One of the reasons we created the Creative Force team was so that we could help each other with different parts of the map-making process that some of us aren't as strongly suited for or don’t have time to do. Getting community feedback and showing the work that goes into a map is part of the map-making process, so although I’m writing this post, it’s to help out the real architect behind the map, MythicFritz. If you’d rather run around on the map than read about it, here’s a download link to Waypoint. Knell: When you talk to MythicFritz about the goals he had with Knell, you learn something about him as a designer. You'll find out he’s got a skill in taking a concept, adopting its character, tweaking it with his own personal touch, and making it something unique. He attributes this skill to his professional work as a theater artist where, among other things, he worked as a carpenter, designer, engineer, and prop maker. Mythic would take scale models and small drawings and work with the artist to figure out what story they were trying to tell with their work. Then he’d bring that story to life at a larger scale, one ready for the stage. Breakout provided the perfect opportunity to put these skills to the test. While others in Creative Force took a more "classic" Halo approach to Breakout with maps like Absolute and Highrise, Mythic saw Breakout as a challenge to take the vision the original 343 maps brought and add his own personal touch. If you'd like a closer look at Knell, a Breakout map in progress, the spoiler tags can show you more detail on the layout and future plans for the release aesthetics. Layout Spoiler Knell’s layout falls into the category that I like to call “traditional” breakout. True to the design goals, it follows the formula laid out in the original 343 Breakout maps - three lanes, neutral power weapons, a tiebreaker flag, and even starts for all four players. The lanes provide some manner of visibility into what the enemy team is doing, but other than a few lucky grenade throws, teams are protected from heavy crossfire until they hit the contested midpoints of the map. Unlike the 343 offerings, however, Knell isn't built as a rectangle. Instead, Knell employs a "C" shape - the teams start 90 degrees from one another, creating an interesting lane dynamic. Teams need to choose between the more protected, but longer lanes on the outer rim of the "C," or go for quick contact but more exposed option of the inner track. Starting Position and Long Lane Taking a look at the starting position, you can see lane options. This is Blue Team's spawn - Red Team spawns around the corner to the right. To the left of the large, rectangular pillar lies the route to the long, outside lane. To the right of the rectangular pillar is the center lane, featuring an underground tunnel and the Stage. Finally, a hard right just after the ramp below the "C10" sign will take you to the SAW Pit - the short, exposed lane. The long lane offers access to a mid-range weapon, defensive cover, and elevation in the form of the ramps up to each team's platform, seen on the far left of the screenshot. The approach from each base is largely open, though teams can use the flag platform's low walls to cover a risky approach and break a stalemate. Usually, this route is the most standoffish, rewarding teams who can create strong flanks through the more exposed center lanes. Center Lane - Flag, Tunnel, and Stage Here you get a better look at the center lane. Down the center, a channel runs underneath the flag platform that leads behind the enemy teams' platform, as well as a lift to ambush a push through long lane. Although the angle in this screenshot isn't great, the open area to the right (under the ceiling) is the Stage, a wide open expanse that provides visibility into enemy team movements. The Stage plays a big role in countering pushes through the SAW Pit, but be cautious, Spartan. There's not much cover if the enemy team catches you out. Finally, the pyramid shown in the first picture right before this lane allows one player to boost and hover to scout out enemy movements at the start of a round. Boost-scouting quickly became an important part of our strategy during playtests, and it adds some depth to the map for competitive players. The flag's role in Knell fits the traditional Breakout role of a tiebreaker. The neutral plate and capture plates are exposed enough to prevent an early end to a round, but they are close enough together to let the threat of a flag cap force stalemates. Short Lane - Stage and SAW Pit This screen shows you a better view of Stage, as well as a look down into the SAW Pit. For the Stage, you can see the visibility it gives of the other team's movement. Successful adaptation to their tactics are key to winning the round. Also, in the back, you can see the scouting pyramid mentioned above. The SAW Pit holds the only power weapon other than the mid-range staples you'd find on any other map. The SAW balances interestingly in Breakout - when aimed well, it chews through pistol-wielders and out-damages SMG users. If a team secures the SAW for a round, the only counter outside of grenades or a lucky melee is your team's mid-range weapon. DMR and BR kill times are fast enough that landing the first shot on the SAW-user will let you land the kill, but the SAW is powerful enough that a missed shot spells death. Head-to-head standoffs become a very tense game of cat and mouse when this dynamic emerges. Short Lane - From the bottom of the SAW Pit With great power comes great grenadability. With such a powerful weapon at stake in the short lane, the SAW Pit comes with plenty of risks. Deadeye pistol users can crouch atop the platform for a protected viewpoint, and the slopes and lack of cover around the weapon itself mean that over-eager players will quickly find themselves atop live grenades. Finally, the Stage and long lane offer a drop-downs and flanks behind enemy players who have stacked up on the corner or their teams' Mohawk, making the SAW Pit a push you need to commit to. During playtests, we had many rounds decided by a team punishing a gung-ho push... or failing to realize that they didn't leave a lookout to prevent the flank. Despite the power of the weapon, teams ignore the tactical advantages of the rest of the map at their peril. Aesthetics Spoiler The aesthetics you're seeing in these photos are pure vanilla Breakout - blue floors, detailed industrial pieces, and bright lighting. True to the vision, the theme sticks very close to the 343 original maps. However, these aesthetics are from Knell's beta. Another CF member, Randy 355, is working on the release art as Knell receives its finishing touches. I'll try to get him to drop a line in the WAYWO thread later this week, but here's a look at the art source Randy is using for the map's final art pass. Following MythicFritz's style of taking an artist'a original intent and adding a personal touch, Randy is going back to the concept art from the original teaser videos. He's calling it "Ultimate Breakout" (though I'm pushing for a less... giant-fighting-robots name ). Between the stark lighting, the team-colored lines accenting the floor, and some creative scripting to create pyrotechnics and screen effects, it's coming together beautifully. This post will get updated once the WAYWO shots come through. Thanks for reading, and please leave any feedback you have below. Something that's in heavy debate right now for release is the choice between DMR and BR. If you've playtested the map and have a preference, we'd love to hear it!
This and Avenue are probably my favorite Breakout experiences. This was one of the originals too that we pushed, but due to a bug it didn't make it through. I'm glad that it has had time to grow though, seeing the UCC team (thanks @Merder Smerf ) play this and watching it react to changes and feedback and then seeing Randy's vision for Ultimate Breakout. I'm excited to see this finally get released in the future. I haven't seen @Randy 355 's and @MythicFritz 's work on the Ultimate Breakout theme in game. The talk of pyrotechnics and effects has me really curious. The initial screens on the Trello though make me VERY excited. Great work to the both of you thus far. I can't wait to see this actually released in the future.
I don't know, I still like 'Ultimate breakout' for the aesthetic name. Didn't know you didn't like giant fighting robots @Sn1p3r C ! lol I am really excited for this one, and I can't think of a Breakout map that has been tested so much! I won't rest until this map has a visual to match its stellar gameplay. Even if Breakout isn't super popular.