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Downloads Home » Singleplayer Scenarios » Mustafar Mining Operation

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Mustafar Mining Operation

Author File Description
Jedi Knight Jazz
File Details
Clone Campaigns required?: Yes
Style: Build and Destroy
This map was more or less an experiment - remember on Episode III how quickly the refinery was damaged when the heat shields were powered down? Same situation here: get too close to the lava and you're likely to burn to death (eventually, anyway). That is unless you're within the protection of one of Mustafar's shields, in which case it could be beneficial to get closer to the lava's edge.
So, is this a unique tactical challenge, or just annoying? Download and decide for yourself!

Note: Like my other maps, the whole idea kinda falls apart if you forget to *lock teams* before starting play, so keep that in mind. (I don't know how to adjust AI files so that allies don't change diplomatic stance as soon as the map is loaded...)

By Jedi Knight Jazz
Email: paniponipenguinpower@hotmail.co.nz

Disclaimer: THIS SCENARIO IS NOT MADE, DISTRIBUTED, OR SUPORTED BY LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS tm & (c) LUCASARTS ENTERTAINMENT COMPANY LLC AND ITS LICENSORS
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Gen_Rhys_Dallows
Staff
Rating
3.0
Breakdown
Playability3.0
Balance3.0
Creativity3.0
Map Design3.0
Story/Instructions3.0
Playability: 3
Mustafar Mining Operation is a pretty standard B&D scenario set on the volcanic planet of Mustafar. Three Imperial players face off against four Rebel factions, with a neutral Federation player to provide support.

For the most part, it's a very straightforward B&D. Its one real trick is a single lava river that divides the map down the center. Any unit that travels near or over the lava will take continuous damage. Multiple shield generators belonging to the Federation are set up to negate this. It's a neat trick, but the game never really encourages or forces you to use it. There's plenty of land and resources to construct a base without ever approaching the river.

Both of your allies are located across the river, and any cargo crafts sent over are likely to be destroyed by the lava after a single trip. The Trade Federation base on your side is too close to provide any significant income, so attempting to trade is impractical.
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Balance: 3
This map is significantly more tricky than Gardens of Theed from the same author. You are the only Imperial on your side of the river, pitted against two Rebel opponents who love to throw aircraft and Jedi at you constantly. Your allied players don't fare much better. For some reason they seem to stop developing half-way through the scenario, and simply pluck at the enemy with small groups of troops instead of massing an army. The population limit of only 75 may be a contributing factor to this.
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Creativity: 3
The hazard created by the lava is a neat idea, as is the shield network, but as described above, there's nothing that really makes you deal with it.

Ignoring that, this is more or less a bog-standard RM game.
==========

Map Design: 3
The map isn't nearly as interesting as Gardens of Theed. two hilly landmasses are separated by a single winding river, but there's not much to look at that couldn't have been generated in an RM script.
==========

Story/Instructions: 3
There's no real story to speak of, just a few sentences outlining the premise; a typical Rebel vs Empire skirmish. The hints and instructions are clear enough, but there are no real objectives and no plot to speak of.
==========

Additional Comments:
A straightforward skirmish with a potentially neat, but poorly utilized gimmick.
Darth Kiro (Retracted by the author due to embarrasment)

[Edited on 06/12/17 @ 10:43 AM]


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Rating
3.0
Breakdown
Playability3.0
Balance3.0
Creativity3.0
Map Design3.0
Story/Instructions3.0
Statistics
Downloads:242
Favorites: [Who?]0
Size:75.83 KB
Added:06/22/15
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