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Beta Map Hubes Breakout beta4

Luther

Grizzled Veteran
May 31, 2006
168
0
Perth, Western Australia
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.php?quickkey=8jxfazm9m92&thumb=4
http://www.mediafire.com/imageview.php?quickkey=6leud9jl1co&thumb=4
http://www.mediafire.com/imageview.php?quickkey=8zi9tjwehk1&thumb=4
http://www.mediafire.com/imageview.php?quickkey=2zzdzg3bojj&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
 
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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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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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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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