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Old 26th May 2006, 07:11 AM   #31
PhaeThorn
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 Originally Posted by keg:
is that on PhaeThorns version?
There is no phae version. It only excist on my harddrive.
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Old 26th May 2006, 07:40 AM   #32
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 Originally Posted by FatRatHead:
Sorry to ruin your dreams, but after closer observation I've found that you can find AND snatch the map from any closed chest. First it looked like the canopy chest is immune to snatching and you could just use the lean-through bug to see it inside, but I'd managed to lean well enough to grab it and as a guard see the red crosshair.
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Old 26th May 2006, 07:52 AM   #33
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*Cough*TUT feature*cough*


At MB: Why's the southwestern room unlocked(accessible) to guards??? Does it have any special reason, because I remember it locked in the old version, why has it changed?
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Old 26th May 2006, 08:12 AM   #34
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 Originally Posted by keg:
just found something wrong with my controls to - when leaning forward crouched i carnt strafe left but can right ah well - not like i need to use that movement much neway
That's most likely a keyboard hardware limitation - pressing some keys down prevents the detection of the pressing of other keys.
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Old 26th May 2006, 08:38 AM   #35
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 Originally Posted by FatRatHead:
*Cough*TUT feature*cough*


At MB: Why's the southwestern room unlocked(accessible) to guards??? Does it have any special reason, because I remember it locked in the old version, why has it changed?
I'll quote the 1.5 patch update change list:
 Originally Posted by Dalai:
It seems Thievery players use lots of exploits.
And just what room are you refering to?.... Only one i can think of is the empty room with some crates to the east. Which would basically just be a dead trap for guards to enter since it has no lights.
So yes, it's unlocked cause there was no reason it should be locked in the first place.
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Old 26th May 2006, 09:31 AM   #36
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 Originally Posted by PhaeThorn:
There is no phae version. It only excist on my harddrive.
no wonder i couldnt find it

 Originally Posted by immortius:
That's most likely a keyboard hardware limitation - pressing some keys down prevents the detection of the pressing of other keys.
yeah - i thought it might be somthing like that - wasnt sure tho
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Old 26th May 2006, 09:42 AM   #37
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 Originally Posted by keg:
yeah - i thought it might be somthing like that - wasnt sure tho
Thats why Gamepad+mouse combo ftw!
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Old 26th May 2006, 09:48 AM   #38
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you going to buy one for me
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Old 27th May 2006, 07:57 AM   #39
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Wooops forgot to say I'm refering to Breakout with that room. Anyway we need to test it multi.
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Old 27th Sep 2006, 05:10 AM   #40
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The map in my opinion isn't bad after what's been done to it, however it still contains some irritating issues.

The map button shouldn't trigger an absolutely transluscent screen, it in fact shouldn't work at all without the sketchmap in it.

The vent key should be able to unlock at least some vents, ie the ones above the offices.

It'd be great if someone nice edited it, I myself don't have the resources needed.
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Old 27th Sep 2006, 06:13 PM   #41
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Were the vents from cells to library truely removed? What was the reasoning behind that?

I ask because my PC died so I can't check myself. But I'm interested in why those vents were removed because they were a significant contribution to the map, which imo it needed. Simply widening the 'A' & 'B' doors doesn't greatly change guarding strategy on this map and thief strategy for that matter.
If you think that those vents unbalanced the map towards thieves you need to learn to adapt to change, if anything the number of thief lives should be reduced to make it harder to DM. The match between M and MbR shows both that the library vents can be easily guarded and thieves can still easily DM it.

The changes/fixes proposed by FRH are also definately needed. That 'map' bug is just silly and people (such as myself ) can't be counted on not to exploit it.

Last edited by TafferBoy; 27th Sep 2006 at 06:24 PM.
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Old 27th Sep 2006, 06:23 PM   #42
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 Originally Posted by TafferBoy: ( link to post ) 
Were the vents from cells to library truely removed? What was the reasoning behind that?

I ask because my PC died so I can't check myself. But I'm interested in why those vents were removed because they were a significant contribution to the map, which imo it needed. Simply widening the 'A' & 'B' doors doesn't greatly change guarding strategy on this map and thief strategy for that matter.
If you think that they unbalanced the map towards thieves you need to learn to adapt to change, if anything the number of thief lives should be reduced to make it harder to DM. I think the match between M and MbR shows both that the library vents were easily guarded and that the map can still be easily DM'ed.
i think they where removed because people claimed that it made it far to easy for the thieves in a public game. i quite like the vents there, standing infront of 2 sets of doors with full trap loadouts can be a bit boring

 Originally Posted by TafferBoy: ( link to post ) 
That 'map' bug is just silly and people (such as myself ) can't be counted on not to exploit it.
i think everyone will now that they know its there...
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Old 28th Sep 2006, 06:29 AM   #43
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It all sounds well, anything else we need to add/remove/change? It'd be best to get some more points from mockers/MbR as they seriously played the map(weren't they the first?). What's the current T:G ratio? 2:3? I can't check. But if it is so then it could use some lowering on the T side.

To the vents, are you satisfied how they are made? One entrance, two exits(both into the lib), further vent system. What about the 'secret' passage? I think that one's not appropriate.
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Old 28th Sep 2006, 07:04 AM   #44
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We only won 1 round of a match.
Mockers just DMED.
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Old 28th Sep 2006, 07:41 AM   #45
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The biggest problems with making vents (or any new BSP for that matter) in Break Out, is that you can be sure on getting lots of BSP holes. The vent leading to the libary was riddle with holes, which was definetly one of the reasons it was removed. Trying to patch it up would be nearly impossible.
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Old 28th Sep 2006, 07:48 AM   #46
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That sounds like a challenge... :p
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Old 28th Sep 2006, 09:19 AM   #47
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 Originally Posted by Master-Builder: ( link to post ) 
The biggest problems with making vents (or any new BSP for that matter) in Break Out, is that you can be sure on getting lots of BSP holes. The vent leading to the libary was riddle with holes, which was definetly one of the reasons it was removed. Trying to patch it up would be nearly impossible.
Not really, before the format of my drive I had a version done. No more BSP holes, the vent was still there ( though it only had one exit instead of two ) and the exit had less entrances. The keys had been fixed and some other bug were fixed too. Not to mention some other balance tweaks I can't remember anymore.

Though someone released a new breakout version before I could even say a word about it, so I kept it on my drive. Now it's gone . Anyways, if someone would release another new version of breakout there would be 3 versions out already ... makes it a bit complicated imo.
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Old 28th Sep 2006, 09:24 AM   #48
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 Originally Posted by PhaeThorn: ( link to post ) 
if someone would release another new version of breakout there would be 3 versions out already ... makes it a bit complicated imo.
well theres four versions of skelston so one more of breakout wont hurt, so get going *cracks wip*
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Old 28th Sep 2006, 09:56 AM   #49
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We just need a breakout map to be THE breakout map, a version to be used for future matches and ToDs.

If the vents to library are not viable then version 2 will suffice, certainly its more playable then the previous version. Having players die in 'kill-zones' during matches is not a happy sight.
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Old 28th Sep 2006, 11:04 AM   #50
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 Originally Posted by TafferBoy: ( link to post ) 
We just need a breakout map to be THE breakout map, a version to be used for future matches and ToDs.

If the vents to library are not viable then version 2 will suffice, certainly its more playable then the previous version. Having players die in 'kill-zones' during matches is not a happy sight.
Depends on what side you're on, no?

Anyways, I could take a look and reproduce what I've done before, but at the moment I'm busy and that's not going away soon.
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Old 6th Nov 2006, 09:12 AM   #51
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Theres v3 available for download it's the v2 without the map.
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Old 6th Nov 2006, 10:12 AM   #52
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For The Lazy! Good Job FRH
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Old 6th Nov 2006, 07:41 PM   #53
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awesome mate
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Old 6th Nov 2006, 07:43 PM   #54
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hmm didnnt ever noticed this bug, cuz i dont play this map , anyway im allways happy for some bugfixes, gj!
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Old 7th Nov 2006, 10:13 AM   #55
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I received some information, that the map crashes TUT, did anyone else experience any problems?
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Old 8th Nov 2006, 01:51 AM   #56
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yes it crashes my TUT when i select it in solo and comes up with an error message
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Old 8th Nov 2006, 05:06 AM   #57
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It's my noobishnes with UED, when saving it I didnt know it wouldn't include the map browser screenshot from mylevel package.
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Old 8th Nov 2006, 09:19 AM   #58
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my tut crashes too :/
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Old 8th Nov 2006, 09:24 AM   #59
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 Originally Posted by FatRatHead: ( link to post ) 
It's my noobishnes with UED, when saving it I didnt know it wouldn't include the map browser screenshot from mylevel package.
So you've figured out the problem? The myLevel package is rather finicky. The textures may actually need to be used somewhere in the map to force them to be saved.
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Old 8th Nov 2006, 09:47 AM   #60
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No, but it may be using the texture from the original file I have changed, Breakout_v2, because on my second install it crashed UT as well, until I moved all the breakout versions form my first install into it's map folder.
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