Yavin Mappack MPv1

The land map is a rather straightforward affair. The rebels are at the top of the hill, the imps at the bottom. The rebels have more pre-...

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The land map is a rather straightforward affair. The rebels are at the top of the hill, the imps at the bottom. The rebels have more pre-built defenses and two training camps which provide free infantry; this is their home base. To counter this, the imperials have a bunch of free starting units signifying that they came in force. Half way up the slop is a raised area with the rebel power generators. It has for rebel anti-aircraft guns and four capturable turbo laser towers. General Dodona and his guards are in a good position to capture the towers first, if the imperials don’t cut them off with their speeder bikes. If the rebels capture the towers (they’re somewhat damaged but functional) the imps probably won’t be able to pass without AT-ATs or M1 tanks. Each side has 4 mining facilities build points, none are up for grabs, and two already built resource pads. Use your starting units to capture the central turrets while you build your base up then press on to the enemy stronghold.

The space map, which can be played before or after the land map, is long horizontally, but short vertically. Each side has a level three space station and a large fleet. The Imperial vengeance fleet is all together, but the Rebel fleet is separated. Ackbar’s Home One along with two other cruisers are newly arrived from Calamari; but an asteroid field separates them from the battle. You can either follow the winding safe but slow passage through or ram through the asteroids taking damage as you go. The two fleets mach each other frigate for frigate, corvette for corvette, and capital ship for capital ship. But with the Mon Cals separated from the rebel fleet, the Empire has an early advantage. Also, the Rebel fleet has a notable shortage of fighters after their assault on the death star. Red squadron and two other X-wing units along with 5 squadrons of Z-95s must stand against 16 tie fighter squadrons which can be replaced from the docking bay’s of the Imperial ships.

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This is my attempt to create an actual multiplayer skirmish map.  I decided to do the battle of Yavin IV.
This takes place after the destruction of the death star and during the evacuation.  I’ve included both a
land map, and a space map.

The land map is a rather straightforward affair.  The rebels are at the top of the hill, the imps at the
bottom.  The rebels have more pre-built defenses and two training camps which provide free infantry; this
is their home base.  To counter this, the imperials have a bunch of free starting units signifying that
they came in force.  Half way up the slop is a raised area with the rebel power generators.  It has for
rebel anti-aircraft guns and four capturable turbo laser towers.  General Dodona and his guards are in a
good position to capture the towers first, if the imperials don’t cut them off with their speeder bikes.
If the rebels capture the towers (they’re somewhat damaged but functional) the imps probably won’t be able
to pass without AT-ATs or M1 tanks.  Each side has 4 mining facilities build points, none are up for grabs,
and two already built resource pads.  Use your starting units to capture the central turrets while you build
your base up then press on to the enemy stronghold.

The space map, which can be played before or after the land map, is long horizontally, but short vertically.
Each side has a level three space station and a large fleet.  The Imperial vengeance fleet is all together,
but the Rebel fleet is separated.  Ackbar’s Home One along with two other cruisers are newly arrived from
Calamari; but an asteroid field separates them from the battle.  You can either follow the winding safe but
slow passage through or ram through the asteroids taking damage as you go.  The two fleets mach each other
frigate for frigate, corvette for corvette, and capital ship for capital ship.  But with the Mon Cals
separated from the rebel fleet, the Empire has an early advantage.  Also, the Rebel fleet has a notable
shortage of fighters after their assault on the death star.  Red squadron and two other X-wing units along
with 5 squadrons of Z-95s must stand against 16 tie fighter squadrons which can be replaced from the docking
bay’s of the Imperial ships.

I don’t know why, but the Imperials don’t get their free units on land or in space.  The other person who made
a Yavin map commented on the same thing, it may be a home field advantage for the rebels built into the game.

Installation is easy, put both the TED files in
C:\Program Files\LucasArts\Star Wars Empire at War\GameData\Data\CustomMaps
and play them under custom maps in skirmish mode.

As for a legal thing…if you want to edit this, play around with it, anything personal, go right ahead.
All I ask is that if you intend to use it in anyway that involves distribution, give me credit.

If you want to contact me, my Yahoo mail is lunarjew666.
And I’d be glad for feedback either by mail or in the comments on filefront.

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LJ6


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Registered 22nd May 2006

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