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Breakout 2 (v1.4.0)

Map Requests - FEEDBACK ON CURRENT MAPS PLAYING.
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septime
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Breakout 2 (v1.4.0)

Post by septime » Wed May 12, 2010 6:52 pm

Continuing where the previous breakout left off, the Allies must fight their way through surrounding Axis forces and get to freedom

Few SS

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As usual, input is appreciated. :wtg:

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the_singing_mole_master
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Post by the_singing_mole_master » Wed May 12, 2010 7:55 pm

i like this map *usefullest comment on *

and the little canari too
mr bigstuff and the mole

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Post by Simtech » Wed May 12, 2010 10:52 pm

Nice map, I like this one too..
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dirtyolman
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Post by dirtyolman » Thu May 13, 2010 6:16 pm

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septime
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Post by septime » Sun May 16, 2010 10:11 pm

Nice overall layout. :eek:

At the beginning, the 2 trains are really funny. :lol:

Allies have to escort the Tiger Tank (nice design). It is a long way but they have a lot of side routes.

They have to take the flag (forward spawn). It will be secured when the tank is at the first barrier. It is a good point.

Many opportunities for Axis to prevent the tank from moving :
- destroy the footbridge
- build the first barrier : the tank will take the long route
- blow the bunker control room : possible when the tank is in the tunnel

Many fights in different places : outside, tunnels.

The only concern could be some FPS drop at the tunnel exit, near the footbridge (mortar and arty here). :shrug:

Anyway, looks promising and really enjoyable for both teams. :wtg:

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marker77
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Post by marker77 » Mon May 17, 2010 3:39 pm

Is it on the Test Server?

septime
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Post by septime » Mon May 17, 2010 3:59 pm

Marker77 wrote:Is it on the Test Server?
Yes it is.

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GunClap
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Post by GunClap » Sat May 22, 2010 9:44 am

I was really impressed by this map.

Pros:
-Open map, having many things to hide behind, walk around and shoot through. (I had fun blasting peeps under the train.)
-Small, but compact map. Plenty to do and the scenery of the current "hotspot" changes a lot. Very nice.
-Triggered engi events for construction/destruction according to map progression. The trains are a real nice touch.
-Irreversible progression. Some things, once they're blown, are GONE! So you axis better be on the job, or you could lose a vital hold point.
-Variable tank route that is not solely outside, giving plenty of engi action.
-The map is basically a vehicle run, and that requires engineers AND back up for them, so it kinda reinforces the idea of teamwork.

Cons:
-Capturable spawn may be impossible for allied to take on a full server. Suppressive fire on the tunnel exits and proximity of spawn mean it could be a problem.

Summary:
Yeah, this one is hot. Well constructed with lots of detail and design tweaks, but could be a real challenge for allied if the player count is high.
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dirtyolman
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Post by dirtyolman » Sun May 23, 2010 5:20 pm

GunClap wrote:I was really impressed by this map.

Pros:
-Open map, having many things to hide behind, walk around and shoot through. (I had fun blasting peeps under the train.)
-Small, but compact map. Plenty to do and the scenery of the current "hotspot" changes a lot. Very nice.
-Triggered engi events for construction/destruction according to map progression. The trains are a real nice touch.
-Irreversible progression. Some things, once they're blown, are GONE! So you axis better be on the job, or you could lose a vital hold point.
-Variable tank route that is not solely outside, giving plenty of engi action.
-The map is basically a vehicle run, and that requires engineers AND back up for them, so it kinda reinforces the idea of teamwork.

Cons:
-Capturable spawn may be impossible for allied to take on a full server. Suppressive fire on the tunnel exits and proximity of spawn mean it could be a problem.

Summary:
Yeah, this one is hot. Well constructed with lots of detail and design tweaks, but could be a real challenge for allied if the player count is high.
The pros outweigh the cons greatly :wtg: , there are 4 ways for allies to access axis areas, this is a good map, and the tiger tank is 2x faster than normal tank.
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GunClap
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Post by GunClap » Mon May 24, 2010 2:09 pm

Agreed. I say (in a very Yorkshire accent) "Le'z 'ave it!".
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marker77
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Post by marker77 » Tue May 25, 2010 3:30 pm

Since we have favorable responses on this map, will you replace another tank obj. map with it?

septime
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Post by septime » Thu May 27, 2010 8:32 pm

@Marker : one of the possibilities

@Clap : you are right about the flag. But moving the tank will help to secure it. Near the footbridge and the flag, you will have a lot of arty and players and you know what it means. :chin: :shrug:

@Dirty : yeah :wtg:

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