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Rhen Var: Glacial Caves (1.0)
Filename: rhen_var_glacial_caves.zip

Date Added:
Type / Category:
6.52 MB

Average User Rating: 8.7
Number of Votes: 6
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Rhen Var: Glacial Caves (1.0) - File Description  

Tech: 8
Quality: 8
FunFactor: 8
Creativity: 8
Item Placement: 9

Overall Rating: 8.2

"Rhen Var: Glacial Caves," by Jaspo, is a small-sized map set in some icy caves on Rhen Var.

Unlike Jaspo's previous submissions, like Jade Moon or Star Destroyer, this map is very nice and compact. The small map size lends itself well to a quick, tight gameplay, and Jaspo's done a few things to make this map stand out from standard small maps. Most of the map is covered in destructible objects (mostly icy things, which makes their "explosions" in flame somewhat odd), many of which are just simple stalactites and stalagmites, although there are a few bridges too. It's the latter feature that has a neat effect on gameplay, as the author used some dynamic planning effectively to shift the AI paths around whenever bridges are destroyed. I know it's a small thing but I love seeing the extra polish like that.

Some things I would maybe make changes to were these: The AI were scripted to be more difficult by default, I do not think this was really necessary in the face of the number of AI present in the small spaces. I tried the map both with and without the AI's difficulty changed, and it was significantly better the second time around (with unchanged AI difficulty). In addition to that (or perhaps instead of), I might have lowered the unit count, as for such a small map, there were a seemingly-large amount of units to contend with.

All in all, though, it's a really neat map. Small maps almost always work out pretty well, and the author has done a nice job constructing a fun and unique small map here. Give it a try!


Rhen Var: Glacial Caves (1.0) - Screenshots  
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Rhen Var: Glacial Caves (1.0) - File Download Options  

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Rhen Var: Glacial Caves (1.0) - Readme  
Readme File:
Rhen Var: Glacial Caves

by Jaspo

version 1.0

A smallish map set inside a glacier on Rhen Var.

modes: conquest


place the RGC folder in your addon folder.
If you don't have an addon folder, create one in
Program Files/LucasArts/Star Wars Battlefront II/GameData


I created all the map models.
Most of the models in this map are destructable.
Also there are some destructable walls and bridges which influence the gameplay,
since destroying them changes the planning grid (similar to the bridges on Mustafar
or the Death Star.) Also, AI difficulty is increased. Unit/reinforcement count is default.

Rhen Var: Glacial Caves (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: 12-08-2012 at 12:53

 #1 - 08-17-2009 at 21:57
From: (Minnesota)
Joined: October 30th, 2008
Posts: 387
with unchanged difficulty my kill to death ratio was something like 40 to 12, and with difficulty increased, it was more like 2:1, which I liked better...so difficulty is changed to keep the ratio more reasonable, in other words. Also, I felt sorry for the AI and thought I'd give them a chance for once.

 #2 - @1 - 08-17-2009 at 22:15
Maveritchell (Staff)
Joined: July 14th, 2007
Posts: 1092
The problem is that the game itself isn't set up for it to expect the human player to fight on near-equal footing. If you're doing only as well as the AI, your team will usually lose.

Another problem is that simply increasing the "difficulty" of the AI doesn't really increase difficulty (i.e. intelligence, actions, etc.) - it just increases accuracy. I can only speak for myself, but I know that I don't want to be up against hordes of preternaturally accurate AI - that's not a challenge because it's not something I can combat.

In essence, the game's advantage against you is numbers, and your advantage against the game is intelligence. In my opinion, the best course of action is to play to the strengths of the game instead of making the AI more difficult - for example, you could have given the AI a hero, which would have done a lot to balance out the game.

The AI difficulty doesn't detract a lot from the map, but if left at its original setting, it does become a point of minor annoyance, at least for me.

 #3 - 08-18-2009 at 08:46
Joined: February 4th, 2009
Posts: 78
i agree with mave, the difficulty dosnt rely do anything important.

 #4 - 08-18-2009 at 10:02
From: (Ohio)
Joined: April 7th, 2009
Posts: 58
this is ...ok i ... guess... Mooning U ALL!!!!!!!!!!!!!!

 #5 - 08-18-2009 at 10:29
Joined: August 10th, 2009
Posts: 73
Looks cool I think I might download.

 #6 - 08-20-2009 at 16:55
Joined: July 18th, 2009
Posts: 8
AI are very difficult x[ great map tho. how the heck do i re-skin objects?

 #7 - 08-20-2009 at 18:11
From: (Minnesota)
Joined: October 30th, 2008
Posts: 387
Well, none of these objects are reskinned (they are all custom)...but to reskin, just find whatever TGA image file is used by the asset, and copy it into your world1 folder, then recolor/paint over/whatever that file using the GIMP or something and save it over itself (keeping the same name) In other words, hit "save" rather than "save as".

 #8 - 08-26-2009 at 05:14
Joined: July 18th, 2009
Posts: 8
so once you reskin/repaint the tga in GIMPit will show up on that object?

 #9 - 08-26-2009 at 07:30
From: (Minnesota)
Joined: October 30th, 2008
Posts: 387
if the tga is in your world1 folder with the model (.msh file) it will...after you munge again, of course.

 #10 - 08-26-2009 at 07:32
From: (Minnesota)
Joined: October 30th, 2008
Posts: 387
actually you might need to clean, otherwise it may not notice that any change has been made to the file and won't munge it, but I could be wrong.

 #11 - 08-30-2009 at 11:10
Joined: August 16th, 2009
Posts: 42
Better put more screenshots

 #12 - FeedBack - 12-08-2012 at 12:53
Joined: November 15th, 2012
Posts: 3
This map is very STUPID and BORING wast of space in your addon folder!

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