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Call of Duty 4 Map - The Breakout v2.0

Filename:
mp_brkout_v2.zip
Author:
Maffski
Size:
35.80 MB (37535946 bytes)
Created:
3/5/2008 9:08pm
Last Updated:
3/16/2008 3:55pm
Downloads:
816
MD5 Hash:
085cd572aeef62c8e605ce2f3d989828
Rating:
(4.3/5.0 - 3 votes)
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Description:

Following some great constructive criticism and feedback from the Call of Duty 4 community I am pleased to announce the tweaked and re-edited Version 2.0 of the The Breakout.

Supported Gametypes
: Multiplayer
: Deathmatch
: Team Deathmatch
: Search and Destroy
: Sabotage
: headquarters
: Domination
: CTF/B (AWE4)

Map Size:-
Its big, 32+ players should be no problem at all


The main changes are as follows:-
Added more gaps in fence and made them easier to see, they are marked by a distinct foliage pattern now.
Tweaks to line of sight between spawns in Search & Destroy, plus I moved spawn positions and bombs a little.
Fixed a couple of tiny holes in terrain.
Moved Sabotage bomb positions to the barracks and prison.
Small tweak to ladders for easier use.
Added visual aids to help with navigation of the tunnels
Several minor cosmetic changes and lighting tweaks.
Made some more stuff climbable.
Removed some terrain that was never going to be visible to players.
Added some FX (insects, leaves, dust & birds)
Added another way into the barracks end (there is a hole knocked in the wall at the tank garage end).
Re-Portalled and Tweaked for higher framerates, so it should be less choppy. (10% higher frames than V1.1 average on my machine)
Re-organised and moved alot of the foliage/grass to more logical places.
Moved Axis CTF flag position to be more equal to the SAS side.
Made the gap in the fallout shelter wall easier to get through.
Tweaked clipping with rocks.
Removed the overturned tractor.
Redid the minimap and tidied it up.
Made the filename shorter to help admins with very large map rotations.

Additional information available, click here

There were a few things I wanted to add, but really couldn’t as it turned out. I wanted to add some animated fog/mist effects and I did create a version that had all this and yes it was very nice to look at, but the effects gave a rather large hit to framerate. Being as the map already has a lot of models placed (well over 5,000)and also due to the open nature of the map portalling has been very difficult so maintaining a decent framerate was not easy, the main culprit is the trees which can be seen from pretty much every area of the map as they are taller than the hills. I had two options, those being to either lose a lot of the trees and add effects or lose the effects and keep the trees. Obviously the trees are far more important to the feel and gameplay of the map than a few mist/fog effects that just look pretty so sadly they had to go. I must confess when I started the map I had no idea what a portal was and their importance and if I could go back and start again I’m sure I’d have constructed the map in a very different way... Lesson learned.
The other thing I wanted to add but had a change of heart about was that people sometimes fall to their death down the shafts into the tunnels. I could have simply made it so no damage was sustained when they fell, but this also made them land totally silently at the bottom and it was just too unrealistic for my liking, I’m afraid people will just have to look where they’re going.


One of the main criticisms I got from players was that the fencing around the middle battle area was too constrictive and indeed people couldn’t find the gaps in the fence, even I couldn’t find them at times. So what I have done is to add more gaps in the fence to speed movement around the map. The gaps can be recognized by arches of Ivy on the chainlink fences so are more easily recognised too (see the screenies). I also made them easier to get through as it was kind of glitchy and easy to get stuck for a second or two and clearly dieing for that reason is very annoying.

Another criticism that cropped up more than once was that the tunnels were very confusing and yes, even I was getting lost in them to my shame… The solution I came up with was simply to put arrows on the ground in the concrete side of the tunnels that point towards the fallout shelter and on the escape tunnel side I made the lighting better and placed a green glow rod to show where the route to the prison camp is. (see screenies)

The other main tweak that I made was to help with search and destroy game modes. Some felt that spawn shooting was a problem because the spawns are relatively close and you only had to run a few metres to be able to see the opposing teams spawn. To help with the situation I moved the spawns a little bit and added more tree/bush cover in the center so it is much more difficult to get a clean line of sight to the opposing spawn. (See screenies) Certainly it should provide ample time for each side to make a run for it before the enemy opens up an LMG on their spawn or drops a M203 on their heads. If anyone still gets killed there since the changes then it will most likely be their own fault.

There are still two bugs with the map that really annoy the pants off me, but I fear I could spend months working them out. Theres a couple of places where the reflections behave weirdly and look patchy and there is also an issue where decals can be seen through the cracked glass. Not big issues, just irritating as everything else seems pretty much how I want it to be.

Anyway, thats all there is to say apart from I really hope everyone enjoys the new version of the map and feels it is an improvement over the first version. I'd also like to say a big thankyou to everyone for their kind messages and useful suggestions that helped make v2.0 possible.

Screenshots: Showing 3 of 3 total images. Click an image to enlarge.

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