I mentioned above. I would recommend that the author not ignore his testers' results, and be a little more conscientious with his bug-fixing and a little less hasty to release a map.[/quote] -Mav




Rhen Var: Sanctuary | 43.82 MB

nice map with an interesting setup. Set on the icy planet Rhen Var, there is, as you might expect, a large snowfield as part of the battle. (These things seem almost to be a prerequisite for snowy maps.) Fortunately, it is done well - with scattered rubble and debris for both cover and ambiance - and it is not [i]all[/i] of the battle. Probably half the map is inside, and it is a pretty well-done interior, comprised of mostly Hoth and Rhen Var props (and an inexplicable but well-re-textured Death Star hallway). All in all, it's a nice balance of interior and exterior battle. This map also comes set up with a number of different modes - Conquest, Hero Assault, and XL (although it is technically Uber and not XL) for CW, GCW, and KotOR. The notable changes include a CW "hero assault" that is really a conquest between Jedi and droids, and of course the XL mode, which is really Uber (uber conquest). There aren't a lot of issues with this, although I did think I noticed at one point an AI enemy get stuck under some props at a CP (rendering it temporarily uncaptureable). Also, in XL/Uber, there wasn't enough memory allocated for AI planning and a lot of the AI just stand around at their spawnpoints. Anyway, if it looks decent, give it a shot. -Mav




Coruscant CTF

coruscant_ctf.exe | 51.17 MB

I'm not sure I understand why there are so many Command Posts to spawn from. Some of them are in the corners of the map, far from the action. Some of them are outside of the ships or on top of little asteroid... platform... [i]things?[/i] Some are even inside or on top of enemy ships, which I found unusual. There are so many CP's that if you spawn in a few of them you'll have to wait a very long time for a starfighter to appear, and when one finally [i]does[/i] you'll have to race your team mates to it. Some additional notes: -A lot of the capital ships have random items haphazardly thrown around inside from here to there. A lot of the items feel out of place. -Some of the ship hangars don't have "slow-down" zones or regions (I'm not sure what the technical term is or how you even create these pockets where your ship slows down since I've never done a space map) and that caused me to collide into the walls and blow up. -I don't quite understand why the file size is so huge. The author must have tossed in a lot of unneeded files when he was putting the map together; perhaps he duplicated the Republic and CIS sides, a fairly common mistake. In the end the map is pretty tedious and not very challenging. Once I found a path to the capture point that avoided the turbo lasers I basically just did circles and won the game on my own. The AI seemed more invested in shooting each other down than they were in capturing the flag. Meh, it's probably not even the author's fault. ~Era~




Game_Jedi's Map Pack | 59.16 MB

address each one individually. [i]Dantooine: Destroyed Enclave[/i] [b]Tech:[/b] 5 [b]Quality:[/b] 5 [b]FunFactor:[/b] 5 [b]Creativity:[/b] 7 [b]Item Placement:[/b] 5 [b]Map Rating:[/b] 5.4 Dantooine: Destroyed Enclave is more or less a representation of the enclave seen in the game Knights of the Old Republic, in destroyed fashion. It's decent, and the author certainly made a liberal use of Caleb1117's KotOR props, but at times it feels like the props were just thrown in there. The central "enclave" part is probably the best part, designwise, but once you make it outside the walls (which are stone for some reason?), the props take on the haphazard feel mentioned above. The work done on the sky and periphery of this map are probably the best of his four maps; he makes sure to use a different sky as well as adding some texture to differentiate the mountains from the surrounding ground. [i]King of the Hill[/i] [b]Tech:[/b] 3 [b]Quality:[/b] 3 [b]FunFactor:[/b] 4 [b]Creativity:[/b] 6 [b]Map Rating:[/b] 4 King of the Hill is really just conquest, although there is a large hill with a CP in the center of four CPs. Presumably, one would try and capture this to maintain the advantage, but logically by the time you get up there and capture the CP, you could have captured two on the ground. So perhaps the advantage goes to whoever [i]ignores[/i] the CP in the center. The map could use a bit of design work, too - there seems to be no sky at all (not stars, not clouds, just a plain textureless skydome- although it could just be black, my computer renders missing textures that way). There are also a lot of steep, jagged cliffs. Unfortunately, there's just no way to make terrain sloped like that look good - the textures are all stretched and it doesn't look natural at all. It's also worth mentioning that not only is the AI planning bad (it looks like the author didn't even try to make AI go up the hill) - but in the map's readme, the author says this: [quote]if you play this with Ai and either planning is bad or they dont understand what king of the hill is, that is your fault.[/quote] Yes, that's right - he said that if there's a problem with the AI, it's not his fault for making it, it's the [i]user's[/i] fault. I got a chuckle out of that. [i]Mini Fort Warz[/i] [b]Tech:[/b] 6 [b]Quality:[/b] 4 [b]FunFactor:[/b] 6 [b]Creativity:[/b] 6 [b]Item Placement:[/b] 4 [b]Map Rating:[/b] 5.2 This is probably the most solid (gameplay-wise) of Game_Jedi's maps - Mini Fort Warz is a continuation of sorts of his earlier Fort Warz map, but it seems like some things were tweaked for the better this time around. It looks like the AI will move from CP to CP, and actually capture posts (always a plus). The map is also not too big - it's traversable on foot. The best change from his earlier version (if you can call it that) is that the map itself is much less glitchy. There's no running through terrain or being trapped in shield pens - just four forts on each side of an essentially square map. Issues with this map include a very dry terrain - the mono-texture terrain looks really boring, mix up the textures a bit like you did in your Dantooine map. The Yavin sky is also not great, but at least the black part isn't visible. It's worth mentioning too, that when you (the player) are in the foliage in the center, the AI can see you fine but you cannot see them at all. Not so much fun. There were also a few object-placement issues, and there was very noticeable Z-fighting in the main CPs. [i]Valley of the Sith Lords[/i] [b]Tech:[/b] 5 [b]Quality:[/b] 6 [b]FunFactor:[/b] 5 [b]Creativity:[/b] 7 [b]Item Placement:[/b] 6 [b]Map Rating:[/b] 5.8 For starters, I liked the concept of this map - I really did. It's a good job of using some existing assets (and some more of the requisite Caleb1117's KotOR props) to create a map that looked somewhat like the Valley of the Dark Lords from KotOR. Gameplay-wise, though, it just felt too big (it sure feels like it's on a bigger scale than it was in KotOR - although game-to-game comparison is irrelevant). There was too much open space and flat ground to make for a really solid map, although there were at least a few occasional pillars to hide behind. I did like what was done with the temple at one end of the valley - this was definitely a high point in terms of design. Unfortunately, there are more of the sharp terrain cliffs that plagued "King of the Hill" in this map. (Also, what was up with the pits in the center? They seemed a little odd.) [b]Dantooine: Destroyed Enclave:[/b] 5.4 [b]King of the Hill:[/b] 4 [b]Mini Fort Warz:[/b] 5.2 [b]Valley of the Sith Lords:[/b] 5.8 [b]Overall Rating:[/b] 5.1 So there you go, if you like what you see, give it a shot. -Mav




Eriadu: Mountatantop City | 56.59 MB

the issues have been addressed, however, there are still some issues that were not. First off, the good: It is still a well-designed urban map, and the "uniformity" mentioned in the previous review has been fixed - a little. There have been several props added in between the buildings, which is a big improvement, but more still could be made by mixing up the buildings themselves, as right now they're basically all the same building. The map also looks nice and is still a neat design concept, too. Another thing I liked was the minimap - it's very well done and looks great. The downside is that it's still pretty laggy - in fact, nothing has been changed at all to improve its performance, as far as I can tell. I've played plenty of maps that are very detailed and don't lag, but this one has too much fog, or too many atmospheric .fx, or too many units, or some combination of the above. It's just not a whole lot of fun to play a map when you're basically a half-step behind the game. In all, it's nice to see the improvement made on this map, but I still can't give it the 'ol "two thumbs up" simply because I can't enjoy playing it because of the performance reduction. When you make a map you need to, need to, [i]need to[/i] make sure it's not going to be too laggy for other people - it can really reduce the fun factor on an otherwise well-designed map. As a side note, this said it added music, but as far as I can tell, nothing was added (and there's no sound folder in the addon folder). Anyway, if you liked previous versions, give it a download. -Mav




Geonosis Crossfire | 108.52 MB




Geonosis Jedi Arena | 27.75 MB

which cannot be captured. The CPs are scattered throughout the arena, with the Jedi CPs near the middle and then droids surrounding them. You can only play as the Jedi; upon trying to play as the CIS, you will instead spawn on the Jedi side. I'm not sure if the author did this on purpose or accident, but I'm sure everyone would appreciate being able to choose the team they wanted instead of having the choice forced upon them. You've got three Jedi classes to choose from; a blue single saber, a green single saber, and a double blue saber. The moment you spawn, a billion laser bursts fly at you and certain death is imminent unless you remember to use your block. Keep in mind that while you play this map, that block move is your best friend unless you want to die a thousand deaths. (Literally) I have a number of suggestions and comments for the author, and I will present these in the form of a list. [list]-The ground is too flat, and there's no cover at all. Sure, it looked like that in the movie, but it doesn't make very good gameplay. -The CP positioning didn't seem to have a lot of thought. Place some objects and hide some CPs on top of or near them. -Sides. Only three classes on the Jedi side? At least add the rest of the Jedi from the Order 66 campaign mission. -The sky doesn't fit Geonosis. It's too blue. -Fix the bug where you can only select the Jedi team. -Do some planning work to prevent AI clumping together at certain points. -Make all the CPs capturable. -Look into custom sides. -Add some of the Jedi such as Mace Windu and Obi-Wan. -Get some new models to spruce up the map. -Don't forget to include installation instructions in your ReadMe![/list] I think that's it. Downloaders, take a look at the screenshots. If you like what you see, give this map a try. Remember, leave feedback for the author if you download this file, it's how we can help others improve and grow as modders. -Xavious




Yavin: Rainforest | 68.74 MB

Rainforest is leaps and bounds better than his last map, [url=;87005]Torus: Zing Assault[/url]. This is a pretty decent map, and was certainly better than I had expected. It's a nice setting, and although it's mostly open, the dense environment makes up for it. There's a nice ambience and it's an enjoyable map that design-wise, seemed as good as any I've seen lately. There are a couple polishing issues, though. First and most noticeable is the reduction in FPS. There's a fair amount of graphical lag, due mostly to the fog and precipitation. If you're going to have both, it might be a better idea to use the dust props (geo_prop_dust, etc.) to create patchy fog rather than a fog that covers the whole map. When it's that dense (and with precip.), it's a real resource hog. Additionally - and you may have been unfamiliar with this - I don't think you set AI behavior to dense environment. There were a number of times when I was shot by a unit out of visibility range. This can be fixed by going into the lua (there's a part that says something to the effect of "SetDenseEnvironment," and its default position is at false) and setting the dense environment to "true" for the AI. I would also consider the effects of adding in overpowered weapons to only one or two units per side. You gave "automatic"-fire rocket launchers to each side in CW, which makes any of the rocket-using units vastly overpowered compared to the others. All in all, I was fairly impressed. It's well worth noting what a significant improvement this is over the author's previous maps, as well. I would say there are some quality issues to work on (maybe make the skins a little more professional - none of this wacky-color CIS skin deal, improve graphical performance, touch up AI, remove HUD from screenshot picture, and I might suggest removing or slowing down the flyers), but it seems like you've got down the skills to making a well set-up map. Keep working at it and I look forward to seeing what you can do in the future. -Mav




Cerea: Moonlit Melee

hsgaming_cerea_v2.exe | 7 MB

been in there for almost two weeks. My apologies to whomever "called" this file, but it was taking far too long. Cerea: Moonlit Melee is not a "special" map, in that it doesn't have anything really new or innovative, however, as far as basic maps go, this one is very well put together. The map itself is relatively simple; it's a hilly field separated by a river. However, the map shines in its "completeness," if you will. The ambiance is well-set, and there's a nice usage of props. Nothing says "Hey, I come from another BF2 map!" - a problem many maps have. There are a couple of side changes; the Republic includes a Cerean trooper (which replaces the commander unit) and the CIS replaces the Magnaguard with a B1 Battledroid. The CIS has a couple vehicles available, one of which is the Dwarf Spider. The author(s) made a nice touch with including AI heroes, so singleplayer Republicans have the challenge of fighting a Fett-led CIS, while the Confederates will face Ki-Adi-Mundi at the head of the GAR. Not the greatest map, but it's certainly an excellent example of a very solid simple map. Worth a download if for no other reason than the .exe file is only a 7 MB download. -Mav




Just For Fun Mappack | 87 B

Massa Era: GCW Goal: 1st to 10000 (Takes a while) Rebels : Same except Marksman Replaced by Han Solo (With 99 improved detpacks and a Unit spawner, When you use it you spawn a random number of Aalyas,Wampas,Jangos, and Clone Commanders) Empire: the same Heroes The Emperor A very long sabered Luke with a Unit spawner. -------------------------------------------------------------------------- Just For Fun 2 Location: Hoth Era: GCW Goal: 1st to 4500 Every things the same pretty much a bigger Hoth XL but with Chewie and Leia and Han as the Hero. What More could you ask for? :) ----------------------------------------------------------------------------- 4 Player team work Map Location: Kashyyyk (no water, Drought perhaps? ;)) Era: CW/GCW [b] BUT CW CRASHES[/b] Just wanted people to know that so they don\'t post [i]WHY DOESN\'T CW WORK SOME1 PLZ HELP ME!!!!!!![/i] You can only play as Rebels Goal: Take out 600 imperials without losing your 30 lives. Sides are the same except rebels have two jedi masters (dual saber and saber staff) ------------------------------------------------------------------------------------------ Call the extriminator Location: A very Dry Kashyyyk (same as the last one) Era: GCW Goal: 1st to 600 Sides: Rebels are the same Geonosis: Geonosian Gizor Delzo Acklay Heroes: The extriminator ( a very Kick-Ass Rebel Solider with a powerful Rifle, A super powered Rocket Launcher and the Grenade Gun, Very Fun Indeed) No Hero for the geonosis side ( you have acklays why do you need heroes? ;)) In the end this is a very fun map pack it might be default maps but the sides make it a great pack to try \"Just For Fun\" :D - EGG_GUTS




Pharosis | 68.22 MB

one of them. All the weapons and stuff are incorrectly labeled. Next, I found that on Elite setting, which I\'m pretty good at, the weaker units beat me to a bloody pulp. The snipers are annoying, and I died at 1/3 health from a single bolt to the leg... Now, onto the gameplay. As stated before, it was extremely annoying. I kept getting killed every few seconds. Then again, it\'s not easy to survive when each side has 50 units unloading their entire mags at you. There are way too many tanks, so the Rebels had me beat way too easily. I lost all but one CP, and even then, with all of my team gathered there, they still couldn\'t hold the line. Besides this, my team seemed to be stupider than theirs. The Rebels actually ganged up on me sometimes. Also, everybody except the CIS seem to have new skins here, which was strange, considering most of the time the Rebels get absolutely no skins whatsoever. Oh yeah, and all the weapons fire bolts of a different color, too. Maybe if the author had spent more than one day on this, it wouldn\'t be so hard to survive. One last thing: Don\'t expect to get any bacta. The grass is too tall to see anything but what\'s right at your feet. Well, if you can ignore the numerous mislabels, hundreds of Rebels, rocky outcrops, tall grass that hides your health and ammo packs from you, and too many tanks, then give it a download. ~Penguin Unit~




The Cage Match | 75.27 MB

Match[/i] is a constricted and small map filled with lots of carnage and more importantly explosions. It takes place inside of a temple with a symmetrical design. Each team starts off at their own side, then runs down some stairs, through a hallway, and into a big room where all the fighting takes place. There\'s also a little balcony above the room for players to shoot at enemies down below. As you can read, there\'s not a lot to the map and it\'s quite simple. Fortunetely enough it comes with custom units to make it interesting. --------------------------------------------------------------------------------------------------------------------------------------------------------- [b]Conquest[/b] Conquest Mode is pretty straight forward. It\'s basic Conquest and you\'re simply trying to capture the other team\'s side of the map. Not much to it. [b]Assault [/b] Assault is definitely the map\'s best mode and the one that people will probably play the most. In Clone Wars assault it\'s heroes (Clones and Rebels) versus villians (Battle Droids and Stormtroopers). Oh yeah and each side comes with it\'s own rogue wampa. Hehe. Just about all the units are given high-powered rocket launchers that do a lot of damage. The battles are totally crazy. This can be frustrating though; I can\'t recall how many times I\'d get blown up while running through the hallway before I even got the chance to fire. Believe me when I say the hallway is a death trap. Most of the units have cool new skins, with the villian\'s having the coolest ones. I especially like the DarkTrooper\'s skin. The biggest flaw with CW Assault is that it\'s impossible to win as the villians. The two times I played as the villians I got my butt handed to me. I rarely could get a kill and I was usually blown up in the hallway as I mentioned before. So, when I played as the heroes the battle was much easier and we won by a landslide. To me it was obvious why the heroes have such a huge advantage: better weapons. The smuggler for example has a handheld rocket launcher that shoots an unlimited number of missles that have a large blast radiusthat\'s capable of taking out at least 5 enemies with one rocket. I remember being in the enemy hallway and I could just camp there and shoot rockets at the stairs, killing any enemy that put their foot down on the first step. So CW Assault is fun, but unbalanced. *catches breath* Now onto Galactic Civil War assault. I\'ll start off by saying that GCW Assault is balanced, and in my opinion more fun than CW Assault. The heroes are a bunch of random characters, ranging from long-legged ewoks to midget wampas, and mutants to super-sized jawas. The villians consist of droids. No, not battle droids. Droids. Like R2D2, the medical droid, the \"gonk\" droid, and even the little auto turret droid! I can\'t believe the words are coming out of my mouth but they\'re cute. There\'s just something funny about seeing tiny little droids rolling around at fast speeds and firing lasers. The problem with the droids is that they\'re easily destroyed and their weapons are a bit on the weak side. The droids best unit is probably either IG-88 droid. One has a powerful rocket launcher (uh oh, not again) and the other comes with a lightsaber. Some of the heroes are kinda cute too, especially the midget wampa. I love sprinting around as a tiny little wampa while carrying around a giant rocket launcher to blast enemy droids away with. There\'s not much else to say except that this is my favorite mode for the map and it\'s fun, to say the least. Both assault modes are probably best enjoyed online with other players. However I don\'t know whether or not it\'ll work online so you\'ll have to give it a try. [b]XL Mode [/b] XL is the craziest mode of all. It\'s not super-sized Conquest Mode, but instead it\'s super-sized Assault. Each team needs to get 1,000 kills to win. I know that sounds like a lot but you can probably do it in a very reasonable amount of time. Both CW XL and GCW XL are like their Assault counterparts, except that the map is crammed full of units and the 1,000 kill-required victory. It\'s just absolute chaos as rockets, bodies, and lasers go flying past you as run through the hallway with a crowd of allies. Actually, all those things have a better chance of hitting you than not. Basically, if you like chaos then XL mode is for you. ---------------------------------------------------------------------------------------------------------------------------------------------------------- Aside from the modes there are some neat and funny little features to the map as well. -\"Commit Suicide\" instead of Respawn -Instead of killing enemies you \"PWN\" them -Encouraging messages appear like, \"How many kills is that?\" -You can receive awards such as pies, cookies, and doughnuts :donut: Overall this map is fun though simplistic and flawed. It\'s interesting at first but after a while it can get repetitive. Then again, I\'m not particularly fond of maps with insane amounts of units or confined spaces. At times it\'s too hard and at other times it\'s too easy. Neither of which is a good thing. But darned if it isn\'t fun. PS: According to the ReadMe there\'s a secret arena that can be unlocked, but I was unsuccessful. It\'s something you should probably try. -[GT]EraOfDesann




Ryloth: Fueling Station 2.5 Patch | 620.26 KB

it\'s a patch? >.>) it fixes the Localization bugs!! ;D




Mos Eisley Dawn

med_v2.5.rar | 71.75 MB

looks great. Sinistar has also made some custom changes to the map design. For example the Millenium Falcon can now be found in the hangar and outside the cantina is a sarlacc pit and a sailing barge. The map is even more iconic now then it was before. This expansion will be a blast online. In fact I actually enjoy this more than the shipped version. If you enjoy Hero Assault, map mods, and new units then you\'ll love this map! Download now and enjoy! -[GT]EraOfDesann




Yavin 4: Arena | 15.74 MB

section of the readme, or if the author has already stated that he is aware of it, DON'T KEEP ASKING IT! Secondly, on with the map. The map is great, as before. Still no sounds (note: this is NOT the final...) for rain or thunder. The lighting could use a lil work, but it's well-planned out. In addition, there are now TWO assault modes, the CW one having jedi and gunners, and the GCW one being only gunners.. Lastly, the characters... If you thought you were impressed by the version .85 of this, Wait til you see THIS: ELEVEN new charecters, including 9 new Jedi and 2 gunners. List of New Units: Shared Hett: Tusken Jedi, has his own saber combo (try sprinting then mashing the mouse button), saber throw, and force push Episode 2 Anikin: Awesome Episode 2 Ani skin, Saber, Throw, and Pull Quinlan Vos: Jedi from comic series, has a new saber combo (floats during regular attack (?) and does a neat jump-attack), throw, and force push. IG-88: Droid that re-defines "bounty hunter", has a high-powered rifle, flamethrower, time bomb, rage, and can jump REALLY high (no force or jetpack) Asajj Ventress: Sith from animated series, has a SWEET model, dual sabers, throw, and force wave Admiral Sarn: Imperial Officer, has same weapons as Han Jano Morel: Chiss Jedi, Does not have Force Speed, has dual sabers, throw, and push Yun: Pupil of Jerec, has saber, throw, and push Lord Schizo: Basically Darth maul put with a different skin, looks neat. Jerec: Dark-Sith that Kyle Katarn fought, has new saber moves (try sprinting, holding forward, and mashing the mouse), throw, and push Plo Koon: Kel-Dor Jedi, has Saber, Electric Judgement (orange lightning, pretty fun), and saber throw So that's the list of all the new charecters. While this map is fun to play in all modes (SWBF 1 memories galore), It shines in Assault. Bottom Line: The map is a conversion, so that part is O.K., but the new sides really make this map well worth downloading. In fact, it's worth playing an hour a day until you master each of the new units (Ig-88 can really rack up the kills if played right... you can jump right over saber throws). Download it now!




The Beaches of Troy | 26.56 MB





Dantooine: Settlement | 102.45 MB

4/5 [b]Thoughts:[/b] For a first map? No real complaints. I like the addition of the modified side as an extra era, and that side was done well. I wish that the terrain had been smoothed out a little more, but the map itself was a solid enough design. It reminded me a little bit of Xavious\'s Dantooine map from the UCW mod, although this one was more extensive. To the author: maybe consider switching out the Trade Fed lander for something different in the GCW era. Also, the ground texture issue you mentioned is due to more than two overlapping textures in the same space (if you\'re blending textures, don\'t blend more than two at once). -Mav




Rhen Var Ravine | 18.37 MB

the readme. The biggest change is that the map is now theta-shaped instead of \"O\"-shaped (ɵ vs. o), thanks to the addition of a bridge running through the center. This is nice, because it means a little bit less running and a little bit less dead space in the center of the map. Unfortunately, the models used for the bridge are missing low-rez versions, and consequently the bridge becomes a vanishing bridge at either end of the map. I would either increase the view distance or add a lowrez model to the bridge. Additionally, the AI seem to have a problem getting up onto the bridge, thanks to collision with the \"ends\" of the bridge (sync this up with the terrain better). Most of the issues with the first still remain here, though. The map is still very large and very open, and there is a lot of running through a sniper\'s buffet to get from CP to CP. Some props were added (oddly, floating AT-TEs), but there really need to be more - make there be rocks from the mountainside, extensions of the mountain, etc. The CPs that were buried in the first are still buried - these should be at least somewhat visible outside of their holograms. I like the addition of a minimap, and it\'s a decent minimap. The ravine itself needs work, since thanks to the grade of the cliff face, it\'s easy to clip through the ground instead of hitting it. This can be solved by a simple deathregion, but it would be best to make sure the terrain collision will not be lost too. You can see most of the map in the screenshots below. Give it a try if it looks interesting. -Mav




Kashyyyk: Docks

kashyyyk_docks.exe | 14.02 MB

ground-up for these), and if you don't have the Conversion Pack, I'd go ahead and give this one a try if you're looking to play this map. Any further description should be well-handled by the readme and/or screenshots. -Mav




War of Bases | 16.78 MB

see that you can find it [file=\"116007\"]here[/file]. This version just fixes a few bugs that the author noticed, adds vehicles, and adds a little more planning. Among the bugs fixed was the raising of the map\'s ceiling, so you are now able to jump on the Kamino platforms. The addition of vehicles is a nice touch, as the map is very large and simply walking around the entire thing is a bit of a pain. The planning is also nice to see, since AI will take sniping positions on buildings and the like and not get stuck on buildings as much. Overall, this is just a small update to a fairly decent map. You should give it a download if you have the first version, and if you don\'t, this is a fairly enjoyable map. Give it a download if you like the screenshots. -Jedikiller




Attack of the Pigs II | 8.03 MB

remains the same, a bunch of Hoth tunnels with Gamorreans spawning throughout. Not a lot has been changed from the earlier version; in fact, it appears that the only real change is the reduction of the number of Gamorrean locals in the regular conquest modes. The map itself is fine; there's not really a whole lot to it, just tunnels. The hunt mode seems like a pretty unbalanced mode, since there are a huge number of Wookiees compared to the pair of Gamorreans that spawns. I suppose if you enjoyed the prior version but felt that you had simply too many Gamorreans to deal with, you'll enjoy this version. Give it a try if it sounds appealing. -Mav P.S. To the author - I attempted to accede to your request, but I didn't want to leave the file in the queue much longer.




Geonosis:The Frontline

geonosis_the_frontline.rar | 70.09 MB

different, but it still bears all the hallmarks of a Geonosis map. The biggest issue with this map is the dust. It's been scaled up to the point where it doesn't even look like dust anymore, just patches of textures. Also, as dust is wont to do when used in large quantities, it kills the framerate. This was laggy for me even when used in the lowest video settings. Because of the obscuring dust, it was very hard for me to really appreciate the layout of the map, since I never really got a good handle on it - it all felt the same. The map itself is okay - it's the author's first, and at least it avoids some traditional pitfalls (the sky is changed, for example), but there are still things like stretched or jagged terrain, floating objects, and untidy AI pathing at places. This is all wrapped in a Geonosis map wrapper, so it's hard to really notice the good things the author did, since the map itself is so overwrought. All in all, it's not a bad map, and it's a fine attempt for a first map, but the dust and the fact that it's boring ol' Geonosis hurt it. Give it a try if the screenshots appeal to you. -Mav




Vendaxa: Forgotten Forest

vendaxa_forgotten_forest.rar | 48.45 MB

and Geonosis and everywhere else. First and foremost, this modmap is definitely a great step forward from the author's previous work - it includes a campaign (which always pushes some of the right buttons for me) as well as a couple other non-conquest (assault, really) modes. It is not without its faults (which I will address), but it is always a breath of fresh air to see something besides the basic conquest we are so familiar with. The map itself is decent. The environment is well set-up in concept, but the design (basic forest) is a little blah. The design isn't helped by the sense of minimal contrast in the map - everything is just dark. The best thing about "dark" maps is that they afford you the opportunity to play with the lighting when it is used, whether it's moonlight, firelight, searchlight, whatever, but in this case things remain dark through-and-through. The low-contrast setting doesn't help the gameplay much, either, since few of the units (with the exception of the stormtroopers) really stand out. The construction itself could also use a little work. Like I said above, the design is solid, but there are nits to pick here - the terrain, especially around the streams (canals, rivulets, etc.) is very blocky and unnatural. This is bad enough by itself, but it also makes the painted-on foliage look tacky, because the foliage brushes don't deal well with non-smooth terrain (also; bushes on the bottom of the streams?). The streams themselves are unnecessarily deep, too. If the author had wanted to use them to prevent AI from crossing, barriers would have been a much more effective and less unwieldy choice. On to the modes. The first mode I'll look at is the campaign - it's a basic campaign mode in the style of Pandemic's campaign maps, following a detachment of stormtroopers on a mission to attack some Rebels. As mentioned above, those familiar with Star Wars lore will not be [i]not[/i] expecting some things that pop up. The campaign works well for what it seems to be trying to do, with the exception of the last objective, which sort've comes out of left field. Even if it is a very simple one, remember that a campaign is trying to tell a story - you should have a bit of setup and/or a bit of resolution for any plot point. There are two assault-type modes - CTF (which is really Order 66) and hunt (Clones vs. acklay). CTF is fine, although it suffers from the same things the rest of the modes suffer from - low contrast. It's tough to pick out saber blades (which are the only high-contrast elements) in perspective when there are just a whole bunch of them (and only them) flashing around in the bushes. Hunt is somewhat less good - it suffers from terrible balance - it's bad enough putting up any side against a team of acklays in hunt mode, but most of the time when it is done there are a couple specific things going for the non-acklay team: 1) Ability to attack from a distance 2) Points multiplier (you see this in stock Hoth hunt, too) The clones here have neither of these things. They're all melee-only, which is a virtual death sentence for anything not strong enough to kill the acklay in one hit (they are not). There's no points multiplier either - usually this is put in place to make the death of a stronger hunt opponent (acklay, wampa) more "valuable" than the death of a basic unit, since they are proportionally harder to kill. The final mode is the standard conquest, of course. The sides are changed to make each side have really only the three basic units, a stronger ("officer") unit, and a hero. These things are dependent on taste, of course, but this was not to mine - the weapons all felt weak (all the units had a small health recharge as well) with the exception of the sniper rifle, which felt incredibly overpowered by comparison. My heroes would get one-shot by enemy AI with this rifle... whee. It's also worth mentioning that a couple localizations were missing (melee attack, unit names in campaign). All in all it's a pretty decent map, but it does have its issues. If it looks appealing, give it a try - if for nothing else than to break the monotony of conquest conquest conquest with a little campaign. -Mav




Taris: Outcast Village

taris_outcast_village.exe | 6.9 MB

on the "undercity" design of Taris as seen in KotOR 2. This Taris map was easily one of my favorites from the contest. It did a great job - if not duplicating exactly - mimicking the essence of the Taris undercity. It feels similar enough to me and there are some easily recognizable locations, like the Rakghoul pen, the entrance, and the crashed shuttle. What the map did change was the size, but this is a good thing, as making it smaller than its source location definitely helped out the flow of conquest gameplay. The author did a really nice job of using easily-available assets to create something that actually feels like a new location, rather than "Bespin with a different sky." I think it really helped that the lighting (and roof) was done as it was - that really helped to create the feeling of being underground (or at least deep in the bowels of a big city). As mentioned above, the compacting of the map design from the source to the implementation here was a big help. It's not a large map, and it's got a nice amount of cover so that even with a smaller size you don't necessarily have to feel overwhelmed all the time during conquest. I think the author did a really nice job here. -Mav




Mygeeto Assault: Dominator

mad.rar | 69.59 MB

of this map so I cannot say whether or not this is much of an improvement, but I referenced Mav's review of the last version for some help. First off I have to admit that I have a bit of bias towards this map simply because I don't really care for swamp settings. I don't find them to be visually appealing and usually the foliage and water slows down the map. However, I think with a little creativity and practicality it's possible to create a nice-looking swamp map that doesn't drag the frame rate. To be fair, though, the frame rate in this map isn't too bad. The big problem I have is simply the visibility. I don't really care for dark maps because... well, they're dark! I can't see! To make matters worse, usually these types of maps have camouflaged troops. This map is guilty of that as well. Now, I completely understand that modders are trying to establish a tone and sense of realism when they make these sorts of maps, but sometimes it's at the expense of the gameplay. Either modders need to find a way to balance the two or they should choose which aspect is most important to them. I think most would choose gameplay. Gameplay should always come first! In the review of the previous version, Mav mentioned that there was some tinkering with the AI difficulty. I cannot really tell if this version has toned down the difficulty or left it as it was; the ReadMe does not seem to mention any changes that have been made. Personally I had a tough time playing this map, but that could definitely be chalked up to the setting, visibility, the number of AI, and the fact that I'm pretty "meh" at this game. :P I tried Conquest mode a couple of times but didn't do particularly well in any of the matches, even when I switched sides. So I guess it's the difficulty that's to blame and not so much the balance. Hunt mode was amusing. I was doing pretty well as the Jawas but it all went to Hell near the end for some reason. Things can go south pretty quickly if the acklays start camping out at your CPs. Overall this is an... [i]alright[/i] map. Fett did a nice job of putting it all together but the setting just doesn't do much for me, personally. And the difficulty is a bit of a turn-off. ~Era




Aven Ven | 22.61 MB

planet, although it has patches of Yavin IV grass and temple stones. It is a very large map and a very open one. I applaud the author for trying as many new things as he tried for a first map, but it has a lot of small bugs and errors. First of all, there are new sides added. I can only really comment on GCW, as that's all I tried (perhaps there are fewer bugs in CW?). They remain pretty similar to stock sides, although most of the units do have new textures. This is fine normally, but the units' texturing is haphazard and none of them feel like they really match. One might be white with a design and blue highlights while another unit is red - there's not much organization to be found. Also, some of the texturing looks pretty sloppy (e.g. helmet recolors for Tantive IV troops - just flat paintbucket). There are also a number of sounds missing. Also, the Jedi for the Rebels uses a mismatched combo and animationbank, which makes him deform on some of his animations. Finally, the droid used in GCW uses the wrong skeleton and as a result the model is deformed. The map itself tries to do a lot, but it also has a number of issues. First and foremost, it's just too big. There are huge distances between command posts and very little to even try and make them look different along the way - almost everything is flat. There are a few command posts that move towards a Hoth-style tunnel system, but there the problems intensify. Object placement here is sloppy, sloppy, sloppy. Almost none of the objects are aligned; you can see gaps between almost everything (even between some of the bunker exteriors and the terrain). The terrain itself could use a little work, too much of it is jagged and missing the smooth brush. It's not too bad a first attempt, and as mentioned above, I do applaud the author for trying to do several things - however, a lot of the things that were tried weren't done very well. I would suggest touching up what's mentioned above, maybe unifying the map a little (instead of the choppy Yavin IV - Hoth mixture it is now), and working on a version two (or just a new map entirely). -Mav




Sacorria | 30.14 MB

better placed barriers -Snow falling -Placed another CP on top of the middle platform -Lowered middle platform to height of others -Placed a republic CP on top of a platform that connects with a bridge -More terrain variation -A lake now covers the area beneath the platforms -Changed sky to Tatooine -Switched heroes from defaults to Yoda, General Grievous, Emperor, and Pilot Luke (They actually fit into the story) -Put more cover on top of platforms -Fixed object fragments -Took care of floating objects -Fixed most AI problems (They still occasionally run into the bottom of the ramps. There is no way to fix this because barriers and planning paths do not have height adjustment.[/quote] The AI seem to work pretty well in this version and everything in version 1.0 seems to be fixed. Enjoyed version 1.0? Give it a download. -Delta 47




Alpha 10: Landfall | 15.42 MB

map was like. However, there are some points that this aspiring mapper would do well to consider: The map is given a background of a random battle in the Clone Wars, which is fine - until you play GCW. Because a lot of the props in the level are CW-centered, it seems silly in GCW (-when you see a Banking Clan ship above you). It's often better in these cases to leave one era out altogether rather than make a goofy setup like that. (Of course you could always load separate ZE layers for each era, too.) This map is also big - far too large to really be a lot of fun. Most first maps tend to be this way, and it is important to get a sense of scale in comparing Zeroeditor setup to ingame setup. I don't think it helped this author that he populated his map with the actual capital ship assets from space maps, which are really far too large to work well on ground maps (and their lower-rez textures don't look very good). On that same note, you need to adjust view distance because I don't believe that the Corellian Corvette has any lowrez model. Other minor mistakes abound - while the author fortunately had the foresight to change the ground texture, the sky texture is unchanged (and consequently that ugly Yavin modtools sky). The terrain editing is also not extremely well-done, with a number of rough-edged "hills" that don't feel a lot like hills. The map could also use some boundaries, since there's nothing blocking the player from getting outside the map bounds. It's also worth mentioning that conquest is set up improperly - you don't need to capture all the CPs to win. While sometimes this is intentional (and forgive me please if it is), I doubt this is the case here - it seems like the author incorrectly set up the addition of new CPs to the conquest setup in the lua. Good aspects of this map include some of the town layout - it worked well, but everything (on the whole map) needs to be a lot closer together, otherwise it is just plain inaccessible. If the screenshots look interesting, give it a download, but you may want to pass until the author makes a few tweaks or comes out with a newer version. -Mav




BF1 Bespin | 173.15 MB

played it in SWBF1, you probably played it in the Conversion Pack. So what you're probably asking is this: what's different? Well, this version plays a lot like early, early versions of the Conversion Pack Bespin. It has a number of the bugs you might remember from those - pretty much every vehicle and turret is missing sounds, there's no deathregion on the bottom and there's no texture or color on the bottom. Localizations are wrong too, for at least one of the flyers. The map is touted as featuring "SWBF1 Sides," although what they really are is units similar to SWBF1 in terms of weapons, but they still play like SWBF2 (with sprinting, award weapons, etc.) and they're missing some of the grenades that were unique to SWBF1. There's also the jet trooper, which is very odd and out of place - he has infinite rockets and grenades, but no other weapons - so the AI doesn't shoot at infantry at all (it is an unmodified rocket launcher and as such AI won't fire it at infantry). And of course it isn't really like the SWBF1 jettrooper. It's also worth noting that only CW is playable, no GCW here. And then there is the ridiculously large filesize. Uncompressed, the file comes to about 440 MB, mostly because it packs a lot of unused data into the sides (there are also sides included that don't get used at all). I can at least understand the overlarge Republic and CIS sides; it's a fairly common mistake - but I'm really wondering why there were all the unused sides in there. So what's the deal? Certainly, I can understand why someone might want a copy of just the Bespin: Platforms map, but in all honesty, we do have better single-map conversions available that also take up less space on your hard drive. My recommendation to the author would be to consider giving this a bit of polish if he wants to use it himself (and fix those sounds) and to anyone else, either download one of the better conversions or just download the Conversion Pack, which actually has both SWBF2 and SWBF1 modes for the same map, with more polish. -Mav




Nhuurn: Underground | 7.5 MB

and looks like a combination of Hoth and Kamino - an interesting and original choice. It's also a great example of why small interior maps can be difficult - there is a lot of object placement work to do. The map design is essentially a sideways "T" shape - a straight line of command posts, with one command post off to the side of the line. It works well, gameplay-wise, and keeps the fighting tight and exciting (Jedi will have a field day). The map seems to be, by design (intentional or not) weighted slightly in favor of the Republic. There's also a small exit at the CIS's end of the map that leads to the outside - which is a nice feature, but the outside looks sloppy. I wouldn't want to see that removed - just because you don't go out there to play doesn't mean it's not kind of neat, sort've like the snowfield being accessible in Hoth CTF or hunt - but I would want to see it cleaned up. There are a lot of floating objects out there. There are also some object placement issues inside - the biggest of which is manifested in a "Z-fighting" issue; where objects overlap they cause the texture on top to flicker from that of one object to that of another. This can be fixed by very, very slightly adjusting one object down (i.e. reducing the height by 0.01). Some of the containers were also placed in locations that caused AI to glitch through them trying to follow their paths - however, the pathing was mostly pretty good (I only found one real pathing error). In summary, it's not a bad map - not the best map, but decent - and it is a small interior map, which really helps with solid gameplay if done right. So give it a shot, it's worth a try. -Mav




.:|CWC|:. Private Andersen's Mos Eisley | 13.3 MB

high on the originality scale - although of course if the intent of the author is just to use it to create a machinima with, I suppose it could work for that. There are no surprises here, this is just Mos Eisley, the stock map, lifted from the assets. It only has hero assault mode, and it looks like some random units were spliced in with a few of the heroes. I won't say that this map is bad - it obviously has a purpose beyond just playing it as an addon map - but I will say that I don't really recommend a download. It doesn't really add anything you can't do in the regular game anyway. -Mav




Tatooine: Outpost | 221.33 MB

IV on Tatooine. They are met with Imperial resistance, and voila!.... they fight. I'll start off with the good parts of this map. The first thing I noticed was the custom skins. Granted, they looked a little "painty," but it was new nonetheless. The next thing I noticed was that some of the unit models had been switched around. The trooper, rocketeer, and sniper are all wearing standard Stormtrooper armor, and the officer has the Stormtrooper rocketeer's armor. The Rebel side looked mostly unchanged, however the Bothan has been replaced by the Twi'lek survivor, who has Princess Leia's sporting blaster, stealth, a move called "Attract" that functions just like Force Pull, and six grenades. The Rebels also had a custom hero, a lightsaber-wielding Wookiee general who has time bombs (which are localized as "Force Bombs" for whatever reason) and a team buff weapon. The map itself is designed fairly well. It has some flaws, but gameplay tends to run pretty smoothly. The hills are nicely rounded and the author makes use of texture variation. Most of the fighting will take place between tanks, so if you're not in a tank, you're gonna get creamed. The fighting is spread out, rather than bunched in one area, so that's another good point. It did seem that the Rebel tanks outnumbered the Imperial tanks, but it could just be coincidence that I didn't see many Imperial tanks. There's a spawn point for local Tusken Raider units near the middle of the map, by a sandcrawler. All in all, the map design was good, the only gripe I really have at this point was the blandness of some of the areas, but there's good terrain variation and use of objects. I've covered the good points, now on to the bad. First off, the default sky. It doesn't fit Tatooine, it looks really pixelated, and if you don't cover up the edges of the map, you can see where the map's terrain ends. Secondly, the sounds. None of the tanks have any sounds. I would advise the author to read through one of the sound tutorials on GameToast, because the lack of sounds detracts from the overall feel of the map in my opinion. The third problem I encountered was within the localization. There were some incorrect spellings of words; missing little things like these makes the map look unproffesional and sloppy. I included some other points to improve upon in my review above, so I would advise the author to read through everything and continue working on this map for the next release. Overall, a decent map; if you're looking for something new, give this one a try. Read the readme for installation instructions, and make sure you leave feedback if you download this file, it's how we can help others improve and grow as modders. -Xavious




Mygeeto: Outpost | 9.86 MB

a large Mygeeto platform suspended in the sky. Conquest is the only gamemode, available in both Clone Wars and Galactic Civil War. Each team starts with one Command Post, and there are two neautrals, from where a vigilant attack team can gain a reinforcement drain right at the start. There\'s a large Mygeeto tower in the center of the battlefield, so you can\'t walk straight to your enemy\'s starting spawn point. Some other Mygeeto structures are scattered across some areas of the battlefield. I felt that there wasn\'t enough cover; the map could use more objects. Threre\'s a large number of things that could be addressed in this map. There appeared to be little or no planning whatsoever. The AI need barriers so they won\'t get stuck on objects. Custom units would also be a good thing to look into. After you\'ve played Battlefront II for more than two years like I have, the standard set-up can get pretty boring. Visual effects are another major aspect of attracting downloads; if your map looks too much like maps that came before, or just looks boring, people won\'t even bother. Change to a different sky (or make one yourself), add some fog underneath the platform so you can\'t see the ground below, and add some lighting effects. There\'s not much more to say here. If this map sounds interesting to you, give it a try. Make sure you leave feedback for the author if you download. -Xavious Note to the author - Try to put a bit more detail into your readme. Include your name, contact information (if you want to), a better description of the map, and installation instructions. And make sure to submit screenshots as well next time.[/quote] Not a whole lot has changed since the first version. The author added and changed a few objects and added some fog below the Mygeeto platforms. The fog doesn\'t look quite right, however. Maybe move it down a bit? Since the ground below is still visible, just cover it with a blank ground texture. And add a death region under the platform as well. There\'s still not AI planning. In fact, the AI seem to jump off the platform [i]more[/i]. Other than that, most of the issues mentioned in my above review still need to be fixed. Go ahead and download if you wish, but I\'d recommend waiting untill the author releases a better version. -Xavious




Clans At War | 151.1 MB

with a fatel error. SO this map is basically Mustafar with new clone skins for clans. - EGG GUTS




Krynx | 285.17 MB

Empire versus some sort of locals, \"Krynx Defenders\" or something like that. Design-wise, it\'s pretty well done. The author makes good use of Rhen Var and Geonosis assets to create a believeable setting. The map could do with a little less dead space in the center - there\'s a great distance between each of the four command posts, and it makes for quite a bit of walking from CP to CP. Additionally, the author might note that when you place too many textures on one square, it causes ground texture overlapping problems - these are noticeable, but not very relevant to gameplay. The author looks like he spent a lot of time developing new sides, which were suitably enjoyable, if not somewhat over-the-top. (The galactic marine reskinned with a skull-face on his mask made me chuckle.) Most of the weapons are of the overpowered variety - one of the substantially overpowered ones is the AT-AT particle cannon in handheld form, it\'s pretty silly. Additionally, the author tweaked some of the effects that go along with the weapons, which is always nice. I enjoyed the use of a scaled-down seismic charge effect and the retexture of the flamethrower for the acid-emitter. Gameplay-wise, the map is decent, although the units are not necessarily balanced. You\'ll probably find one or two units on either side you stick to the whole map, because each side has about one or two units that\'re substantially better than the rest. If you end up playing as Empire, you\'ll be doing a lot of walking around and blasting things with your tremendously overpowered cannon, depleting units one-by-one. If you play locals, you\'ll end up using the jetpack trooper, which has an (essentially) infinite jetpack, and just capture all the CPs five minutes in. It is also worth noticing that this map will be laggy - potentially very laggy - due to a large amount of units on the battlefield at once. Additionally, because of the large amount of .fx, expect ordnance effects to disappear occasionally. Finally, this map is HUGE once extracted - over 600 MB. I believe the author munged the whole Republic, Alliance, and Imperial sides, which is completely unnecessary. So space issues may be a concern. Anyway, all that said, this map was enjoyable and certainly better than some of the more recently released maps/mods. Like I\'ve said before, I\'m not a huge fan of over-powered-ness, but I know many people are, and they will probably enjoy this map greatly. Anyway, it\'s certainly worth your shot if you\'ve been looking for a new map lately. -Mav




Veriss: Mining Colony | 11.64 MB

colony"-type setting is explored, it seems to be a wash, rinse, repeat of Mustafar assets. The one thing that always excites me about maps is something new, and Era brings us that. Veriss is laden with a number of new models; in fact, the only stock models used are some terrain features and minor props. (Although there may have been a Tatooine model or two, it was well-enough reskinned that I couldn't tell the difference.) All this, combined with a natural-feeling terrain, makes for a highly enjoyable setting. Veriss falls shorter than I expected, however, in the gameplay department. Let me preface this by saying that the gameplay is well-set up, and I noticed the use of AI hint nodes, which is exceptional in its effect on gameplay. However, the stock units don't make for a truly exceptional experience. This, however, I have no doubt will be remedied in future installments, as mentioned by the author in the readme. The map is also a touch big for the amount of units on the battlefield, but my recommendation to the player would just be to up the unitcount in your Instant Action screen. Also, a side note is that GCW 1-flag doesn't work, but this is mentioned in the readme. All-in-all, Veriss was enjoyable, but for it to be truly exceptional, I await future versions. I'd still recommend a download if for no other reason then to see what a well-set up map should look like. -Mav




Imperial Base Beta Version | 118.13 MB

down, jump height reduced. - Rifles and Blasters are more powerful ---> more realistic and more star warsy gameplay - Many weapons need to be charged up for full effect; grenades can be thrown farther if you hold the mouse button. - Most weapons become more accurate/inaccurate, depending on your stance and movement. - The engineer´s health packs have been replaced with a medikit on the secondary weapon slot, which basically works like a fusion cutter. A complete and detailed list of all the side changes will be delivered with the final version. [u][b]Things to do for final version:[/b][/u] - AI Improvements - Map Improvements (glitch fixing, texturing etc.) - Localization (Weapon Names) - Various fixes




Jaal-Kan: River Conflict | 104.84 MB

the river, with the CIS on the other. The CIS command posts are shielded from enemy fire by several buildings. The Republic area includes a forest, and a small group of buildings. Several low barriers scattered around the map provide cover for snipers. Both sides have turrets, but the Republic has mortar turrets to help them take down the barrier at the beginning of the battle. Playable in Clone Wars only. Sides: Republic: (All Clones have new skin) Clone Trooper Heavy Trooper Clone Sharpshooter Clone Engineer Stealth Trooper Clone Commander Hero: Xavious CIS: Battle Droid Assault Droid Assassin Droid Engineer Droid Super Battle Droid (Enhanced Wrist Blaster) MagnaGuard (MagnaStaff) Hero: Asajj Ventress




Squeddies Mappack | 140.44 MB

map? Well, you're still going to probably do that (NOTHING is greater than user error), but your day trying to manage your maps just got a little bit easier. squipple has condensed all his quality maps into a [i]single folder[/i] (easier-to-remember, "SQS"), a feat nearly unprecedented. What's that? You're psychotically inclined and don't like one of his maps? You think that the whole thing'll take up too much space, and you don't like not being able to delete which ones you don't want? HA! Puny human, the whole thing only takes up 300 mb [i]unzipped[/i]! That's for [url=";64356"]Ancient Research Facility[/url], [url=";75888"]Eddie's Dantooine[/url], [url=";74932"]Eddie's Italia[/url], [url=";75951"]Eddie's Kastel[/url], [url=";76688"]Eddie's Tynna Valley[/url], and [url=";75126"]Nelvaan: Village[/url]! Six for the price of two (or one big one)! [i]Still[/i] not convinced? Did I forget to mention that this pack doubles as a re-release for everything? It includes fixesupdatesimprovements to nearly every map, like loading screens and "ambient sounds". I'm not sure if you can play with the "pre-packers" online (was lazy, didn't test), but that won't be a problem if all of them download this. .Rikino




Eddie\'s Kastel | 21.94 MB

Battlefront days. Good times. Not a whole lot has changed since then other than the usual BF2 units and new modes, which include both 1 Flag and 2 Flag CTF as well as Hero Assault. If you have the latest version of the SWBF1 Conversion Pack installed (you can find it over at Gametoast) then you can enjoy Classic Conquest Mode which allows players to play the map the way it was in the original game. Though the map is still enjoyable it seems a little outdated. The map mostly consists of a single texture, with the exception of some cliffs in the background and a few roof tiles. Needless to say it sort of diminishes the visual appeal of the map and you may find your eyes to be a little bored. If you\'re used to the latest mod maps for BF2 or if you\'re just plain picky then you might find Kastel to be a bit sloppy. This is still one of the best urban maps for Battlefront. It has a great design and you can tell that Eddie took his time placing lego after lego. Fans of close-quarters combat will love this. It\'s most enjoyable online with other players where you must use strategy and teamwork to succeed, whether it be CTF or Conquest. The map\'s design is perfect for Hero Assault so be sure to try that out as well. In conclusion, Kastel is a classic that\'s still enjoyable today though slightly outdated in quality. Thank you Squipple for converting it so that newcomers to Battlefront can enjoy it just as us old-timers did! -[GT]EraOfDesann




Eddie's Dantooine | 31.15 MB

Beautiful. Battle itself- Not so much. Eddie's Dantooine was always my least favorite of the Eddies, the battle isn't diverse enough. I'll explain: The map in question is separated in half by a large ravine/river. There's an 'island' in the middle, with bridges on both sides leading to it. Each team starts off on one side, and it's basically a race to see who can capture the middle command post first. After that, the battle gets bottled up on the bridge on whichever team lost the race's side for the rest of the match, which can get pretty dull. Unless someone breaks through with a hero or speederbike, it's 'game over' right there. Other than that, I love the scenery. It's a bit bare around the edges, and some of the textures are kind of awkward, but for the most part, well, I'll let the screenshots speak for themselves. The only real bug I found while playing was that there are parts of the ravine that aren't covered by water. Just a few spots were missed, but it doesn't affect gameplay almost at all. Overall, it's good, and looks great, but gameplay isn't as solid as most of Eddie's maps. .Rikino




Yavin 4: Sunken Temple | 44.24 MB

ruins, being lego\'d together from the orginal maps\' assets, but on a much larger scale. There\'s not an inch that isn\'t filled with ruins, water, or cool effects. A lot of work was obviously put into the polish of this map- it\'s pouring rain with lightning and such, there are stairs everywhere leading to upper layers of the ruins, and rubble piles abound. The water is set at a height that gives a cool sense of \'sunkenness\'. It\'s not too deep for droidekas to drown in, but is high enough to lend to the atmospere of the map. No two parts are really alike, with plazas, a temple-y building, yards, all meshed together perfectly. Really, the job of sticking the ruins together is stupendous. If you haven\'t already been convinced to download this map, here\'s another selling point: Yavin 4: Sunken Temple introduces a new game mode. \'Bombing Run\'. It runs like normal conquest, except you don\'t capture command posts to keep and spawn from. When you take one over, you get a message telling you to, basically, get out of there because it\'s gonna be blasted into oblivion. Indeed, a Y-wing/Tie Bomber does a flyby showering it with explosives, killing that command post. Whoever ends up with the last cp standing wins. It uses the default side for the most part, and proves that you don\'t need completely redone ones to have a good map. The new units aren\'t [i]particularly[/i] exciting (the best, by far, is the Havoc Trooper), but keep unrealistic hordes of dark troopers and such off the field. There\'s not a single jedi or flying unit to be found anywhere- they \"were not feasible for this level\". Don\'t take that the wrong way- it actually kind of adds to the map, in a way. The AI can\'t really use flight well, so no loss there, and the lack of jedi gives it a more \'not l337 stuffz\' feel. Honestly, I can\'t think of many ways it could be made better. I didn\'t notice any AI problems- in fact, I was suprised how well they were handled. They move within the map well- they use pretty much every concievable passage. Again, I didn\'t find the new units too exciting, but they don\'t take away in any way, shape, or form Download this. Now. .Rikino




Rhen Var: Battlefield Beta

rhen_var_battlefield_beta0.rar | 34.81 MB

original Rhen Vars, and uses assets shipped with the game very creatively. The fortress (which the battle takes place outside of) is custom made- Karnage took bits and pieces from SWBF I Rhen Var and lego'd them together (I saw a bit of discontinuity between them. Did you use the snap to grid option? It's useful for this). The map is rather smallish, and takes place right outside a large fortress, with the CIS/Rebels defending it. Most of the fighting takes place directly outside the fort, in a rubble field. The defenders also control a hanger off to the side, where most of their armor spawns. The unit count is fairly large, but not too big. You'll never be lacking a target, but won't really be overwhelmed. There's default turrets which abound throughout the battle. They're placed behind rubble, on walls in the fort, and on the sides of the gate (horizontally, of course). While CW is lacking in vehicles (it seems like a placeholder, not much work has been done on it), GCW includes AT-STs, rebel missiletanks, an AT-AT, and snowspeeders. Yes, that's right. Snowspeeders are back. I haven't seen them in any other maps (including the shipped Hoth), so it's about time. They work here, too, despite the small playing field. Rocketeers on the ground try to aggressively shoot you down, and a single missile takes you down. The props are nearly all from either SWBF I Rhen Var map, with the exception of a few (like the hanger). There's no new sides (which keeps down the file size by a bunch), but it uses snow troopers, so it's all good. My complaints are typical of a beta: the AI needs work and the rubble field, where most of the infantry action is, seems kinda empty and flat. Roughening up the terrain a bit would do it some good, and I liked what few pieces of cover I saw in it. The rubble seemed natural, and I would suggest to add more, more, more. Make it so you can dive for cover anywhere. The AI seems to be in serious need of barriers (and somemore hubs/planning), as they clumps up against the the wall trying to walk through it, or jumping off the top of the fortress. That's understandable, though, as he'd have to redo them as he adds/moves objects around. Also, CTF hasn't had anything done on it, don't try to play it. It's there for later. Overall, it's got some really nice stuff in it, but the map itself needs some more work. ~Rikino




Gall Mountains | 3.26 MB

game, however being that SotE is about ten years old now, this map could certainly stand to add a little bit in terms of look and feel that SotE could not. It could certainly have a more realistic look and feel to it, rather than the very angular feel SotE had. However in keeping true with SotE, it does a rather good job. Because the source files were misplaced since the last build, much of the map is new. [b]Fixes/Additions from v7[/b]:[list] [*]completely new design [*]map takes place at sunset [*]Millenium Falcon added [*]all game modes supported [*]minimap added [*]loading screen added[/list] [b][url=]Click here to follow the progress of the map on the official thread on Gametoast![/url][/b]




Kashyyyk: Forest | 11.59 MB

split up so to say so there\'s 7 spots where there\'s intense fightings instead of fightings scattered over the map :) I\'d especially liek to have some CP-fights going on up at the treetops :D well - at least not so it\'s compeltely at the ground :) Another thing would be to make an actual Mission out of this. Of course it\'d require lots of planning, but I definately think your map can do it :D Adding a few bombers which are slow but who can manouvre well would also be awesome - then of course adding alot of places to hide from cover :D The last thing would be something unique. I\'d suggest to place alot small trees, which actualyl have health, so they\'ll get destroyed when somebody\'s using it for cover :) Great map! Keep it up - but the lst is that you haven\'t fixed the Super Battle droid\'s chunks xD *tsk tsk tsk* here\'s a link how to fix it: Now you just gotta edit the assaulting sides to somethign awesome ;D




Ryloth Fueling Station | 15.46 MB

too kill you! It has a new hero: Lowbacca. He has a lightsaber, Mace Windu\'s jump + attack move, Obi-Wan\'s run+speed+attack combo, Force Pull, and Saber throw. And guess what. Boba Fett is back from the Sarrlacc Pit! I think this guy has the Star Wars Ultimate Visual Guide :P. The player is a MAJOR factor in the game, I found that I could take all the CPs with my player in one life, then switch over and then take \'em back so the enemy had 1 CP and me the rest :P. There are a few bugs, and one I found was when you switch from the New Republic to the Empire, you can\'t switch back too the New Republic, and you can\'t see that switching thingey lol. See the Readme for more bugs, character info, and everything else. Tis a great map. -TheDestroyer




Capital Down Part 1 | 6.34 MB

description of the map. The map takes place on a desertous planet with cliffs here and there. It mostly consists of plains. A CIS capital has crashed (hence the name) and the Republic is attacking the enemy forces who survived the wreck. Each side is armed with many vehicles. The stories behind the map can be found in the ReadMe. According to the ReadMe the author has added some Techno Union Ships, fixed some sounds (some are still missing), and fixed some missing textures. So in other words this is a good update so if you have the original version toss into the recycle bin and download this new one. One thing I love about this map is that you can play it with your video settings all on high. It makes the map look great. Also just the sight of all the vehicles fighting is pretty cool itself. My only problem is the map's size. It's just really big, no matter how many units you have on it. Speaking of which it'd be nice if the unit count was increased. This can be easily done by making a simple change to the LUA. But as DarthDaddy says, the player can simply up the unit count and ticket numbers in the Conquest Settings. Either way works I suppose. But just to fix the size problem I'd recommend moving some of the Command Posts closer to the ship. That way there will be more fighting and less traveling. Overall this is a good start for your first map and a nice improvement over the original one. Keep up the good work! -[GT]EraOfDesann




Capital Down part 1 | 5.69 MB

firepower(including vulture droids, tri fighters, AATs, spider wakers...) and the republic that has come to finish them off has CPs out by some mountains. These capital down maps are actually very fun, and rather well built although with the number of maps this guy has submitted lately I was under the impression each one must not have had too much time spent on it. The one hole I noticed is in the hangar where there is mounds of dirt by the doors that would normally lead to the rest of the interior, the terrain didn't quite go up al the way and you can see the 'great outdoors'(models are invisible in untextured areas so you see through the inside of the next piece). CIS put up a good fight, and tri-fighters are a lot of fun to use here(as well as effective) but if I remember right the republic seemed to be a bit overpowering, but since the readme says it likely won't be updated I'll just have to commend you on a well made map. He doesn't appar to be on the author list already, which makes this his first posted submission and possibly one of hisfirst maps. -K.




Naboo Plains | 32.55 MB

and some bian speeders. The Cis has some AAT\'s, Droidstarfighters, and stap\'s. Assault changes the Empire to droids and rebels to gungans.




The Lost City | 8.24 MB




LGM | 1.74 MB




Naboo: Theed Assault | 3.92 MB

there are Yavin bucket-turrets, but for some reason the Galactic Civil War version doesn\'t have them.




Geonosis Droid Factory | 26.32 MB

concept to try for a first map. It's nice to see a new modder try a hand at some things more than just basics (i.e. procedural animation), but there are a lot of other basics ignored here (e.g. satisfactory prop placement). The map is also basically large and flat (flarge?), which is a combination that rarely sits well. -Mav




Abregado-Rae: Venezia

59abr.exe | 8.12 MB

map. This version doesn\'t do a lot to change what was good about the earlier version; in fact, it doesn\'t seem to change a whole lot at all. It feels like the lighting has been tweaked a bit(?), but beyond that, no real difference I can see. It stands (as it did before) as a solid example of how to re-use Naboo assets well, and it\'s a pretty city here. The only notable issue (and this was in the previous version too, I think) is that the organization of the starting CPs seems to favor the ALL team versus the IMP team - it can turn unbalanced really quickly. As before, this is a decently well-polished map and definitely worth a download. Give it a try. -Mav




Death Star Extra CP's(CTF&Con) | 12.14 MB

the scripts for the Death Star missions (not even the stock ones, to say nothing of any potential modded Death Star missions). What this means for you, the player, is that you'll have AI running around to capture command posts that mean nothing for the reinforcement drain - it's great that the author added some extra planning, but it means that if you capture the wrong CPs, you could hold the majority of the CPs on the field and still be experiencing a pretty strong reinforcement drain. Which of course brings me to a second point - some of the CPs are placed in straight-up odd places. Some are reasonable, if a little too isolated (like the hangar control room), but some are just plain silly, like the one at the end of the superlaser firing chamber. It's a long slog through an area not designed to be walked through (which means it breaks immersion) and it's way, way far away from the action. Another foul ball is the CP in the trash compactor. Because all the death regions were removed, you'll experience a buggy-feeling "crush" of the compactor that immobilizes you. It's not very conducive to trying to play through the map well. It is, in sum, a decent idea, but some of the ways its done are a little silly. The real problem is that lack of adding the CPs as having conquest value. If it sounds interesting, though, give it a try. -Mav




Cerea: Savage Hunt | 33.66 MB

\"Savages\", which is basically just composed of reskinned tusken raiders and wampas. The map is your standard forest- it has a lot of trees and rocks and logs, like most forests, and it also has a river. There are four control points- each on one side of the map, though the leftmost is set inside a base-like structure. The map is decent, if somewhat uninspired and bland. The extremely dark terrain is a bit too dark, though everything else in the map is lit enough to distinguish what it is. On a whole, the map\'s individual details are rather hard to pick out, as everything pretty much looks the same against a black background. That\'s not to say that it\'s bad- just that it is somewhat bland. It needs a little more color to be memorable. Sides-wise, the matchup is a bit weird here- there are wampas and tusken raiders on one side, and Cereans on the other. The Cereans play much like a standard side, as there is a rifleman, heavy, sniper, and melee weapon user. There is also Ki-Adi-Mundi, who is unlockable after 10 kills. He makes the melee unit somewhat redundant, but it is somewhat useful as there are loads of units that only use melee in the map. In the \"base\" CP, there are some Geonosians and other units, which all use melee weapons. The base is somewhat annoying, since you get mobbed by the melee units. There is also a big ship-looking thing flying around outside, controlled by a hostile team, that shoots huge rockets at you and your teammates. It also can be an annoyance, since its rockets shake the entire screen when they land near you. There are some easter eggs in the map as well, some of which you can see in the screenshots. They can actually assist you in the map, so it\'s advised that you go exploring for them for a bit. They\'re pretty easy to find, though. In all, this map is pretty decent- it has some things that could definitely be worked on, but it has some good ideas and executes them well, so I advise checking it out if the screenshots interest you. -Jedikiller




Naboo: Heart of Theed | 24.99 MB

[i]bad[/i], but it isn\'t terribly original. \"Heart of Theed\" is pretty straightforward - it\'s a lot like the stock Theed (which will always follow the practice of using all-stock assets), although it may be slightly larger. It uses a stock Yavin sky, which is a bummer. It\'s decently put-together, but it\'s just kinda bland. There is also a Naboo Guards side that supports the \"good guy\" team (REP/ALL), which is a pretty unbalanced swing in their favor - the guards spawn all over the map, independent of who owns what command posts, and they can capture CPs for their allied team. This makes it significantly harder for their enemies to maintain control of CPs. In any case, you can probably make a reasonable assessment yourself from the screenshots below. Download if it looks interesting. -Mav




Thrakia: Par'Vallia City

thc.exe | 23.39 MB

snowy. So, let's start off with the map. The map is mostly city streets, with wide battlefields and very few tight chokepoints. There are lots of CPs placed throughout the map- some in the street, others on top of barricades, some in buildings, and a few up high. The city combat is mostly centered around a park filled with trees and lots of snow. At the far end of the map, there are a series of rooms with some CPs in them, which is about the closest the map comes to close-quarters combat. Gameplay-wise, the map is nearly identical to Oceanic Pass- a focus on 'realism', high-powered weapons, and low accuracy rates. I tend to share Mav's sentiments on this type of gameplay, however, and I do not very much like the style of play that the map forces you to assume. Battlefront's engine is not geared very well towards realism; rather, it is set more towards the Rambo-style approach, with lots of jumping around, rolling, and general acrobatics. The realistic approach just does not work very well in this engine, and I can't say I really enjoyed playing it. A few things that I noticed- buildings and models seem to have bloom effects applied to them. Graphical effects are always nice, but there seems to be something causing some tremendous amounts of lag in the vicinity of the park area- it caused my framerate to drop to about 4 and makes the map virtually unplayable due to how mobile you have to be to not get shot. This was about the only bug I noticed, besides the localization (but the author mentions it and it's not a big deal). Anyway, to sum it all up- from a mapping standpoint the author certainly has talent, but I can't say that same thing for the sides. They just aren't that fun for me, and what good is playing a game if you can't enjoy it? This map is likely worth a playthrough, though, so give it a shot. -Jedikiller




Valhalla | 6.81 MB

like the changes made were the addition of a few health/ammo droids, the grounding of some objects, and an inexplicable death zone over the water. While this is ostensibly an "improvement" over the previous version, it doesn't feel like that, primarily for a reason I will address at the end. However, the only really critical change from the first version was the fixing of the floating objects (and this is good for it to have been done). Several fixes still remain undone. Vehicle sounds are still absent, and a noticeable texture problem on the ground texture is still present (the fix for this was mentioned in the prior review). The walls surrounding the map are still garish and need to be made to look better, as mentioned before. The death region, which has been added, makes it uncomfortably difficult to take off from the Empire's starting vehicle spawn (since it is right in front of that). I'm not sure what purpose that death region serves, since it's only a small region and it can be flown around from any side. The big issue with this version of the map is that it is broken out of the .zip file. It's not a difficult fix (and in fact every user downloading it can do it for himself), but you will need to pay attention: -The three letter folder ("VLH") has a folder inside it called "data." Inside that data folder you will find two .lvl files and another folder (also called "VLH"). What you need to do to make the map work is create a folder inside the data folder, call it "_LVL_PC", and then move your "mission.lvl," "core.lvl," and "VLH" folder [i]into[/i] that folder. I expect no less than three "the file doesn't work"s below anyway, despite the information being posted. -Mav




EP3 Feluicia | 125.86 MB

just Pandemic's Felucia. It has been expanded to use extra terrain and add extra command posts (as well as a few Mygeeto buildings), but the biggest change is that there are different sides added. Speaking of the sides, I know that the previous review had a quibble with the fact that two of the CIS classes seemed very similar. I would have loved to try and follow up on this - really - but I was unable, as the author has made it inexplicably unavailable to play on the CIS's side. Other than that, I, personally, feel like I could have written the exact same review as I did last time - very little of the issues mentioned in the 2.0 review were addressed (which themselves were mentioned also in the 1.0 review). I think maybe some AI pathing issues were addressed? I cannot be sure, but that's a plus if it is in fact the case. While I don't like being overwhelmingly negative, it's very frustrating seeing the same thing posted again and again when I've taken the time to write up a neat little bug list in prior reviews. In the hopes that the author will be able to learn a little from his experience, I'll go ahead and compile a list of errors I saw this time around: [list][*]weapons missing localization (at least one) [*]weapon HUD tags missing (at least one) [*]extra misplaced HUD element added (top bar) [*]glitchy animation for REP hero [*]uncaptureable CP [*]floating objects [*]missing damage regions [*]blocky terrain (this may have been addressed somewhat, but some hills are still inconsistent with stock parts of the map) [*]no map boundary [*]missing textures (REP forward command center CP) [*]mis-placed/overlarge CP capture region[/list] As some minor opinions I might posit as well - I'm still not a huge fan of just making a map directly from a stock map. However, this of all stock maps isn't a great choice, because as it is it gives a poor FPS to me, even on lowest graphical settings. The vast majority of all maps (stock or mod) are optimized much better than this. Also, with a number of textures there was a highly noticeable over-sharpening - using the sharp mask too much is never preferable (although of course "too much" is debatable), but on Felucia - a planet that already has very vivid colors - it's simply unnecessary. As a side note, because there was very little changed from the past version, since the author didn't submit his own screenshots, and since I would prefer not to have to defend my bug reports against accusations of "lies," I went ahead and added my own screenshots. They are not representative of the map as a whole, so keep in mind that if you want to see more glamorous pictures of the map it may be wise to view older versions and their pictures. -Mav




Terminator Salvation | 56.62 MB

that. The third and fourth films are optional but you MUST watch the first two. Anyway... The map takes place at a SkyNet facility which is adjacent to a small neighborhood. Overall I liked the design of the map in terms of both structure and atmosphere. The layout of the SkyNet facility is realistic and makes for some decent gameplay. I appreciated the amount of detail and precision that went into the object placement, which is probably one of the map's strongest features. The custom models look great and make the map feel fresh (the cars, however, look a bit like cardboard cut-outs). I question the use of the blue sky, however. Since this is supposed to be a post-apocalyptic world where mankind struggles to survive it would only make sense that the tone of the map reflect that -- therefore I think that a gray or dark sky would be better suited for the map and would help illustrate the grim atmosphere of the time period. Gameplay is unfortunately the map's weakest feature. Firstly, the weapons cause so much damage that players can be killed with a single well-placed shot. While some may find this style of play enjoyable, others (such as myself) may find it frustrating. I understand that the author is trying to create a sense of realism, but sometimes that can hurt the gameplay. I'm all for realism but not at the expense of the gameplay. Secondly, the odds are tipped in SkyNet's favor. In fact, SkyNet already starts off the match with a higher ticket count. Even if the Resistance captures the odd Command Post (located in the center of the map) the ticket bleeding (if it's even there) doesn't do anything to hinder SkyNet's advantage. It wasn't until the Resistance captured all but one of the CP's that the match became even. Thirdly, I believe that adding a CP to the other side of the bridge would improve the gameplay by spreading out the action and utilizing more of the map. There are some noticeable bugs, such as floating weapon icons and missing weapon sounds. These are both pretty distracting bugs so I hope they're fixed in any future versions of the map. Additionally, there are barriers that need some adjusting. In conclusion, this is a pretty good effort for someone's first map. Does it still need a lot of work? Yes. Is it worth a try? Sure. ~Era PS: Just for fun, I'd recommend adding some vehicles and custom music.




Coros: Canyon | 18.04 MB

first map, it's definitely not too shabby. I can see that the author at least tried a few new things for the map - there's a new unit, the sky is not Yavin's sky, and there was some retexturing done to prop objects used in the map. I never approach maps labeled "first map" with super-high expectations, and so it is a pleasure to see them when they exceed the standard first map expectations, which this has. The map design isn't bad - it is linear, but it doesn't force the battle to be a narrow one and you can move around the "next" command post if you so choose. I think you could probably aid this design if you offset the command posts to the side a bit, in sort've a zigzag pattern. It's good to see that you made an attempt to do some retexturing, but it'd be best if you were consistent - the Hoth bunker looks a bit odd in two wildly different shades like it is, and the two different textures on the rocks are very noticeable. What I would suggest with the rock spires is simply lowering them into the ground more - which will also help correct any object placement errors. Also, it was mentioned that there might be some AI direction issues, and while it looks like there was at least some cursory pathing, you can avoid AI problems by doing some more barrier work. In any case, it's a pretty decent first entry. -Mav




Corra: Glorious Wasteland

cgw.exe | 37.63 MB

[url=;103481]Corra: Abyssal Wasteland[/url]. It is nice to see that this version not only works on improving the previous version, but also adds quite a bit of new content to go along with it. To recap, Corra: Abyssal Wasteland was more or less a large "defend the fort" map where your objective on one team was to not lose and your objective on the other team was to win. In the version we had before, I felt that it was a nice concept but the fun factor was significantly lacking, due to the large amount of sheer frustration imparted by several different things. First and foremost it was not frustrating to play through, which was nice. For whatever bits and pieces were changed, it felt like playing it through this time was less an exercise in futility (as the defending team) and it afforded me an opportunity to actually hold a line for most of the match. On an only semi-related note, the textures were changed on the "Corran Civil War" era units, and while still feeling a bit derivative of the units whose models were used, they at least had a bit more character than the last time around. What was nicest to see on this map was unrelated to the "Domination" mode mentioned above. Also included with this version of the map is a Galactic Civil War campaign mission, which sets you as some sort of Imperial scout/assassin/agent. It is a very straightforward mission, and not terribly difficult, but I always find it highly enjoyable to be led through some kind of story or game that deviates from the norm. In any case, this map feels like a big step up from the previous version. Give it a download and try it for yourself! -Mav




Ideal Training Map | 17.39 MB

maps cater, I cannot count myself among those who enjoy maps "designed only for multiplayer." Unfortunately, "only for multiplayer" often tends to translate into "my object placement was too hard for me to try to AI path around so I said only people could do it." In any case this is very representative of the genre, using stock Yavin props on stock Yavin grass with the stock Yavin sky - I don't know why seeing Yavin anything bothers me but it does, and I'm sure there's a great Yavin map out there somewhere waiting to be made but unfortunately, in the interim, Yavin props just feel dull. The props are closely put together on (sometimes) jagged terrain - as always, prop placement is best done carefully and terrain is best done smoothly. There are a couple spots where textures overlap and flicker, this should be fixed along with the terrain smoothing. The objects themselves are just stock Yavin arena. If it seems like the kind of map you'd like to play, give it a try. -Mav




Bespin: Escape | 28.68 MB

issues got sorted out; he's been waiting over a week for this map to get uploaded and for that I am sincerely sorry. I'm very glad to finally get it up so that you all can share in playing his map. In any case, listing the changes from version 1.0 to 2.5 would be a little redundant for me to do, as they are listed below in the readme. However, a few impressions on the map: First of all, I agree with Xavious (from the [url=;103637]previous review[/url]) that this is a very well-put-together map. It's virtually bug-free, which is great, and it's easy to see that a lot of work has been done to polish it up. However, I also agree that the center of the map - the focus of the battle in whatever mode - is much too open. It would be just fine if it were open and the map were maybe a bit smaller, but it is a fairly large map, and as a result all the neat stuff going on around the sides of the map can be almost ignored in a battle, simply because it's so easy to focus only on the large flat area in the center. I think it'd be great if there could be some kind of large building right in the center - but of course that's just my opinion. It's also nice to see that you'll have a lot of options with playing this (as mentioned before) - all the stock modes are covered in this version of the map, including hunt and CTF. In any case, if you liked the first version, give this a download! -Mav




Pegasus | 42.8 MB

the chance to play through the first version, and didn't look at the older review until after-the-fact, but taking a glance the author seems to have taken many of the suggestions made and implementing them effectively. The map itself is well-laid out. As mentioned above, it is similar to Geonosis but doesn't force the issue; most of the similarity comes from the "dirt planet" atmosphere and a reuse of Geonosis props. It is a large map but uses its space effectively, while there can be a lot of running around, there aren't huge spaces with nothing in them. Prop placement was well-done. A desolate setting was made but there was a sufficient density of props that the map didn't feel empty as big maps or desert maps are especially wont to feel. There are "new" sides included, but other than some minor weapon changes, they play exactly the same as the stock sides. The textures for the Republic are a little different; they use a desaturated yellow hue - which looks ok on all the troopers except for the clone commander, who looks really tacky done as he is. The only issues mentioned in the first review that didn't appear to be fully addressed here were the boundaries to the map (there weren't any) and the filesize. "Tur.lvl" probably could have been eliminated to reduce your size by 30%. Anyway, certainly a decent map and worth the download. Check it out! -Mav




Xagobah: Mazarian Assault | 285.65 MB

Star Wars novel, this map takes us to the vaguely-similar-to-Felucia-with-a-hint-of-Yavin "Xagobah." (Which of course is eerily reminiscent of "Dagobah" and makes me wonder how two distinct planets got such similar names despite being very geographically separate.) Anyway. For a beta map, Xagobah is fairly solid. The only prop-related bugginess I noted was the lack (or extreme darkness) of low-rez textures for the Yavin models. There were also missing sounds for the flyers, and the award weapons glitch was present on at least one unit (the basic battledroid) and will cause a freeze in your game. That particular glitch is really quite bothersome. The map design, though, is pretty nice. While it is still a battlefield that might be a little large, it has a nice setup and doesn't feel too derivative of other SWBF2 planets. It has a nice rolling terrain and props and foliage are used well (maybe a little extensively, but that's more personal preference) to create the feeling of a jungle-plain. The props used towards the CIS end of the battlefield could definitely be improved upon, though. The textures of the first wall don't really match up with the retextured Yavin pyramids/temples (which are themselves textured in an ugly flat dark grey). Some solid texture work could go a long way towards making those seem a little more cohesive. That side of the battlefield could also be tightened up a bit, right now it is very wide open. The sides are redone versions of the stock sides, which are done fairly well (aside from, of course, the award weapons glitch). The only real exceptions I'd take would be the "blade" for the Clone Assassin's sword - as a semitransparent texture it looks silly - and the texture for Wat Tambor (which just doesn't look very good). To get a good-looking Tambor, you really need a new model (or at least some addon geometry). Also, some of the vehicles (dwarf spider and UT-AT) use different laser textures than everything else and it really seems out-of-place. Anyway, it's a decent beta map, and worth your time checking out if it sounds interesting or if the screenshots entice you. -Mav




Lost Valley | 103.48 MB

Lost Vally takes place on a hillside next to a large lake and a few crashed ships. It features three game modes: Clone Wars Conquest, Galactic Civil War Conquest, and Galactic Civil War Hero Assault. One thing that makes this map have a cool appearance is the dark cloudy sky and deep water both of which give it a dark tint with still plenty of light. The trees with the dark green ground and the light colored sand also helps bring out the colors. There are also custom sides which always improve the game-play. In Clone Wars Conquest the sides are Jedi vs Clones. The Republic team is unchanged, however, the Jedi have custom skins which look really cool. In Clone Wars Conquest there is a slight advantage for the Jedi as may be the case in any map when you give one team lightsabers and the rest guns but it isn't to far off. A Jedi you can basically play through the whole map in one life but a Clone it is a little more difficult. On Galactic Civil War Conquest it is quite different from Clone Wars. The Empire has default sides with a Sith Lord. The other team has Acklay and Gizor Delso. This Era too has a slight advantage for one team but plenty expected. Except the Geonosians are the ones behind. And at last Galactic Civil War Hero Assault has the Naboo Royal Guard (with a few minor skin changes) vs Gamorreans and Wampa's. Despite the small advantage for one team the AI are very well and don't get caught anywhere which greatly increases game-play when you have "working" AI. On the downside there isn't much to complain about. The AI do really well and the advantages for some teams aren't too big of a deal since there isn't a significant difference in reinforcements. But the only things I noticed is that some of the units have floating icons and that some of the barrels and health/ammo droids are a little of the ground. It can't be seen as good up close when the foliage is in the way unless you have the distance settings on low or are back a ways where you can see some are off the ground a little and can be changed if there is a future version but again its nothing big. All in all its a really good map and most of the time its the setting that determines how the map plays out. Definitely worth a download. -Delta 47




{Uchiha} Training Map | 28.09 MB

theme. Although this map is still playable in single-player it is much better in multi-player. The reason is the AI aren't very active and just stand around and get killed for the most part. The map consists of two Era's - CW & GCW and two modes - 1 Flag & Hero Assault. Both modes of which are at two different bases. On the downside there are a few bugs but most of which you can ignore. First off GCW Flag doesn't work. For some reason no units spawn and the Flag is impossible to score. However, this Era can be safely ignored and you can play CW Flag without any problems. Second, the units don't move a whole lot and tend to get caught and stick in places. The AI do pretty well in Flag but in Assault they just stand around. That's why I mentioned this map would be better off playing Online. Lastly, a fair amount of objects don't have textures and just appear black but isn't to big of a deal. Still, its a decent map if you just like finding new places buts its best in multi-player. Download if it looks good. -Delta 47




Space Yavin | 46.38 MB

Troopers Han Solo (as a stormtrooper) Luke Skywalker (as a stormtrooper) Proper Ship Names Capital Ship Turbo Lasers Hanger Shields Disabled That's it! I personally disliked the Hanger Shields being disabled because now you have turrets blowing you up in the Hangers but it does make it a little more fun. Also the capitol ships with capturable CP's you can't land in so don't try unless your careful! The new sides for the Alliance are Han Solo and Luke Skywalker as Stormtroopers and for the Empire Darth Vader and Shock Troopers. It's a really nice improvement so if you enjoyed version 1 than you should give this a look into. -Delta 47




Felucia: Overgrown Bog | 68.16 MB

[url=;95637]Prime Front[/url] mod has really helped that out) and ability. I can't say exactly where this falls, on a scale of 1 to "Stock Felucia". In some ways, I actually prefer it to the stock map. The lack of foliage, which the author mentions as a bug, is something I might be so inclined to even call a "feature," simply because the sparser map foliage makes this map much more playable than the original, in my opinion. I do think stock Felucia looks a little better, simply from a visual point-of-view and in terms of polish, but this map is maybe a little more fun. Certainly the addition of some new sides helped out that "fun." RED51 did a nice job constructing imaginitive sides similar (construction-wise) to the stock and Conversion Pack units, but visually different enough to set it apart (and to be fair, I like the stock unit setups, so being similar to them isn't a negative in my book). This made for a nice, balanced experience with nothing too crazy bringing me out of the setting. The map setup itself is very similar to stock Felucia (from the crashed AT-TE to the large "stump" CP), but does integrate some other new things well. The map is a little more linear - which helps, in light of the props/foliage, to make it more intuitive than the stock Felucia. Some custom bunker models are also well-integrated into the map. The only real bugs of note were a few "award weapons bugs" (although none that froze the game, from what I saw) and a few spelling grammar errors in the localization ("Magna Gaurd?" Can we please spell this right, people?), but nothing too major. Overall it was a pretty well-done map. Make sure to [b]follow the installation instructions carefully[/b] and know that [b]you need the Conversion Pack 2.0[/b] to get some of the units to work. Give it a try! -Mav




Fort Warz | 23.09 MB

anywhere after the statement of concept, the idea breaks down in implementation. The biggest problem, in my mind, is that even assuming everything else were perfect, the forts have only one path up, and it is a long, high ramp to the entrance of the fort. Unless the attackers are facing some tragically inept defenders, the fort will be nigh-impenetrable. Aside from that glaring deficiency in gameplay, there are a number of other issues. The biggest one of these is that one of the command posts is completely cordoned-off from the map (it's shut up in a number of shields), which makes a conquest victory all-but-impossible and often leads to a stalemate. The AI pathing is also rather bad - while the paths up to the forts are straight shots (which should make the pathing easy), the AI will almost inevitably (and inexplicably) walk off the sides. I also noticed, for seemingly no reason, one of the command posts hidden behind terrain. This has the doubly negative effect of looking sloppy and making it impossible to access the command post. There are also object placement issues and the stock Yavin sky, but those aren't even the [i]big[/i] issues here. The map itself is not a bad idea, and with some work could be improved upon. The problem is that an idea beyond conquest was explored, and it just wasn't done very well. This makes what might otherwise be a fairly average map turn into something that's just confusing. -Mav




Crazy Town: Settlement | 14.92 MB

placed objects - this map has everything you need to smash any sort of suspension of disbelief in terms of being immersed in the SW universe. Now, normally I'd just call the abovementioned issues "bugs" and move on, but the author claims that they're intentional - and I'm not sure if that's not worse. There are plenty of ways to make a "wacky" map and not have it look poorly-constructed, and I wish that it was done more often. This map smacks of semi-completion, from the completely flat terrain to the Yavin sky. Even the command posts haven't been moved from their original location. It's worth mentioning that the author tried to have some sort of secondary goal for the map - finding the "computer terminals." It's a nice idea, but nothing ingame mentions them, we don't see what they're supposed to look like, and when you find them, nothing happens. If you want to add in a secondary objective, I would work a little more to make it feel like a real objective. That being said, it could be an idea worth developing further. I suppose if you haven't had anything new for a while and this just sounds [i]terrifically[/i] new, then give it a download. Otherwise, I might pass on this one. -Mav




Hypori: Assault

hypori.rar | 21.52 MB

Geonosis-like battlefield. There's four Command Posts, one in the crashed Acclamator (which you can't spawn from), one near the Acclamator (which you can spawn from), and two farther out in the fields, one for each team. When you start the map, you'll only be able to play as the Republic team. Selecting the CIS team will still spawn you on the Republic. This bug, in my experience, is caused by having too many units for each team. You wouldn't really want to play as the CIS anyway; they only have three types of units. The main focus of this map is the massive battle. Lots of units and a flat field makes this a sniper paradise. There's almost no cover, so if you decide to run headlong into battle, you're gonna get killed fairly quick. There's a Jedi unit on the Republic side that can earn you easy points if you find the AI stuck on the walls near the crashed Acclamator. There's a lot of barrier/planning problems in that area. Other than the CIS being unplayable, and the planning problems, there's a couple other bugs I'd like to point out. Firstly, some weapons are missing their localizations. Secondly, some troopers had two sets of grenades as their secondary weapons. And thirdly, the ARC rifle's HUD tag was floating next to the reticle. The reinforcement counts were also ridiculously high, although that's not a bug. Lastly, GCW Conquest crashes upon loading. I guess if you like big, open battles you'll love this map. If you're looking for anything other than that, you won't find it in this map. Honestly, Hypori: Assault just felt like Generic Geonosis Map #53. Read the readme for installation instuctions, and leave feedback for the author if you download and play this map. -Xavious




Tatooine Desert War

tsr.rar | 221.67 MB

assets, and to no great suprise, feels very similar in execution to that map. It's worth noting that this is the author's first map. For a first map I noticed a lot of things done well that first-time mappers usually miss out on - there's a different skydome, animated props were used, and lighting was added. I'm especially a fan of that last one; good lighting can be really helpful to making a map look polished. There are some weaknesses as well, though. For one, the map is too darn big. A good try at remedying this was made by adding lots of speeders and other vehicles, but the real problem lies in the fact that the AI combat moves very slowly on big maps, and the speeders did not aid a solution to this. Secondly - and the biggest problem, which will no doubt make some not want to download this - is the filesize. There appear to have been very minor changes to the sides, but these sides changes were done by changing the entire side. As a result, there are about 6 stock sides in the addon folder's side folder, which makes the map more than ten times the size it needs to be - literally. It would also be nice if the author took the time to add in the correct shipped sounds for the GCW vehicles. It's too bad that the map is so large, because it's not a bad map - in fact, filesize aside, it's easily well above average for first-time maps. However - a suggestion to the author - getting the filesize optimized would be the first thing I would work on before I plan to release another version of this or a different map. -Mav




Attack in Yavin Canyons (v.1.2) | 81.75 MB

plays. Like he said, more props were added (which was a welcome addition). Additionally, new skins were added as well as new localizations of the weapons (despite the fact that the actual weapons are unchanged). The author mentions that he doesn't know how to create a new side, which surprises me, since he obviously had to make new sides for the new skins. Visually it's nice, but I could live without it since it really just makes you think you're getting something different when you're not. It's not a bad map, but there are a few things I'd take objection to, primary ones being object placement and sheer terrain. Just make sure your objects are all grounded fully (or as close as you can get on uneven terrain) and make sure that your terrain gets the "blend" tool used on it. -Mav




Geonosis Battlefields | 27.99 MB

Jedi we saw present at the battle as well as Jango Fett. It's a decent idea, although it's a little sloppy in execution. I like the actual structure of the map, which is shaped something (in terms of command posts arrangement) like a lariat. There are a couple bridges connecting across a large ravine (which is a nice visual feature but it's done sloppily). I like that you decided to mix together the heroes with the normal units, but there should be some gameplay taken into account. One would be a fool to play as anything other than the Jedi units with their huge health bars, and that sort've kills some of the variety. It's not the best Geonosis map I've ever seen, but it's certainly not the worst. Give it a shot if you're into that old dustball. -Mav




Conversion Pack KotOR sides demo | 65.97 MB

sides that will be added as a additional era in the Conversion Pack. The setting is the default Mygeeto map, but somehow, the way the sides are set up makes it feel as though you're playing a different map. The two sides you can play as are the Sith and the Old Republic. (If you've never played KotOR and are unfamiliar with these two factions, check out the screenshots below) The sides layout has been completely modified from the default. The first five classes are Mav's standard setup that he's used in every map of his that has a KotOR mode. However, there's several new classes that I'm sure will get you excited. One new units is the officer unit. His pistol may seem wimpy, but he specializes more in grenades. In fact, both the Republic and Sith Officers have three different different types of grenades. When playing as this class, seek the high ground, preferably someplace with an ammo droid nearby, and rain grenades down on your enemies. There's also a "Special" class and a "Droid" class, both of which vary by faction. And the final class is the Force-Users. The Sith have a lightsaber-wielding Sith, and the Republic has the Jedi Gunman. I know you guys will love the Jedi Gunman, because he has not one, but [i]two[/i] pistols! In addition, there is a mode where you can play as the heroes that will be making an appearence. Some of these new heroes include Revan, Malak, Carth, Calo Nord, Darth Nihilus, and more. Give this a download and try out the awesome new KotOR sides for yourself! And make sure you read the all-important readme (There's a reason it's called READ ME) as this map installs a bit differently than the standard addon map. Enjoy, and leave feedback for the author. -Xavious P.S. I didn't give this map a rating because a)it's a demo; and b)it's a default map, so half the rating areas don't apply.




Tunnels | 3.11 MB

weapons/etc in this map, it doesn't necessarily mean that it is bad! The layout and lack of imagination takes care of that. The map is playable on both eras but only on Conquest mode. Each team starts out with two Command Posts, one at the far end of the map and one a little nearer the enemy. The battle is pretty much an endless corridor struggle, and I'm not talking about the glamorous kind. Unlike those, you can't really move around because the corridors are too small! There is some boxes that can be used for cover a little here and there (Doesn't help against grenades, though), but some of the longer corridors are straight and wide open - Leaving YOU wide open to any enemy snipers at the end of the corridor. Actually, you could place a sniper at the end of a corridor and let him take care of every enemy. Even if the enemy sends out hundreds of troops at the sniper, it would be like the first 15 minutes of "Saving Private Ryan" just that there's one guy causing all that mayhem to your reinforcements. There's even an ammo droid nearby in case he runs out of ammo after copping 56 enemies in the head in a row. How thoughtful. So that's it? Long, twisted corridors? Actually, there is one special thing in this map. At one area, the corridor turns into a room with two hang bridges as seen in the back parts of Echo Base. Unlike Echo Base, instead of a bottomless pit below the bridges there is some cool glowing liquid. Actually, calling it liquid would be wrong as you can stand on it perfectly fine. This adds a little parachute to the falling plane, but sadly isn't enough to stop it from turning into a complete wreck. This map is set back by some things that cannot be ignored and I fail to see why anyone would want this when they have the original Hoth map. If you are looking for a map with long tunnels of sniper dominance, then this is the map for you! If you are looking for a map containing anything else, however, keep searching. Overall rating: 2/10 - Super_Shadowman "[i]I'm too old to give up, but too young to rest![/i]" (PS: I rezipped the file to .zip as the .rar format is impossible to unzip for some users)




The Dark Side of the Moon | 36.98 MB

author's first map. The map itself is a big huge open field composed of Polis Massa textures. There isn't much terrain variation. (just a little at the outer sections of the map, which you won't find unless you want to walk in one direction for about five minutes with no signs of civilization anywhere.) The main feature of the map is the Polis Massa buildings, crates, computers, and such. The big problem here is that they are very poorly placed. Many of them are floating three feet in the air, so good luck getting in. There's a lot of invisible collision and such, so you'll probably end up getting stuck a lot. There seems to be no AI planning whatsoever as far as I was able to tell. There were six Command Posts, four of which were in the default positions. The other two were not added to the Conquest objective, and therefore, will not count towards reinforcement drain. The map is playable in Clone Wars and Galactic Civil War Conquest, as well as Hero Assault. The author changed a couple of units around in Conquest, for example swapped the Super Battle Droid and Engineer for the Marine and Pilot. The heroes are default; Anakin for Republic, Maul for CIS, Han for Rebels, Boba for Empire. If I had to make a suggestion here, it would be to find some new units or make some yourself. After playing Battlefront II for two years, I am tired of playing the default units. Mix it up, add some new weapons, skins, etc. Also, some vehicles would have been nice for some of the open areas, although they would have gotten stuck amoung the Forest of Floating Polis Massa Buildings. In conclusion, this map is far from being "complete" in my eyes. If I may offer a few tips to the author: Don't start off trying to make an indoors map. Play around with an open map, learn how to move and set up objects exactly how you want. Indoors maps require all the objects to be set up a specific way, otherwise there'll be a whole lot of holes and the map will look tacky. Also make sure all your objects are on the ground, because you can't walk into a house that's floating three feet above you. (You could jump and grab the edge, but you can't in Battlefront II, so yeah. And there's no floating houses in real life.) Another thing would be to mess around with the sides. Copy the Republic side into a map's side folder and change around the weapons and skins untill you find some neat new combinations that you like. It seems like you've got some of the basics of mapping down, keep working at it and trying new things, and you'll become a great mapper. Enjoy, and be sure to leave the author feedback. -Xavious




Wonkuun | 241.96 MB

then. Visually, this map is very nice, and has very nice lighting much like many of 'Speck's maps. There is a lot of foliage everywhere, as well as some very nice looking trees. I can't say I liked the way the Geonosis rocks looked, however. They would look better if they were skinned a bit differently beacuse bright orange just isn't the color for this map. There was also some grey-ish smoke all over the central battlefield. This smoke would look ten times better if it was colored to better fit the enviroment. (Brown, perhaps?) Obviously, walking through a cloud of smoke means you won't be able to see anything, and as you can probably guess, this does not affect the bots. So don't go running into a cloud of smoke hoping to hide. Like all of 'Speck's maps, this one has an insane number of units in an enclosed space. Throw on top of that a dozen tanks and a handful of turrets in the trees firing at you all at once, and you've got one chaotic battle. So, if you go running out into the middle of the battlefield, expect to be dead within seconds. Even with a tank, your best bet is to stay back and fire at enemies from a distance. Otherwise, you're bound to get killed immediately by the fifty grenades lobbed your way. Despite all that, the map still has its fun. It seems most of the effort was put into the Clone Wars era, so I'll cover that first. On the Republic side you've got 'Speck's camo clone troopers that he uses in pretty much all of his maps. For whatever reason, these clones fire green blaster bolts. Other than that, the sides layout is exactly the same as the default. Mace Windu is the hero here. The Republic also has IFT-X Fightertanks, speederbikes, and a couple flyers. The flyers are drammatically slowed down for use in this small-to-medium sized map. Don't expect to do much with the flyers, however. Droid rocketeers will shoot you down in a hurry no matter how good you are at barrel rolls and innelmans. On the CIS side you've got both B1 and B2 battle droids. The skins on the battle droids have been changed around a bit, but nothing big. The CIS has a couple AATs, STAPs, and dwarf spider droids. Nothing else changed in way of sides as far as I see. Galactic Civil War has the default units with new skins, as well as respective combat speeders, fightertanks, and speeder bikes for both sides. Again, some lasers are colored differently, but other than that there are no other side changes. From what I've seen, the map is virtually bug-free. However, it could use some work in way of playability. For example decreasing the number of units and getting rid of the annoying tower turrets that seemed to cut me down everytime I moved. I'd also like to suggest some new units and weapons, because that's one of the key things I look for in new maps. For example, a commander unit with a portable ion cannon and orbital strike. Overall, this was a fun map to play and review. However, if you have a low-end computer you may experience some lag due to the number of units and foliage. Turning down your settings may help. The filesize is also fairly large, 550 meg if I remember correctly, so don't download if you don't have that much space on your computer. Make sure you read the readme file! -Xavious A Note to the Author -- Please be sure to credit those whose assets were used for your map. You neglected to credit Lord-Bandu for the Dantooine tree and psych0fred for the dwarf spider droid.




Nemoidia Swamp | 142.38 MB

well, a swamp. Or so it claims. In reality, it feels more of a wetland, or, at least, a very damp forest. Which is not to say it isn't pretty. It's very pretty. Waterfalls, birdies, plants, and oh-so-many trees. There's a lot of trees, a hill dividing up two paths for the Republic, and a shallow lake with a couple ruins around. The few tanks in the map cut swathes through the normal infantry, until meeting their end in a dozen explody grenades. Another map with a bunch of their ARC sides, which makes it stand out, but adds a lot to the file size. Unit count, once again, has been ramped up to high levels, and the reinforcement count makes just for about the right length of battle. Overall, it's a decent map, well put together, but there's much to say about it. Nice if you like larger battles. Those of you (including me) who have medium-low machines may have a problem with lag, there's so many things like trees around. Large file size alert. .Rikino




Death Moon v0.75 (beta) | 6.46 MB

small Rebel settlement on a dead moon, which no longer orbits its planet. The Rebels can\'t afford any casualties. Clone Wars Story: The Republic has found a few of the last remaining Separatist Droids to exist. They must wipe them out in order to bring peace to the galaxy.




Kashyyyk Gorrronnik Beach | 20.97 MB

sometimes they don't and then we live happily ever after.




Under Siege | 6.51 MB

mountaintop defences and eliminate all enemies in the compound above.




Snowball Fight | 35.14 MB

them \"snowballs\") run around a snowy field in a TDM-type setup. As a work-in-progress, it\'s reasonably well-done for being in an early state, but there are things that should be addressed as the author moves on. The first thing is the music - I like it, but right now it seems to be using sound stream regions. This isn\'t really what sound stream regions are supposed to be used for, and it creates a strange cutting-in-and-out effect when you run around the map. What you probably should want to do is use ambient sound streams, which are designed to run streaming music behind the map. There are also AI pathing issues, in that there\'s probably no planning set up for the AI at all. That\'s not terrible if this is only to be a test map, but if this is supposed to be the map the mod is eventually finished on, then mix it up a little - right now, the AI run to the enemy CP and stay there. Another thing is the fact that the AI don\'t ever use their weapons. This is a simple .odf tweak; make sure that this mod is actually playable in single player! The author has some neat ideas, I am sure, and what with it being winter and all, I\'d love to see this kind of thing be expanded upon. Take a look at some of the pertinent tutorials relating to the issues above, and really flesh this thing out! -Mav




-CTF- Arena 1: Earth Element

trc.7z | 11.07 MB

grass? I can see the connection, of course, but my first guess would have been a lot of dirt and rock. Anyway, that's neither here nor there. The map is, again, [i]really small[/i], so games (even to five scores) could easily last only a couple minutes. In fact, if you are in the 99% of players for whom this will be played in single-player only, I would wager a significant amount that most of your games would be pretty short. If I were the author, I would have at least added a team deathmatch-style mode to rectify this. Design-wise, the map seems fine. There are some pathing hiccoughs (there are lots of prop objects for the AI to run into), and the props don't "fit" very well together (visually), but it's a small, tight map that for the most part only lacks a little polish. Give it a try if the screenshots look fun. -Mav




Space Map | 31.98 MB

relatively bland (in fact, so are the stock space maps once you\'ve played more than one), and it is not aided by the fact that adding or moving around capital ships is made difficult by the preponderance of different pieces needed to be moved. This map is fairly similar, although it does have an added Republic ship. It\'s odd, though - each team only has their fighters available, which is sort\'ve a bummer. There\'s some variety lost there that could easily have been included. The interiors of each ship are pretty much as they are generated from the template, which means they are still missing some things (like health or ammo droids). For the most part, the interior pieces in the ships that have been moved were fine, although I noticed a few objects askew in the CIS cruiser. In any case, you can see the basic overview of the map in the below screenshots. Download if it looks fun. -Mav




Tropicanae | 7.86 MB

smack-dab into the hurdle of authorial ambition being bigger than the knowledge of the tools. The basic setup of the map is four islands surrounded by water - two "main" islands, with three CPs apiece, and two secondary islands with one CP each. Several vehicles are available to move between each of the islands, but the water is too deep to get there on foot. It's a nice idea, but that last part (the "vehicle-transit-only" part) is where the map sees its biggest problem. A lot of first-time authors (myself included) make the mistake of conceptualizing a map that really only works well if every AI unit were to be controlled by an actual human. This is not and will never be the case, and because of that, if you don't plan your map around what your AI can do, then you're really shooting yourself in the foot, design-wise. In this case, not only are you limiting island transit to the handful of vehicles you have available (which means that you're going to have a lot of units waiting around), but you're expecting the AI that use those vehicles to succeed in moving in and taking over command posts. Here's why this doesn't happen. First of all, AI don't always evacuate their vehicles, even [i]if[/i] they're sitting right on top of a command post. That's a huge problem right there. Secondly, even in a perfect world where the AI do exactly what you want them to do and drop in to specific command posts, the AI will always be essentially balanced against each other one-to-one, which is a really big problem for the single AI now surrounded by five or six enemy AI at a command post. Attrition will, nine times out of ten, work out for the defending AI. You could script specialized AI goals that move AI in teams to specific places at specific times, but that's beyond the ability of most, and certainly beyond the scope of what you could expect a first-time modder to know. You really need to have an open battlefield that allows the AI to interact with each other fully. This means that all the AI need to be able to transit from one island to another, regardless of availability of vehicles. It's also helpful for the human player who can't get his hands on a vehicle - think how fun that could be, playing single player and having to stand around waiting for a vehicle because you can't do anything else! There are also a number of bugs, many of which are listed below in the readme. I've said it before, and I'll say it again, just because you recognize them does not excuse the fact that the bugs are fixable! In fact, some times it makes me wonder [i]more[/i], because it baffles me that you could [i]know[/i] what your problems are and ignore them. The big issues I noticed were the missing sounds (with a lot of vehicles, this is very noticeable), the hard-edged ground textures (too many overlapped textures in one area), missing textures (Kashyyyk building roofs, to name one), un-smoothed terrain (especially when it's seaside - these will always be very eroded in real life!). I didn't see it myself (because I didn't bother looking for it), but I notice that there's also no "leaving battlefield" message according to the readme. Why leave this out at all? You know it's not there, fix it, because it's an easy fix. In any case, it's a decent design, but it falls kind've flat in the playability area. All the work of capturing CPs is on the player's shoulders, and because you get little-to-no AI support, you can spend the entire game just running around the enemy's main island capturing CPs after they've been taken back from you. It's not a bad first map, though, and if it looks fun, give it a try. It's always nice to see a new map. -Mav




Dune Sea: Sunset | 35.59 MB

Dune Sea (the map from SWBF1). This version is markedly improved upon the prior version, although there weren\'t any major issues with the previous one. This version has sounds fixed for all the vehicles, which is great and immediately noticeable if you\'ve ever worked on sounds. The download size has been improved by virtue of a removed unnecessary addition. I think that this time around I probably paid more attention to the GCW era instead of the CW era, and I noticed a few things I didn\'t before (or that weren\'t there - I can\'t be sure). I did notice what looks like the same kind of localization issues with Luke\'s lightsaber and the localization for Luke himself - there seemed to be an extra \"blank\" line in their names. On the plus side, I do like it whenever this Luke model is used, and I noticed that the author added in a \"ground pound\" hidden attack to Luke\'s saber. All in all, it\'s a nice conversion of the map, and if you don\'t already have the Conversion Pack (or if you just want a different take on the same map), then give this one a try. -Mav




Yavin IV: Valley of Deceit | 19.84 MB

planet. Aside from those initial identifiers, though, it's really not that bad. One of the best things I was able to notice about this map is that I could definitely see that the author had a creative idea, even if the execution wasn't all that great. The basic concept of the map is a large valley (as you might gather from its name) with two large "bases" at either end. Now, this isn't a new concept, but the author did do a decent job of being creative with its implementation. The "bases" at either end were more than just the single Yavin temple prop you might expect - there was a good bit of design to them, and they had a couple different command posts in them rather than just the one. The valley, too, was varied in its presentation instead of just being flat with trees (as they so often are). The author made sure to mix up things with a bit of water and some other props. The author also made a notable effort at including working AI pathing and hint nodes. It wasn't perfect - there were still at least a few places where the AI made a close, personal connection with the wall - but it's more than the usual effort made by many new to modding. What wasn't all that great? Well, it is still a new modder's map, and that does show through a little. For example - while the author did make the addition of a couple flyers (and the positioning of those spawns was neat), they were missing sound. Sound is important; it really helps to aid any feeling of being immersed in the level. There was also the stock Yavin sky - [i]yes[/i], I know it's a Yavin IV map. [i]Yes[/i], I know that from most points on the ground you won't notice its large ugly black bottom (although you will from either of the "base" CPs or when flying around). However, it is one ugly sky, and fitting or not, if the sky is going to be a prominent part of your map (and it will be in any land map), then it's always a good choice to change the sky. There's also the matter of the map being set on Yavin IV. Yavin IV - even the stock map - is a pretty bland environment. So many modders start out with maps that look like Yavin IV or Endor, because it's easy to make something with trees and grass and that looks familiar. The problem is that, after the first twenty or so iterations of this same theme, it starts to get pretty stale, pretty fast. Even a little retexturing goes a long way, but the best thing to do is be creative and make a unique (or at least under-used) environment. All in all, it's a pretty decent map for a beginner, and I don't begrudge the author anything I criticized - those come with being new. Give the map a try if it sounds interesting, and I look forward to seeing what this author makes in the future. -Mav




Yavin 4: Arena | 15.71 MB

DLC, you will be pretty familiar with the map. If you haven't, it's a pretty good conversion of the map, with only a few minor issues, which are mentioned below in the readme. To the author - you can fix your AI collision issues by adding or changing AI planning and barriers. I don't know specifically how much work you did on this in ZE, but if you did relatively little, it's not a whole lot of work to polish up some of those collisions. I won't give you too hard a time for not fixing the rain sound, because (inexplicably) I seem to have done the exact same thing in the Conversion Pack version of the map. In any case, if you are familiar with sound munging, the rain fix is not too hard to make - simply add a sound stream region and load in a preexisting sound (like Kamino's rain sound) or compile one of your own. A small note - it might also be a good idea to add in a loadscreen to give just a little extra polish to the map. Other than those, as I said above, the author's done a fairly good job. The conversion is on-par with the Conversion Pack's Yavin IV: Arena, and while this may be redundant to those of you who use the Pack regularly, for those of you that don't and are looking for a single-map conversion, this is as good as any other. Give it a shot. -Mav




Korriban: Academy | 13.72 MB

games. The map is centered around a large variety of Yavin props. The majority of these are floating a little- not enough to be noticeable, but enough to make it so you can't get onto them without jumping. There are several CPs scattered around inside the temple complex as well as out to the outskirts a little bit, where one team can spawn. There are some major pathing issues around the temples, as bots will continually get stuck on the temples. This is troublesome, since the map is pretty bland without the bots fighting. Some CPs are capturable, while others are not- most of the most annoying ones to take are not capturable. The map's terrain is rather monotone, with the same texture being used on everything and some of the buildings not fitting in with the colors of the map. I would suggest reskinning the buildings to some degree and maybe adding in a little variance to the terrain's coloration. The elevation is a bit better this time, and is not as jarring, but it still needs a little work. As I have suggested before, some side edits would be a welcome addition, and a minimap would also be nice. Also, some better pathing for the bots would be quite appreciated. Work on those things and the map will be much better. Give it a download if the screens interest you or if you're looking for something new to play! -Jedikiller




Humans vs. Bots Training Map | 5.92 MB

another of the maps with which I am left wondering "who is this for?" As with many maps "focused" on online use, it has a less-than-stellar design (why doesn't anyone making multiplayer-only maps ever seem to care about how they look?) and a relatively pointless single-player gameplay. The map itself is a mostly flat map with various props scattered around one of the CPs. It has sheer terrain walls surrounding most of it, except for one edge which is pretty much just that - an edge. I have to give the author credit - at least the singleplayer mode isn't so ignored that it's just the one player wandering around with nothing going on. GCW conquest is "normal conquest," with the exception of no AI paths and unbalanced CP setup. CW conquest, the "online mode," is humans (as clones) versus virtually endless CIS droids. This is an especially boring task, as it takes place on a drab map against dumb (no paths) AI, and the human(s) is/are expected to stay in one place. The smart money would be to make it so that the humans at least get to move around, and make them play against AI pathed to do something(!), and maybe - and this is a huge maybe - make the map so that it is tolerable on a visual level. It would then have the added advantage of being totally playable (if somewhat harder) for single players, too. All in all, the answer to my initial question - "who is this for?" - is summed up thusly: this map is for the author and whoever he ends up playing with, which, barring some exceptional circumstance, usually amounts to a handful of people. The reason I ask this question is because it seems like such a waste of time to go to the trouble of making a map, knowing that the online setup won't support mass distribution of it for online use, and that most downloaded maps are used in SP - and making it so that map can only be usable with other people online. If you're going to go ahead and make a map, go ahead and [i]make a map[/i] - put the little extra effort in and make it enjoyable both on- and offline. -Mav




Death Star Story | 156.78 MB

with some slightly changed sides. For whatever reason, the Death Star map is completely unchanged with the exception of a single command post stuck in a place where the AI have absolutely no clue what to do - I don't think the original map has any planning there, and the author didn't bother adding any. The sides are changed to represent what at first glance looks like the Death Star escape from Episode IV, but instead of the correct Luke model, we are given two of the incorrect Luke models (RotJ Luke and Pilot Luke) as well as Episode III Obi-Wan. For whatever reason, the Imperial Engineer is relocalized as a Sith trooper and given a lightsaber (?) too. The biggest problem with this is that while it represents minor changes, it has about 350 MB more than it needs. It includes the entire Death Star munged map (when a simple layer addon would have sufficed - or even better, not have included the new command post) as well as the entire ALL and IMP sides (and much more of the REP side than necessary, although not the whole thing) and all the SIDEshell.lvls. This could have been a minimod no more than about 10 MB in size - instead it's larger than almost any map. In any case, if it sounds interesting, give it a try. -Mav




Prakith | 13.55 MB

then (and surprise surprise it is still by him); this is his touch-up version of that earlier map. Prakith is basically a large urban environment map (which you will recall as the theme of the aforementioned contest). It's got lots of space to run around in, although there isn't usually too big of a trip from command post to command post. The map is large enough to have vehicles in some locations as well. The biggest problem with this map is that it feels like a hodgepodge. It uses so many different worlds' assets and more or less keeps the original textures. This means you have Hoth mixed with Mygeeto mixed with Yavin, and it is a very strange look. I wish that the author had (especially in the interim between its original release and now) made sure to touch up those textures so that the props felt like they "fit" together a little bit better. There was also the strange decision to use a Polis Massa prop in a couple different locations - the " med bay" command post. It was strange because it was missing the window glass, and as a result, it looked like it had some very goofy collision. I know too that nearby this prop some of the floor collision was poor. On a different note, the skydome looks very odd. It's rotating, now, but that just seems to add to the strangeness, since it doesn't look like any sky I could picture. None of this is to say that this is a bad map or a bad concept - it's not - but it definitely lacks polish and I don't think it's as good as some of the maps this author has made in the past. If you like what you see below, give it a try. -Mav




Trulalis | 80.93 MB

itself is (as mentioned above) very much like Naboo; it uses mostly un-re-textured Naboo (Theed) assets. I like the map design (raised city with changing elevations), but there are a lot of things that need fixing. Many props have poor collision (unfortunately, many Naboo assets do - this is something the modder must fix himself when he uses those props). I noticed quite a few models floating off the ground, which is something that really needs to be fixed - seeing "behind" or under a model looks pretty tacky. There were also one or two different models missing some of their textures. Finally, while it can be ok to use "sharper" terrain in a city, it needs to be covered up well when it slopes - there were several areas that could have used buildings (or something) to cover up the sharp terrain changes. The sides were a different matter. The CW sides are "pirates" versus "mercenaries," and this is pretty much an "overpowered" weapons mode (which is too bad, I played this second and was hoping to see something a little more like the other sides). It is fairly standard as overpowered weapons go (beams that do lots of damage, etc.), but I did notice a couple weapons were missing sounds - maybe something to look into and fix. The GCW sides were, in my opinion, much better - they represented an Alliance vs. Mandalorians battle. The weapons here were more playable (although still stronger than normal), and it seemed like the author did a good job of presenting a consistent idea with his sides. The GCW sides did seem a little unbalanced, though, as it was much, much easier to win on the Alliance team than the Mandalorians. In any case, it's a decent map, but I think the best part is the GCW sides. The map shows promise, design-wise, but it needs work. -Mav




Invade/Defend | 29.17 MB

perhaps, it suffers [i]because[/i] of them. Several props have been placed on the map, but very haphazardly. Many are floating props, or sunken too far in. Others have been placed without any regard to whether they have proper collision (as a result, at least once you can just sit behind a command post covered by a wall you can simply walk into). It still essentially suffers from a monotexture terrain; I don't think that changed at all from the previous version to this one. Likewise, the sky remains unchanged and still in need of a change. One of the command posts is also on the very edge of the map, which looks really bad - obviously seeing the edge of a map really breaks down any sort of look you're going for. So while the author alleges this as the "final" version, it still needs a lot of work. -Mav




Belkadan: Forest | 82.6 MB

some lookout towers and a few other assorted building pepper the landscape. This map is large, not large, Geonosis large, but still pretty darn large. It utilizes [file=96607]Battlefront Extreme[/file], so if you haven't taken the time to get it, go do so now. So, where was I?... Oh yeah, so it's a large map covering a lightly wooded area. A few trees but not really enough ambiance to warrant the "Forest" title. As it is it's more like a neatly kept National Park, which, at least in my mind, does not entail a gritty, Star Wars, war engulfed forest. [i][b]*Modder's Side Note:[/b] When you first decide on a locale(be it a forest or a desert or what have you), think about what comes along with you location and go [b]all out[/b] on it. If it's a forest give it rocks, trees, shrubs, freaking raccoons if you think the map calls for it. You are making a piece of art, [b]SELL IT LIKE BILLY MAYS!!![/b]*[/i] Some interesting things include: The ever loved AI hero script by Archer01, three different clone legions on the planet at once(38th, 212th, and the 501st) and the nice usage of of BFX, which I don't usually like(I prefer vanilla) but your usage seemed to work. Disregarding the lack of a few smaller, detail objects, and the general largeness of Belkadan, this is a very solid first map. I've seen many rookie maps that are far worse than this and very few that are better. I commend you on your work, sir. [b]-Saitek009[/b] *WARNING! DISNEY CHEESE MOMENT!* [i]We don't critique because it's not [b]good[/b], but good is not the goal. We know that it can be [b]great.[/b][/i]




Kothlis: Sunken City | 13.77 MB

standpoint, I think this is a neat concept with a couple things that could have been improved upon in implementation. I like the idea of a "sunken city" in which the rooftops of sunken buildings provide for the battlefield. This particular battlefield is designed with Tatooine buildings and some generic plank model, and it works out pretty well except for the presence of a nearly unassailable high ground behind a chokepoint. Looks-wise - it could look better. Some of the Tatooine textures (very few) were replaced, and that was nice, but it would have been good to see the Tatooine-adobe as - at the very least - a different [i]color[/i]. The surrounding hills also used that ugly Yavin grass texture in abundance with nothing on top of it, and I'd like to see that changed. You'll also notice some unique placements of command posts - which can be fine - however, here it creates a bit of awkwardness when trying to capture a CP or switch units. One of the CPs (the one on the Tatooine wreck) doesn't even fall inside its own capture region, which seems a bit silly, and another CP (one on top of the Tatooine hangar) is completely hidden inside a building. Just as a convenience to the player, it would be better if you always had CPs visible and the CPs weren't divorced from any related regions. All in all, it's a pretty good first map - it's worth a try to download and play, which is more than I'll probably say for most first maps. If you like what you see, then go ahead and give it a try! -Mav




Crystal Forest | 4.99 MB

been his use of custom models, which always adds a lot in contrast with most maps (which just reuse stock models over and over). Crystal Forest does not disappoint. It doesn't look like any Star Wars planet (although I do not believe it is supposed to), but that's ok here. The map design is solid and the fluff around it is just a fun background to the battle. It reminded me of the "Rainbow Road" track that you'll find in many versions of "Mario Kart." The map itself is really just a winding platform level and is surprisingly simple (which is a good thing here). There are five CPs scattered around the map and it is all fairly close together, which makes for a quick playthrough. The background, as mentioned above is really fun-looking and can certainly capture the eye, but it isn't overly distracting (for extra fun play with bloom on). The author made effective use of AI hint nodes and good AI planning (I don't think I saw any AI fall off the edge), and the opposing team always hangs in there pretty close. I don't really have any complaints here. A solid map, well-done, and definitely worth a download. Nice work! -Mav




Taris: Spiral Stair | 19.23 MB

levels but its in a spiral form so as you walk around in a circle you climb higher. The whole building itself is made out of custom models which looks amazing but the green and black colors remind me a lot of Malachor V from KotOR II more than it does Taris.There are exactly 15 different CP's which makes it very difficult to choose one to spawn at in the Spawn screen because they appear almost stacked on top of each other. There is also only one mode - Conquest but shares two Era's - CW & GCW. There are no custom sides in this version and the heroes are CW - Obi-Wan & Jango Fett, GCW - Han Solo & Boba Fett. The unit count seemed fairly high but maybe that's just because of the map layout and the stairs appear crowded. I found it quite difficult to stay alive as a normal unit because like I said the unit count appeared to be high but as soon as the hero was unlocked there was no problem. Need a new map to play? Give it a download and you won't regret it. -Delta 47




Corellia: Hidden Valley | 68.47 MB

are some minor improvements too, but the biggest new inclusion was a campaign for the Galactic Civil War era. As a result, most of what I'll be breaking down here will be the added campaign mode (which is playable in GCW hero assault). Little else has changed in a major way, and for a rehash of what was mentioned, if you want it, be sure to read the review of the earlier file (v1.0). Campaign sets the player as a single sniper unit with the goal of assassinating a rebel commander. It's a pretty straightforward go-here-shoot-there-go-back-there mission. However, the level of "artificial" difficulty is ramped up to the point where it is, for all intents and purposes, unbeatable. The second objective in the mission is pretty much a hit-or-miss that's completely dependent on getting lucky with AI behavior. In the mind of the author, the player is supposed to hide himself from the AI for the duration of this objective (an all-too-long minute and a half), and as a result the AI will not enter a specific region. Unfortunately, the author did not take into account the "wandering" nature of the AI, and as a result - [b]totally independent[/b] of the player's actions, AI will usually wander into the region whether prompted or not. This makes this particular objective completely not reliant on player skill or action. The rest of the objectives are not as difficult, but some of them are still timer-dependent and especially difficult. The objective about trying to shoot two snipers (on a grassy knoll) or the objective about trying to shoot the commander each give you very little time to achieve and with inaccurate sniper rifles they are very difficult (you are given 14 and 8 seconds to do either of these, respectively). The only way I was even able to attempt to finish this mission was by: a) Searching through the mission.lvl to find the name of the region AI entered to make you lose b) Using the code console to disable this region c) Giving myself invincibility Even with this, it still took a long time of trial to finish this mission. I suspect that the author did not spend a lot of time trying this out himself to test the actual difficulty, or he would have seen that this is virtually unplayable - which is too bad, because it's a nice map and the [i]concept[/i] for the campaign is a good one. It could do well to have a little more effort put into insuring its playability.




Sacorria | 11.74 MB

ReadMe those were almost his exact words. For a sophomore effort this isn't too bad -- the concept is indeed there. The map is basically a Kashyyyk-like setting with multiple elevated platforms in the center on top of a rat's nest of towers/pipes. There are four CP's (which I infer are the default ones that are automatically created when you start a map) situated on the ground and the AI spawn from these and climb up the ramps to battle in the tree tops. Surprisingly the AI did a fairly good job of navigating the platforms and connecting walkways, so there was some decent planning done there. Of course there were several hiccups where AI got off-track and ran into objects down below the platforms but I think this could be taken care of with some basic restructuring. There's plenty of evidence of a novice mapper at work here, however (which is perfectly fine -- no worries). For starters the map lacks a lot of detail and polish. Some objects are floating, such as some trees, some of the stock objects used were originally designed as fragments of a set thus they're missing sides, one of the CPs is inside of the giant tree and AI spawn on top of the trunk, the default heroes, etc, etc. But this is to be expected. I would suggest that you get to know the modding tools a little better and start off small and simple before trying to tackle any big ideas that require some experience. My recommendation: I would redo all of the platforming, and make that my number one priority as I work on the map. Create a nice and intricate platform system that AI will be easily able to navigate. Put a lot of time and effort into it. Once you get it set up, I'd move all of the CP's onto the platforms. I'd avoid putting any CP's on the ground as this will create planning problems and confuse the AI. If you do put one or more on the ground, be sure that they aren't directly below any CP's that are platforms. When you're satisfied with the platform system and how it impacts the gameplay then you can spend time on putting detail into the rest of the map. Try experimenting with the terrain and elevation. Make sure you don't have any floating objects and make sure they don't have any holes or missing sides. Maybe you could even add water underneath the platforms. If you need help feel free to visit There are plenty of people there who would be willing to help you out; in fact most of your questions have more than likely already been answered if you just do a little searching. Good luck! ~EraOfDesann




Tygina | 106.94 MB

if you played the original then I'm sure you'll notice the differences. As for now I'll just give you my impressions of the map. The setting isn't too original -- it looks a lot like Yavin IV, but YaNkFaN manages to balance this out with a well-constructed map that looks quite professional. The Yavin props have been recolored to a bluish-gray tint that makes a subtle but noticeable difference. I have to say that sometimes I really get tired of seeing those sickly-yellow Yavin ruins in maps so I really appreciated this simple change. I wish more mappers who use stock assets would do this -- it's relatively easy to do (it takes little time or effort) yet it can make a world of difference. It's an ideal alternative to creating your own models. Though the map seemed nicely put together and polished, I can't speak with 100% certainty for a few reasons: -First, the map is quite dark and there's a fair amount of foliage scattered everywhere. Although this [i]does[/i] create a nice ambiance for the map it also impairs the player's vision. Maybe it's just me but I had a difficult time navigating around through the map and spotting enemies because it was so dark. It was especially difficult playing as the Republic. Our asses were thoroughly kicked. -Second, there are lots of units on the field at once and the CP's are fairly close together. This makes the map constantly frenetic and it can be fairly frustrating for players who aren't exactly "Battlefront masters." You always have to be on your feet and in a safe position. It gets a little tiring. These two factors combined together kind of detract from the gameplay for me, personally, and it hindered my ability to get a thorough look at the map. Straining my eyes to see while ceaselessly being fired at is, erm... less than fun. But who knows, there's a strong possibility that I might just be making a mountain out of a mole hill. You'll have to see for yourself. Overall YaNkFaN has put together a well-polished and professional-looking map. The map does feature new sides for all factions which is always a plus (I had a hard time figuring out how to use the Republic hero's primary weapon, though). My only qualms are the lighting and the number of units, and maybe the CP arrangement. But again, this is a nicely-done map that is worth taking the time to check out. PS: Players with older PCs or video cards should note that the amount of foliage, water, and units in the map might slow down their game so I'd recommend lowering your settings before playing. ~EraOfDesann




Dantooine farmer Village | 126.52 MB

first. "Dantooine farmer Village" is basically a flat map with minor substance coming only from the placement of a lot of Caleb's Dantooine props (who was left out of the readme until I edited him in - author, make sure you don't leave people out, especially when [i]most of your map[/i] is made of their assets). The map uses the stock game sides, which is fine. However, the map setup itself is pretty weak. Yes, there are a good number of props used to make the map feel split-up into sections, but it feels like, in a lot of places, the props are just plunked down without a lot of thought (the mostly-flat map doesn't help this). Combined with bad bot pathing and some places AI can get stuck in one of the bunkers, the map feels very unpolished. It also doesn't help the map's case that GCW crashed for me - although I will admit that I'm running some computer settings I'm unfamiliar with, and it could be related to that. Be sure to mention if this really is an issue, anyone who plays! Anyway, it's a fair map, but it could use a lot of work. Give it a download if you want. -Mav




Hoth: Frozen Valley | 41.31 MB

mentioned in my previous review, which is nice. I also noticed that there were more rocks and objects, and the terrain was more varied. The AI did have trouble running into some of the rocks; the author must have missed them when putting barriers on the objects. The Command Posts have been moved a little bit, so it's not just a battle between the two front CPs. The most important change, in my opinion, was the addition of speederbikes and Taun Tauns. They make it [i]so[/i] much easier to navigate such a large map. Plus, the AI are pretty smart with them, using them to get at your rear CPs. This really helps move gameplay around the map more. I only have a couple of complaints off the top of my head. Firstly, why do the droids start off Republic speederbikes? Shouldn't they have STAPs? Also, since the Republic has Taun Tauns, which don't have weapons, it's not a fair match-up, combat-wise. Another thing I'd like to mention is the loadscreen. It doesn't reflect the map in it's current state. Lastly, the area around the Rebel transport is has no terrain height variation. It's out of the way of any combat or gameplay, but it could still use a bit of touching up. That's about it. A nice improvement on the author's part. Download away if it looks interesting. -Xavious




Hoth: Secret Mountains | 3.57 MB

planet Hoth. It's a pretty simple map; the four basic command posts in pretty much the exact same position as they are when you first munge a map. Positives are that, for a first map, at least the courtesy and effort was made to change the ground textures - and not do something Yavin-based (although that accursed sky is still there). There is a decent amount of terrain variation, which means that despite the sparing use of props, it's not a huge flat plane of flatness. However, objects, when they were placed, weren't placed very carefully. There are a number of floating objects, and the most egregious example of a poorly-placed object is the bunker, which doesn't have a backside. There are also a few missing textures on objects. For a first map it's not a bad attempt, but it's still squarely in the "obviously first-map" category. -Mav




Tatooine Fire Fight | 72.84 MB

a small/medium-sized battlefield set on the eponymous Tatooine, in a junkyard. It's a pretty good setup for close-ish quarters combat; it avoids the "wide-open-spaces" phenomenon that plagues all [i]too[/i] many maps. It also does a nice job of making the battle a little more free-flowing; thanks to the array of props and the arrangement of CPs a linear battle is avoided. There are a couple of things I might take issue with. First is the sky - it's Yavin. Again. Try a new sky, and besides, with flat map edges, the Yavin sky looks bad... which leads me to the second issue - the terrain. As with a lot of maps, it's unnaturally flat. You're not in the middle of a large town, it's surrounded by nothing - there should be at least some terrain variation. All in all, this map isn't a great map, but it's certainly not a bad map and it's certainly better than the average beginner map. -Mav




The New Empire: Beach Assault

the_new_empire_beach_assault.exe | 25.98 MB

work has been done on the sides. Going along with the plot behind it, apparently Luke Skywalker has fallen to the Dark Side and allied himself with Darth Vader. Together, they have jointly begun an invasion of Kashyyyk to snuff out a Rebel outpost. In this mod, the skins make them look like the Black Hole Stormtroopers, and they all look quite Covert Ops. This may be a problem for you Rebellion fans out there, because the dark skins make spotting them hard (it's night time and the lighting was turned down significantly). The rebels also have Leia as a normally selectable unit, requiring an unlock. She's a Jedi now, too, and the AI DOES spawn in as her, so you should watch yourself about that. I only noticed a few minor bugs. For example, the sun is apparently out at night, and one of the troopers identified me (when playing as the Dark Trooper Phase X) as a turret. Then again, the laser cannon that unit carries sounds like a turret. One more thing though. The Clone Wars era for the map is an Astromech droid battle. ~Penguin Unit~




=UF= Clan Map BETA | 61.18 MB

through a forest in the center. It reminds me somewhat of an ideal setting to play capture the flag (CTF with running and tagging, not with blasters and stormtroopers). The Republic seems to start with a bit of an advantage, since they've got a fairly fortified position versus the CIS's relatively open CPs. It's also worth noting that the capture regions (and spawnpaths) of the back two (originally CIS) CPs are reversed, so when you "capture" one, you're really capturing the other. To the author: might want to fix that. I also noticed a floating ammo droid near one of the Republic CPs. A decent submission for a clan map, though. -Mav




Spira: Besaid

spirainstaller.exe | 53.74 MB

pretty fonts, it's a little easier to read), and it'll cover all the complex aspects of the mod. READ THE DIALOGUES. They tell you what to do. If you get totally lost, your mapscreen will have some hints, but it's always best to pay careful attention to what everyone's talking about. SAVE OFTEN. There is one documented CTD (mentioned in the readme, it's easy to prevent) and you never know when you might run out of lives or do something silly. Make sure you save often so that you can always come back to where you were. I'm not going to post a review or scores, and I won't ask one of the other staff members to try and play this completely through before they upload it, because that could take them a while. Besaid is a tropical island located in the world of Spira, the location in which Final Fantasy 10 takes place. It's also the start of the main character, Tidus's, adventure. Spira: Besaid starts as though you're Tidus waking up from the shipwreck that washed him ashore at the beginning of Final Fantasy 10. Much of the beginning of this map is played as though you were actually in Final Fantasy 10. This map does play like an RPG, a role-playing game. That means your character changes as the story changes, most of which is seen in the unique "leveling-up" system. You'll meet new characters who will join your team later on in the story. This story will play for approximately 2-4 hours, so unless you have a lot of time at once to sit down and play, make sure you take advantage of the save function. Described in detail in the readme, the save function allows you to save your progress, come back later, and pick up where you left off. Additionally, as sort've a bonus, you can play KotOR conquest on this map. It's a pretty large map for infantry battles, so expect to run into lots of people shooting you... and the other team's hero. Archer01's hero support script is in this, which allows you, even in singleplayer, to face AI heroes. Please note that the file is a self-extracting .exe file, and will extract the map right into your addon folder, saving you time (and download size). If for whatever reason the addon folder "FFX" doesn't go into your addon folder, make sure that the folder "FFX" is put in there. Alternatively, you may choose to have the file extracted (the .exe will allow you to choose if you like) to your desktop, so that you can manually move the file into your SWBF2/Gamedata/addon folder. Enjoy! -Mav




Caprica | 43.17 MB

that seems to be from Battlestar Galactica. I haven't seen that show yet, so I don't know much about it, but I must say that this is a very great looking map. Don't look up if you want to keep your eyes from burning, though. The sky shines brightly like a huge sun is taking up all of the sky. It is composed of various assets, mostly Bespin and Rhen Var pieces, to make up a very well done city. The sides appear to be the rebels (reskinned), using a P90 rifle, a pistol that seems to be an edited DC-15S sidearm pistol, and frag grenades. There's also a reskinned sniper and vanguard (the vanguard has explosive rounds). If you were wondering, yes, the rifles do fire bullet-ish like things, complete with the chaingun noise. The SBDs were used for Cylons in this map. Once your team captures the neutral CP(s), the fighting stays locked for a long time, and neither side moves much. The Cylons blew me up every time I tried to sneak by... There's a few errors with the objects, in that some float above the ground or are oddly placed, but Penguin has mentioned this. Give it a download if you want it. ~Penguin Unit~




Now Rise Geonosis | 66.63 MB

noticed was that some of the Command Posts had been moved since the beta version. There are now 7 (I think) Command Posts rather than 5. I also noticed the Republic had control of the Spire at the beginning. Kinda odd, since the Spire is supposed to be the CIS command center. The Republic also started in control of a hanger (like the one in the shipped Geonosis map). The CIS had one command post on the other end of the map, as well as a Techno Union ship they could spawn at. (It was capturable, as well as destroyable, which seemed wierd) So basicly you\'ve got two armies in a small space fighting it out. As well as several Acklay, so watch out. They like to sneak up on you and eat you. I died an awful lot in this map, but that was mostly just due to the fact that the AI shoot at you all the time and ignore your teammates. Just running out into the battlefield will likely get you killed, because you\'ve got those sneaky Acklays stabbing you to death, Geonosians hitting you with their sonic cannons from above, and battle droids shooting at you from all sides. Your best bet to stay alive is to use the AT-TE, or just stay back and snipe from a distance. There are no health or ammo droids in this map, so if you run out of supplies you\'ll have to kill some enemies to recharge. On to the sides. The Republic was pretty basic, with the default Episode II clone troopers, minus the commander unit. The hero was Mace Windu. The CIS, on the other hand included battle droids, super battle droids, and Geonosians with sonic cannons. Most of the CIS units are named incorrectly. For example, the B1 battle droids are correct, but the rocketeers are called B2 battle droids, which is actually another name for the super battle droid. So, a note to the author, be sure to re-check your localizations for a future release. The only bugs worth mentioning were some missing sounds for the AT-TE and the Geonosians. Loading the Geonosis sound file would fix this. Other than that, I\'d like to suggest to the author to try making some custom heroes, units, and weapons to up the fun level, add some rock foliage on the ground, and make a custom load screen to give the map a more \"professional\" feel. Overall, a good start and a fun map. What are you waiting for? Give it a download! Make sure you read the readme for installation instructions! -Xavious




Khimera: Jungle | 94.65 MB

go. Keep in mind that it\'s been a few days since I played this last so I\'m just going off of memory. Khimera Jungle is a Conquest-only map that takes place on a small forested island (geographically speaking) that has it\'s own swamp and volcano. Cool. To get an idea of what the map looks like, imagine a cross between Endor and Kasyyyk: Islands. The map doesn\'t have any real design flaws though it doesn\'t have the kind of meticulous and clean-cut detail that I like oh-so-much but it\'s still leagues ahead of \"passable.\" Though the map is well-designed I actually find it to be a bit ugly, but this is only my opinion. This in no way reflects Yankfan\'s work on the map -- I just simply don\'t like the look of it. For starters most of the trees in the map are from Endor and I don\'t like Endor trees that much. They don\'t have a good leaf-to-trunk ratio, ya\' know? Secondly the grass is quite dark and contrasts poorly with the tree bark. And finally the lighting is sort of ugly and gives the map a smoggy, sickly ambiance to it. Yet inexplicably I could not stop taking pictures. Anyway, again, this is just my opinion. I\'m sure some people will insist that the map is beautiful. Regarding the two eras; you\'ll prefer the Clone Wars era. It\'s very evident that a lot more work was put into the CW era, which isn\'t necessarily a bad thing, but if you\'re going to have both eras you should make them even in quality or simply do away with the era you could care less for. The rebels lack vehicles in the GCW era and some sounds are missing. As I recall there weren\'t any new units but I might be mistaken. Now, the CW era is much different. It lacks a few sounds (I [i]think[/i]; damn you memory!) but features new units and skins. It has cool new lasers (that will remind you a lot of the ROTE maps) and even features swamp speeders and glitchy, yet functional, dwarf spider droids. So which era sounds most fun to you? :p Bugs. As mentioned before, some sounds are missing for a few of the vehicles, such as the AT-ST. Some of the foliage sort of floats and makes the map feel sloppy, but this isn\'t Yankfan\'s fault. I don\'t recall anything else. The combination of the trees, foliage, water, and battles can slow the frame rate a tiny bit so be warned. Lowering some of your video settings wouldn\'t be a bad idea. In conclusion, even though I have a few issues with the map I still found it to be enjoyable (the volcano [i]is[/i] pretty neat) and it\'s definitely something you FileFronters will want to look into. As Al Gore once stated on Futurama, \"Peace out ya\'ll!\" -[GT]EraOfDesann PS: Tomorrow I\'ll be posting another map as I don\'t have time tonight. It\'s a Geonosis map. The author knows who they are. ;)




Abraxas Platform | 5.5 MB

interesting map from Maveritchell. By the looks of it, he's modeled some stuff in XSI and exported it to SWBF 2. I've found plenty of things that weren't in the default game. The idea of this map is that the Empire is attacking an old station of smugglers and pirates. The Rebel side is mostly redone Rebel pilots, and the marine is a mercenary...I can't tell if it's Han or Luke, but it's one of those two in reskinned StormTrooper armor. The Empire is largely unchanged, from what I saw, with the exception of a...*GASP*...TIE DEFENDER! Yep, they have one of those. The space platform's use of the various models is indeed clever. I'd once had an idea to re-construct Mos Eisley in space...but that's another story. So, the pirates have a variety of interesting fighters, and the Imperials get a Tie Defender, as well as a frigate or two. One of them I didn't recognize. Now for my beefs with this. Though it is very well constructed, it seemed impossible to land in the Star Destroyer hanger with the pirates' landing craft thing. I bumped into too many fighters and blew up in mid air. Maybe my health was too low when I went in. Besides this, the Pirates have a T-Wing fighter. It has [b][i][u]*infinite*[/u][/i][/b] boost, but not for rolls. And you can whiz along faster than an A-Wing in that thing. The thing that bothered me was that the turrets still beat me to a pulp, even though I was moving at top speed and faster than they should be able to hit. There aren't too many errors or glitches here. CTF seems functional. Give it a download if this sounds nice. ~Penguin Unit~




Pepperland: Psychedelia | 215.92 MB

the impression I\'m getting. Every single unit is designed in the fasion of hippies, and all the units seem to have invisible jetpacks. Since they\'re invisible, it looks like they ate too many burritos... :) Besides ub3r fast jetpacks and hippies, this map also has new strings and weapons. The weapons are usually incredibly powerful and rapid fire in a way that will blow your mind to Mars. That\'s assuming the LSD doesn\'t melt it! ;) The strings are typical of Dann\'s maps, with the strings like \"Blah blah blah was pwned by Blah blah Blah\". However, some of them are different this time around. I\'ll let you figure them out. Also, don\'t forget the obnioxiously bright terrain! :eek: So, when I spawned in, I noticed a supreme lack of units nearby. After stumbling around for a short time, a droid shot me up. It took me a moment to realize that everything is slippery like ice. To my dismay, there were few units, and I kept getting a \"ghost lock\" thing, where at the top it told me I was aiming at somebody that either wasn\'t there or was on the other side of it. The thing that gave me quite a laugh was the yellow submarine. I\'ll let you find that on your own. As an added bonus, the assault mode (GCW only) is a fight between the Beatles and Meanies. Hehe... Over all, this is a pretty good map. It\'s very stable, but it needs more units. The fighting is too scattered, and it takes forever for the ticket count to go anywhere. I hope to see you improve on this, Dann! ~Penguin Unit~




607th Map Pack 1 | 347.14 MB

far, far away.... In secret, while the majority of Kaminoans worked on perfecting the Republic clone army, a group of Kaminoans were attempting to create force-sensitve clones. Although all of their attempts failed, they created a legion of clones that were surprisingly superior to most other clones. However, after attepting to lead them in their first battle simulation, the Kaminoans found that the clones sometimes refused to follow orders. Although the 607th won the exercise against the 93rd extremely easily, they were deemed dangerous due to their ability to refuse orders, and were not sent out with the rest of the clones to Geonosis. Several months later, Jedi Knight Zhaus Hyaun discovers records of the 607th in the Kaminoan database and inquires about them. Against the urging of both the Jedi Council and the Kaminoans, Zhaus takes the 607th and personally finishes their training on Kamino. Now, Zhaus has been tasked with the capture of a CIS fortress in the mountains of Rhen Var. He chooses the 607th to aid him in the assault. Leading the 607th is ARC Commander Vaks. The time has come for the 607th to prove its worth, in the cold mountains and towering temples of Rhen Var.... [i]Sullust[/i] After the 607th's victory over the Seperatists on Rhen Var, the Jedi Council realizes that their initial concerns about the 607th were incorrect. Republic Intelligence has located a CIS communications center on Sullust, from which the Seperatists have been able to predict Republic attacks by monitoring their fleet movements. It is vital that this comms center is captured. The Jedi Council has chosen to send Zhaus and the 607th to Sullust to end the newest Seperatist threat... [i]Yavin 4[/i] The news of the 607th's success is spreading across the Republic. Many believe the 607th will win the war for the Republic within months. Darth Sidious is angered by this legion's success. By the time word reaches the Jedi Council that a vital trading port controlled by the CIS could bring about the end of the war if captured, Palpatine has already sent the 607th to Yavin 4. Meanwhile, Zhaus leads the 607th through the heavy jungles of Yavin 4 in search of ancient ruins that hold mystical secrets about the history of both the Jedi and the Sith...




Kashyyyk: Forest | 8.1 MB

at a number where you won\'t experience lag. You should still set the unit count to 32 in the Conquest settings if you want the best results. Due to limited time and the fact that I\'ve already reviewed this I won\'t write a second critique. So...enjoy! -[GT]EraOfDesann




Geonosis: Assault On The Hills | 31.7 MB

The author did a really nice job on texturing the ground. A lot of maps today use only 1-2 terrain textures which looks boring and noobish. Darth Maul painted certain spots differently which makes things look very natural and realistic. The map certainly feels like Geonosis. It does a pretty good job of duplicating the movie, aside from there being no LAAT's. You've got large armies of clones and droids clashing with vehicles making their way across the map blasting enemies to bits. There are Jedi running around too, which makes things kind of easy if you play as one. My #1 complaint would have to be the map design. It's huge, mostly flat, and almost completely empty. You should try putting a hill in the middle of the plains, sprinkle the rest of it with destroyed AT-TE's and LAAT's, and give the ground a coat of 'rock foilage' so there's more detail. The map would look a million times better if you'd give it the Geonosis sky file and the corresponding .tga's and .msh's. The default settings simply do not fit Geonosis. I got some lag from the dust and the large number of units. Toning down the dust would probably help the most. Finally, the ticket counts are ridiculously high. Over 2,000 for each side as I recall. The problem with this is that the battle takes forever and most players will quit before they finish it. I won't go into the bugs since you're already aware of them. Read the ReadMe guys! Overall, this map is a good start. There's always room for improvement so do your best to fill it up! :P -[GT]EraOfDesann




Endor: Rise of the Ewoks | 41.96 MB

here is a warning: This map is hard for both sides. The stormtroopers don\'t have DarkTroopers, so that is a minus for them. The Ewoks have spears, rocks, tinkering tools, and Wicket himself has a Morter (wow, he has a big fat morter!!), Ewok axe, and can inspire other Ewoks with Rage. Now the funniest thing that happened to me when I tested it, was wen I jumped off of a ladder, and landed next to an Imperial AT-ST, and took it down with one morter shot... cuz I had just hit that same one, and had to fall back to get some easy kills... it was wierd, a little tiny Fuzzball against a big mettle monster. -TheDestroyer




Geonosis III

geonosis_iii_v1.1.rar | 7.53 MB

cliffs. This map actually comes pretty close to the movie, and I can remember once when I said it would be impossible to do that. For all the explosions and dust being kicked up from the battle visibility can be a problem, and those sneaky cloneses will see to it all your base are belong to them if you aren't paying close attention. the readme lists these changes: -Sounds work (with the sole exception of the gunship). -Increased lighting. -Episode 2 troopers on republic side(that's much better). -More bots. Stupid ones, no less. If you're like me and love thick battles with lots of close quarters death and stuff : Merry Christmas. Because this is a 1.1, I can't actually review it as a mod, and because it uses a shipped level I wouldn't actually be able to review the map. If you played the first version and liked it, it only gets better. -K.




Kashyyyk: Forest | 21.73 MB

be I can see how placing them would get real old real fast, and it would be a big drain to fps for those with weak-kneed computers. Though I didn't turn up any settings it seemed fighting was few and far between and maybe making the unit count something like 50-60 per side by means of ubermode would help. When I had the other team down to 1 reinforcement it took forever to hunt down the last few guys. It's droids versus primarily Wookiees (all maps were tested in clone wars), but there were some republic snipers and I [i]think[/i] clone troops. While much of the map may seem monotonous for all the trees there was something that really caught my attention. Clever use of he wooden barricades resulted in forts around the Wookiee bases (see screen 1). Of course the other team will start bombarding the forts as soon as they get in range and the individual sections don't last that long under fire, but it gives some cover while the defending team gets ready for an assault. There was a fort around each republic CP (about 5 I think) and though the front was open it was facing away from attack and the AI is, generally speaking, not clever enough to go around. A problem that may irritate some people is with the trees. As mentioned in the readme some sections of the textures are missing(in the screens provided they are black, in my game they were white). This is likely due to a missing .tga.option. Unfortunately with the size demanding lots of travel (something I hated in SWBF1 maps) it can take a while, and wasn't as impressive as his other maps. Still, if you crank up the unit count you should manage fine. -K.




Yavin4 : Plains

yv2.rar | 10.7 MB

galaxies. The Empire strategically attacks at night, destroys the orbital fleet of the Rebellion, and begins a bombardment of the entire planet. Only a handful of rebels are in the mountainous plains of Yavin4. With the aid of Luke Skywalker and some Jedi Padawans of his can assist for the victory of the Rebellion and a final end of the Imperial reign.....




Utapau: Assault 1.1 | 78.86 MB




Gungan Jedi Beta | 3.57 MB

time and respawning "Always.'




Sernpidal - Last Stand | 22.71 MB

General Greivous, who have gone into hiding. Galactic Civil War: The Imperial Remnant Fight desperately to control Imperial Space, which is under threat after the fall of Emperor Palpatine.




Space with Jettrooper and Magna Guard | 32.64 MB




Geonosis: Earthbound Assault | 8.99 MB

battlefield filled with techno union ships and vehicles, it is alot like episode II: Attack of the clones, minus the canyons. A Sniper Tower watches over the battlefield (no ai pathing there, so only good use for the player and in multiplayer games.




Darlyn Boda: Payback | 92.51 MB

2/5 [b]Thoughts:[/b] The map is big - and mostly flat. It has some trees for cover, but it\'s pretty much all the same tree. The author made an attempt at changing up the sides, but localizations, VOs, weapons - nothing besides the models are really changed, and it feels half-done. The GCW era is more or less balanced, but the CW has all of the awful balance that the stock Hoth hunt mode has (the CW conquest is essentially REP vs wampas), without any of the points scaling to make up for it. -Mav




Korriban: Canyon | 84.77 MB

correct localization in the instant action menu (which is a fairly important one to have fixed!) and a change to the sky (which is a fairly important one [i]to me[/i] to have fixed!), so as far as bugfixes go, those were probably the best two to address if you only had to address two. The map itself has seen a substantial change as well; it appears as though the command posts are moved away from their original positions to something a little more, well, original. For the most part, I like the changes in arrangement, although one CP is now thrown into a walled-off area accessible by only a single doorway. Creating that kind of chokepoint is a bit of a misstep, in my estimation. The mountains/hills that border the map remain pretty un-smooth and fairly unnatural, and the terrain still is pretty dark. I\'d like to think that making some of these sweeping aesthetic terrain changes would improve the map a bit. Also, for a map of this map\'s size - not that it\'s huge, or anything - it would be nice to see a little more cover, or at least a little less wide open area. All in all, there are some pretty reasonable changes made to this version of the map, but I\'d like to see a few more in this to make it a little more polished and fun to play with. Go ahead and give it a download if you like what you see below. -Mav




Flooded Oil Refinery | 6.33 MB

above some water. The "oil refinery" props from the stock Kashyyyk map take precedence here, as they litter the water around the platforms. There are a few requisite trees for scenery and what appears to be a missing sky - although it could just be completely black. Six of one, half-dozen of another, really. The sky should show a little more detail. The design is, as alluded to above, pretty straightforward. There are four platforms connected to a center platform "hub" by small wooden walkways. Each team has two "spoke" platforms to start with, and the map will eventually boil down to a chokepoint map. I think that simple, straightforward map designs are often best for a game like this, but I think the author could have done a better job to ensure that it's not always set up to fall into chokepoints. Perhaps an outer ring of connections so that the losing team wouldn't only have one exit from their final CP would have aided this issue. Other than that, it's not a bad map. If you like what you see, give it a try. -Mav




Big World of Darkness | 12.85 MB

darkness to speak of. At any rate, much like the previous map submitted, this map follows the standard \'first map\' guidelines. The sky and terrain are unchanged, the CP layout is very bland and uninspired, there is a whole lot of map to explore, and there are a whole lot of props lying around the map. Each CP seems to have a theme, though they don\'t all fit together to form much of anything. The map is way too big for the small number of props in it, and the lack of any real distinguishing characteristics make it very hard to really get any entertainment out of the map. So, basically, this is a pretty standard first map. Give it a download if the screenshots appeal to you. -Jedikiller




Rhen Var: Colony | 63.68 MB

sky and terrain). Very little is changed in the way of the original assets, which makes for a pretty incongruous feel (seeing things like verdant planters on top of icy terrain is odd) - it would have worked out much better, stylistically, if the textures on the buildings had been a little different. The map itself is decent. It\'s far too large, which is a bit of a knock against it, since so much of its space is \"dead\" space - empty, open, running-around space. However, I do applaud the work done to fill out a map of this size. I didn\'t see a whole lot in the way of real mapping errors, which - considering the map size - is a pretty laudable accomplishment. There are a few errors, as mentioned below, but I didn\'t really come across anything that was game-breaking. All in all, it\'s a decent map that, while it doesn\'t really bring anything new to the table, isn\'t a drag to play. Give it a shot if you like the pictures shown below. -Mav




Marvel4's BF1 Conversion Pack

marvel4s_bf1_conversion_pack.exe | 128.69 MB

Marvel4. What we have here is a bit redundant, in that it is simply a single download of all these maps that have already been uploaded. I say that it is redundant, because it doesn't really reduce addon clutter - all the maps are still in individual folders, so there's zero difference between downloading this or downloading the maps individually. I suppose that [i]that[/i] is a difference, but the sizes will work out to be the pretty much the same anyway, bandwidth-wise. In any case, there is very little that could be said here that hasn't been mentioned on any of the individual maps themselves, since there's nothing substantially different between these versions and those. The conversions are done well, and it's a nice alternative if you don't already have all these at once, but if the idea here is to allow people to pick and choose maps, since these are all individual folders anyway, it's probably better to just download the individual maps you like. If you're looking for the individual maps, you can see the individual downloads [url=;34347]here[/url]. -Mav




Cerea: Savage Hunt | 28.01 MB

what's nice and what's not. The interior CP looked like it might have been set up pretty well, but everything - the whole map - was far too dark to really be able to make out a lot of detail. Enemies were difficult to find, and honestly, unless you wander directly in to one or you're using your minimap almost exclusively for navigation, you won't know they're there until you get hit, which is sort've a bummer. The sides are made up either of Cereans (Ki-Adi-Mundi's species) or... wampas and Tusken Raiders? I suppose this impossibility is the result of limited stock "creature" models, but I'd like to think that something better could have been done. The Cereans are basic-ish units, there's a rifleman analogue, sniper analogue, etc. There's a melee unit which is almost exactly like the Jedi unit available, and so it seems a little redundant. Several of the units have awards weapons bugs, including (at least) one freezing bug. The wampas/tuskens play basically like the stock versions of those units. Aside from the weapons bugs mentioned with the sides, there were a couple other points of contention. First, there was supposed to be some kind of "flashlight?" I believe one of the pieces of documentation mentioned one. I didn't see this on any unit, as either a secondary or primary weapon. Secondly - while I appreciate the desire to add something "hidden" in the back of the interior CP area, you left no exit to that area. Anyone who makes it back there is trapped. One thing I did like a lot, though, was the work done on the (mini)map. It doesn't follow your standard parameters for a map, that is, just a top-down overlay of the map as it's seen in ZE. This was more of a painted/drawn aspect, and it looked nice. It was a refreshing change of pace from the usual. In any case, if the screenshots seem appealing to you, go ahead and give this a try. -Mav




Friget Planets | 60.2 MB

areas of whitish terrain, surrounded by very jagged hills. It is unfortunate that the maps are so similar, but it makes the criticism tidier, because they all share some core problems: First, wide-open maps like these are pretty poor design decisions. With as little terrain variation as these have, despite whatever the terrain may look like, they play essentially the same as the default munged map. Secondly, none of the maps have any AI planning - which means that even in the rare cases where there are props or hills to run into, the AI do just that - they run into them. Thirdly, while all three maps have new CPs added, none of them are added to the conquest objective, and some simply don't have capture regions. Please make sure to read the "getting started" documentation to learn how to correctly add new CPs to a conquest map. The one map that is a little different - Galidraan: Castle - is different because several Yavin IV props are scattered around the map. This would be acceptable if it were not for the fact mentioned above (no AI plans) as well as the fact that the objects are placed so poorly. Most of the objects aren't grounded to the terrain, and you can walk under them, look behind them - it just looks bad. Make sure to be careful placing your objects. One other map (either Csilla or Yavin 8) also uses some props along the side of the map (Hoth snowpiles), and they are equally poorly placed. On top of everything else, the maps are all included twice in the .zip archive. Why this is so I have no idea, but it unnecessarily doubles the size of the download. It's not terribly large to begin with, for a map pack, but there's absolutely no reason to include the maps twice. To the author, I would suggest some more test maps before future releases, and make sure to run your maps (as a beta test map) by a few other people to ensure that they're up to snuff. -Mav




Mars: Outskirts

65mar.exe | 28.33 MB

maps, you will recognize the style of play, as it is very similar. In fact, the approximation is much closer to his first version of that map - which is unfortunate in this case as the first map tended toward a third-person-shooter approximation of a "bullet hell." The situation is similar here in the two modes. There are two conquest modes. The first, CW conquest, is basically a weapons test map. I assume this because the sides are set unreasonably high and the map balance is pretty poor. The weapons are similar to the weapons in the Corra map - a hybrid of SW weapons and "realistic" weapons. The second mode is a scripted campaign that is difficult to the point of being nearly unwinnable. It's not a bad scripted campaign, but there are so many bullets (or bolts, or whatever) in the air that it is nearly impossible to get through the waves and waves of enemies without dying (and you only have one life). I would suggest that it gets toned down, but I do understand (courtesy of the readme) that this was just a testbed for scripting practice, and consequently is unlikely to be improved upon. There is also a hero assault mode selectable, but this was not set up in the script correctly and is consequently unplayable. If you're interested in playing a very technically difficult campaign, give it a try. -Mav




Felucia: Deadly Wild | 12.2 MB

set of small islands surrounded by water. Several chokepoints exist between the islands, and due to small size fighting is pretty consistent. While the gameplay was pretty good....the, not so much. While there's no ugly default sky and things like water were used correctly, there are a couple of badly placed props and some background objects with dodgy collision were used. Also, most props are only used once or twice and there's no foliage (there are a couple of places where grasses have been placed, but manually), along with a ground texture that really should be used at a small tile size or not at all this makes the environment not as believable and immersing as it could be. There's also a rather major bug (for me at least) - GCW crashes every time. Not sure if this happens to other people too, since the author claims that there are no bugs, but its definitely worth noting. Anyway, a decent map especially since its a "first map", download if it looks interesting. -Sky




Daska: Desertscape | 66.75 MB

open battlefield with several clusters of props and terrain, giving it a basic "P" shape. It's not a bad design, but it is a little too large since, especially at the beginning of the battle, all the troops are able to group together in one place and see (and shoot at) each other all at once. I'd advise either making the overall design smaller or putting in more props/terrain variation. There are also several issues with the actual design - the first is more of a personal preference, but that darn Yavin sky is there and should probably be changed. However, other issues are more obviously errors, like the missing terrain textures toward the edges of the map (near the CIS's start) and the sharp terrain variation. If hills are to be made, make sure that they have at least a bit of the blend tool used on them, otherwise they'll look inherently unnatural. Because of these hills, too, not all the props are grounded to the terrain, and you can see the bottom (invisible) faces of those props. The largest bug is that, while the map has both CW and GCW available in the Instant Action screen, the GCW lua was set up incorrectly (the CPs, specifically, were referenced incorrectly in the script) and as a result one cannot spawn in that era. The author also asked how to change small areas of terrain - use your terrain slider to adjust the size of the terrain square you are modifying. -Mav




Taris: Spiral Stair | 7.02 MB

mentioned in the previous review, this is a map set in the concourse of a large building of some kind. The map is really just one big spiral with command posts placed at intervals of about a half circle all the way from the bottom to the top. This means that technically the map is just one big straight line, except for the added affect of being able to jump down from the top and being able to shoot at other places on the line easier (since you can of course shoot across the open center of the map). The biggest improvement from the past version of the map is the addition of a bit more cover (supported by the lowering of the unit count). I thought that the biggest problem with the previous version was the lethality of walking pretty much anywhere, since there were a greater-than-normal number of snipers who basically had open shots on you all the time (from a number of different heights). With the addition of more cover, I could at least walk to most command posts without suffering too much damage. You'll also notice a number of the textures have been tweaked slightly (it seems that the author has become quite fond of scrolling textures). All in all, it is a nice map and worth a download. Give it a try! -Mav





jabiim.exe | 69.03 MB

not perfect, by any stretch, but several first-map pitfalls were avoided and a sincere effort was made to try out some unique things. The good: AI heroes. Bravo; these add a lot to the game, they're not tough to implement, and I like seeing them. Nice work making sure they're in. Sky effects - both skydome changes and environmental fx (rain) - are welcome additions and a great way to show that you know what you're doing working with the sky (and that you took notice of it and cared to change it!). Adding in a number of vehicles is a good start too, as many people have problems putting in vehicles. I didn't see them getting stuck often, either, but I don't know if that's because of the openness of the map or because of AI planning. Finally, this is also a nice and creative map - it needs some polish, but I like that you branched out and made something that wasn't Tatooine, Hoth, or Yavin IV. What still needs work? For starters, the terrain is far too rough. There needs to be a lot of blending work done in most places, as the terrain looks very square. Secondly (and smoothing out terrain will help this), your water isn't complete - there are some spots where your water just ends and doesn't intersect with the ground. While you're in ZE, don't forget to change the placement of some objects - I saw at least one rock prop floating above the ground. You are also missing the majority of the sounds for your vehicles - I know adding in proper sound can seem daunting for a first-time mapper, but believe me when I say having the right sounds is worth it - sound adds a lot. All in all, not a bad map - the author also did a nice job to change up the sides a bit (even if it is only really visual - and I think even those were only CW) and add in some different heroes. Give it a download if it looks nice! P.S. A note to the author: You don't need to include the entire heroes.lvl side just to add in Bespin Luke and Asajj Ventress. The majority of the Conversion Pack's heroes assets can be downloaded at Gametoast and then compiled into a new side (which will save a lot of space). -Mav




Attack of the Pigs II | 8.03 MB

it. Here's a quick video clip from the author: [url][/url] Being made of almost exclusively out of Hoth tunnels this map is [i]very[/i] tight. Shots down the hallway must be taken with care and grenades must be used with discretion. The Empire/Republic side of the map plays out like a zombie shooter with "pigs"(or Gamorreans if you wish) coming in from seemingly every side. The other side of the map(CIS/Rebels) is a bit easier to play since there seem to be fewer Gamorrean spawns around it. The retexturing of the Hoth tunnels is very nice and the map is very clean and finished looking, but at the same time it seems empty. The battlefield is small, but that's not this map's real problem. The problem is identified in the title; there are far too many pigs. I'm sorry, you get killed way too fast. Reduce the number of Gamorreans and it will be a much more enjoyable experience. Interesting map. Kudos Fierfek. [b]-Saitek009[/b]




Yavin IV Hills

yavin_hills.rar | 16.89 MB

other separated by a space. It is a very large bit of land that separates the two sides, too - this is a very large map (most likely too large, there's far too much running to do without a lot going on). It is a first map, which, while always nice to see, always bears a few hallmarks of newness. Here it was encouraging to see the author use some good terrain variation as well as make skydome changes (and add in vehicles). I would work on making sure you scale your map properly, though (I know it is tough to have an initial handle on how large the changes you make in ZE will be in-game - things appear much smaller in ZE). I would also adjust your skydome, right now it is easy to see the reflection of the sky at the horizon (probably because of the high hills you are on). You can fix this by extending the fog view distance or by adding some kind of barrier around the outside of your map - or of course by making your map not so elevated. It was also nice to see that, in addition to putting in vehicles, the author made sure that they would have the (mostly) correct sounds. Some of the flyers did not (in fact the author mentions asking how to do this in the readme) - you can fix this by following the "adding stock sounds" tutorial on Gametoast and loading in the flyer sounds from the stock space maps. All in all, a decent first map, but with plenty of room for improvement. -Mav




Tatooine: Suburb Fight | 12.1 MB

different enough to feel original. The best thing about the map is easily the AI planning and barrier work. One of the toughest things about creating a map with a lot of small spaces is that the AI needs to be held by the hand and directed through those spaces. Mswf has done a nice job of setting this up - and of making sure to use a few effective AI hint nodes (snipers on buildings, much like stock Mos Eisley). It's also refreshing to see a new mapper use some skydome changes and add some lighting, which has been done notably here. It's a twilight setting and works pretty well with the light (although it would be neat to see some actual lights on in the city to complete the effect). The only complaint I had with design is in using the stock Tatooine assets, the edge of some buildings (which is intentionally scored with dark dirt) is too dark to fit with the other buildings or the terrain. This could do with a retexture, or just sinking the buildings further down. I also noticed that there was at least one place where too many textures overlapped and caused hard (and not blended) edges to the ground texture. This should be fixed. Finally, the (at least GCW) conquest lua wasn't set up properly - I saw a victory countdown start without all the CPs captured, which means that at least one was left out of the conquest setup. Make sure to fix this! All in all, it's a pretty decent map. Give it a try! -Mav




(BEAST) Fort Wars/Chaos | 15.18 MB

Wars/Chaos. There don't seem to be any forts, however. This map suffers from the same problems that almost every first map has: the default sky, default Command Posts, and very flat ground. There is some height variation, but it's very jagged an unnatural looking. Also, there is on extra Command Post, but it doesn't have a spawn path or capture region, and therefore serves only as a useless AI magnet. The terrain is bright green to the point that it hurts the eye to look at it for too long. None of the objects have textures, and many of them are floating or poorly placed. There is no AI planning or barriers to speak of, so the bots will get stuck on the objects and terrain. That's all there is to this map in the end. To the author, and any other beginner mappers out there: Please, please, [i]please[/i], spend more time on your maps. We don't like having to review rushed/ untested maps like these, and I'm sure no one enjoys playing them. Also, we'd [i]really[/i] appreciate it if you could include your own screenshots. -Xavious




Invade/Defend | 14.5 MB

to speak of in the props department. The author did at least change the terrain texture, but now it's basically just a monotexture sand instead of grass. There are a few hills, but they are very angular (no blend tool used). And it wouldn't be a classic "first map," of course, without the Yavin sky. To the author - if you want to make a desert map, that's just fine, but put a little more work into it. This has no props, just some cursory use of the height tool, and... basically nothing else. Your map will get 100% better with just a little extra work - changing the sky, adding some lighting, adding some props, using the height tool - all of this is not difficult and can be done relatively quickly. If you like the look of the map, try it out. -Mav