josh_u[RR]
05-11-2005, 09:29 PM
download link:
dod_breakout_b5.exe (http://josh.whatsupslc.com/rogansheroes/maps/maps/dod_breakout_b5.exe)
website:
dod_breakout (http://josh.whatsupslc.com/rogansheroes/maps/breakout/dod_breakout.htm)
original release thread:
dod forums release (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=48801)
this release was prompted by the fact that in very rare circumstances the air/mortar strikes may not reset on round restart. breakout_b4 is being played on quite a few servers now, and to the best of my knowledge this has only happened twice, but it is possible. there are redundant safe guards in b5 to prevent this. there are also a couple of other minor changes that were made based on feedback.
b5 changelog
fixed exploitable spot behind bar.
put bend in tunnel to make it harder for mger's to camp.
fixed climable pipes in armory to be easier to get onto.
fixed some explosions on mortar strike that were not going off.
made mortar strike explosions heard everywhere.
moved morter/airstrike areas completely outside of spawn areas. now targets first flag area and middle.
fixed mortar/airstrikes not resetting with redundant failsafes: trigger_auto makes sure that hurt areas are off at round start. timer keeps mortar/airstikes from being triggered in the first 25 seconds of round start. 20 second reset delay put in place to keep mortar/airstrikes from overlapping and causing problems.
fixed some unneeded faces not being null.
added strike areas to overview.
dod_breakout_b5.exe (http://josh.whatsupslc.com/rogansheroes/maps/maps/dod_breakout_b5.exe)
website:
dod_breakout (http://josh.whatsupslc.com/rogansheroes/maps/breakout/dod_breakout.htm)
original release thread:
dod forums release (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=48801)
this release was prompted by the fact that in very rare circumstances the air/mortar strikes may not reset on round restart. breakout_b4 is being played on quite a few servers now, and to the best of my knowledge this has only happened twice, but it is possible. there are redundant safe guards in b5 to prevent this. there are also a couple of other minor changes that were made based on feedback.
b5 changelog
fixed exploitable spot behind bar.
put bend in tunnel to make it harder for mger's to camp.
fixed climable pipes in armory to be easier to get onto.
fixed some explosions on mortar strike that were not going off.
made mortar strike explosions heard everywhere.
moved morter/airstrike areas completely outside of spawn areas. now targets first flag area and middle.
fixed mortar/airstrikes not resetting with redundant failsafes: trigger_auto makes sure that hurt areas are off at round start. timer keeps mortar/airstikes from being triggered in the first 25 seconds of round start. 20 second reset delay put in place to keep mortar/airstrikes from overlapping and causing problems.
fixed some unneeded faces not being null.
added strike areas to overview.