Commander_Fett's "Mygeeto Assault: Beach Defense," is the third map of his series and it puts us on Aaris III - just to get that out of the way for those who will undoubtedly say "but guyz it 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.
This is the second map in my Mygeeto Assault series, I've included custom sides for the CIS and republic. The Mandalorian Wars beta has been removed, as I'm waiting on some troop models that may take a very long time. Note: the AI sometimes fall off the bridges or head straight through the water. No pathing goes over the edge or through the water, and I put barriers along the sides of the bridges and along the shore, but the AI go there anyway. Short of adding invisible objects, there's no way I can fix this. Mygeeto Assault: Beach Defense Story: CW: After Sufering heavy losses at Alzoc III, the Republic is in retreat. The CIS press the attack, forcing the Republic back to their stronghold on Aaris III. The Republic now launches a counterattack, hoping to push the Cis back until reinforcements can arrive. Instalation: just unzip MAB to C:Program FilesLucasArtsStar Wars Battlefront IIGameDataaddon (if this folder doesn't exist, create it) bugs: the AI sometimes fall off the bridges or head straight through the water. No pathing goes over the edge or through the water, and I put barriers along the sides of the bridges and along the shore, but the AI go there anyway. Short of adding invisible objects, there's no way I can fix this. Credits: Me (Commander Fett) For most of the skinning, mapping,etc. VF501- his DC17m model PR-0927- clone commando odfs and req, the dc15s odf Dragonum- dc15s Neomarz- the clone commando model ?- for the dc15s laser texture. Doesn't say who made it in the commando readme, so if anyone knows, please tell me. Fai222- republic shotgun model 00M-9- his DC15 carbine model GT for help on fixing various bugs and helping me make this map much better in general. God my cats If I forgot anyone, please let me know.
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