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Splinter Cell: Pandora Tomorrow

Platform(s): GameCube, PC, PlayStation 2, Xbox
Genre: Action
Publisher: Ubisoft
Developer: Ubisoft

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As WP's managing editor, I edit review and preview articles, attempt to keep up with the frantic pace of Rainier's news posts, and keep our reviewers on deadline, which is akin to herding cats. When I have a moment to myself and don't have my nose in a book, I like to play action/RPG, adventure and platforming games.


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'Splinter Cell: Pandora Tomorrow' - Map Editor Available NOW

by Judy on Dec. 13, 2004 @ 10:24 a.m. PST

Get the Splinter Cell Pandora Tomorrow Map editor off WP (20mb)

This editor enables you to create new maps.
You may use existing packages or create your own static mesh packages.
New objects can be created (and included in new static mesh packages) either by converting brushes or by combining existing static meshes. Use convertToStaticMesh feature to do so... please see related documentation.

You need to have the game "Splinter Cell Pandora Tomorrow" installed in order to use the editor. And you need to have the CD of the game in the drive in order to playtest the map you have produced.

Downloadable Content :

From, you will be able to download :
- the map editor
- one package that contains the maps of Pandora Tomorrow (in editor format)
- some documentations :
* SCPT Map building Overview.doc
* ConvertToStaticMeshes.doc (About usage of ConvertToStaticMesh contextual menu)
- the maps done by users and certified by us.
Please note that you can already find 2 maps done internally with this editor (Squat and Deftech2, a new version of DefTech).

A specific forum dedicated to the editor's users is available at

Installation :

Unzip the editor zip file in the "Online" directory where your game was installed . Some files will be installed in the System subdirectory, and other files will be installed in the Packages subdirectory of this Online directory.

Before using the editor, you may want to copy the original files of Pandora Tomorrow (this concerns the Packages subdirectory) for safety reasons.

Note : You cannot modify the original map files, if you want to do so anyway, save them with a different filename.

Making your maps available for other players :
Once you have done a new map, and are ready to make it available to other players, produce a zip file that contains :
* the .sds file produced (it will be located in Packages/MapsXBOX)
* the new StaticMesh packages you may have created (they will be located in Packages/StaticMeshesXBOX)

Important Recommendations :

- Do not erase or rename the original packages and maps of the game or it may be damaged and you will need to reinstall the game.

- You won't be able to connect if you don't have exactly the same maps and packages than the other players in the network session.

- Only static meshes packages can be modified, prefab packages and maps can be created

- Be careful to have unique names for all packages, maps, objects etc... All names must be unique

- The name of the .sds for maps should be 5 characters long with 3 caracters and a number on 2 characters. E.g : "MUS08"

Known problems :
- If your editor has crashed and doesn't want to start again, erase the default.ini file, copy the original_default.ini and rename it in default.ini.
- We have been experimenting some crashes when using some tricky combination of keys. We are still investigating.

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