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Star Wars Battlefront 2 Downloads > Maps:
The Sands of Fire (1)
Filename: the_sands_of_fire.zip


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12.72 MB
1
Spencer Schubert
319
07-09-2009
Maps


Average User Rating: 2.2
Number of Votes: 4
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The Sands of Fire (1) - File Description  


Tech: 4
Quality: 4
FunFactor: 6
Creativity: 5
Item Placement: 5

Overall Rating: 4.8

Description:
"The Sands of Fire" is Spencer's first map - a species of map we have been seeing a lot of lately. But fear not! While it bears many hallmarks of a newbie mapper, many of the biggest and most annoying pitfalls are not present.

It is a mostly Tatooine-like planet, set out in a sandy, dune-y desert. It doesn't have a lot of a defined shape - which actually works well, the CP flow isn't all in one direction. Scattered amongst the dunes are many requisite Tatooine assets (along with a very creative use of the Tatooine building awnings) as well as a few well-used assets from other places.

The map is far from perfect, as the terrain could use smoothing (and more than one texture), the AI pathing could be better, object placement could be a bit nicer, and of course the sky could be fixed (it currently has no skydome - but at least the author was trying, and this still looks better than the Yavin sky). As usual, I wouldn't suggest releasing one's first map, but take what feedback you get from this, practice, and improve upon this for the next one.

I think there were some neat and creative things done here, even if the map doesn't feel very polished. It's not a great map yet, but I can tell from this initial work that the author could make some neat stuff with some practice. Keep it up!

-Mav



The Sands of Fire (1) - Screenshots  
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The Sands of Fire (1) - File Download Options  

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The Sands of Fire (1) - Readme  
Readme File:
Fight amongst the dunes of a desert world (aka tatooine). There are several interesting ideas I put in like tents, a bunker (unable to enter), and a pit not too dissimailar to Luke's house. Speeders make intersting and sometimes random play (like a CP deep in your territory being captured). The sky failed and I haven't been able to change it to be normal in any way so curretly it is in deep space I guess. heros are standard but i might change that up on the update to this. Any suggestions would be wonderful as this is my first map.

Installation Instructions
Copy folder TSF to C:Program FilesLucasArtsStar Wars Battlefront IIGameDataaddon
If you don't have an addon folder make one

Notes:
Ok so this is my first map. I have tried changing the sky but it doesn't want to work so I gave up after the fifth time trying. I originally
had 2 different ground tetures (one for desert and one for the path) but the path dissappeared so I will play around with it some more to
hopefully get it fixed. Ok so the pit is baically similar to luke's house but AI couldn't get out even with planning so I just moved the
cp out of there. I want to add some indigenous creatures like tuskens and jawas but i don't know how to. The heros are standard cause I
really don't mind those heros so i just left it be but i might change the CIS to Jango. Also I plan to add some different vehicles.
If anyone has any great ideas to add on to it it would be appreciated. Thank you.


Credit to:
Fierfek for writing that great instruction guide which I would be lost without
Lucas Arts for making this wonderful game
George Lucas the man himself who created this intriguing world for us to dive into


The Sands of Fire (1) - 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: 9 | Last comment: 07-14-2009 at 03:07

 #1 - 07-10-2009 at 21:44
Jaspo
From: (Minnesota)
Joined: October 30th, 2008
Posts: 375
Is it just me or is the ground actually glowing? It's been known to happen...I have no idea why though.

 #2 - 07-11-2009 at 02:36
41Tommo
From:
Joined: May 16th, 2008
Posts: 453
the textures look a bit odd with it, try making them look like they havnt just been put there along with a ton of other stuff, and make it look like they're more natural

 #3 - :) - 07-12-2009 at 09:17
41Xterminator
Joined: January 29th, 2009
Posts: 37
On munge do a clean and the sky should change.

Also when i went to comment all the boxes were filled in with tamiflu stuff does anyone else have this?

 #4 - 07-12-2009 at 17:24
Schubdog
From: (Regina Saskatchewan)
Joined: July 30th, 2007
Posts: 6
Thanks for the feedback. THANK YOU FOR THE SKY INFO! as one might tell it was driving me nuts. Ok what objects in particular should I get rid of? the columns? those were road markers where it split but the road texture dissappeared so I will get rid of that. How about turrets should I add any? or should I change some bikes to tanks? Also one might notice that I and Spencer are the same I just did something stupid when I submitted the file

 #5 - 07-12-2009 at 18:47
Fierfek
From:
Joined: June 18th, 2009
Posts: 162
Glad to see my guide is being put to use. Keep going at it, and you'll do great!

 #6 - 07-12-2009 at 22:40
Jaspo
From: (Minnesota)
Joined: October 30th, 2008
Posts: 375
I think the object placement is fine, they just don't go along with the current ground texture all that well, or rather, the ground texture doesn't go along with, well, much of anything, because it's too bright. It should be similar to the shade of yellow that the huts have, since assumably the huts are adobe made from the surrounding dirt.

 #7 - 07-13-2009 at 08:50
Par3210
From: (Blah.)
Joined: June 13th, 2009
Posts: 66
To add locals read this topic on gametoast:
http://www.gametoast.com/forums/viewtopic.php?f=27&t=6088
Ownage

 #8 - 07-13-2009 at 09:40
Schubdog
From: (Regina Saskatchewan)
Joined: July 30th, 2007
Posts: 6
Thanks for the adding locals tutorial because I plan to have locals on most if not all of my maps for realism. Ya I was (and will continue) to try to match the terrain colour and smothen it out more. Thank you for input!

 #9 - 07-14-2009 at 03:07
Food_Eater
Joined: November 12th, 2006
Posts: 146
Well, I wanted to investigate this glow problem, see how it looked on my sub-par video card, when I found that the map appeared incredibly white to me. The ground had a texture but it was very bright. The sky appeared to be entirely white and, as a possible side effect of lag, was displaying distant objects when I turned the camera. Oh yes, and then there was incredible lag. Framerate of like, half a frame per second. I really just don't understand why there was so much lag for such a simple map and small file size.



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