Breakout 2


(Avoc) #1

Hello everyone =)

So, I’ve recently paused progress on my previous map called “Heat” because I had begun working on a new, much more exciting map with an old friend.
He was the one who helped me, and I think most of us “new” mappers, with the basics of map-making, and he has made so many maps, that I think he lost count of them himself =D
I’m of course talking about 2bit, the author of the tutorials found here: http://www.pythononline.co.uk/et/tutorial.htm

Breakout 2 is the sequal to Breakout 1. The main idea behind Breakout, is that the map should be relatively small and the action never too far away.
The objectives are relativly simple; Allies must escort the tank through a small village, to the end of the map, destroying anything in its path.
If you have never had the chance to try it out, I suggest you take a look at it. It can be quite hectic on a 32 player server, but on a 24 one the level of action is in balance.

2bit wished it to be a direct sequal, keeping the same fast pace of Breakout 1 and keeping the map small.
However, I wanted to push it in a bit different direction; while the map still preservers the main objective of escorting the tank to the end, the map size is approximately twice as big as Breakout 1.
We have yet to test out if it will have a real significance on the gameplay, as the first closed test has not yet happened, but the change in mapsize was needed since we wanted to add a great level of detail.

So, enough of these long introductions, where is the map, and how does it look like?

The map has been in production for well over 2 months now. I’ve been making all the terrain manually.
First of all, I have to give a shoutout to Diego and his map Praetoria. The level of inspiration that map has provided to me was the sole reason I ever wanted to continue the long and tiresome process. Big thanks.
I have sent you a PM concerning some of the textures I have borrowed from Praetoria. As you can see, Breakout 2 would not look the same without them. I hope I can continue keeping them in, but I will respect it if you wish me to remove them.

The map is still a few weeks away from a public beta, but I guess I might aswell produce some interest for it =)
I will regularly be posting pictures of the map untill map is released, and then you can take a look around yourself.

This is the area where the allies spawn:

The tank starts near the tunnel entrance. Since the tank follows one path, and the axis would have it too easy just keeping the allies pinned in one location, there is a different path the allied soldiers can take to try and flank the axis.


There will be alot of nice and scenic objects placed around the map, such as this watermill. =)


This path leads to an abandoned mine.


Pictures do not do this place any justice. Just wait till you see =P

Until next time =)


(Cambodunum) #2

looks great … :slight_smile:


(Fluffy_gIMp) #3

Ahhaaa so this is the map that is stopping us from playing a final version of Heat :slight_smile:

Looking really cool, nice work! :slight_smile:


(Avoc) #4

[QUOTE=Fluffy_gIMp;181055]Ahhaaa so this is the map that is stopping us from playing a final version of Heat :slight_smile:

Looking really cool, nice work! :)[/QUOTE]

Yes, this is the bugger! :stuck_out_tongue:

But I think it is worth it =)


(Pegazus) #5

Pretty sweet looking, but i am more interested in Heat, since i like all those Africa style maps and feeling sand in my feet ^^


(Magic) #6

Looks very nice Avoc - good work.
You had the first part on your server some time back?
I like the gameplay on Breakout - still have it in rotation - will be cool with a sequel.


(Avoc) #7

I had the very first part of the map (the part in the screenshots) as a little showcase for my clan and for 2bit - mostly to show what kind of style and feel I wanted the map to have. It is removed now though =)

And Pegazus, Heat will still be released! Just a bit later than expected.


(Pegazus) #8

Cool, cant wait :smiley:


(Avoc) #9

Here is a new batch of screens. This is the area outside the mine


Its actually quite easy to create some movement speed down these slopes if you know some basic trickjumping =D


The skies hold more than meets the eye =)


(IndyJones) #10

beautiful. i want to betatest! :stuck_out_tongue:


(Avoc) #11

I just had a little test with 2bit where we walked around and looked at what needed to be fixed and whaht worked. So far, except for a few missing textures, everything worked flawlessly. In a few days we will be doing a closed beta with invites to eft-clan.com and tibet.clanservers.com regulars.
After about a week of testing, the first public beta will go live.


(Avoc) #12

Close beta about to begin,

When I post these screens, I wonder if people will be able to notice all the details when they play it. :stuck_out_tongue:


(Cambodunum) #13

awesome … hurry up … btw whats the best way to create a terrain manually?


(Avoc) #14

The best way? In hand :stuck_out_tongue:

What I do is that I lay down a bunch of brushes all around the area I wish to make terrain (I use quads and not trisoup) and then I simply edit their edges by selecting them and pressing “v”. Then I texture and dotprod blend them. It takes time, but I think its worth it.


(-SSF-Sage) #15

In radiant. Make a box that is 256x256 or what suits best for you. Then cut it from corner to corner, so it makes 2 triangles. Duplicate it many times until you get a mesh that is big enough. Then you just start editing the upper vertices. It’s recommended for just moving the vertices up and down, tho you can move sideways, if you know what you’re doing. If you however want to move it sideways, remember to move the bottom vertices aswell.

What’s the point on using quads? Harder to edit, worse detail and same amount of tris. I haven’t seen you using quads before. :stuck_out_tongue:

Avoc, nice texturing and work. I don’t like one texture tho. In 2 first pics in the last set you see that house with white and wood. That texture doesn’t fit in quite well imo.


(Wezelkrozum) #16

Will there be birds in the map:tongue:?:eek:


(Avoc) #17

I tried with quads for this map, and found it much easier :smiley:
Lot less sparklies too for some reason.

And I cannot mention any details in the map, you will have to search them out yourself =D


(-SSF-Sage) #18

How small are the quads then? Or did you do it the lovely way; where you need smaller you use smaller, other places bigger?


(Avoc) #19

I did it the lovely way :stuck_out_tongue:
Works quite well, and makes it a bit easier, especially with regard to the distant mountains that do not really need that many tris to look good.


(shagileo) #20

A more than meets the eye sky is in my words:

  • secret room in the sky
  • or birds

First I thought it was my PC screen with some dirty spots on it, but since wezelkrozum is having the same view… :cool: