Breakout 2 - [- RELEASE -]


(Berzerkr) #41

afaik it’s enough if you tag it with “textures/mapname/nameoftexture”


(Miki) #42

Didn’t test it for long, but… :open_mouth: NICE! Seriously, i like the ‘light’ effect in the tunnel (light trough mesh) :smiley:


(lobo) #43

Great Map…lots of room…lots of fun!

If I may offer just two suggestions though…that the axis can’t recapture the flag once the tank has reached a certain point (similar to caen)…and that the tank be indestructable/irrepairable (similar to xposed_ndt).

The part where the tank goes through the final depot/tunnel is harder for allies because axis spawn very close by and making the tank indestructible might help even out the gameplay (or not)…just ideas.

thanks for the map
great work.


(Avoc) #44

Sorry for the ultra late reply lobo!

So far playtests have shown that the map is quite balanced. Making the tank indestructible would take away from the original idea with Breakout 1 - delaying the tank.

That is the central gameplay element in the map, making the tank indestructible would make it too easy for the allies (the older versions of breakout 2 had the allies winning the map in under 10 minutes!)

Anyways, the newest version was released some time ago, but I was too busy to post about it here, and 2bit seems to be too busy aswell.

Download link to the newest version:
http://www.pythononline.co.uk/et/breakout2_140.pk3

Changes made:
Further beautification of the 2nd axis spawn.
Some optimization done.
Opened up the hut in the middle, to make it easier for the axis players to get outside and avoid being kept inside their first spawn by camping allies.

Please note that I had no part in these updates, they were made by 2bit while I was on vacation =D

Enjoy =)


(Pegazus) #45

Congratulations on the new release.
I have to say one of the best maps ever made last year. :wink:


(Diego) #46

Finally got a chance to take a look at this one. Very nice. I like dual nature of the objectives. I think the command map could use some paths drawn on it so that new players can pick things up a little easier - at least the tank route. I’ll load it up tomorrow at work for my co-workers to check out.

Oh, by the way, at tunnel where the tank escapes, you get the hall of mirrors effect.


(Layenoendeasp) #47

please may i have a sample mailed to my box. thanks.


(Boorchmen) #48

Thanks for the information. Any other posts or blogs you can recommend read?


(Jecoliah) #49

[QUOTE=Avoc;190765]Sorry for the ultra late reply lobo!

So far playtests have shown that the map is quite balanced. Making the tank indestructible would take away from the original idea with Breakout 1 - delaying the tank.

That is the central gameplay element in the map, making the tank indestructible would make it too easy for the allies (the older versions of breakout 2 had the allies winning the map in under 10 minutes!)

Anyways, the newest version was released some time ago, but I was too busy to post about it here, and 2bit seems to be too busy aswell.

Download link to the newest version:
http://www.pythononline.co.uk/et/breakout2_140.pk3

Changes made:
Further beautification of the 2nd axis spawn.
Some optimization done.
Opened up the hut in the middle, to make it easier for the axis players to get outside and avoid being kept inside their first spawn by camping allies.

Please note that I had no part in these updates, they were made by 2bit while I was on vacation =D

Enjoy =)[/QUOTE]

You should update the above DL link on the first Post of this Thread, that link leads to Version breakout2_130.pk3.

Jec


(Avoc) #50

Not sure I understand what you mean.

@ Jecoliah: Done =)

@ Diego: Especially glad that you like it, since Praetoria was a great inspiration for me.


(IndyJones) #51

spam bot i guess.


(shagileo) #52

Hmm strange, because he has an avatar


(Berzerkr) #53

I agree with Indy.
Seems like a spam-bot, because in the profile he links to “Used wind turbines”.


(Diego) #54

[QUOTE=Avoc;193232]
@ Diego: Especially glad that you like it, since Praetoria was a great inspiration for me.[/QUOTE]

Been playing this one some more. Some peeps still need to get used to the objectives. I should never trust anyone else to be an engineer. Axis keep forgetting to blow some of the obstacles. But the level is a lot of fun and balanced. The only thing that has been a problem is the first axis spawn. When you have a larger group, everyone tends to get blocked up at the doors trying to get out. Some double-doors at the two primary exits would help that. But all in all, this is a really great looking map with some original gameplay objectives.


(cdef410) #55

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(Avoc) #56

Its true that I should have thought more about the exits at the first axis spawn, perhaps made a garage below with a large door they could have exited.

Have you noticed any lag? This was one of the things that worried me the most, since the map is pretty open with limited amount of -vis blocking. Some of the players on my server were kicked randomly.
If it was possible, I’d like to make a version 1.5.0 that had better -vis blocking, as the current one has areas that reach 40k tris.


(Diego) #57

I generally only play ET at work on my lunch break since punkbuster kicks me off every server these days. My machine at work is an 8 core with like 12 or 16 gigs of ram. So, no, I don’t get any lag.

I do have one other point of constructive criticism. There are two barriers to prevent allies from reaching the Depot where the flag is. One is construction class 2, one is construction class 1. I really think you should switch these around.

As an allied covert ops, you really want to use the route farthest from the flag so that you can be sneaky and get behind the axis. But if you run the back way by yourself, it takes 2 grenades and 2 satchel charges to get through the construction class 1 barrier. And we have found that 1 engineer for the axis can hold this barrier very easily.

At the same time, Engineers need to go through the other tunnel route so they can be closer to the tank and the barrier when they emerge. They have plenty of nades, but without a cvops, they can’t get through. And since that barrier is more exposed, the covy get’s wasted before he can reach the barrier.

Maybe with large teams this is not such a problem. But when you play smaller teams with like 10 or 12 players, you really notice it when your team’s classes are not where you need them to be.


(Paul) #58

I’m going to use your screenshot in the header of wolfenstein.nl :wink:


(Nail) #59

fixed it for ya

:cool:


(Paul) #60

I’m meant actually i’m going to make a screenshot myself in the map but oke :slight_smile: