|Alderaan (1.0) - File Description
| Description: |
This is yet another forest map by bobfinkl, this time set on the planet Alderaan. The environment consists of a forest surrounding a lake, with points of interest including a village and a swamp. 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.
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!
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|Alderaan (1.0) - Screenshots |
| Screenshots: |
|Alderaan (1.0) - File Download Options
Primary Download Locations:
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| Worldwide Mirror by FileFront |
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|Alderaan (1.0) - Readme |
| Readme File: |
--Alderaan: Lakeside - By Bobfinkl--
Gameplay: firstly and most importantly don't play rambo style weapons overheat fast and/or become innacurate if neither of those they also drain energy, and also most combat takes place at far ranges from your opponents one well placed shot can do better than 15 missed shots. Also standing still gives you the best accuracy possible.
Assault Rifleman: This unit is the all-around basic unit and can be used in almost any situation, this unit carries a assault rifle (automatic rifle), one thermal detonator (thermal detonators have much larger blast radius now), and 2 concussion grenades (small and concentrated blast radius this grenade that can penetrate vehicle armor with ease).
Semi-Automatic Rifleman: Best used in prolonged firefights at long distances this unit can also counter enemy snipers, carries a semi-automatic blaster rifle (high powered semi-automatic gun that can fire fast when clicked quickly but overheats fast), one thermal detonator, and 2 concussion grenades.
Engineer: Used as a general combat support unit and not intended to fight on the frontlines but instead provide medical, mechanical support to units also to place mines in strategic locations, this unit is equpped with a blaster carbine a weak short range weapon meant to be light and easy to use, a thermal detonator, one concussion grenade, 4 mines, and 5 health/ammo packs.
Support Gunner: Intended to provide suppressing fire on entrenched enemies or mow down mobs of attacking enemies, carries a repeater blaster rifle (powerful rapid fire weapon with ok accuracy, often slow to overheat but firing drains energy if the unit is moving), one thermal detonator, and 2 concussion grenades.
Commando: Intended for special missions the most common of these units is the sniper, the sniper can spot important targets and eliminate them and also it can thin enemy forces engaged in a firefight, this unit carries a sniper rifle a thermal detonator 2 detonators.
ARC_Commander: T-21 repeater model
TheUltimat: Mini-map and leave textures
DarthD.U.C.K.: Ground/object Textures and beta testing
CodaRez: DLT-9 Sub-Machine Gun model
Press_Tilty: Beta testing
THE_WULFMAN: Beta testing
Null_1138: Beta testing
Jendo7: Beta testing
There may be more, sorry if I forgot to credit anybody
-Localization is mostly incorrect in Conquest(mod) era, no fix
-Ground texture issue near CIS/Rebel starting cp, no fix (I spent about 7 hours trying to fix before I gave up)
-Missing HUD icon for the concussion grenade, no fix (Again, like the ground texture issues I tried for several hours)
|Alderaan (1.0) - User Comments
The following comments are owned by the user that posted them. Star Wars Battlefront Files is not responsible for their content.
Total comments: 12 | Last comment: 06-26-2011 at 20:44
Joined: May 31st, 2010
|Cool I´ll download later. |
Joined: May 8th, 2009
|This is fantastic! The beta was great, and this is just perfect. One of the best custom maps I've played |
Joined: October 2nd, 2010
|This is most excellent, thank you very much, very well made map, and beautiful to boot! |
Joined: January 24th, 2008
|Very solidly done. I wish we had more maps like this one. |
Joined: May 7th, 2008
|"(with custom sides, somewhat confusingly it uses a flag mode icon)? " |
Was a bit lazy there, I should have changed it but i was in a rush to release it before I had to leave.
"A nice touch is the skydome showing mountains and a distant city, perhaps the one seen very briefly in Episode 3."
The very same, although edited, it was sourced directly from episode 3.
"put in some more "cover" hintnodes"
I thought I did, but I didn't test them extensively, I'd check them but I don't plan on releasing a 2nd version of this map
"incorrect or missing uk_english localisations (not sure if US english has these)."
It is in US english and every other language, I could not change these as it would conflict with the stock sides localization.
Joined: May 31st, 2010
|YAY! I'm in a readme |
Joined: May 16th, 2010
|looks great!!! |
From: (Dayton, OH)
Joined: June 2nd, 2007
|OI! Is it just me, or did the extension get chopped? |
I downloaded "ald"...
Oh well... If anyone else has this problem, it's a .exe
Joined: May 7th, 2008
|It's supposed to be like that, just run the exe into your bf2 addon folder and play. |
Joined: December 2nd, 2008
|To begin with, this is easily among the most beautiful maps I've played, stock or otherwise. I love the color and atmosphere of this map; it's like Hawaii or at least a Kashyyyk fishing hole. |
It's too bad you don't intend to follow up on this map because I think a couple of small changes could make it perfect. First, while the command posts are well located and decorated with nice cover and objects, the "middle" of the map, where a lot of the action takes place, is a little too open in my opinion. I started on the Imperial side facing a beautiful forest but by the time I got to fire my weapon I noticed that the woods were behind me or off to the sides. It would have been cool to have more of those nice trees dotting the landscape but again, this is personal opinion.
I also wish you hadn't included custom sides; as I never use them when given the choice and your file, which is 275 mb when uncompressed, contains a lot of bloat for someone like me. Still, I guess that's just me being inconvenienced against a lot of other people who I know would play the custom sides, so I guess I'm completely in the minority. Still, I just wish there were two versions to pick from instead of all together (and if there's a way to delete the sides, I'm not a modder enough to know how ).
Overall, I guess I have my minor complaints, but this is a fun and gorgeous map. Good work.
Joined: June 5th, 2011
|-Unarchive to desktop. |
-Open folder "KotORGC"
-Move folder "GameData" into your "Star Wars Battlefront II" folder
(usually Crogram FilesLucasartsStar Wars Battlefront II)
-Allow files to be overwritten (nothing is actually overwritten)
From: (Where there's corn.)
Joined: May 10th, 2011
|AI doesn't take cover? I've seen enemy AI take cover when I shoot at them and stuff! |
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