A complete revamp of the original SWGB mission "Beachhead" intended for 2 player use.
|Clone Campaigns required?:
|Number of players:
With a squad of battle droids at your disposal, use teamwork and skill to crush the communication capability of the Naboo to make way for a full Trade Federation Invasion!
-Scenario completely reworked and optimized for 2 player use with the Clone Campaigns expansion pack.
-Various audio files cut from the original game have been restored.
-The 4th town cut from the original Beachhead mission, "Portelle" has been restored.
Included in .zip:
TF1 - Beachhead - Coop.sc1
If this does well, I may convert other stock maps to support multiplayer gameplay.
Original scenario created by LucasArts and Ensemble Studios. Modified to support Cooperative play by Gen_Rhys_Dallows of SWGB.Heavengames.com
If you have any questions, comments, or concerns, you may contact me at: firstname.lastname@example.org
File last updated: February 9, 2012.
THIS SCENARIO IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS tm & (c) LUCASARTS ENTERTAINMENT COMPANY LLC AND ITS LICENSORS.
|Author||Reviews ( All | Comments Only | Reviews Only )|
After playing this with Dallows, and on laggy internet even, I give the scenario a 5 in playability because it handled very well and actually kept the same gameplay experience throughout, but it was enhanced with playing and strategizing with another player.
Having played the same mission (First Level in the Trade Federation Campaign) plenty of times on various difficulties, this alone was a very unique experience that I will do again if given the chance.
Needless to say I am impressed with how well it actually played, and hope for further campaign adaptions from Dallows.
Balance was incredible, not to hard, not to easy, but you couldn't be an idiot either and throw units away. And it wasn't too hard with lag either, but I did lose my fair share of units which should be expected. A strategy that could be widely used to insure near-perfect scores would be leading enemy units into an ambush by the other player, but this is optional of course.
Balance was top notch, and kept to the original gameplay with ease.
What more can there be to say? The Creativity to take a stock campaign level and engineer it for Co-op is not only a massive undertaking, but in the case of Dallows a great deal of time well spent.
Map Design: 5
Reason why I give the Map Design a 5 was not because of the stock level. It was for the redesigned and re-implemented Portelle town. Cut from the original level for whatever reasons, Dallows re-implemented it with spot on detail that I thought it was there the whole time but forgot about it! It blended it so perfectly, I was almost speechless during the game we played.
Story and Instructions are basically a given, fully voiced of course, but with the re-implementated cut sound files from an earlier version of this level it almost fueled what I had said perviously in the Map Design review above.
While Dallows mentioned several AI fails during the level, it never made much of itself noticed to be an issue for me.
Would I play this again? Yes! Would I play any other map that is redesigned to be played in Co-op from the campaign? Yes if it's made by Dallows, because I don't think anyone else aside from a small handful could meet the level of detail and originality that Dallows put into this level.
[Edited on 01/18/12 @ 06:33 PM]
Carn nailed it with his review. I've played a lot of games in my time and I've always thought that more games should have co-op campaigns. Having this little taste of one was great.
Playability was great. Even being a retooling of one of the original scenarios, it still felt like it belonged in the game. I've seen plenty of maps(in plenty of games) that fall short in giving the feel that the original campaigns give. This one delivered the feel of the original with the added bonus of a team member with which to enjoy and strategize.
Balance was excellent considering what was being accomplished. Much like the early campaign scenarios in SWGB, if you lose too many units, you face a tough battle, but at the same time you couldn't just throw your units at the enemy. It was balanced just right to feel as though you were the Trade Federation rolling in to take over Naboo.
Creativity was top notch. It may not seem like much to convert a map into a co-op map, but when you play this you'll see that it really was creative. A lot of maps just kind of throw you out there and it looks bland and there isn't a whole lot going on, but this one actually felt like it belonged in the game as a co-op scenario, in my book that deserves a 5.
Map Design: 5
As Orrion said, there isn't a whole lot to the design until you hit Portelle. Everything before that point is pretty standard fair considering the use of a stock level, however, once you reach Portelle you can see that a 5 is the choice of the day. I could show the map to my brother and he would think it was one of the campaign scenarios and that Portelle was designed my the actual makers of the game.
I'm starting to run out of things to say, lol. It is pretty easy to just throw up some instructions and have some lame story, but adding dialogue and keeping with the story of the invasion of Naboo isn't the easiest thing to do. Yes, the dialogue was there, but to put it in where it fits made the story/instructions from a 3.5/4 to a 5.
All in all, I haven't played a map from this site that has been this fun in a long time. I'd definitely recommend playing it and I think it'd be great if Dallows made some more.