After the destruction of Galen Erso's Imperial weapons research facility, the Alliance manages to take control of several Imperial airbases. Desperate to liberate storm-ridden Eadu from Imperial tyranny, they must fight to hold the bases.
I present the next map in my series, Eadu: Tunnelbound. This map contains most Rogue One characters, custom vehicles, and custom units. Jedha, due to modelling difficulties, has been delayed, but is still in the works. I can now announce the winner of the poll: Seelos. This will be prioritized after Jedha is completed. There have been so, so many difficulties in making this map, especially with setting up the sides, so it is unlikely that I will release any updates. All custom assets unique to this map will be released shortly elsewhere.
Known bugs:
-Still no sound on the ywing turret
-Krennic is unable to switch back to his pistol after switching away from it, not entirely sure why. His pistol has decent power and range so you should be fine using just that
-imperial starfighters seem to want to crash into the tunnel quite often, even when the rebels don't. There's a danger zone encompassing the entire space, so idk why that's happening. I think it's because the imp flyers start lower, closer to the tunnel so they have less time to evade, but really idk
-floating weapon icons
This was long and frustrating, but it's finally available. As always, please leave feedback, comments, suggestions, etc. Happy modding!
CREDITS
Fives01stYT: betatesting
kiprobin -mimban tent
Force Arena/Disney - Chirrut Imwe, Chirrut's staff, K2SO, and Bodhi Rook, converted to swbf2 by me
kiprobin, Giftheck - Lightbow
Teancum, Force Arena/Disney - Krennic, Dt-29
Force Arena/Disney - Jyn and Cassian. Not quite sure who converted it, pls message me if you know so I can update the credits. Came in a zip folder titled "jynandcassian"
Teancum, Lucasarts/Lucasfilm/Disney, Petroglyph Games - T4-B tank conversion
Facepunch/Groinkick, Lucasards, Disney, Free Radical - Sith Tank
Squeddies: Bunker assets, misc.
Caleb1117, Iryni Forge: lockers, misc. assets
Teancum, Pandemic: Thule assets
NB20026, Star wars rivals - Rebel Special Forces Model
Gogie - Deathtrooper
Giftheck, Pandemic, LucasArts, Free Radical - Rogue One weapons pack (a180 variants, a280 variants, e11d, dlt19, etc.)
WhiskeyTangoFoxX, Pandemic: Imperial Officer model and skins
Giftheck, Zen Studios: U-wing
NoctisSpector, Gistech: e22 rifle
NoctisSpector, Ashura, S1thK3nny: DC17S Pistol
Giftheck, Sereja, LucasArts:ee-4 rifle
Giftheck, Pandemic: RK-3 Pistol
Giftheck, Free Radical, LucasArts, Sony Online Entertainment: RG4D pistol
Gistech, Pandemic, Anakin: Tie Striker
Wideboy: box, bunker assets
JabbaLovesLava, Delta_57_Slash: Disruptor Rifle
Conversion Pack Team: bwing
Psych0fred – various imperial assets
Jendo7, ARC_Commander, archer01, monsoontide, Saitek009, ]V[, AQT, Pinguin/Aman, Maveritchell, and Rends: Tatooine Outpost assets (boxes, misc.)
Pandemic – original models/textures
Please lmk if I forgot anything so I can fix it
Big thanks to you guys
Have fun!
Oh it’s beautiful
Thanks a bunch for helping with testing and such
No problem, glad it’s working!
It's another great map you have put together. I really like this grand open battle here inside this tunnel and good use of the Thule Assets ;)
The little details like the interiors in the bunker are a nice addition.
the only bug I encountered was a visual one with the death trooper, it's white and black. Overall a very funny experience!
I started this map intending to make Thule, but it didn't really look very Thule-like so I turned it into Eadu, hence all the thule assets. In which circumstance are you getting a white death trooper?
EDIT I saw a video on youtube of someone having this bug, but I am not certain of why it is happening. It does not happen for me, and I didn't even make the deathtrooper model myself - it was made by Gogie, so idk what could be causing it. My best guess is that it has to do with some sort of graphics mod you're running
a very nice looking map, those large buildings on either side and large tunnel roof are custom i assume? they look really nice
also krennics pistol bug has something to do with the award pistol, when i unlocked the award pistol with him i was then able to switch between the pistol and disruptor rifle, it seems youve given his pistol award pistol unlock properties so it removes it when u switch weapons as u havent unlocked it yet or something
Okay, makes sense. I gave it's parent the award pistol so that it would have ammo (krennics pistol is a revolver and would have six rounds per clip, so it's important to have ammo). When I had the parent set to the regular pistol it wouldn't have the 6 rounds per clip no matter what I did. When I set up Jedha I may fix that, at which time I would update and fix this. I've had a lot of random crashes when editing the sides for this, and I finally got it to a state where it wouldn't crash. Figured minor bugs wouldn't be worth the risk of ruining the whole setup. But if I fix it when setting up Jedha I will likely come back to update this. Thanks for pointing that out! And if you're talking about those bunkers on either side of the tunnel interior, those were made by squeddies. From his asset pack
oh no i meant the bigger buildings like the one the empire spawns infront of, those and the actual large tunnel roof ive never seen before i dont think, those smaller bunkers inside the tunnel i recognise from ur rhen var map a while back i believe, and no problem! whenever theres an issue of a weapon disappearing when u switch weapons its always due to the award weapon system
Well the tunnel is from the thule assets, and it comes with those two large open areas on either side of the interior, those spaces in which the bunkers are placed. That's part of the tunnel model. I actually narrowed the tunnel and shorted it in xsi - it's just too huge. If that's still not what you're talking about then idk, because the empire just spawns in an open area in front of the tunnel. Could you be talking about the hanger where the rebel ships spawn in? That's also from the thule assets.
Thanks again for pointing out the award weapon thing, that will help me in the future
Great mod as always, tho as much as i like your maps, some of the skins were the original skins which is low quality (especially the stormtroopers). Why not use harrisons's remastered side? Your older maps not used custom sides so the remastered side can be used which made your maps more great in my opinion.
I don't really have a problem with the stock sides; I just like supplementing them with new units, characters, vehicles, etc. A little hint, if you don't like a mod's custom sides, you can always open up the mod file (in this case, ED4), and replace the side lvl's with ones of your choosing. For this, you would go to whereverbf2isforyou>gamedata>addon>ED4>data>LVL_PC>SIDE, and you can replace those lvl's with custom ones you or someone else has made. This won't change the lua, so many custom units I added, like jyn and cassian, won't load at all, but units that are both in the lua and your side lvl should load into the map just fine, like the base infantry and some of the vehicles. The only time I know of that this will cause a crash is if the lua calls for command vehicles that aren't in the side lvl. For example, if the map has a gunship in it, but the lvl doesn't have one. In general, though, it's a good method to have some minor control of the sides in certain mods. You can do this with any mod that has a side folder in it, but sometimes it will cause a crash, so be sure to backup the original sides if you try this. Also, it only works if the mod in question uses custom sides. If it uses stock sides, it will have no effect.
I will have no complaints if you want to take harrison's remastered side lvls or something else and put them in any of my maps for your own personal use. More power to you
(you can also do this backwords. If you like a mod's sides, you can take it's side lvl and replace the base games side with it, so when the game loads stock sides it will load that mod's lvl. Be careful with that though; it's more likely to cause problems than doing it the other way. Also, remember that ppl worked hard on their maps and sides, so do not upload anything without permission. But for your own personal use it should be fine)
Alright cool thanks for the reply, bug report: floating weapons icon in this map and updated wobani map
Yep, it's listed under the known bugs here though I dont think it is for wobani. That's another of the small bugs that I didnt think was worth risking my entire setup over. May fix it in the future, but it's not particularly likely honestly
This map is so fun!
Thanks, glad you like it!
its such a fun and entertaining map, really never gets boring. One of the very few things to improve are the star ships on both side not to crash that often into the big tunnel. And also please fix that after the imperium took the second last point their reinforcements spawn and always run against a wall of the rebel base. Keep up the good work, all of the maps in this mappack are great :D
Cant really do much more on either front that i know of. I have a danger region encompassing the whole tunnel, completely. Why they keep flying into it is anyone's guess. And i cant fix the imps running i to the wall either, because if I put a barrier there then the rebs couldnt move between their two bases, and that's more important because theyll have the bases for most of the match. I can take a other look at the planning though, in case i made a mistake with that. Thanks for the feedback!
Ok, these little things are fortunately not very important. If you are maybe looking for some new ideas for maps Operation Cinder contains a lot of great battles in the GCW aera :) (sorry for my bad english)
This map is absolute gold! Thank you and everyone who helped you with this!
The one thing that really bothered me was when I finally grinded my way to the last rebel position, facing towards the rebel line, the Empire units would make a right turn and just start moving towards the right wall. Only a few units would actually move towards the ramp.
Other than that, I think its an awesome map! Do you think you could add in the Republic as well?
Also, I love the new units too! Definitely OP but understandable, given the size and scope of the battle. Do you think you could do a Deathstar or Deathstar II map? I cannot find any maps of those and those are some of my favorite maps in vanilla.
Nothing can be done about the imps running into that wall at the end; if I put a barrier there than the rebels won't be able to move between the two bases on top, causing them to get stuck up there. bf2 isn't built for 2 level planning like that, so things like this are inevitable on occasion.
I'm not likely to do any more CW stuff, though if anyone wants to do so I'd be happy to send them my source files.
A deathstar map is not entirely out of the question, but it would be extremely difficult to pull off, given the lack of DS exterior assets. Would have to be done from scratch. I'm more likely to find a good star destroyer model and do a map on the exterior of that, but for now Dantooine and Seelos are in the works, followed eventually by Lah'mu and Scarif. Once Rogue One is done and over with, a wider variety of maps may become possible