Description

After the Empire laid seige to an Alliance outpost in the Dune Sea of Tatooine, the initially well-prepared Rebels were caught off-guard by an imperial flank through a nearby canyon.

Preview
Tatooine: Canyon Assault
Comments
Guest
Guest - - 695,444 comments

is this an unofficial sequel to Tatooine: Outpost?

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kiprobin Author
kiprobin - - 287 comments

Nope. I used one sand texture and a few object assets from that maps released assets, but other than that they're separate things

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AzuryYan
AzuryYan - - 122 comments

I like how your maps create the experience of war with the huge size and huge amount of units.

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kiprobin Author
kiprobin - - 287 comments

Thanks, glad you enjoy!

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GreySkyCat
GreySkyCat - - 41 comments

I've only played as the Rebels so far, but that was really fun! I like the trenches and the sunken base, they really add to the feel.

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Delta1337
Delta1337 - - 101 comments

Can't wait to play it rhen var was amazing. Will your Wobani map feature Turbo tanks like in the movie?

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kiprobin Author
kiprobin - - 287 comments

There's already a released asset for that, so they will be there, but only as props. I will have to retexture them though, and I'll also have to model some of the other structures seen there, some rock formations, and some custom sky objects, so it may take a lot longer. In terms of gameplay, I'm planning it to be more linear like rhen var was, as opposed the more multifaceted approach i took with tatooine

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Drakov64
Drakov64 - - 337 comments

Okay so, my Battlefront install, which ended to suck too much with everything it had installed, is now clean, I could play Rhen Var this morning only.

And I love that. It was awesome. As an Imperial I managed to sneak through rebel defenses and and cap a command post from behind, from there my reinforcements caught up theirs and the battle was epic.

For this map however...I've been astonished by how close you were to the vision I had of this map, and even better ! You did the upper canyon battle more important towards the lower battle connected only by the stairs near the town than I thought myself. Seriously, I'm even grateful, it's like a commission that's been filled.

So, nothing to say specific, excepted I didn't think about this, but to give canyons even more of an edge over the town battle, maybe adding 1, or 2 beam and mortar turrets (you know, the normal, standard turrets that...spits mortar rounds) would be ideal ! This is the only thing I can think of. Otherwise it's exactly my vision of the thing :) You did great, I had fun on this map like I did on Rhen Var, or even better !

Good job !

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kiprobin Author
kiprobin - - 287 comments

Thanks for the feedback! Glad you enjoy! As to adding tunnels to the canyon, it would be very difficult, as the planning on top of the canyon is tough enough as is, and im already out of cp's i can use (bf2 has a max of 16 cps + command vehicles), so i can't add anymore to add emphasis to said tunnels. planning some tunnels i think would be more trouble than it's worth

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Drakov64
Drakov64 - - 337 comments

And I hope others would enjoy it too ! :p

Oh I said turrets, not tunnels xD Unless you wanted to add tunnels yourself?

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kiprobin Author
kiprobin - - 287 comments

Oh yeah sorry haha

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rev_scott
rev_scott - - 24 comments

I can play it online?

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kiprobin Author
kiprobin - - 287 comments

i have no idea; i dont really know how that works

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MetaBhreat
MetaBhreat - - 1 comments

Great aesthetic: This map captures the scale it is aiming for; the first few times I played the map I was in awe at the mere scale of the battle I was in. Impressive work bringing the vision to life within BF2.

Map variety aids gameplay: Often in large, open, flat maps like these it can be frustrating to play (especially for those of us who prefer teams of 32 and Elite AI) because you're constantly getting shot from somewhere, or everywhere. This map balances its open areas with just enough cover, trenches, and buildings that you can usually dig your heels in and fight back, which is a big plus in terms of gameplay.

Some issues/critiques I think are worth mentioning:

-Health/ammo droids are pretty scarce due to the size of the map, which leaves you pretty reliant on bacta/ammo drops. Not a huge complaint but worth mentioning.

-Most ships are flying to predetermined flight paths over the canyon, which means if you want to jump in a ship halfway through the battle sometimes you are left waiting for a while as they fly in lazy circles off the map.

-As the imperials I couldn't actually capture one of the CP's, so I was left trying to hunt down all the remaining rebels. Because the only ones who were left were in ships flying in circles, I ended up having to grab an AT-ST, walk it up on top of the canyon, and shoot them down myself, which took a while. I tried walking all over the CP but had no luck. If you are standing where the rebel ships spawn, it was the closer one on the right, just before that first trench.

Overall great map and great fun, with a few little kinks to work out. Thanks for making it and sharing!

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kiprobin Author
kiprobin - - 287 comments

Thanks for pointing those things out!
-The cp is fixed, should now be capturable.
-I also added two sets of health and ammo droids around the trenches as well, and also note that there are health and ammo droids in some of the bunkers too. The prob is that with so many vehicles, turrets, and infantry they tend to be destroyed quite quickly and are mostly pointless, so I left them mostly just in the bunkers and in other secure places, but there's a few more for you now!
-as to the flyer paths, i dont really know how to change that, as i made no flyer paths and none of the planning is set to affect flyers either, so whatever theyre doing, theyre doing it by default, not because of anything i did.
Thanks for pointing out the issues, just redownload to get the fixes

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secret_weapon
secret_weapon - - 13 comments

I'm sorry but how do I install this

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kiprobin Author
kiprobin - - 287 comments

Just put the TC2 folder in your addon folder

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Guest
Guest - - 695,444 comments

how did u manage to put more bots in the game i want to do that in the vanilla maps with the fake console but it doesn't work for me

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kiprobin Author
kiprobin - - 287 comments

You can have up to 32 bots per team by altering the settings in the stock game. If you want more than that, then you have to put
"SetUberMode(1);" right after "conquest:Start()" in the map's lua. That requires the modtools, and some level of modding knowledge

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Guest
Guest - - 695,444 comments

Hola una pregunta cómo lo instaló?
Y cuando logré instalarlo vendrán con la cantidad de 2000 unidades? O eso es otro mod?

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kiprobin Author
kiprobin - - 287 comments

You install it by placing the TC2 folding in your addon folder. The unit count is a part of this mod, not another one. I hope this helps!

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Guest
Guest - - 695,444 comments

hello, it appears that this map doesnt have a minimap layout on my game, is it something wrong with me installing it or is it the mod? thankss

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kiprobin Author
kiprobin - - 287 comments

Most custom maps don't have minimap components. Modders would have to design them manually and many - like myself - choose not to do so. Unless there is some other issue, it's unlikely anything went wrong with installation

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