Breakout 2 (v1.4.0)
Breakout 2 (v1.4.0)
Continuing where the previous breakout left off, the Allies must fight their way through surrounding Axis forces and get to freedom
Few SS
As usual, input is appreciated.
Few SS
As usual, input is appreciated.
- the_singing_mole_master
- Newbie
- Posts: 31
- Joined: Wed Dec 31, 1969 7:00 pm
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- Retired Clan Member
- Posts: 326
- Joined: Wed Dec 31, 1969 7:00 pm
- Location: In ma weed patch:)
Nice overall layout.
At the beginning, the 2 trains are really funny.
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).
Anyway, looks promising and really enjoyable for both teams.
At the beginning, the 2 trains are really funny.
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).
Anyway, looks promising and really enjoyable for both teams.
- GunClap
- Retired Clan Member
- Posts: 254
- Joined: Wed Dec 31, 1969 7:00 pm
- Location: In the line of fire...
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.
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.
Your mind is a weapon. Keep it clean, clear and loaded...
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- Retired Clan Member
- Posts: 326
- Joined: Wed Dec 31, 1969 7:00 pm
- Location: In ma weed patch:)
The pros outweigh the cons greatly , 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.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.