Breakout 2 - [- RELEASE -]


(Avoc) #1

[b]NEWEST VERSION [1.4.0] -

Finally, after doing the final few tests, the map is ready to be released.

The map can be downloaded here, if anyone is able to provide mirrors it would be much appreciated =)
http://www.pythononline.co.uk/et/breakout2_140.pk3

The original topic of the map can be found here:
http://www.splashdamage.com/forums/showthread.php?t=17089

Map objectives:

Stage 1
Allies escort the tank along the rail track towards the station.
Axis attempt to dynamite the railway footbridge to prevent the tank reaching the station.
If successful, Allies have to dynamite the wreckage to clear the path.

Stage 2
Allies get the tank to the station.
Allies must build a ramp to get the tank off the track.
Nearby the Axis need to build a tank barrier to prevent the tank entering the village.
Both teams will be attempting to dynamite the enemy’s construction.

Stage 3
Allies get through the village and approach the road tunnel under the railway.
Axis attempt to dynamite the railway tunnel to prevent the tank reaching the bunker.
If successful, Allies have to dynamite the rubble to clear the path.

Stage 4
Allies enter the bunker and need to leave via the exit at its far side.
Axis attempt to dynamite the control room over the bunker exit to prevent the tank escaping. Note that if the control room is destroyed, it also destroys the Axis CP.
If successful, Allies have to dynamite the debris to clear the path. This allows Axis to repair their CP.
Allies win when they get the tank out of the bunker.

There are a few gameplay elements that have not been mentioned here, but which some might be able to figure out when they start playing. Furthermore, alot of small hidden objects and details have been added, which only those who have the necessary curiosity will find =)

Since this is the first public version, and we have tried to squash as many bugs and gameplay tweaks as possible during the closed tests, we’d love to hear your thoughts on the map.
If you find any bugs, be sure to take a screenshot and show it here! We’d also love to hear from server admins who wish to host this map on their server, and what experiences they have of the map and the reactions from their players - this will be the only way to improve the map! =)

I truly hope you enjoy this map, as alot of work has been put into it.


(IndyJones) #2

downloading. can you unlock your server (http://et.splatterladder.com/?mod=serverinfo&idx=452437) so we can test it? :slight_smile:


(IndyJones) #3

i have found some small bugs already, will post screens when i check whole map first :stuck_out_tongue:


(Magic) #4

Ahhh - i like map releases.
I will upload it to my server and run it as default for some time.


(Avoc) #5

The map running on that server is an old version =P
It will be running on etpub.eft-clan.com soon.


(IndyJones) #6

01 - wrong aligment of texture. this could be easily redone with brushes :slight_smile:
02 - that looks a bit weird
03 - grass in box
04 - barrel is very square-like :stuck_out_tongue:
05 - does this wood have metal surfaceparm?
06 - ladder here
07 - missing weapon clip
08 - small caulk
09 - bad looking combination… maybe add some wooden brushes?
10 - i can construct CP being far away
11 - i can’t jump out of the window - very confusing.
12 - you can get stuck here
13 - fps drop
14 - this brush is flying in air
15 - chimneys are nonsolid and are missing top
18 - this brush looks weird too
19 - there is a metal texture on top of ladder :slight_smile:
20 - caulk
21 - this area is veeery silent
22 - very wide doors
23 - caulk
24 - some doors have shut sound while they are open… is it suspossed to be like that?
25 - wrongly stretched texture?
26 - i can’t shoot thru this

nothing serious, but i though i’d report it.

http://strony.it-net.pl/~pliki/temp/

i didn’t test the objective itself yet… :stuck_out_tongue:


(Avoc) #7

01 - Can be easily fixed
02 - What would you suggest be done otherwise?
03 - Ah yes, since its foliage, I have little control of where the grass appears =D
04 - Its a necessity to keep the amount of tris in place.
05 - Not sure, dont even think it has any real shader attached to it
06 - Without the ladder, you would be stuck in the water.
07 - Would there be any purpose of having a weapon clip there?
08 - Nice spotting!
09 - Yeah, I guess I could.
10 - Not a big deal I guess, though it does look a bit weird!
11 - Those windows used to be solid before, its easy to change.
12 - Ah, better add some clip brushes.
13 - Alot gets drawn from there, even though I do not get a fps dip right there.
14 - =D … nicely spotted
15 - Yeah, I knew about that one, must have missed to cross it out on my todo list.
18 - What brush are you talking about? … the flowers?
19 - I dont understand what you mean
20 - Good work
21 - It dosn’t get to be very silent =P
22 - I dont really think that they are veeery wide. A bit perhaps.
23 - Yep
24 - Once again, I do not understand.
25 - Yep
26 - Why would you? =D

Thanks for your help!


(DeatH) #8

Where the tank goes into the final tunnel with the tracks, where you have a single plank of wood, the patches are all misaligned.

Visually very good looking, was it me or do the birds make a noise when u shoot them?

Thought the tank did move a little slow for my liking.


(kllthdyrctr) #9

The only thing I noticed (i believe, didn’t really thoroughly check) is that you don’t appear to be able to blow the Grenadable Barricade (the wooden one at the flickering light tunnel exit) from the “wrong” side, although you wouldn’t need to usually, better to be safe.

Needs confirmation though, aside from that, crackin map. I absolutely love the swaying cables and light effects within the compound (through the mesh). Beautiful.


(Magic) #10

Have put the map in rotation over at the Blood Donors , on Bloody Secret.
The map looks promising - will give you the feedback from the server.


(Cambodunum) #11

hats off to 2bit and avoc … really nice map

greetz Cambo


(Pegazus) #12

Realy nice, good job 2bit and Avoc


(shagileo) #13

Seen the map on Magic’s server. Looks great and must be fun when playing it with a lot of players.


(anakinmalta) #14

Awesome work, well done!


(Avoc) #15

Thanks for all the comments =)

@ DeatH : True, they will need some fixing.

@ kllthdyrctr: I will take a look at that, though the barricade “should” be destroyable no matter where you throw the nade.

@ Magic: Thanks for hosting it! I will try and see if I can take a peek inside later with you guys.

@ shagileo: I think it is quite fun, and its pretty much filled to the brim with action =D


(cpthank) #16

nice one,
it’s interesting that tank can open it’s own road to pass if tank barrier is there :stuck_out_tongue:
but the wood ramp for tank doesn’t make sense, wood is too weak and tank can run over it easily.


(Avoc) #17

[QUOTE=cpthank;181859]nice one,
it’s interesting that tank can open it’s own road to pass if tank barrier is there :stuck_out_tongue:
but the wood ramp for tank doesn’t make sense, wood is too weak and tank can run over it easily.[/QUOTE]

Enemy Territory is of course the most realistic of games =P

And yes, the alternative route has made a lot of people say “lol” when they figured out that they would take a detour if they did not blow the barricade =D

Anyways, for anyone interested in trying out the map with players, you can connect to etpub.eft-clan.com around 16 CET where there should be a bunch of people =)


(TomTom7777) #18

Great map, though I was at first, a little disappointed you did not do anything Hitchcock with the birds :wink:

Some Minor suggestions/requests:

  • Every map should have a grenade shute (viewpos 1020 3850 20) so bored team mates can compete at playing toss :D.
  • The axis win animation (trigger timelimit_hit) should not have the “train2 depart” if the tunnel was destroyed by the axis. Alternately it could back up the way it came.
  • Water tower textures are not convincing IMO. Don’t know how many towers of that size would be square so adding something to the top to suggest that inside is a cylinder tank might help. (love the spout though)
  • At the station there should be a mild trigger_hurt on the tops of the steam engines since they would be very hot, and some light smoke coming out the stack as the fireboxes would still be lit.
  • The trellis near the tank barrier at viewpos 3040 274 32 could be given a ladder property to get up to the narrow ledge of the overhanging enclosed balcony
  • The watermill water shute would be a great sniper point to spawn kill the Allies if (a) there was a way for the axis to get past the far barricade on the tunnel (how about down an air shaft from the hill top) and (b) there was a ladder to get up to the water shute.
  • And I could have used a scriptname parameter on the barricade trigger_objective_info “barricade_toi” to see if I could adapt it for FritzBots.

Now I better find go out if Omnibots really do shoot at the birds…


(Avoc) #19

Thanks for the comments TomTom =)

Currently the map is quite easy for the allies to win, so we will be making some changes to it soon and the next version should be released shortly.


(Ryan) #20

I don’t know if this has been mentioned before, but it’s about the axis win animation.

When one train is in the station, time runs out before the tank triggered the second train to come in, only 1 train also leaves in the animation (good)
When the second train is also in the station, and the tank is off the tracks via the assault ramp, time runs out, 2 trains leave the station, eventough the ramp hasnt been destroyed yet (it is also not seen in the animation eventough it hadnt been destroyed)

I see what happends when the second train is in station and the tank is still on the tracks :p, brb

OK, when the tank is going UP the ramp, and at THAT time the time runs out, the trains, due to their time to actually ride away, are both riding off.

In the ending animation the tank is going up an invisible ramp, and as soon as he clears the train starts (due to the time delay). Dunno if u want to change this.

Some more minor stuff…

When sitting ON the tank at the back as he drives of the road to the tunnel, he always nose-dives of the road causing people who sit on the back to be crushed.

Entrance of the tunnel is some brush error.

The wheels of the trains are very thin.
(What about also using diff train then both same? just a suggesition. Maybe the one from et_powescape_b2?)

What about spawning axis players in the train just as he comes in and they ride pass the tank :D? It is possible to sit on the train as it rides pass the tank, I always jump on, but maybe also possible to spawn on it as axis? (Only open back of the carriages so the players move to the back, (different direction then the train goes) to prevent crushing?)

Anyway, I REALLY like this map :smiley:
Looks very good!

I have in my cycle, breakout, then trooptrain and then breakout2 so it is like, “HEY wtf :smiley: its the same train!”

PS:
I have missing textures with breakout_370??