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4/5 bThoughts:/b Always neat to view a new package of content. While it really is CIS/REPs noteworthy rolling around in its ubiquity from the side mod category, theres at the least a little completed to make the CIS feel not the same as the usual, along with the REP side has nice-looking skins/models. I dont go to whichever heroes here, and I miss seeing them. I also enjoyed seeing the newest modes. - Mav
they duke against eachother on each of the stock maps fighting something, with jetpacks and nearly-identical weapons. The sides are obviously the entirety on the mod to be a sides mod and many types of. Theyre a well-put-together list of as mentioned above nearly-identical sides - the Mandalorians match tit-for-tat the weapons in the Death Watch, apart from hero weapons, which do are different from each other. The weapons setups really feel similar to stock sides, by building a few higher-unlock classes, being a melee class or even a commander class. The sides are similar from map-to-map typically; usually the one noticeable difference is the fact on the outdoor maps, both parties have jetpacks on every unit, which may change the way you may play a little. I was slightly disappointed to never see jetpacks on some in the indoor maps, though - possibly the author discovered that the AI would not behave well? Anyway, there was some issues I took using the setup from the sides - the most significant problem I had was appearance. While a pleasant job is done together with the textures for both teams, both use essentially, with a minor helmet difference a similar model for ievery unit/i. As you can imagine, this does get very confusing. An example: /img There are about equal variety of each teams units. Can you tell whos on whose team? I had a tough time unless someone was actively inside my reticule. The other concern I had was the melee class for both sides - its simply way too powerful. Its superior to the heroes, includes a cloak that stays up for just a very long time, and does as often damage with melee along with the knockdown as also does a Jedi. With the bonus energy regen through the endurance award, you can the cloak up for the entire map and never die. The only threat for you is the similarly undetectable and powerful melee units around the other team. The problem is compounded with the fact that it in conjunction with everyone else gets to be a jetpack outside. It just has a lot of going on to get balanced. Anywho, Im sure there are many people who is going to be interested in fighting having an army of Boba Fetts caught Battlefront 2 - if it looks interesting, provide it with a download! - Mav
campaign mission along with the unused stock Sith unit. Since the stock Jedi/Sith units have minimal health, usually one saber-throw 's all it takes to kill them thus the contrary title. Its not an incredibly big challenge nor will it be very in-depth. It does what its likely to do, that is nice, however it is intended function is vastly overshadowed by a volume of mod maps. Somewhat unbalanced because on the fact that all of the Sith units all one have saber throw, whereas only half the Jedi units a couple of have it. Might be worth a shot if you just feel just like a small, quick mod, nevertheless its not really something worth holding on to for the long time, within my opinion. - Mav
Zerteds work unlocking FreeCam thats made that possible. What we have here would be the culmanation of Zerteds work within the last few years, combined using the visual upgrades on the Unofficial 1.2 Patch into one big mod - the Unofficial 1.3 Patch. This mod gives both players and modders unparalleled control of what enters into and equates of their Star Wars Battlefront 2. With the Unofficial 1.3 patch, players to begin with can play Battlefront II that has a complete number of visual upgrades, in the same way seen from the 1.2 patch. Included is a simple means of changing from the revolutionary visually upgraded sides back in the original sides, along with a method of either enabling or disabling the newest HUD. Players in addition have access towards the extremely powerful and dynamic Fake Console. The Fake Console incorporates a large amount of ways players can talk with and dynamically modify their game. It also provides a large level of control to server admins in on the net sessions. Modders, too, are actually given a wide range of freedom while using 1.3 patch. If youve literally newest version on the Conversion Pack 2.0, youve seen a little of the 1.3 patch supports - on account of it, we had having access to the KotOR era alongside the 2 stock eras along with many additional gamemodes. The 1.3 patch supports considerably more than just the KotOR era plus the new gamemodes through the Conversion Pack. It adds support on an unlimited amount of new gamemodes or eras, and has now new icons for a lot of of them. And for modders there are several, much more features - custom galactic conquest, map preview videos - they are all items that modders now can do as long as they choose, and there are numerous different options. So what are you currently waiting for? Theres no reason to never download this. Online play is unaffected and many types of you get are countless new selections for your game. Give it a download!/quote This can be a touched-up installer for your Unofficial v1.3 patch. Changes are actually made to make sure that its appropriate for more OS/PC configurations. What youll note is the fact that this version will no longer uses the through the earlier versions, but the installer itself will give you your setup options after you install. Since this will be the lite version, and also the 1.2 sides arent included, when you need to create changes, simply run the installer again. - Mav
II Sides Expansion mod. Theres a list of the many changes to your sides inside readme included below. Changes through the previous version were mostly within the area of balance. The overpowered Clone Officers chaingun has become replaced having a normal chaingun that fires blue ordnance. This new update also may include new weapon models again, understand the readme to get a list/more information. I have a number of problems using this type of mod. Firstly, why supply the rocketeer a rifle as opposed to a pistol? That virtually renders the rifleman almost uselss, since his forte would be the rifle. I also dont just like the rifle model to the clones being replaced from the carbine. Compared for the rifle, the carbine just wimpy. But meh, thats just my personal. READ THE README before installing this mod. It carries a much more detailed description along with installation instructions. One more thing: bBACK UP YOUR SIDES FILES BEFORE INSTALLING!/b I cant emphasize this enough. If you dont create back ups, and judge you dont like/would like to unistall this mod, youll must reinstall the experience to get those files back. For those of you who might not know, heres a list from the files you have to back up: /list These files are available in your LucasArtsStar Wars Battlefront IIGameDataDATALVLPCSIDE folder. Thats everything. Leave feedback to the author in the event you download and play this file. Thanks! - Xavious
wait, I need to download what number of different files to learn this? Ill boost the comfort - I saw the listing of things Id have to download and decided to never bother, although I play by using a solid 99% of mods that will through here and they are hosted. And theyre not really all inside same place, that is another big minus. Not that any one that should take away from your relative complexity on the mod - only a few mods use modifications to Galactic Conquest, so its nice to view a new one even if you would must remove either KotOR Galactic Conquest or Dark Times II Campaign to make use of this. The only other real criticism Id offer is that their theres no theme towards the hodgepodge of maps this supports - its such as author just found numerous maps as they could and said and this also one, and also this one, and also this Galactic Conquest, since it is, is long and boring enough and easily adding more planets isnt an additional benefit. So takeaways - neat technical accomplishment, probably worth an attempt if you can conquer having to download 25 something more important in addition to this. But thats a huge if. - Mav
that doesnt check out that oft-tapped well in the Republic side, which ones done virtually. However, they have some on the same potential conditions that go in addition to a single-side versus a both-sides mod, and the ones are the the process of a modded side playing against an investment side. There arent any real balance issues, though, and its particular nice seeing some outside-of-the-movies heroes and vehicles. If youve been playing modified Republic sides for the long time and require something to smooth out the plain-vanilla CIS side, give this one trying. - Mav
Patch by RepSharpshooter. Keep planned that it is a fan-made patch, not an official LucasArts release. The goal of the mod is always to up your visual experience while still allowing you to try out online web-sites who might not have the patch. Upon loading up a guide after youve installed the mod, one with the first issues you may notice is a fresh HUD. Heads Up Display I think the brand new HUD is awesome, but should you dislike it for any excuse, simply enter into C:Program FilesLucasArtsStar Wars Battlefront IIGameDataDATA and run the file Likewise, there exists file to regenerate the HUD in the event you change your mind. Some from the other changes include new weapon models. The rifle carried by Clone Troopers continues to be replaced by way of a carbine. The Rebel pistol continues to be changed on the DH-17. The chaingun has become changed to your ARC Rifle. And each of the heroes get their unique lightsabers from your movies. But it doesnt end together with the weapons. The units happen to be env-mapped - - meaning theyre shiny - - but only when appropriate. Such as on battle droids, stormtroopers, etc. All the clone skins have already been modified, plus the Clone Commander is changed from your Galactic Marine to your 501st Commander. Commander Appo? The MagnaGuards have already been given capes, and after this explode into MagnaGuard chunks as an alternative to Battle Droid chunks. I could continue forever relating to this mod, but Ill stop here and let you love this mod by yourself. Make sure to see the readme, and then leave feedback to the author! - Xavious
supposably as being a normal trooper? Well, no more, Sparky. With this huge mod, running blindly at a good measly battledroid is going to obtain you mowed down. This Tactical Enhanced Combat Mod decreases the ego-shooter factor of SWBFII and adds for the oh-crap-if-I-leave-this-cover-Im-going-to-die factor, and that is nearly non-existent using the regular game. Dont expect you'll be competent to shoot for the run. Like, ever. Accuracy while moving may be substantially decreased; the TEC Mod encourages a additional conservative design of play taking cover, shooting from around corners, having the drop on enemies. It is possible to acquire the aforementioned umpteen-million killing spree as a result of everythings decreased health- it'll only take a few hits to create someone down, which adds a lot on the suspension of disbelief. There are a lot of smaller items that add on the atmosphere with this mod; actual recoil from guns, the removal with the stamina bar for droids, different kinds of grenades Im so happy- EMP nades get home!, many different units based on where the battle is unique clone legions, ect., and much more understand the extensive list inside readme. Now as far as difficulty with this mod go, you will discover virtually no game-effecting bugs, save with the couple of non-localized units dont think could possibly be helped. The size on this mod is huge so far as mods go, because each of the games original sides must be replaced nevertheless, theres certainly not a way around that. On a side note, this leads clashes for some other mods, such as the?namePNphpBB2fileviewtopict8754SWBFI Coversion pack/url TEC modll still work around the default maps, but I dont think any converted maps works. Some person may perhaps be going to override the first files, so Ill say it now: bBACK UP YOUR SIDE FOLDER BEFORE YOU EXTRACT THIS
find something incredibly original with this file. The thrust in this minimod is the fact it replaces the REP with a few generic Jedi units as well as the CIS using the generic Sith unit. Youve seen these units before in numerous a mod, but hey - maybe today this strikes your fancy. The author mentions some limitations with the mod, mostly because from the way it is made - by hexediting. It would are already much easier - and towards the author, Id simply recommend this from the future - to easily rebuild the while using modtools. You could have directly edited each mission script and created sure that you just didnt have conflicts as if you see here ones that can cause crashes. Because this mod demands replace data in your main GameData folder, youll desire to make sure you backup any files it insists upon replace - this mod will break online compatibility. If the screenshots below look interesting, perform a try. - Mav
reminiscent of any 2nd world war/d-day themed landing that includes barrage baloons and landing craft. Sides are Republic and a few sort of local Militia/Independence group. Map design is extremely good - a lot of custom models, good atmosphere, overall great environment. Theres still some minor problems using the map design however - within the gameplay side the spiked fences may be walked through, and a couple of models have dodgy collision, using a canonical side the Republic landing ships have huge imperial insignias on his or her sides oops and some from the floating bodies have missing textures. The most impressive aspect, tech wise, however, may be the vehicles. Theres a fully drivable Republic Juggernaut and some smaller new Republic vehicles. breathtaking. Now on the bad. Theres two issues with gameplay. Firstly, the dimensions vs unit count. The map is very large, but you will find only the stock variety of units. A map this big could really gain from either an uber/XL mode or perhaps more units in conquest, I captured some CPs completely unopposed in GCW era. The first problem pales into insignificance compared for the second, however. In CW era one with the many custom units vehicles balance is virtually non-existant. The Militia side battling the Republic are assisted by lots of autoturrets. Dozens of horrendously overpowered autoturrets with shots that happen to be very fast, very hard to determine and kill you quickly. Oh and also the turrets can fire near lower and up, though their barrels cant turn that far. The big turrets for the cliffs seem pretty overpowered too - they decrease a juggernaut in literally seconds. So the specific battle is hopelessly one sided, with increased republic troops getting killed by overpowered turrets than militia plus the player generally getting killed in seconds of spawning. Both times I played CW era the militia ended greater than a hundred reinforcements up. There are several other little bugs I noticed, like one from the militia units having a first person model for just a rocket launcher, a couple of floating or missing weapon icons no english localisations. Nothing too major though. All in all its a completely different map, however the main era is near unplayable on account of balance issues. GCW conquest is ok as a consequence of lack of killer turrets. Download if it appears interesting or maybe you really actually want to cruise around within a Juggernaut.
quantity of reasons why this doesnt actually work that way. The sweeping replacing most weapons with rifles ipistols/i were substituted for rifles has got the exact opposite influence on unit-to-unit balance. Most classes from the stock game are fairly sensible, but switching up weapons does various on any mitigating factors of their balance. For example, the heavy trooper class presenting both a rifle and also a rocket launcher, as well as his secondary armaments. This puts him a itouch/i above where he ought to be. The same effect occur in reverse while using Magnaguard. His miniature rocket launcher Bulldog continues to be replaced that has a basic rifle - making them a shadow of the items he was. The thing that confuses me by far the most though may be the Republic officers chaingun. For this talk of balance, that is certainly now certainly an unbalanced weapon. It is unique so badly against each of the other weapons, which feel, typically, normal. It fires faster, and fires larger ordnances with higher damages. It just doesnt produce a lot of sense. Technically, its an exceptionally sound job, even though most in the changes were minor. The only real issues were how the HUD for that chaingun was wrong and then there was no sound about the chaingun. Give it trying if you would like, but I wouldnt subscribe to it as an equilibrium mod. Remember to back any side files because this will replace default game files. - Mav
least. Back within the day it turned out the ionly/i Sides mod I would ever download and boy maybe it was fun. Well now Delta Dash has created bElite Sides Mod II/b for Battlefront 2! Hoorah! Ill get started by saying the file size is reasonably large. However thats expected as this iis/i a Sides mod. If your hard disk drive is somewhat low on memory itd be best should you tried to take back some space when you are willing to give this mod a try. Needless to mention dont something silly like uninstall Battlefront 2. ; For anyone who doesnt know, the Elite Sides Mods customize all in the units for being more elite soldiers of war. The weapons are somewhat more advanced, the gadgets are cooler, and it is all totally basically pumped on Battlefront steroids. Heres a list of every one of the specific changes which come with this mod. quoteChanges: Classes: Republic Clone Trooper-DC-15A Blaster Rifle - DC-15S Blaster Carbine - 2V-1 Thermal Detonators - 2Detonation Packs Galactic Marine - PLX-1 Missile Launcher - DC-15S Blaster Carbine - 2V-1 Thermal Detonators - 2HX2 Antipersonnel Mines Republic Commando - DC-17m Blaster Rifle - DC-17m Sniper Rifle Attachment - DC-17m Anti-Armor Attachment - DC-15s Blaster Pistol - 2Stealth Shadow Trooper - DC-19 Stealth Carbine - Disguise Kit - F-187 Fusion Cutter - 2H/A Dispenser - 2Autoturrets Arc Trooper - Z-6 Rotary Blaster Cannon - PLX-1 Missile Launcher - 2EMP Wave - 2Recon Droid Jet Trooper - DC-15A Blaster Rifle - CR-1 Blaster Cannon - 2V-1 Thermal Detonators - 2ZX Miniature Flame Projector CIS B-2 Super Battle Droid - Intigrated Blaster Cannon - 2Intigrated Mini-Rocket Launcher B-1 Battle Droid - E-5 Rifle - E-60R Missile Launcher - 2Deployable Turrets - 2Class-E Thermal Detonators Bounty Hunter - DXR-6 Disruptor Rifle - SC Blaster Rifle - 2Toxic Gas - 2Recon Droid Geonosian Pilot - Geonosian Sonic Blaster - F-187 Fusion Cutter - Radiation Grenade Launcher - 2Health and Ammo Dispenser Magnaguard - Bulldog Rocket Launching Rifle - Magnastaff Droideka - Repeaters - 2 Shield - CIS Marine in space has a brand new skin Rebel Alliance Spec Ops. Ranger - A280 Longblaster Rifle - DL-44 Heavy Blaster Pistol - 2Class-E Thermal Detonators - 2Detonation Packs Spec Ops. Vanguard - HH-15 Concussion Missile Launcher - DH-17 Blaster Pistol - 2Class-E Thermal Detonators - 2HX2 Antipersonnel Mines Spec Ops. Infiltrator - DLT-19 Sniper Rifle - Bothan Incinerator - 2Stealth - 2Deployable Turrets Rebel Smuggler - CR-1 Blaster Cannon - F-187 Fusion Cutter - 2Health and Ammo Dispenser - 2Recon Droid Bothan Spy - DXR-6 Disruptor Rifle - Disguise Kit - 2TB-47 Time Bomb - 2Bacta Cloud Wookie Warrior - Bowcaster Rifle - Melee Attack - Rebel Marine in space has a brand new skin Imperials Stormtrooper - E-11 Blaster Rifle - Mini-mag PTL Missile Launcher - 2Baradium-Core Code Key Thermal Detonators - 2HX2 Antipersonnel Mines Stormtrooper Sergeant - T-21 Light Repeating Blaster Rifle - E-11 Blaster Rifle - 2Baradium-Core Code Key Thermal Detonators - 2Detonation Packs Storm Commando - DLT-20a Sniper Rifle - E-11 Blaster Rifle - 2Baradium-Core Code Key Thermal Detonators - 2Stealth Imperial Engineer - DN Plasma Bolt Caster - F-187 Fusion Cutter - 2Health and Ammo Dispenser - 2Deployable Turrets Imperial Officer - V-6d Mortar Launcher - Q-2s5 Hold-Out Blaster - 2Rally - 2Recon Droid Dark Trooper - CR-1 Blaster Cannon - T-21 Light Repeating Blaster Rifle - 2Baradium-Core Code Key Thermal Detonators Weapons: DC-15A Rifle: a slow-firing rifle, this rifle packs a punch. Z-6 Rotary Blaster Cannon Chaingun: has 1000 ammo/clip, fires 166 rounds per second, and includes a slightly lower damage. Have fun. A280 Rifle: see DC-15A All Pistols: now take over ammo as an alternative to overheat Lightsabers: No longer knock people down, but do more damage. Deflect Mode slowly regenerates stamina while gettings shot and deflecting said shots creates a minor stamina loss watch out for fast-firing guns DN Plasma Bolt Caster: Can hit 10 targets close together, does better damage SBD Blaster Cannon: Shoots 2 shots each time, slightly apart from one another. Bowcaster: shoots 1 shot automagically, shorter shot delay, the way it charges it shoots more shots SWBF 1 style Vehicles: The Republic Gunship has a whole new skin arc Gunship./quote Now you discover why the file size can be so darn huge, eh? Trust me, its worth every penny. Naturally there are several bugs. The mod obviously doesnt function with any user-made maps that have custom units so dont try to play this mod on maps for example the ones inside the Conversion Pack or Majins ROTE maps. The Geonosian Engineer is very much missing his wing texture. Its not a huge deal, just something I noticed. Thats about iall/i that I noticed, actually. bImportant!/b Remember for making backups of all of the files which the mod replaces. My recommendation would be to only rename them so that you will wont must make unecessary copies that may take a while according to how fast your personal computer is. The Elite Sides Mod II puts an exclusive spin onto the sport and helps it be so a lot more interesting. Once again its fun to experience shipped maps much like the Tantive IV and Kamino thanks to the modern units. My favorite weapon so far will be the T21 along with the disruptor rifle. I have yet to understand more about everything the mod can give but I know without hesitance that it mod is pure fun. If youre searching for something new something like that to spice your game then this would be the answer. Not far more can be said with that. Great work Delta! If there have been any suggestions I could make it will be to vary the units a tad more per map because you did within the latest Battlefront installment. Also itd be cool to view some more new skins. Again, great work Delta! - GTEraOfDesann PS: It ought to be noted that it is inot/i one more version!
all to your shipped Episode II clones Phase 1. The mod may well be online-suitable for those who dont contain it, mainly because it doesnt make any weapons changes. While the mod is rather simple, it's neat and clean, and may certainly be useful to those that have a preference for one pair of clones in the other. So, if youve been in search of more Phase I clones, then look no further- this mod is really what you need. - Jedikiller
SWBFFiles, /file/BattlefrontZero;103793Battlefront Zero v2.1/url. This version has some substantial additions, but by and large it really is an update to everything released previously - there have been several bugs in past versions and also this one has notably fewer. The least fun a part of any big mod is definitely going through and killing dozens of last few hundred, sometimes bugs. Manderek here did a good job of knocking out almost all ones, but many notably the gamebreaking ones, like CTDs or freezes as a result of award weapons bugs. The biggest differ from version 2.1 to the version would be the two new maps added, and thus most of my review will give attention to them. The first new map is often a very interesting map; Dantooine: Base. Its a roadmap with one mode available, a Jedi Affairs mode that doesnt show standing on any other map. The player plays as Nahdar Vebb, the unlucky redshirt Mon Calamari jedi from The Clone Wars TV series. Its a relatively standard campaign, but it truly is always nice to determine something distinctive from the standard conquest - which can be why I do enjoy playing various different campaign missions available in this particular mod. The Dantooine map itself is an incredibly interesting idea, however it could use a whole lot, occasionally more polish. If the terrain were done slightly bit better, then I think it might really help, since the idea behind the props is usually a neat one even when it doesnt necessarily seem like any Dantooine weve seen. I such as the look on the stone arch bridges found in numerous places. The biggest highlight with this map was, inside my opinion, the skydome. Its not something extraordinarily obtrusive, but it appears exactly how it should look for the texturework done about the skydome mountains model looks great. The second new map is Mustafar: Burning Platforms. Its a neat take for the platform-map idea - while you may guess there are many platforms floating just above a lava lake. It might appear to be it plays as good as, but it absolutely was tough for getting an concept of real flow or no less than how the AI is moving within the course with the game because it turned out an assault-only map. One thing that I both really liked and extremely thought needed work was the building with all the center inside platform suspended over lava. Its a very neat idea! However, the texturework on that building seems like it turned out done so quickly or by using these a poor feeling of scale the textures stick out as being a sore thumb. I think that model needs a little of redoing, however, if the textures could be fixed itll look wonderful. There are two things I do wish I could have observed in this version. First, conquest on every map. While I enjoy playing a campaign map as pointed out above with Dantooine, I will lose out on some from the exploration I can discover in conquest. And while I have the ability to explore a lttle bit in hero assault as Mustafar above has, to be truthful hero assault with AI just isnt a whole lots of fun, especially with stock heroes which it's. I think both of the revolutionary maps could make use of having a conquest mode added. The second thing I wish I could see was hard work to improve some from the models/textures. Well, to get accurate, I should say some imore/i of those, because I do know at the least one model was changed this occassion Obi-Wans model, which looks significantly better now. There were some nice new models, too such as Nahdar Vebb model, but as I said within the last review, I still think theres a lttle bit too much difference in quality between your best models as well as the worst models with this mod. In any case, this mod is obviously worth a download. If the screenshots dont convince you, then provide a try anyway - you will not be disappointed you did. - Mav
maps. Battlefront Zero is, more-or-less, a Clone Wars-only mod. In addition for the requisite rainbow of legions, Battlefront Zero has several units and heroes featured within the Genndy Tartakovsky Clone Wars series just like the Spelunker droid, the LA Clone Wars series Cad Bane, tactical droid, and also the older game Galactic Battlegrounds in the Clone Campaigns missions - Sevrance Tann, Echuu Shen-Jon. Its nice to discover several new models used, since this mod does, even though models or retextures range in quality on the better Durge, Plo Koon on the worse Alderaan Guard, Wat Tambor. The units tend to be fun and a great change of pace, but I would like to determine a bit better balance on some from the maps. I remember playing via a couple maps and noting how egregiously imbalanced the battle what food was in favor of a single side the favoring from the CIS on Felucia stood out within my mind here. While it really is nice to find out new characters, those are - inside my mind - mostly fluff anyway in almost any mod theyre in, along with the real meat with the mod is often what it brings on the table with regards to new gameplay. For that reason, its always great to view a new list of maps in this way mod offers, although, such as characters, they range in quality. I think the better with the maps are Rhen Var, Kashyyyk, and in all likelihood Saleucami. Thule is great too, but it besides Geonosis: Arena relies so heavily on Pandemics Clone Wars models to make the setting, its difficult to tell what credit needs to be given for the mapper and what needs to be given on the modelers at Pandemic. I such as the effort made with every one of the maps, and I think some could possibly be really neat, but on some from the maps simple stuff like planning and object placement keep back the maps. There were several new modes added due to this. The most notable is weapon conquest, and that is really a minicampaign which uses a group of four clone commandos as being the playable characters which has a hero available at the same time. This objective-based mode is often simple, but I dont think it should be complicated, necessarily, for being enjoyable. I would like to discover a bit more of the as it stood out. There were a handful of other hunt modes, and a Jedi Hunt which has been essentially hunt using a different name. Hunt modes usually are neat asides, and they also were here too, but Jedi Hunt was notable within the fact so it quickly became a chore because on the overpower-ed-ness from the droids should they clumped together. There were also several more generic bugs that might be found scattered throughout the maps and sides - award weapons bugs particularly annoying if they cause a freeze, floating objects, objects with missing polies, missing sounds, missing localizations, floating HUD icons - you will find still many things to get fixed before this may be considered in close proximity to bug-free. Theres a large amount of neat new stuff in here, however for me, a minimum of, I have difficulty enjoying it because you can find a amount of bugs to get found. Id love to view these get fixed up and find this mod polished up, nevertheless for now this is actually worth no less than a try to determine what the Battlefront Zero team has become working on. - Mav
reason, the era appears as The New Jedi Order, which will definitely be changed for any future, more final, version. Anyways, this mod adds said era to each and every shipped map from the game. Sadly, is exact same sides on each of the maps. And the similar heroes, at the least on the maps that I tested it on. It could well be nice to have a bit bit of variation. The first thing that in some way bothered me was how a sides looked. All the characters are colored black, which makes it a tad difficult to discern friend from foe. In addition, apart from the general scheme of black, there seemed for being no connection between the many units, especially within the Republic side. There were Episode II and III troopers, some with balck and red and a few with black and blue. The CIS side seemed slighly more uniform. Another thing that in some way irked me was the idea that most weapons had no sound, simply because were stealth mode. This might you need to be me, but I really prefer that weapons have kind of sound upon firing, stealth or no. On the topic of stealth, Fierfek has given many of his characters a limitless amount of stealth weapon. Not only is this unbalanced, it gets really irritating in the event the enemy AI adopts stealth mode indefinitely and kills you which causes the area ever discover where they may be. Then theres a spy unit who boasts unlimited stealth, but his only weapon besides that's an Orbital Strike Beacon. While I do like how the tremendous power of Orbital Strike is balanced out by offering the unit few other weapons, it becomes completely useless on indoor maps. This again goes back in my point about having different units on different maps. My last complaint is within the melee classes, specifically the MagnaGuard. Honestly, the MagnaGuard is quite overpowered. Not only does he have his electro staff, they can also block lasers by it, he's neuro poison, detpacks, and hes really fast. Now I touched mostly around the negatives from my personal personal opinion, and Im sure most of you have differing opinions, if you think this mod feels like your style of thing, or should the screenshots entice you, download when needed. - Xavious
words. Anyway, you will discover three distinct parts for this. First, there will be the changes meant to the Republic. This part changes the stock 501st legion in the 146th legion as seen within the Conversion Pack. Several changes were meant to the sides setup, the most significant perhaps would be the removal from the jet trooper to get a Republic commando unit. For by far the most part, every one of these changes come in 666rulerofcloness earlier /file/146thLegionMod;96064146th Legion Mod/url. The second part is a number of changes to your CIS side. The changes tend to be moderate here. There are similar modifications towards the vehicles as seen within the Republic side mod. A few from the units are actually switched around when it comes to weapon loadouts from the CIS side, as well as the biggest change may be the removal in the assault unit as well as its replacement by the first CIS rifleman unit, the super battledroid. The readme mentioned other sorts of weapon changes that I was struggling to find. The third part to the present mod may be the change meant to the Naboo guards side - a not-often-seen change. The Naboo guards are converted into a side with their own and used as replacements to the Republic or Rebels on Naboo in CW and GCW respectively. Their setup is very a lot like the setups used inside the earlier sides mod, even though they do have an unlockable Naboo Queen unit rather than a hero. Anyway, that is a pretty decent mod which makes a massive amount changes. If youre trying to find something new, perform a try, but you should definitely back everything it burns up - carefully. It does replace a good deal and losing all of those files would break online compatibility. - Mav
Dark Times era to a lot of if not all shipped maps. This era develops between ROTS and ANH; the dark times as Obi-Wan recalls to Luke. But thats exactly the the actual essence in this mod would be the full-blown injection of The Force Unleashed into Battlefronts blood. What am I speaking about, you may well ask? Well, in simpler terms, Mav has recreated some on the characters and Force powers from TFU for Battlefront and has now given the experience a whole new twist. But that barely even actually starts to describe the volume of content packed into this mod. bConquest:/b Conquest plays the way it normally does, while using Empire and also the newborn Rebel Alliance serving as both opposing factions. However, its been completely revamped with new units all over the board. Not just one one may be untouched, such as the heroes. Some with the changes include new characters, new skins, new models, new weapons, new power-ups, new effects, and new Force powers. Each time you play a Conquest match you will be given a randomly selected roster of special units and heroes, so it almost feels like youre never playing using the same characters twice. bHero Assault:/b Like Conquest, Hero Assault features fresh Force powers for example Pummel, Crush, and Repulse, and new heroes like Starkiller, Shaak Ti, as well as a Shadow Guard. In addition to that you can find new attack styles and saber combos for every single character. Each you've got their own attack style together with their own unique mixture of Force powers, so that you may must do a bit experimenting to decide which ones you enjoy best. The new Force powers are entertaining, but take somewhat of becoming accustomed to, especially in the event you arent even sure the things they're doing. I think one of the best new power is Force Pummel; theres nothing that can match playing as Yoda and hurling rocks at opponents in the Mos Eisley rooftops. bDuel:/b Duel is actually Hero Assault, only you do not have any Force powers. All you can use is your saber, so youll ought to rely on your saber combo skills and maneuvering to try and do well here. bSpace:/b As someone who doesnt normally enjoy space maps I found a few new space maps Dantooine, Corellia, Raxus Prime, and Nar Shaddaa included inside mod to get pretty fun. First of all they feature fresh ships just like the TIE Vanguard along with the BLT-B Y-Wing as seen from the new Clone Wars series. Brand new ships are usually fun to experience around with, but even old ships also have some readjustments to help keep things interesting. Secondly, you'll find new units and weapons, especially the nifty-looking Kel-Dor mercenary. And finally, Mav has cleverly distanced the main city ships in each map so which the battles are definitely more geared towards dogfights. This may be the way the place maps should have already been, instead of dodging a large number of auto turrets and floating in circles while bombing Spot A and Spot B on the enemy capital ship. Boring! If you would like a real space battle experience, youll locate one here. bWave:/b Wave is obviously a different game mode specifically developed due to this mod. If youve played any war or military video gaming then you probably have an idea with the items it is. You battle wave after wave of enemies hence the name, surviving as long because you can until youre killed or soon you achieve a goal. In this case, Mav has assembled some objectives that you should accomplish in everyone map featuring wave mode. Much like Hunt, Wave mode differs for each map its featured in, meaning you play as different characters, fight different enemies, and possess different objectives based on which level you ultimately choose. On Felucia you play as Starkiller and battle Felucians and baby rancors. Yeah, baby rancors. On Hoth youre part of your team of mercenaries battling swarms of wampas while attempting to repair your ship. Wave mode is reasonably challenging, and requirements you to use a tad of strategy as an alternative to relying on your gaming skills. It is usually but addictive. Oh so very addictive. Theres not a lot more that I can add to the present review. The Dark Times can be a great mod that can bring a lot towards the table that you should enjoy. Its thoroughly detailed and polished, and yes it pushes the limits in the game, even as we have come to expect from Mav. This can be a must-play! Era
file/UnofficialStarWarsBattlefrontIIv13Patch;95405 newest version in the Unofficial 1.3 Patch r117/url - that allows play the Galactic Conquest gamemode with new sides and a fresh planet setup. There are two ways you can start to play. The Jedi Civil War Galactic Conquest helps you to play because the Old Republic along with the Advent in the Sith helps you to play since the Sith Empire. Both of these make use of the KotOR era on the Conversion Pack 2.0, and each of these employ a lot with the Conversion Pack maps. One of the brand new parts of the Galactic Conquest is when you visit a planet - say you check out Tatooine - chances are you'll end on iany/i with the Tatooine maps - Mos Eisley, Jabbas Palace, or Dune Sea. The KotOR GC also adds a couple of new planets to Galactic Conquest - Alderaan, Bespin, Rhen Var, Ord Ibanna, plus the Star Forge system which may be the Siths capital system. In addition for the tweaked map content, theres newer and more effective stuff likewise. One in the cut bonuses in the final game - the Sensor Array bonus, which reveals each of the units for the field - is added back as a purchase-able bonus. Theres and a brand-new space map Space, that's used for each of the KotOR space battles except with the Star Forge battle. It features a random skydome, so that it doesnt always look precisely the same whenever you start up. As long because you follow the installation instructions carefully, this really should be a cinch to download and make use of. Its not a substantial file, there are a amount of documents that may help you install and utilize it correctly. Be sure to check it! - Mav
that legion into your 212th legion, as seen on Utapau in Episode III. While changes happen to be made to virtually any unit, the alterations feel good and balanced within the overall game - except perhaps to the clone commander, who, using a jetpack, rifle, and chaingun, feels somewhat overpowered. The sniper can also be very powerful too, since his rifle fires quicker and with a lot more shots per clip. Some small changes were meant to the space map setups too, which is an excellent touch, because so many sides mods ignore space while keeping your focus only on infantry. Its an exciting diversion to experience through a good sides mod, and also this one did do a superb job of creating itself integrate into the experience well enough for a couple of playthroughs, so Id say provide a try whether it sounds interesting. Just remember to support your files, because, like all sides mod, this can replace stock files making online play incompatible with anyone not making use of this mod. - Mav
although skins from unit-to-unit are inconsistent. The basic trooper classes while using exception in the engineer are clean, whilst the rest are dirtier, as well as the commander retexture is quite a bit more scratched. I think itd look a good deal better by more consistency since that appears to be the goal in the mod. - Mav
entries: /file/212thAttackBattalion;113623/url /file/45thLegion;113673/url Obviously the textures are different, however the weapons appear largely or entirely unchanged as well as the models themselves are similar. More options, but seeing three of those submitted in a very row feels only a touch redundant - the consist of one mod to your next with regards to creating it really is about 5 minutes of work, provided the texture is definitely created. It adds more options, I suppose. As with any side mod, remember until this will replace files, so make sure you make backups of and whilst keeping in mind until this will cause compatibility issues online. - Mav
the case here. The author is often a proponent on the mindset more particle effects means more pleasant which generally it only means more lag. I cant really say a whole lot concerning this, for the reason that whole making everything overpowered is simply a worn-out idea. All the units have some sort of ridiculously overpowered weapon, may it be in firerate, damage, or both. All the Jedi units are replaced from the ARC trooper model, too, for reasons uknown. It could be nice, from the future, to determine some thought directed at: an equilibrium b gameplay, and c manual installation and uninstallation I guess when you are into ridiculously overpowered stuff, you may enjoy this. - Mav
some brushes observe they brush skinpack and for that Republic, too!. Its not extraordinarily poor, nevertheless its not great. Lots of inexplicable and patchy blood and symbology thats super out-of-universe. - Mav
interesting gameplay techniques, new game modes, and demonstrate how Battlefront doesnt necessarily ought to be about Star Wars whole time. Essentially, this mod is basically a water gun fight between two sides, one ofthese wears helmets along with the others dont. There are four game modes why these water gun fights can take place on - Team Deathmatch, Survival, Sand Castles, and Soak the Wookie on these later. This mod can, adjusted right now, be played on only five maps, that are Felucia, Kamino, Kashyyyk, Mos Eisley, and Naboo. Each side is largely exactly the same, featuring waterized versions of each and every sides typical weapons. The main focus in this mod, amusing when they may be, is not the edges, however. This mod is dependant on its new gametypes, which might be actually fairly intriguing and fresh. One in the two most unique are Survival, that's essentially just via waves of enemies, recieving powerups since you go along. This mode isnt quite as new for the game as being the other, nonetheless its well executed here and pretty fun to experiment with. The other mode that is certainly most interesting is known as Soak the Wookie, and that is a game enter in which you seek to capture CPs, in order to accomplish so, you should shoot a neutral Wookie to coerce him into capturing CPs on your team. This brings a new element of process to your games, since you should concentrate within the Wookie instead in the CPs. Its a brand new and fresh idea and it is very well done here. visually, this mod is quite good - the smoothness models look about as realistic while you would expect coming from a game with Battlefronts graphics levels, and also the water guns are intriguing and seem fairly accurate to actual water guns. There is a brand new reload animation, that's slightly stiff and strange, but other than which the graphical presentation is actually comparatively good. There is often a bunch of music included together with the mod also that will help help make your experience just that far more summery. So, if you are looking to get a fun mod to try out, regardless from the amount of clone troopers it's got, then Id suggest you go here mod out. It has good quality ideas along with a clever enough premise to help it become easily one on the most memorable mods that Ive played this coming year. Give it a download and obtain soaked by yourself. - Jedikiller
quite well to overheating as opposed to ammo based carbines and rifles, along with other changes including new grenades and seperate health/ammo powerups. The weapons are a lot like the stock ones but different enough to feel new. The skins and edited models just like the backpacks: with the republic are nice too. The CIS certainly are a lot simpler, having only three units with few weapons. While the map may be the stock Utapau map, it appears inside IA screen as Clone Wars Utapau: Reloaded. Clone Wars conquest is conquest with aforementioned units, galactic civil war conquest would be the standard utapau campaign with said units. Conquest is sweet but carries a pretty major flaw - the reinforcement count is insane. 2500 clones and 15000 most of an hour Id reduced the clones to about 2000 as well as the droids to about, no one wants to experiment with a two-three hour long conquest battle. It also seems from those numbers the CIS will even with me playing as republic and capturing 5/6 cps they just lost 400 more troops but had 6x as much to begin with. As gfor the campaign, while its nice its the identical old Utapau campaign, with some other units rendering it feel more accurate for the films. As a side, there was clearly a bug in this ukenglish had no localisations, which made things a tad confusing since several weapons had no icons/precisely the same icon. However, I confess I overlooked german localisations in a single released map so I cant really Anyway, a reliable mini-mod and nice for first time. DL if screens appeal or it sounds good. - Sky
fall down a dent you will NEVER stop falling, so respawn./quote Well, its been a bit since a final file was uploaded so Im sure every new mod is usually a breath of clean air. This mod adds the typical hero assault mode on the Death Star. It functions as a possible addon map, and that means you dont must worry about overwriting files or conflicts with mods. If youve ever wanted to experiment with hero assault on Death Star, this mod is perfect for you. Make sure you leave feedback in the event you download this file, its the way you can help others improve and grow as modders. Enjoy! - Xavious
Jedi on the campaign level. Its been done a couple of times before, as well as ridiculously unbalanced, however, if youve really got a yen to experience as some Jedi within this level, then go for it. - Mav
the 514th Stormtrooper Legion. It covers five maps- Endor, Naboo, Mustafar, Kashyyyk, and Tantive IV. There are no new maps in this particular mod, but thats quite alright- the newest units and sides a lot more than make up for it. Each battle has a different set of units to experiment with with and features some on the same units as before. For instance, you could possibly play as being the 514th Legion versus the Death Watch, as well as the next map you could possibly play being a mix of Rebels and 514th against Imperials. This keeps the gameplay fresh enough never to be monotonous and fun each and every time. The classes each fill a particular role, and as you move the exact weapons and appearance on the class may change, the aim fulfilled stays the identical. Gameplay-wise, this mod is one on the most balanced Ive played of the brand new-era mods. Most mods are somewhat unbalanced right now, which one definitely sticks out. Its possible to win each and every side on any map, plus it is equally hard or easy the way it would be were you within the other side. Some units are very efficient, however they all possess a weakness other units can exploit. The weaker units still hold his or her, when they usually can move much quicker and avoid the shots in the more powerful classes. Explosives are considerably more powerful at the same time, giving the slower and more efficient units a distinct vulnerability. A good amount of units likewise have jetpacks. From a visual perspective, the mod is bright, colorful, and vibrant. Lasers are simple to spot and bright, and impact effects are everywhere. Usually this annoys me, but I found out that it was done correctly here. It actually serves to reinforce the mod without getting overbearing. I didnt notice any lag while playing, that's always nice to discover. Unit models and skins are very well done, along with the same is applicable to weapons. In addition on the general polish around the mod, there was a couple things which I really enjoyed. For instance, when playing like a droid, the fusion cutter heals you when used. I discovered this completely by chance and thought it had been quite ingenious. Also, I really enjoyed playing since the juggernaut units, just like the dark trooper plus the big red-pink droid I believe its technically the B2-RP on Endor. I thought these people were very fun to learn as they may be very powerful, but they are still able being killed with the opposing units. From a bugs perspective, I didnt notice many- apart from one major one. In the readme, it mentions that Kashyyyk Conquest may crash randomly. The map simply wouldn't normally load to me, which can be a pretty major bug. Hopefully, it will probably be fixed in every potential future versions. Aside from that, there were a number of strange weapon choices, much like the Orbital Strike Beacon around the Tantive map, but besides that I didnt notice anything. In short, I quite definitely enjoyed playing this mod. I thought that that it was one on the most fun modifications that I have played during my entire time playing Battlefront, and was well done, inspite of the showstopper of Kashyyyk crashing. I strongly suggest this to everyone, and it can be definitely worth a download. -Jedikiller
one like Yavin - you receive the gist than it. Its an intriguing concept - its been done before at the very least once, but more flavors of stock map are being used in this. Its not assembled exceptionally well, though. There are a variety of floating objects, for example. Some in the objects used specifically some tree objects were chosen as props once they really should simply be foliage or background objects - they didnt hold the best of collisions. The map is also much too large. The only thing truly epic relating to this battlefield is getting from a single command post to a different is truly an Odyssey. Keep the map smaller and tighter and it will work significantly better. Also, the terrain tool could are already used lots better. There was at the least one area where you could fall straight throughout the terrain, and theres a considerable area inside center that carries a whole wide range of stretched-terrain cliffs. This never really looks good. Then there would be the sides. The CW era uses a lot of stock units of assorted factions. Each team is often a hodgepodge of varied local units having a couple from your stock main sides at the same time. Unfortunately, consequently a lot of these are incomplete - sounds, localizations, HUD tags, etc - since local units werent designed to become played as-is. The GCW sides are, on usually the one hand, a rudimentary Republic team. On additional hand, theres an assembly of weird units, by having names based off of numerous online handles. As with most wacky sides, these are typically incredibly unbalanced, possibly not very visually appealing, and pretty inconsistent. One other notable bug will be the lack of sounds for most in the vehicles weapons. The author did an excellent job getting most sounds together with the map there have been only a few weapon sounds here or there missing, but it seems like almost each of the vehicle weapon sounds were overlooked. All in all, the map can be an okay concept, and it might be a whole bunch better on the smaller scale by incorporating more attention paid to your object placement details. - Mav To this author - you didnt credit MandeRek for actually making the Kit Fisto unit - this is added in your readme.
a lot like its previous versions; judging from the readme, little inside way of bugfixing ended or was necessary - most with the changes stem on the change on the special unit for that Imperials. Like any side mod, this can disable online play and might cause compatibility problems with certain modmaps who use default sides. Like any side mod personally side, it is going to make messing around with default sides feel slightly strange, since is modified and the first is not. Fortunately, there dont seem for being any real balance issues, which can be often a challenge in single-side mods. The notable change may be the change with the Empires dark trooper it appeared for being a jet trooper before to your storm commando. The unit feels somewhat overpowered when compared on the stock unit its paired facing Bothan spy, since it carries a shield as well as a strong primary weapon - together with carrying healthammo. If it were me, I would probably have overlooked the shield or health dispenser, however it is not tremendously overpowered and it might be looked past. I think the reskin due to this unit leaves slightly to be desired - it looks being a color inversion rather then actual darker armor - but overall it is not a bad addition. In any case, it needs to suffice to convey that when you enjoyed past versions in this mod, youll love this version. Give it a go if it appears interesting. - Mav
not as easy just as one aim-and-shoot but alternatively something you need to work just a little harder at. There is one player to decide on on each team along with the mod plays on all on the stock maps and might be easily installed as part of your own mod map. The mod still plays in Conquest mode in which you should deplete additional teams reinforcements points or capture the remainder command posts. I suggest downloading this mod if your in search of something new to the stocked maps or should you want to add a new challenge to your individual mod map. Its a relatively small download too. Enjoy! - Delta 47/quote This usually only be a smaller bugfixing relieve Jaspos Lazer Tag mod, so Ill just copy from the original review mindful about dont appear to are actually any gameplay changes. The author apparently squashed a handful of bugs involving no sounds on Geonosis and several death count issues around the Death Star. Delta gave it a somewhat glowing review, so I suggest checking against each other if youre thinking about having a different and interesting experience within your Battlefront game. - Jedikiller
have only 1 unit type with one weapon: 1 shot non-overheating unlimited ammo lazer tag pistol without the need of aiming reticule that kills a single shot. So, basically, this really is Instagib to the stock maps, devoid of the cheating HUD aimer thingie. So to all you could snipers-from-the-hip around, this mod is certainly for you. It is referred to as lazer tag for the reason that gameplay is very just like said sport. Because the side file switches into the games side folder as opposed to addon, it really is easy for developers to produce this game mode for their particular maps, should they want to, just like using Mavs KotOR sides, by way of example. Instructions for this are included inside readme. I actually developed the edges and their weapons inside my Prakith map. I stuck with all the conquest design of gameplay since all stock maps have that mode, so converting the mission luas to lazer tag mode was simple and easy./quote Jaspo has created an incredibly fun little mod here. The mod plays in the Lazer-Tag mode where you ought to tag another player around the opposite team. Since the aiming reticule may be disabled it is just not as easy for an aim-and-shoot instead something you ought to work just a little harder at. There is one player to decide on on each team along with the mod plays on all with the stock maps and could be easily installed with your own mod map. The mod still plays in Conquest mode in which you ought to deplete another teams reinforcements points or capture the remainder of the command posts. I strongly suggest downloading this mod if your seeking something new with the stocked maps or in case you want to add something totally new to your mod map. Its a very small download too. Enjoy! - Delta 47
Ive also fixed some bugs I found. I guess thats all./quote This is version 2.0 of RED51s file98954Imperial 501st Clone Legion/file mod. Basically, this version just fixes bugs and has now some slight changes on the units however the overall look and gameplay remains exactly the same. If you enjoyed Reds previous version on this mod, this version should satisfy you. Remember, this mod still isnt playable on online servers that utilize shipped sides. Enjoy! - Delta 47
Expansion, Big Gunz, and Dream Teams. All three of these are typically added in through separate addon folders - which, to boost the comfort, I wish the article author hadnt done, as it makes for the very untidy addon folder it adds 31 separate folders! - it will be nice to find out them grouped together in a very single addon, or on the very most three separate folders. In any case, they load stock maps through separate which can be why these are only sort of the sides mod, therefore you dont ought to overwrite anything. The first third/mod is Jedi Expansion, and unlike what you could possibly think, it doesnt technically expand any on the Jedi. What this mod does is add some stock units to every team; one example is the Rebels get an investment Jedi one on the Knightfall ones, a Jet Trooper, along with a Gungan. To be truthful, it doesnt seem that exciting, since none these units are new or modified. It does add a lttle bit of a twist when playing old maps, but it absolutely was more often than not confusing since the brand new units get noticed a lot through the stock sides. The second mod is Big Gunz, and - again despite what you could think - doesnt have large or more robust weapons. In fact, the most important change I noticed was that every one of the units had a great deal more health, which made the gunz a lesser amount of effective than normal. This seemed more frustrating than anything, since all? a further maps using this type of were CTF, so it had been essentially futile to try out CTF defense considering that the opposing team just wouldnt lose the flag. It just shows that I must race additional team to gain, isnt all of that fun in SP. If anything, it could be better here to err within the side of not enough health, since that may speed up the pace on the play. This mod also added some in the Jedi featured within the next part in the mod. The third part was Dream Teams. I didnt play all on this or most of any of those - there have been quite a tad of missions, as pointed out above, but from what I saw, this essentially added a large amount of new Jedi. new saber-wielding characters, at the very least, because most from the units were stock models with sabers added on like Gungans and Wookiees - these always seem so odd to me whenever they have lightsabers. They all have different saber combos, and that is nice to discover, but for the other hand, they seem very odd switching in one saber to two sabers. And like inside last part from the mod, all of these characters seem to have a lot more health than normal, plus the game is again CTF - which shows that again, fighting the enemies seems futile because you cant stop them still the flag forward. There were a small number of bugs I could see with this; I only noticed a couple plus the first could be the only one really obvious. First, nearly everything was missing localization. Second, in case you have the 1.3 patch, some missions will crash, as it tries to load geometry that doesnt exist the Imp gunner geometry. Its nice to view that this can be relatively bug-free, nonetheless it does use a large amount of stock material. Fix up that localization as well as perhaps come up which has a workaround towards the 1.3 compatibility problem, and itll do great. In any case, its a mod which has a lot of content, but in my opinion, it didnt feel really new plus it didnt seem as fun probably also given it felt similar to stock material. However, it does have a very lot and it is not a great download, so provide a try to find out on your own! - Mav
original, Ill give my opinions on not only the changes however the map itself at the same time. There are some things I might criticize here. First, if your setting will almost certainly be Hoth, then it ought to probably be called Hoth. If youre about to make it be another planet, it could be wise to make use of some different props, some retextures - something. This is just Hoth everything, right up on the sky and ion cannon!, and several retextures a minimum of are in order. Secondly, I understand that this effect you want is really a ruined or bombed-out area, but I are unsure if using odd angles about the props at the very least the interior ones will be the best way to try and do it. It feels odd and disconcerting walking through props placed at odd angles. In terms of gameplay, you will discover two issues I see. First, the map is always to large with weak hands going on. Maybe it had been just a telling insufficient variation within the appearance in which case it could not necessarily become a gameplay issue, nonetheless it felt like there was an excessive amount space between one command post along with the next. Secondly, there is often a huge bottleneck about the bridge next for the Rebels first CP. If playing as team 1 IMP or REP, it quickly becomes shooting fish within a barrel once team 2 is stuck back there. Whats good the following is - regardless of the oddity than it - the prop placement inside the tunnels looks like that it was fairly well taken-care-of; I didnt use whatever noticeable holes or gaps between objects. It was and a decent setting, even whether it did look very much like Hoth. Anyway, in the event you liked the final version or like the product in question here, have a try. - Mav
baffled why people have a very tough time setting these up themselves, but I will be lying if I said who's wasnt an issue that was asked often. So if thats you and also youve just been yearning to obtain those droid models set up for you personally, here is often a downloadable side pre-munge you can use to place them in game. Remember that you just will have to know how to produce a side inside the first place to utilize these. - Mav
have the picture. Most on the battle happens in an open field and using a bridge that extends across a canyon. But there can be a Hanger using a hallway that comes up in the ground. I should claim that everything is apparently on an angle too. Not sure if this can be a good thing or not however it does make walking slightly hard when experiencing the hallways in the ground. I personally think its just a little empty though. Adding some barrels or crates no less than would definitely help it become a lot better. There were a couple of bugs that Im sure is going to be fixed within the next version. A couple examples would have been a floating CP and As far since this version goes, you will discover no custom sides or skins but the writer mentions adding them within the next version. So, provide it with a download if it's good for your requirements. - Delta 47
not sure what exactly conflict inside Star Wars universe this can be meant to represent. Youve got Gungans and various other Rebel forces battling with mostly black colored Stormtroopers, several of which have large Imperial symbols for their chests Is this just in case they forget which argument theyre on? I dont go to whichever other reason, and yes it does look a tad bit silly. The real problem while using mod will be the fact that you can find only 4 or 5 units around the Rebel side, with merely one or two weapons each. The Imperial side is much more diverse, but only because its virtually identical in design on the shipped sides. The mod is extremely unbalanced. A lot in the weapons have unlimited ammo, dont overheat, and either do inflated damage or fire very fast. The author also purposely balanced the action in favor on the Empire; never a great idea around my book. Battlefront II is meant to become a game where you could fight Star Wars battles any way you would like, and making one team vastly superior on the other limits what you can do. I also noticed a great deal of bugs. Nothing was localized correctly, most new weapons had floating HUD icons, and zip overheated though these weapons had overheat counters, they merely never overheated. Some other issues that bothered me were the shields on units you cant tell the amount of health they ireally/i have after they have a shield plus the melee weapons, who's seemed a great number of units had. All in all, this might be an enjoyable mod for just a quick playthrough when you are into over-the-top weapons. Download away if this intrigues you, only be sure to backup your default imp and all of sides before installing. A note towards the author: ensure you give credit where credit arrives. Simply citing the BFX assets as being the source of your stuff isnt enough; be sure to look throughout the readme with the assets you used to see all on the names in the people you must be crediting. - Xavious
Look.that has ep2 troopers./quote This is often a simple mod that changes all on the skins on Republic units to obtain leopard patterns in it. The skins are very-done from what Ive seen, therefore if the idea floats your boat, take a glance at the screenshots and have a download, ensuring that to backup your default rep sides before installing. - Xavious
mod, but this place changes the typical Imperial stromtrooper and rocketeer in the shadow trooper on the Force Unleashed. As always, back your default Imp side lvls before installing. A note towards the author: Please include your own personal screenshots inside future. It would result in the uploading process much quicker and easier on our end. - Xavious
This mod replaces the default stormtrooper and shocktrooper rocketeer while using incinerator trooper from The Force Unleashed. I would assume this mod will not affect online compatability seeing as being the only changes are skin changes. Nevertheless, copy your original and before installing. - Xavious
fun!/quote No surprises here, its exactly just what it says. Its basically a simple odf edit, but when you dont know how to complete it you should probably learn, but this isn't the point here, I suppose this can be. And certainly, this is designed for modders only. - Mav
described from the author above, this it's essentially a reskin with the original Republic side to resemble clone assassins. If you are interested, then do you should definitely as mentioned from the readme backup your original and - Mav
also missing the camo sniper class, all of which will therefore not online compatible. Download in the event you will, and make certain to back your shipped and before installing. - Xavious
tempted to mention its online-compatible, even so the side appears to become missing the camo sniper class present on maps like Kashyyyk and Felucia, so I dont think it's. Remember to copy your and before installing. Download when you like the sounds of computer. - Xavious
misstake while using rocket launchers, hope it dont are able to annoying. generate a backup on the file and set this in lvl pc. and, replace this together with the original one if utilizing a side or possibly a side mod./quote This is really a simple mod that changes the localizations of some from the weapons and units found inside the game. Presumably to more accurate ones? Anyway, its a really simple mod to make use of, although I cant verify when it breaks multiplayer or otherwise not - in almost any case, it's always wise to support your files whenever replacing them. To utilize this file, browse to GameData/DATA/LVL PC and replace but first backup! the file. - Mav
Coruscant. First of all, as they states from the readme, the total amount has indeed been kept. But using this mod most weaponsfrom both factions do considerably more damage than their original counterparts. Although this does allow it to be more realistic in addition, it shies clear of Battlefront s ego-shooter mentality. Matches and lives arrive and go faster. One other side effect on the overall weapon damage increase include heroes dying a lot more quickly. Be aware prior to deciding to play that it is a different type of gameplay. Ruler does make good utilization of available custom weapon models and technologies. The dual pistolKudos to Mav for original really are a tad bit overpowered, but fun for novelty only if. And while Im not a large fan in the 14th Legion Clone skins it doesn't look itoo/i bad. Im not one of those those who really enjoys side mods, but that one was well created and kept it balanced. As with any side mod please remember to copy the files you want to replace BEFORE you replace them.: b-Saitek009/b
This iteration on the mod is the visual changes created to the GCW sides. As a result, this version/part with the mod iis/i online-compatible - only textures are replaced. Its not much of a huge file, however for what depends upon some simple texture changes only for? the Imperial side, it appears to be pretty big. Alliance sides are included, but I didnt go to whichever visual changes created to them. The textures can be fine - nothing too obtrusive or garish, a different take around the stormtroopers we understand and love. The Imperial officers texture isnt my personal favorite - to begin with I thought its texture was missing, even so I realized it absolutely was just an extremely, really dark texture. Anyway, in case you like that which you see inside screenshots, and also you want new things but still desire to have online compatibility, go ahead and provide this a download ! - Mav
Most in the Republic troops are changed for the sniper or paratrooper model, and so are given a red retexture. The clone commander and jettrooper stay a similar model, though similar retextures even though the clone commander is just not exactly the best retexture. The CIS is conducted up in the similar fashion; however, their skin changes will be to blue. Youll see blue highlights included with each on the CIS droids. As a sides mod, it gives you little from the way of changes, mechanically - the only real changes are on the Republic side which incidentally unbalances the game for your Republic - it looks like half the Clone Wars sides mods we are do that. The Republic heavy trooper featuring twice just as much ammo and to reload half normally, even though the clone commanders chaingun never overheats. To be fair, this can be mentioned to get a beta, if it looks appealing, twenty-four hours a day download it, look it over, and then leave feedback. - Mav
Clone Engineer with all the snipers cape attached with them. However, the Jet Trooper remains a similar model with a different skin, additional factions arent affected. There are also several weapon changes. As far as balance goes it really is pretty balanced because the Republic arent over powering. There werent some other bugs that I found apart from the ones mentioned inside the ReadMe and it also seemed neatly made. Overall its an enjoyable side mod and very a lot like his other mods, make sure you backup your original Rep lvls before installing. - Delta 47
readme, and often will stay a similar - ensuring online compatibility. And I think I like it better that way. It doesnt overpower anything important, because this only affects the Republic side also it doesnt drastically customize the gameplay personally, it is a plus - I such as the default setup. It does let things feel somewhat new, that's nice. The changes made are across-the-board, plus they amount to changing things to appear to be phase 1 Episode 2 clones by slightly-changed palettes. A few weapon models happen to be changed too. So in case you like, just download this. It wont break online compatibility, also it wont change things around an excessive amount. Its a great visual change though, so try against eachother. - Mav
throws into your market to whack, this also is pretty true here. The riflemen, engineers, and jet troopers remain pretty similar although first and last get extra grenades as well as the engineer gets mines, and theyre to not badly out of balance but all of that extra ordnance is a bit iffy. However, the sniper, heavy, and commander are in which the balance really leaves. The snipers rifle is changed, inexplicably, to fire a great deal more rounds a good deal faster than a typical sniper rifle, and without decreasing the power in any respect. This, frankly, does not come up with a whole lots of sense in my experience. Likewise, the heavy troopers rockets are actually replaced having a powered-up chaingun without any warmup time and that is far more overpowered compared to rockets ever were. The clone commander is powered-up, too to get fair, that officer unit was a bit weak compared to your others, but this took it a bit too far. Hes got auto-turrets along with a rifle rather than his chaingun - which will be fine, except the rifle is often a lot more efficient than everything. The visuals have already been changed, too, to ensure everything looks more just like a unified 501st - which would do well, except how the 1. 2/1.3 patch does pretty much everything already, along with the 1. 2/1.3 should it ibetter/i, plus the 1. 2/1.3 doesnt break online compatibility, which it will. Im all achievable stuff, but a lot on this side mod seems like its doing something thats been recently done, as well as its not doing it as being well. Of course, in the event you want adjustments thatve been made with all the units and you also can stomach the imbalance, then go ahead and perform a try. - Mav
extra-unnecessary filesize. It appears to be some stock sides appeared in there of their entirety, and it also really helps make the map download too large. It looks much like the author developed a sincere effort to create things feel at the least a little different hey, no less than the ground textures different, right? from your Yavin IV feel a wide range of newbie maps have. This one differs think Endor, although it will still contain the ubiquitous and much-maligned Yavin sky. As mentioned above, there can be a very Endor feel for the map, including a lot of trees and foliage. Normally, this looks very good, nevertheless it seems such as the author used a wide range of foliage which includes strange collision or collision whatsoever - I wouldnt recommend using foliage which has geometry collision. It makes to get a confusing battle experience, because places it's like you should have the capacity to walk through are impassible, and ordnance collides that has a lot of space which it shouldnt collide with. Its a reasonably simple map layout; you can find only four CPs inside a diamond shape. Gameplay could be pretty decent were it not to the abovementioned collision issues. In summary, it's just not bad to get a first map, but objectively, it is not a great map. Give it a download when you like. - Mav
turbolasers we saw from the majority with the movies although we did experience a couple beam turrets in Episode III. Theres not a great deal to it, although mcdougal was kind enough to accept time to generate sure the lasers harmonized with their respective factions standard laser colors red for Alliance and CIS, blue for Republic, and green for Empire. So go ahead and have a try, fresh fruits - by using this, or any side mod, will break online compatibility. So in case you choose to make use of this, make sure you backup your files. - Mav
Conversion Pack which are on Bespin: Platforms. The sides arent to overpowering to maintain them even and includes a new weapon models along with several modified weapons and also, since some from the weapons are modified you cant play this mod online. He also changed the Republic Vehicles a little. If you liked his earlier work than you ought to be satisfied with this place. Remember to backup your original sides before setting it up. - Delta 47
lasers and torpedoes. The second seat has bombs. The third seat comes with an Ion Cannon./quote Not a legitimate whole lot to say about it. Its an exceptionally simple modification to your I guess should you really, ireally/i dont want to complete your work, you can go ahead and make use of this, nevertheless its really a simple modification. Its a little download, no less than - download when you like. - Mav
filtered skins snowy for ep2 and ep3. The color swaps are only with the EP3 versions on the skins, whereas the filtered snowy skins are for either EP2 or EP3. Any or most of these might be used within a Republic sides mod and custom sides, and you must have the capacity to mod to use them. If you want what you see, allow them to have a download. -Mav
he wants to try and do. The good news is he is apparently well on his strategy to getting most if not completely of it through with his 0.5 beta version of Prime Front. The premise behind Prime Front is usually a strange one, one Im not sure Ive even quite established. It obviously incorporates a wide range of material by reviewing the eponymous source, the Metroid Prime series. There also is apparently some Star Wars content interwoven along with some from Warhammer 40000 - your guess is just as good as mine concerning whats happening here. Not to state its anything bad - Ive never played iany/i from the Metroid series yes, thats right nor have I played any Warhammer 40k, so I couldnt honestly tell a lick of difference were it not for a few prior research. Whats most interesting could be the sheer quantity of content. Even in their early beta stage, you will discover two complete factions with 6 heroes total and three more maps. Planned is easily a lot more than triple that content, which for me seems almost incredible. But exactly what do I say? The proof could there be that on the very least a large amount of work has also been put in, so I haven't any reason to doubt more work coming within the future. The sides, which might be featured on every stock map and this also is a large amount of work themselves, guys and also the three new maps, represent the Galactic Federation as well as the Tau Rebel Alliance. As mentioned before, I do not have any background with your, so considering it objectively - the edges are pretty balanced. They feel really a lot like the stock sides, and nothings too out-of-control even though gameplay is actually comparatively grenade-heavy. Its worth mentioning that a lots of work has become put in to make new textures of those units; I particularly such as common texture the Tau side shares. Likewise, theres been a wide range of work carried out localization and weapons work to increase the risk for sides feel different. The new maps are nice, and apart from what you usually see in the sides mod. Theyre not the most beneficial maps, but theyre nice and they also do feel different - which can be already a pace past a great deal of maps. My favorite was the cliffside map which is quite a neat concept, eventhough it could use somewhat work within the actual cliffs sheer terrain walls dont look so hot. Its really difficult to tell just what I should say about it, from the end. On usually the one hand, there will be the part of me that sees just iall/i the istuff/i and is particularly flat-out impressed with the volume. On one other hand, there would be the part of me that sees things such as units feeling quite similar and wishing that slightly more variety was present although often these matters take time and energy to appreciate, so I might be wrong here. I guess all I can really say would be to try it yourself - I can definitely go along with myself ; that theres been a great deal of work set up here, and for the very least that deserves some recognition and several time spent trying against eachother. Make sure you look at installation instructions, since this can be a BETA and hasn't got an autoinstaller yet. - Mav
side, your game is going to be iseverely/i unbalanced. I guess some people prefer that, but inside my opinion, its disheartening without any challenge. If it sounds fun to your account go ahead and perform a download. Read the readme for installation instructions, and make certain to copy any files you should. - Xavious Note towards the author- You neglected to will include a credits section with your readme. Im 99% certain how the Republic side was mostly, totally, made up of DannBoeings assets. Be sure you give credit where credit is born.
such, needs to be compatible online with individuals not with all the patch ensure that you back your files up anyway, though!. This is simply a side mod for that, hence the CIS, Rebel, and Imperial sides arent affected in any way. If youre looking for slightly bit of any different look for the stock Episode III clones, then give this an attempt, yet, make sure you backup your files. - Mav
and you will get used with it. said from the author, and I couldnt have said hello better myself. Droid vs. droid inside stock Coruscant map, space CIS vs. ground CIS. Not complicated, but might be worth your the perfect time to just try different things. Give it trying if you want. - Mav
assault. No real pertinent rating since its this can be the default map with some things changed. Give it a download when you liked the very first version. The older version as well as other, perhaps pertinent, information could be found /file/CoruscantJediTempleDaytime;93811here./url - Mav
caused some trouble in viewing them youve been warned!. If you want to utilize these, just download them, though viewing them may be a pain. Penguin Unit bNOTE:/b This is undoubtedly an asset for modders only. If you do not hold the mod tools, you cannot employ this, so dont download it.