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Beta Map Releases Post your beta maps here!

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  #1  
Old 01-31-2008, 12:44 AM
Luther Luther is offline
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Default Hubes Breakout beta4

Been keeping this release back until I was able to utilize the new AT guns Minion Works has created, so here it is.

Change log.
-Added the new Russian AT gun, packs a bit more of a 'punch' then the old and being a 1944 map they are much more common
-Spawn has been increased to 25 seconds, again to help with the groupings
-Added more eye candy, ie destroyed convoy and train wreck, also able to use as cover.
-Added small stone walls on the lead up to th farmhouse to held the sad German left behind without a half track
-Tank allocation has been changed to include a few more T-34 85's but it still remains that only 2 Allied and 3 German tanks are in operation at one time
-Taken out the AB mod
-I was getting no less then 45fps so this has been optimized to an extent were no issues should arise from this



Hopes for beta 5 which should be the final version.
-Make final objective capable only by the P4's
-Put in a timed spawn on the first objective (I have tried this with limited success)


Pictures
http://www.mediafire.com/imageview.p...zm9m92&thumb=4
http://www.mediafire.com/imageview.p...9jl1co&thumb=4
http://www.mediafire.com/imageview.p...jwehk1&thumb=4
http://www.mediafire.com/imageview.p...g3bojj&thumb=4




Hubes_Breakoutb4 download
http://www.mediafire.com/?5zvs9slesyo


I hope this is an enjoyable addition and any comments on improvements will be given thought

Last edited by Luther; 02-01-2008 at 02:21 AM.
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  #2  
Old 01-31-2008, 01:14 AM
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smokeythebear smokeythebear is offline
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Quote:
Originally Posted by Luther View Post
-Put in a timed spawn on the first objective (I have tried this with limited success)
As in a temporary spawn? Just set every other spawn to initially inactive and then add an activate trigger to each set for xseconds. I think that a better explanation is in the manual but I'm not sure.
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The genius of beachassault was that the wire you were supposed to satchel was also your spawn point at that time.
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  #3  
Old 01-31-2008, 01:25 AM
Luther Luther is offline
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Yeah I have fiddled with it but some issues arise, ie spawn were the Germans spawn, and this is after a rebuild. Vivid who jointly helped in the creation of the map did the spawns, so when I get in contact with him I will resolve the problem.
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  #4  
Old 01-31-2008, 05:53 AM
=GG= Mr Moe =GG= Mr Moe is offline
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Alright!!!
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  #5  
Old 01-31-2008, 06:17 AM
Luther Luther is offline
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I seemed to have stuffed up and not included a correct file, I did not notice this in testing but it seems a few who have it are experiencing a problem. So if you are unable to connect to a server with this map or are having troubles please just re download.

Last edited by Luther; 02-01-2008 at 02:21 AM.
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  #6  
Old 02-01-2008, 02:34 PM
18Bravo 18Bravo is offline
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Tried this map in practice mode last night, looks excellent, though I did have an fps sink on my second round of the map near the destroyed convoy after the pillbox ammo cap. Spealking of the cap point, I can't seem to find it, I ran into the bunker, ran into the neighboring trench system near all the boxes, and the house, but couldn't start capping. I even brought a halftrack full of bots and sent them to attack the pillbox when I got near on the map, they got out and slowly started walking back to original spawn.
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  #7  
Old 02-01-2008, 11:15 PM
Luther Luther is offline
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I think it is called Destroy Pillbox Ammo. So you need to get a satchel and throw it inside the pillbox were the ammunition pile is. FPS sink what down to?
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  #8  
Old 02-02-2008, 03:05 AM
18Bravo 18Bravo is offline
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I think it dropped down around 30. Made stearing around the convoy a bit of a task when the visual lag kicked in, was oversteering like mad.
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  #9  
Old 02-02-2008, 05:41 AM
Luther Luther is offline
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oh ok, well I may dampen down the emitters but I would only really be worried it it was in it's 20's
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  This is the last developer post in this thread.   #10  
Old 02-03-2008, 04:27 AM
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Judging from the screenshots you should reduce the tiling on your terrain layers. To do this;

1. Click on the TerrainInfo actor
2. Open up it's properties (hotkey is F4)
3. Go to
Terrain Info > Layers > [#]
4. Raise the UScale and VScale values up to about 3 or 4 (default is 1).

Play with those numbers a bit so the terrain layers don't look so tiled while still retaining a good resolution.
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  #11  
Old 02-03-2008, 04:34 AM
Luther Luther is offline
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Will have a look at that and thanks for the advice, but I am sure it is not as noticeable from the ground as it is from a birds eye view.
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  #12  
Old 02-10-2008, 10:36 PM
Luther Luther is offline
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Had a 14 vs 18 clan match last night on the Aussie server and noticed a few minor things that once tweaked would make for a beta.

2 t-34/85's are a bit overkill for the 2nd and 3rd spawn, unsure how this happened as I was almost certain I stuck in a /76 in.

In the Gully around E4 as a German there is a hole in the ground :0

Do some more painting around the creek bed were it seems to light or to bear. That and a tree in mid air that!

Make the AT guns on the rail road re spawn a few more times, I found that tanks heading to the Farmhouse got side tracked a bit and went for the AT guns.
Also it is a very tactical map to play, hard to play on both side but only defending last night there is a lot of blind spots, meaning you need team work and a good communication network going. Should be easier for clans, but I am a bit disappointed as it appears linner to start with, but is a lot more involved.
An example is in the Gully, get guys up at Mortar to defend it and man the AT guns, same with defending the Railroad when only the Farmhouse is under attack.

Anyway thats basically it, next one should be a final and hope that those that play it enjoy the experience!
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  #13  
Old 02-11-2008, 07:18 PM
18Bravo 18Bravo is offline
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Is the objective map sorta upside down? Seems like the first two objectives are opposite of a normal map setup, unless north is down and south is up on that.
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