Breakout by Supa

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Map Info

  • 0 ratings
  • 5020 views
  • 970 downloads
  • added Fri Dec 14th 2007
  • updated Sun Oct 9th 2005
  • more content for: Counter Strike Source

Map Description

There are 2 versions.

Version 1

This is smaller map based off Tstar's breakfloor map layout with ramps on the walls. Though in this version even the wall and ramps are breakable with enough bullets. The bricks are your floor and is slowly being destroyed from under you. You must reach and eliminate the other team. There are 2 ledges you can safely(?) stand on with notches in the middle of each ledge you can use to control the paddle.

Version 2

In this more themed version you are inside a monitor playing a game of breakout. The bricks are your floor, and is slowly (and sometimes quickly) being destroyed from under you. You must reach and eliminate the other team. A game score is kept for the amount blocks that have been destroyed during gameplay. Since the wall blocks are tougher they are worth 5 points.

Discussion

Posted by mrnatural332000 on Tue Oct 16th 2007 at 2:50am

all thats really left to do is the models. so this map is pretty much done. im calling it breakout and you can download the beta from my website on the main page. www.deadagainfragfest.com . i got rid of the water. added a few rooms.
Posted by mrnatural332000 on Sun Oct 14th 2007 at 12:50pm

i think ill call it breakout
Posted by mrnatural332000 on Sun Oct 14th 2007 at 1:49am

yeah ill look for a differant name

seeing as to the fact lockdown 2 is done
Posted by haymaker on Sat Oct 13th 2007 at 8:37pm

Looking good. Again, you're gonna have to look for a different name though.
http://www.fpsbanana.com/maps/16113

{ There are light_emitting textures available, filter "light"...but you knew that already reaper47. }
Posted by reaper47 on Sat Oct 13th 2007 at 6:47pm

Either you're up to something I never realized (which is well possible) or you're misinterpreting the compiler window. I for once see no brush lights in your screens. Looks like props.

Do prop textures emit light? That would be awesome.
Posted by mrnatural332000 on Fri Oct 12th 2007 at 11:15pm

the texure lighting still works. as in my level i have brush based light fixtures. and the compiler parses lights rad. at least thats what it says in the compiler window scrennie. haha.
Posted by reaper47 on Fri Oct 12th 2007 at 5:25pm

If I'm not mixing things up terribly, the lights.rad file is obsolete for the Source engine as little to no light is emitted from light-textures.

For HL1 the file contained lighting settings for textures (like "neonlight1 255 255 255 300" or something). You'd apply the "neonlight1" texture to a little brush shaped like a neon-light and it would automatically emmit light. No entities needed.

In HL2 you use props instead of just texturing a brush. There are seperate light or light_spot entities and lights.rad isn't used anymore. It would still work in theory, with the right settings and stuff, but I doubt there are any official maps that use it (or custome maps for that matter...).

No need to worry.
Posted by mrnatural332000 on Wed Oct 10th 2007 at 1:07am

reaper47 said:
Well, if you want to go all the way, then I'd pay attention to lighting. Add some cold, blueish lights in-between, the map's lit too yellow now. Also look at how the original lockdown uses spotlights. They're very bright (with "constant" values in the spotlight properties set to "10000" or more). There's an sdk_lockdown example map somewhere in the SDK folders. You might want to check it out!
i did as you said and added some blue lighting......it is too yellow. i didnt make the blue as bright as the yellow but added it just to blend in with it.

btw does anyone know where i can get the orgional lights.rad file from? or someone could copy and paste it here. i deleted half mine cause i thought it was causing compilng problems. haha......well not quite half. just two lines. but id like to compile it with the FULL rad file not just partial.

thank you.
Posted by mrnatural332000 on Sun Oct 7th 2007 at 5:59am

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secret area leading to another cell.

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the watchtower and courtyard

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a group of cells.

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the watchtower overlooking the entrances to the two cell rooms and destroyed sections of the ceiling. and a piller.

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A dead end but nicely done

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new and improved washing facility

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i might implement another section to the catwalk which goes into another building.

im going to learn softimage and design a few things for this map. afterall designing is designing. im going to include a bench press, dumbbells, refrigerator and items for the cafeteria.
Posted by reaper47 on Sat Oct 6th 2007 at 5:35pm

Please document with screenshots!