local link
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=618
Coming soon...
Travel trough the woods
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi261.photobucket.com%2Falbums%2Fii70%2FbreakdownBF%2Fscreenshot_0001-1.jpg&hash=509af5988c6a1af44e4f32210aa20b613cd84a35)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi261.photobucket.com%2Falbums%2Fii70%2FbreakdownBF%2Fscreenshot_0002-1.jpg&hash=fc34a714a6529be0cbfe00035e0756cfccdddc4e)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi261.photobucket.com%2Falbums%2Fii70%2FbreakdownBF%2Fscreenshot_0005.jpg&hash=44fb0f5c5ea1882c4e1ed770d07aaf1658210a91)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi261.photobucket.com%2Falbums%2Fii70%2FbreakdownBF%2Fscreenshot_0004-1.jpg&hash=28bd85bcd14f95e15e5bcf4c39f115590e1fc11e)
Search for the enemies cargo...
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi261.photobucket.com%2Falbums%2Fii70%2FbreakdownBF%2Fscreenshot_0006.jpg&hash=3501f6edc9fa09bfa6dfa89d87f3d1160981bd33)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi261.photobucket.com%2Falbums%2Fii70%2FbreakdownBF%2Fscreenshot_0003-1.jpg&hash=aab5b39a30bc201846156d5b1cb102a3a829bbbd)
Destroy..
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi261.photobucket.com%2Falbums%2Fii70%2FbreakdownBF%2Fscreenshot_0007-1.jpg&hash=035491932153f4cbdc9dfeca008779954bdfbd53)
Victory.
Coming to your AddOn folder this weekend.
90% complete
looking good BD. What kinda size? Looks like a good skirmish map?
Hmm...I'd say it's about medium, more on the small size though.
Very nice Breakdown! I've played search and destroy in CoD2, but I know this will be different then that.

Is there a way that the game recognizes a win if you destroy the cargo?
There would be no way- as SWBF doesn't have literal GameModes, so no scores would have to be done by the players.
Can't wait for this. Thanks BD.
could you look if you fall in the water that the game not crashes?
because i had that whit sith1
Well, whoever destroys the other teams cargo first wins, so you got to think fast and use strategy. I pretty much desiged this/the sides with multiplayer in mind.
What needs to be done:
Some tweaking to the map
Custom Sides
Carg tweaking
Done!
Expect a download link sometime this afternoon or tomorrow...somethign might screw up..it is Friday the 13th after all
The best thing I had in mind if you want it to be so that you win if you destroy the cargo is to set the cargo as the command post yet to make it destructable.
That's what I did Thomas
Looks like a really good start.
One suggestion is to raise the edges of the map into hills/mountains, or put something there (like a big mountain range mesh) to get rid of that flat horizon, it looks un-natural and bad. You could also place destructible doors on the buildings that have the cargo in them.
Well here it is!
ReadMe:
oods: Search and Destroy Beta
Thanks for downloading Woods: Search and Destroy Beta!
To install: place wsad1 in your AddOn folder.
This map was made as a experiment to try and create a new "game mode" for SWBF.
OF course, it isn't true to usual Search and Destroys found in games, rather
it is my own twist on it.
Travel through the woods, find the enemies cargo and destroy!
I had to add a neutral CP, which sort of ruins the SnD aspect in a way,
but without it, in SP everytime I destroyed the cargo it would crash..so it was my only choice
really.
Each team has two units with the same weapons:
Defense Soldier
Rifle
Sniper Rifle
Fusion Cutter (to heal cargo)
Mines (to protect the cargo)
Demolitions Soldier (to destroy the cargo)
Rocket Launcher
Mortar Launcher
Thermal Detonators
Time Bombs
Bugs:
- There is a big black box in the sky where the sun is..no idea
how to fix it, doesn't affect gameplay much so I probably won't fix
- The ground texture loos pixelated
- The AI isn't very intelligent. (They never are anyway)
Things to include in next release:
-vehicles
If you have any bug reports or comments,
post on www.mpcgamers.com/forums (http://www.mpcgamers.com/forums) and find the topic in Mod Factory
I hope you enjoy!
-Breakdown
Download Here (//http://files.filefront.com/searchanddestroybetazip/;13278953;/fileinfo.html)
(HC or JK - Feel free to move this to "releases")
Leave all comments here please! Or at SWBFFiles when I get it uploaded there.
thats a real good looking map. I had fun playing it although multiplayer would have been way better! I can see a good few tactics being employed with this type of map!
Does the centre CP have to be cappable? Does it still crash with out the regions in the centre CP? Cos if not you could hide the CP under the cargo (low enough so as not to see the glow and add a second neutral CP under the other cargo just to even up the minimap.
Should the ticket bleed kick in after you destroy the cargo or should you just get a victory countdown? You were also thinking on adding vehicles...I think it's good as it is...maybe just a few speeder bikes.
Quote from: "Dresh"thats a real good looking map. I had fun playing it although multiplayer would have been way better! I can see a good few tactics being employed with this type of map!
Does the centre CP have to be cappable? Does it still crash with out the regions in the centre CP? Cos if not you could hide the CP under the cargo (low enough so as not to see the glow and add a second neutral CP under the other cargo just to even up the minimap.
Should the ticket bleed kick in after you destroy the cargo or should you just get a victory countdown? You were also thinking on adding vehicles...I think it's good as it is...maybe just a few speeder bikes.
I'll play you on it if you host a DC.
My review:
The Good:
- Fun! Fun! Fun!
- Well placed props in the map
- As close to S&D as you can get and it works well.
- Well placed bot routes (even though they will fall in the water from time to time)
The Bad:
- The Mac version of Battlefront HATES Endor props (trees, plants, etc)
- The clone CP spawns in the Out of Bounds zone occasionally
- Bots will blitz in the Neutral CP instead of destroying the cargo.
- The spawn area of the Neutral CP faces the opposite direction of the bridge.
- Spawns aren't near the cargo (which is necessary)
The map overall is really great! I had a lot of fun both online and offline. The props where placed just fine and you don't see like 20 trees in mid-air (Mygeeto). The bots are very challenging on Hard (which means the bot routes work) although they will fall in the water from time to time. Your objective is to "Protect Your Base" and it feels original than the usual capturing CPs. It's fun, it's new, and it's probably one of your best maps.
The cons of the map are pretty much explained above. I was getting very low FPS on the Mac version of the game due to the fact that it's the Mac version of the game. The PC version of the game runs at 27-62 FPS (that was not an exaggerated statistic) on my machine w/ the view and lod on max so it's not all that bad. The Spawn Points need to be revised as well.
That's pretty much it. Overall it's an excellent map that gives SWBF a new feel and strategy involved. It's not perfect but it's a keeper. I will be playing this map for a long while. I really hope you make more of these S&D themed maps.
Balance: 9
Quality: 8
FunFactor: 8
Stability: 7
Creativity: 10
Item Placement: 10
Size vs. Usefulness: 7
Overall: 9 (not an average)
NIce job BD. I played this map on GR 4 times with 4 to 5 people. No lag or not much lag during game play (although I was hosting) but I didn't hear any complaints. The layout is nice and the objective is fresh. The Empire seems to have an advantage since they won every time and we're able to get to and cap the middle CP first every time. I agree with Dresh that this map does not need vehicles. It's not that big and it's nice to take a walk through the woods, nice scenery. I wouldn't mind one more neutral CP a little closer to the Rebs cargo CP, might even out the sides and a little more fighting in the woods would make it a little tougher to get to the oppositions cargo. All in all , lots of fun, fun online, everyone in game said "nice map". Good job BD.
Continuing on about what SchTick said, I joined for a few minutes and I really liked it. I thought it was well mapped, but one peculiar thing happened. The map crashed it seemed on everyone including SchTick, the host. Any ideas Breakdown?
Wow, thanks for the comments guys! :)
One of the reasons the bots go right after CP is because I think their prime objective is to capture CP's, not destroy a box.
Concerning Vehicles: Ok, I was thinking of adding maybe a speeder bike or something to get around quicker, but if you guys don't mind walking around it's fine with me

Has anybody tried snipoing yet? I would like to know if the trees are far enough apart to get a good shot.
Anyway..keep the comments coming! Before I make another version I would like to have some more comments/suggestions if there are any.
-Breakdown
It seems that the Empire cargo crashes the game when destroyed. The black box doesn't matter much in my opinion.

Any idea on why the Empire cargo is crashing the game?
Also, I think you should increase the health of the cargo by 5x so it's harder to kill and makes the game last longer. Then, place the center command post below the surface of the ground so it cannot be taken. Or place or somewhere that it cannot be seen or it cannot captured. That will make it more realistic.
Hmmm.
I think it crashes when a cargo is destroyed and there are no more CP's for a certain team. I'm not for sure, but I am really thinking that's why. I'll have to look into it. Because I don't understand how on Hoth lets say, the Empire ha nso CP's left and their AT-AT CP gets destroyed, and the victory timer comes on. For me it crashes. Hmm..
I could try to do what you said Mac: Place the CP underground but I dunno if it will help any.
As for the cargos health: Trust me, I lowered the health pretty much 5 times. Well, maybe a bit more, but I guess I can raise it to two times more.
Any suggestions on weapon improvement? Just keep in mind I kept the weapons the same for each side for balance issues.
Quote from: "breakdown"Hmmm.
.....Any suggestions on weapon improvement? Just keep in mind I kept the weapons the same for each side for balance issues.
I think you should replace the time bombs with 3 health and ammo packs. Or can you add a 3rd secondary weapon of 1 health and ammo pack? That would make it nicer I think.
Also, I suggest making the firepower and angle of the mortar launcher the same as in game. It feels different so it is hard to aim.
I actually would like a pistol. There were many times when I oh-so-needed it when playing the map on Gameranger.
you could always give each section an uncappable CP and the cargo, that way both teams can still spawn even if the cargo is destroyed, set the ticket bleed quite high so that the game will be over quite quickly as soon as the cargo is gone! This should hopefully mean you don't have to sort out the crashing problem, and it will sort the neutral cp prob. You can hide these Cp's underground too and just have the spawnpath on the ground. so you cant see it in game!
Another question..is it fair to have one cargo in a building and the other not?
I also played with the sniper and didn't see any probs regarding line of sight, but I'll play again and clock how it is from behind all the 'obvious' hiding/cover spots!
Ok, the file was approved on SWBFFiles, and Era (the reviewer) made some good points and said it could be a great map with more work.
Some of his suggestions I am thinking off adding:
- More cargo
- Less bots on the field
- More unit variety
- Terrain variety
- More props (I'll try to only add a little, I want it to be Mac friendly, since I hear Mac users have troubles with Endor stuff)
I'll start working right away..
Hi BD,
I tried to play it a few times, but it crashes my computer within a few seconds after start.. like when the bots start spawning. Not sure what the problem is, if its just my computer can't handle it, or if its a glitch in the mod. But I've tried everything I can think of to get it to work.
Hmm.
Do you have heroes on?? I TRIED to make it so if someone has heroes on it won't crash..but I'll try on second.
If it is the problem, I'll upload new "heroes compatible" sides.
EDIT: Yeah it's heroes...terribly sorry for the inconvinience...I'll upload a fix in a few hours
EDIT: Ok here you go, should work with heroes now, if that wasn't your problem..well I don't what else could be.

http://files.filefront.com/searchanddes ... einfo.html (http://files.filefront.com/searchanddestroyIMPHeroesxrar/;13298530;/fileinfo.html)
sorry about that, I thoguht I had tested heroes
well maybe it would be an idea to make a stairs (by the cp for rebels) so they can snipe over he hole map O_o
just a suggestion
It's whole, not hole.
Breakdown said earlier that there would be hint nodes to protect the map so yeah it's a good idea.
Great. :)
... now that I think if it, I had the exact same problem on your other map, objective one. Do you have a sides patch for that one also?
I don't...but, I suppose I could make one up sometime this week..if I forget, give me a shout.

Progress of Woods Search and Destroy 1.0
What needs to be done:
-Add some more unit variety
- Tweak the bot routes/foliage so bots don't get stuck
- Other gameplay tweaking
What has been fixed:
- There are now two cargos per side
-The neutral CP is still there, except it's way out in the hills, the only reason for that is because without it the game would crash when the cargo is destroyed
- After both cargoes for (IMP or ALL) is destroyed, (IMP or ALL)'s reinforcements drop very fast all the way to 12..for some reason it stops at twelve. lol but they are easy to kill anyway
- I watched first hand on the empire team a small group of imperials charging a Rebel cargo and destroying it succesfully, so the bots go after the cargo now.
- The units are now faster, to get around easier
Hi everyone,
I'm looking for about 5 pre-release testers for Woods: Search and Destroy 1.0.
Your job: To test out 1.0 before it gets released, and report anything you find wrong/should be fixed and I'll try to get it done before I release. thanks
Testers:HC
Pi man
Jazz
Dresh
If i find some free time ill test it, hit me up on xfire if you see me.
I'll test. This entire week is off for me
ill test it, and may i suggest an idea? a crossing point near the bridge, through the water, with ground just under it. (= that would make my day.
Well the deadline to sign up as a tester is tomorrow, so get to it quick!
I'll test, if Pi is off then we should be able to get together for a few multiplayers! I will even beable to play it on the TiW server...Pi, you can play on PC servers yeah?
yeah I can hit PC servers
Ok I sent out the PM's with a download link to the testers! Hope you got them.
OMG im not a tester?
i i i am amazed O_O
Next time use common sense and sign up for it, Verik.
After testing i've got this.
- The Map with each team having 2 (Targets) is good.
- Some of the Treetop ramps are not level with the ground and you have to jump to get on (not that big a deal but something).
- I'd suggest maybe one more type of way across the river that isn't a bridge as ATM, a team with 4ish good snipers (working together) could hold one side of the map from the back (with ammo bots of corse).
- The Placement of the second Empire Crate is elevated, and in practice, perhaps a rocket could be shot at it from a long range (Rocket sniping) however i know this to be very hard and didn't manage to hit it even with single rockets in the few times i tried from across the river.
Thats all i have for now, ill wait and test it online before i post anymore
For anyone with the beta, I'll be hosting a server with it at 8 PM EST Sunday. If anyone wants to suggest a better time I'll see if that works.
that's like 1am over here...i dont think I'll make it! you up for arranging something during the week?
Can you post an top camera view of the map from BFBuilder so that I can mark problems? Or if you have a minimap made