Dantooine: Jedi Enclave is a port to Star Wars Battlefront (2004) of a location of the same name from Star Wars: Knights of the Old Republic (2003). The map is iconic in that it's where the player "officially" starts their journey to become a Jedi.
This is a release version (1.1) of Dark_Phantom's conversion of Dantooine: Jedi Enclave (dpk02). Both GCW and CW versions work correctly. There are no custom sides other than the healer/resupply droids. Just extract the zip and place the DPK02 folder in your Addon directory for SWBF1.
Issues I have seen are noted in the readme.
Bugs fixed in 1.1 (vs 1.0):
Allow ordnance to go through the invisible roof (Recon droids now work where appropriate in the roundabout and the Landing Zone)
Because this map is from an RPG, I cannot meet some design principles of a conquest-style mode, the most glaring being that there is one huge chokepoint and several smaller ones. I cannot fix these and instead have compensated by giving CPs to each team next to each other, negating the chokepoints for an amount of time and effectively randomizing which AI will claim a chokepoint, and allowing the human to enter a hectic battle at any CP and choose any target they wish.
Credits:
Dark_Phantom (creator)
Lane (KOTOR maestro, consultation, showing me how to work the tools, find objects, etc)
Teancum (consultation, UV mapping tutorial, inspiring conversions for BF2, testing)
Symmetric (NeverBlender importer for Aurora engine models)
Sleepkiller/Nihilisk (SWBF Blender importer/exporter)
Tirpider (mesh hex editing tutorials for BF1)
Sereja (wrote tutorial for door animation creation that I followed stringently)
wsa30h (testing)
Bioware (KOTOR content)
Pandemic Studios (SWBF content and mod tools)