Pestox (Urban Wasteland) v. 1.0
Posted: Wed Sep 20, 2006 3:57 pm
Hey!
My new map called Pestox can be downloaded here.
http://files.filefront.com/DQ9zip/;5523 ... einfo.html
Download size 117MB.
Here are some screenies:



And this is the readme:
------------------------------------------------------------------------------------------------>
A long time ago in a galaxy far, far away...
STAR WARS Battlefront II:
Pestox (v. 1.0 made by -|IC|-Delinquent-GER)
Not long after the Battle of Yavin, things are worsening for the Rebel Alliance.
The evil Galactic Empire is looking for revenge, chasing the Rebels throughout the galaxy.
The Empire has learned that the Alliance is assembling at the Pestox system.
Pestox, a once prosper and busy world, destroyed during the Clone Wars, covered with radiating debris and ruins
dilapidating in never ending toxic rain, is now a transshipment place for smugglers and a hiding place for refugees,
delinquents and others who do not want to be found.
The Empire is prepared to state an example. Defeat is unaffordable for the Rebel Alliance...
(1) Installation:
Put folder DQ9 into your Star Wars Battlefront II/Game data/addon directory.
(2) Description:
Street fights in a destroyed urban area, vehicle and turret support.
(3) Side edits --->!!!!MUST READ!!!!<---:
This map plays a bit different than the shipped maps, since the units and weapons
have been edited.
a) Basic changes:
- Reduced speed of movement for all characters; reduced jump height and slightly reduced stamina.
- All characters have same health now, except for the Wookiee (he´s got 150% of normal health, not 200%).
- Heroes (Han Solo, Boba Fett) do now have a normal health bar. They are regular unlockable characters.
- All other characters are neither locked nor limited in numbers.
- Most weapons become inaccurate when your moving around. Crouching and standing still will increase your accuracy.
- Minimap view has been set to 0 in order to remove the ability to detect the enemy by looking on the minimap. However for a rough orientation or
to find out where a CP is taken press M to get the map (which is probably not the best minimap ever made, but enough to find out if you have to turn left or right)
- Target lock has been removed from most weapons.
- Jet Packs have been significantly changed.
b) Specific weapon changes:
- Blaster Rifle: powerful semiautomatic weapon.
- Pistols: increased fire rate; more powerful on short distances; overheat and limited ammo.
- Rocket Launchers: 2 rockets per clip, slightly increased projectile speed, less splash damage but considerable push.
- Sniper Rifles: Slowed down sniper shots, decreased damage, reticule in no-scope view.
- Shotguns: Slowed down shots.
- Mortar Launcher (Imperial Radtrooper): Less splash damage, however a devastating charged up grenade.
- Bowcaster (Wookiee): Anti Tank Blaster with a powerful charge shot.
- Mines: Unlimited life time
c) Weapon additions:
- Repeating Blaster/Automatic Blaster: Rapid Fire Blaster Rifle; powerful on short - medium range.
- Concussion Grenade: Sticks to vehicles and does considerable damage to them. Low - no damage against infantry but considerable push.
- Medikit: Secondary weapon, basically works like a fusion cutter; slowly refills health of the carrier or his team mates.
d) Removed weapons and features:
- Bothan Incinerator, Buzz Gun, Remote Droids, Invisibility, Buffs, Mine Immunity
e) Specific unit stats:
- Riflemen:
--> Rifle, Pistol, Thermal Detonators
--> Normal Health
--> Normal Speed (which is the reduced default speed)
- Snipers:
--> Sniper Rifle, Pistol, Thermal detonators, Auto turret
--> Normal Health
--> Normal Speed
- Rocket Troops:
--> Rocket Launcher, Pistol, Mines, Thermal Detonators
--> Normal Health
--> Slow Speed (slower than the reduced default speed)
- Pilots (replacement or the engineer class):
--> Automatic Blasters, Pistol, Fusion Cutter, Concussion Grenade, Ammo Dispenser, Medikit
--> Normal Health
--> Normal Speed
- Imperial Radtrooper:
--> Grenade Launcher, Pistol
--> Normal Health
--> Slow Speed
- Imperial Darktrooper:
--> Shotgun, Commando Pistol, Wrist Rockets
--> Normal Health
--> Slow Speed on foot, high Speed in air
- Rebel Smuggler:
--> Advanced Shotgun, Pistol, Time Bombs
--> Normal Health
--> Slow Speed on foot, High Speed in air
- Wookiee:
--> Bowcaster, Thermal Detonators
--> 50% Health Bonus
--> Slow Speed
(4) Known Bugs and other issues:
- Characters halfly sunk in the Mygeeto Bridge Parts. Mostly happens when a speeder drives over them; but since the collision geometry of the
bridge parts is incomplete there might be a few glitches you can run into with the same result.
Unfortunately there most likely are some other glitches aswell...
- Invisible collisions. There are a few objects which seem to have an oversized collision geometry. Walkers can get stuck next to the Mygeeto Bridge lamps although they may be a good half a meter away.
Another example would be the Tatooine Pipes and the Polis Massa Shore Wall.
- No Terrain Collision. Well, I tend to use the terrain brush to create structure when I make a map.
This often leads to the terrain being so steep that it loses its collision propertys especially for hover tanks and speederbikes.
Although I have filled most of these Collision holes with invisible collision boxes there might be a few places where there is no terrain collision.
However, these probably cannot be fixed without removing some of the "decoration" since I seem to have reached some sort of object limit, which does not allow me to place any more objects in the world, otherwise game would freeze in loading screen.
- Bad object placements. Unfortunately there might be a few hovering and halfly sunken objects. Object placemnet has been a bit tricky for me since zeroeditor did not always show the terrain height and object positions correctly.
- Piloting an AT-ST through the central tunnel can be tricky. Due to the low ceiling the camera is too close behind the walker.
Using the zoom button helps
- Despite my excellent Planning and Barriering, the Bots more or less do what they want and what they shouldn´t. So they´re probably not the smartest bots you´ve ever met.
Also, playing as Empire is slightly tougher than playing as Rebels which must have sth. to do with the Rebels simply easier finding their paths.
(5) Comments:
People who played my Raxus Prime and Planet Z maps may recognize a lot of similarities to each of these maps.
If needed or wanted I will update this map (... no, this time REALLY!), depending on the feedback..
Thanks for reading
Enjoy! Have fun!
http://www.imperialclones.net
<----------------------------------------------------------------------------------------
Basically everythings said in the readme.
A few clan mates of mine have tested it and so far theres nothing else to say.
So again...
Enjoy!
Cheers
Del
My new map called Pestox can be downloaded here.
http://files.filefront.com/DQ9zip/;5523 ... einfo.html
Download size 117MB.
Here are some screenies:



And this is the readme:
------------------------------------------------------------------------------------------------>
A long time ago in a galaxy far, far away...
STAR WARS Battlefront II:
Pestox (v. 1.0 made by -|IC|-Delinquent-GER)
Not long after the Battle of Yavin, things are worsening for the Rebel Alliance.
The evil Galactic Empire is looking for revenge, chasing the Rebels throughout the galaxy.
The Empire has learned that the Alliance is assembling at the Pestox system.
Pestox, a once prosper and busy world, destroyed during the Clone Wars, covered with radiating debris and ruins
dilapidating in never ending toxic rain, is now a transshipment place for smugglers and a hiding place for refugees,
delinquents and others who do not want to be found.
The Empire is prepared to state an example. Defeat is unaffordable for the Rebel Alliance...
(1) Installation:
Put folder DQ9 into your Star Wars Battlefront II/Game data/addon directory.
(2) Description:
Street fights in a destroyed urban area, vehicle and turret support.
(3) Side edits --->!!!!MUST READ!!!!<---:
This map plays a bit different than the shipped maps, since the units and weapons
have been edited.
a) Basic changes:
- Reduced speed of movement for all characters; reduced jump height and slightly reduced stamina.
- All characters have same health now, except for the Wookiee (he´s got 150% of normal health, not 200%).
- Heroes (Han Solo, Boba Fett) do now have a normal health bar. They are regular unlockable characters.
- All other characters are neither locked nor limited in numbers.
- Most weapons become inaccurate when your moving around. Crouching and standing still will increase your accuracy.
- Minimap view has been set to 0 in order to remove the ability to detect the enemy by looking on the minimap. However for a rough orientation or
to find out where a CP is taken press M to get the map (which is probably not the best minimap ever made, but enough to find out if you have to turn left or right)
- Target lock has been removed from most weapons.
- Jet Packs have been significantly changed.
b) Specific weapon changes:
- Blaster Rifle: powerful semiautomatic weapon.
- Pistols: increased fire rate; more powerful on short distances; overheat and limited ammo.
- Rocket Launchers: 2 rockets per clip, slightly increased projectile speed, less splash damage but considerable push.
- Sniper Rifles: Slowed down sniper shots, decreased damage, reticule in no-scope view.
- Shotguns: Slowed down shots.
- Mortar Launcher (Imperial Radtrooper): Less splash damage, however a devastating charged up grenade.
- Bowcaster (Wookiee): Anti Tank Blaster with a powerful charge shot.
- Mines: Unlimited life time
c) Weapon additions:
- Repeating Blaster/Automatic Blaster: Rapid Fire Blaster Rifle; powerful on short - medium range.
- Concussion Grenade: Sticks to vehicles and does considerable damage to them. Low - no damage against infantry but considerable push.
- Medikit: Secondary weapon, basically works like a fusion cutter; slowly refills health of the carrier or his team mates.
d) Removed weapons and features:
- Bothan Incinerator, Buzz Gun, Remote Droids, Invisibility, Buffs, Mine Immunity
e) Specific unit stats:
- Riflemen:
--> Rifle, Pistol, Thermal Detonators
--> Normal Health
--> Normal Speed (which is the reduced default speed)
- Snipers:
--> Sniper Rifle, Pistol, Thermal detonators, Auto turret
--> Normal Health
--> Normal Speed
- Rocket Troops:
--> Rocket Launcher, Pistol, Mines, Thermal Detonators
--> Normal Health
--> Slow Speed (slower than the reduced default speed)
- Pilots (replacement or the engineer class):
--> Automatic Blasters, Pistol, Fusion Cutter, Concussion Grenade, Ammo Dispenser, Medikit
--> Normal Health
--> Normal Speed
- Imperial Radtrooper:
--> Grenade Launcher, Pistol
--> Normal Health
--> Slow Speed
- Imperial Darktrooper:
--> Shotgun, Commando Pistol, Wrist Rockets
--> Normal Health
--> Slow Speed on foot, high Speed in air
- Rebel Smuggler:
--> Advanced Shotgun, Pistol, Time Bombs
--> Normal Health
--> Slow Speed on foot, High Speed in air
- Wookiee:
--> Bowcaster, Thermal Detonators
--> 50% Health Bonus
--> Slow Speed
(4) Known Bugs and other issues:
- Characters halfly sunk in the Mygeeto Bridge Parts. Mostly happens when a speeder drives over them; but since the collision geometry of the
bridge parts is incomplete there might be a few glitches you can run into with the same result.
Unfortunately there most likely are some other glitches aswell...
- Invisible collisions. There are a few objects which seem to have an oversized collision geometry. Walkers can get stuck next to the Mygeeto Bridge lamps although they may be a good half a meter away.
Another example would be the Tatooine Pipes and the Polis Massa Shore Wall.
- No Terrain Collision. Well, I tend to use the terrain brush to create structure when I make a map.
This often leads to the terrain being so steep that it loses its collision propertys especially for hover tanks and speederbikes.
Although I have filled most of these Collision holes with invisible collision boxes there might be a few places where there is no terrain collision.
However, these probably cannot be fixed without removing some of the "decoration" since I seem to have reached some sort of object limit, which does not allow me to place any more objects in the world, otherwise game would freeze in loading screen.
- Bad object placements. Unfortunately there might be a few hovering and halfly sunken objects. Object placemnet has been a bit tricky for me since zeroeditor did not always show the terrain height and object positions correctly.
- Piloting an AT-ST through the central tunnel can be tricky. Due to the low ceiling the camera is too close behind the walker.
Using the zoom button helps
- Despite my excellent Planning and Barriering, the Bots more or less do what they want and what they shouldn´t. So they´re probably not the smartest bots you´ve ever met.
Also, playing as Empire is slightly tougher than playing as Rebels which must have sth. to do with the Rebels simply easier finding their paths.
(5) Comments:
People who played my Raxus Prime and Planet Z maps may recognize a lot of similarities to each of these maps.
If needed or wanted I will update this map (... no, this time REALLY!), depending on the feedback..
Thanks for reading
Enjoy! Have fun!
http://www.imperialclones.net
<----------------------------------------------------------------------------------------
Basically everythings said in the readme.
A few clan mates of mine have tested it and so far theres nothing else to say.
So again...
Enjoy!
Cheers
Del