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  Buffalo Bad Asses :: View topic - Breakout 2 (v1.4.0)
 
Breakout 2 (v1.4.0)

 
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septime
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PostPosted: Wed May 12, 2010 4:52 pm    Post subject: Breakout 2 (v1.4.0) Reply with quote

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. wtg
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the_singing_mole_master
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PostPosted: Wed May 12, 2010 5:55 pm    Post subject: Reply with quote

i like this map *usefullest comment on *

and the little canari too
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Simtech
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PostPosted: Wed May 12, 2010 8:52 pm    Post subject: Reply with quote

Nice map, I like this one too..
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dirtyolman
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PostPosted: Thu May 13, 2010 4:16 pm    Post subject: Reply with quote

Walkthrough video

http://www.filedropper.com/breakout-2wkthgh
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septime
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PostPosted: Sun May 16, 2010 8:11 pm    Post subject: Reply with quote

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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PostPosted: Mon May 17, 2010 1:39 pm    Post subject: Reply with quote

Is it on the Test Server?
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septime
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PostPosted: Mon May 17, 2010 1:59 pm    Post subject: Reply with quote

Marker77 wrote:
Is it on the Test Server?


Yes it is.
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GunClap
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PostPosted: Sat May 22, 2010 7:44 am    Post subject: Reply with quote

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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PostPosted: Sun May 23, 2010 3:20 pm    Post subject: Reply with quote

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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PostPosted: Mon May 24, 2010 12:09 pm    Post subject: Reply with quote

Agreed. I say (in a very Yorkshire accent) "Le'z 'ave it!".
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marker77
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PostPosted: Tue May 25, 2010 1:30 pm    Post subject: Reply with quote

Since we have favorable responses on this map, will you replace another tank obj. map with it?
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septime
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PostPosted: Thu May 27, 2010 6:32 pm    Post subject: Reply with quote

@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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