Broken Pipeline by v5planet on September 9, 2001

Capture the Flag Desert Foggy Night

This is my latest map. It is based off the Death Birds Fly terrain, and the gameplay
revolves around a central objective which gives control to a high velocity tube known
as the pipeline.

As the story goes, decades ago two tribes shared this dusty moon, and together reaped
the benefits of its bountiful and rich oil reserves. Although the tribes had evolved beyond
the need for such fuel they could sell it for exorbant prices to less developed worlds.
They constructed a great pipeline which connected the two bases to each other and a
supply depot. The barrels would be lifted into the sky, loaded onto a platform and taken
off the moon by a trading vessel.

But conflits arose, and it was not long before the skirmish escalated into a nuclear war.
The loading platform was hit the hardest, and is still radioactive.

---

Flags are open on this map, and the bases are simple with little protection. If you make
your way to the center of the map you'll find an oil spill with an objective base (the
loading platform) hovering in the air. Take the grav tubes up and claim the objective.
This grants you control of: two sensors, two inv stations, the loading platform and oil
platform and most importantly: entrance into the pipelines.
The pipelines are waypointed and are located nearby each base. They will carry you across
the map at extreme speeds. Beware: moving around or jetting inside the tubes is highly
recommended against, as you may hit the wall at 250mph and take considerable damage.
Instead it is advised you enter the tubes dead center and don't touch anything. You'll be
pushed forward automatically - nothin' to do but sit back and relax.

The central objective switch platform is guarded by radioactive residue. You'll take
incrimental damage up there, while not significant discourages against prolonged exposure,
thus making it easier for the objective to switch between teams more often. It is very
possible to set up defense in the air, but only at the sacrifice of movement: you'll have
to wear a shield pack and have a remote inv station handy all the time.
Next to the switch is a one-way teleporter which will bring you back to the oil platform
safetly. (Kudos to Sparky for the Teleporter code AND the radiation script). The oil, btw,
is very sticky, and getting trapped in it leaves you as a sitting duck to the enemy.

Thanks a ton to: Sparky (for the teleporter and radiation), Tsetse and the #mapping crew for their support.


Comments

Add Comment

by OutlawXl on September 9, 2001 · Rating:

This is a very nice map. The oil slowing you down, the pipes verynice. I love the radiation you take, keeps snipers from caming up there.

by v5planet on September 9, 2001 · Rating:

I ran out of room, but continuing.
I'd like to also thanks Zear, as I've used his anti-grav tubes. The pipelines are also a variation of Zear's custom FFs.
Known issues: the ground is visible on the exit of the tube on the inferno side. I can't
make holes there because it's outside of the terrainblock. This basically translates into:
if you want a hole, it'll have to be clientside. The same reasoning goes for the fact that
the inferno tube is partially above ground while the storm isn't. There was nothing I could
do about this.
Also I know there is no submerge texture for the oil, as hard as I tried I could not get it
to work. You won't be able to see under unless you're in third person anyway.

This mod has been tested to be functional on the current version of T2 as well as the beta5
of the patch. It has not been tested on any mods, and was designed for base. However,
it may be a ton of fun to play this on some Shifter-like mods, but I haven't tested it
for compatibility. Server admins running these mods are recommended to test it themselves
before throwing it into rotation.

Well, that's all, enjoy!

by TseTse on September 9, 2001 · Rating:

Well V5, finally! Great map. Offers really nice counter-dynamics yet keeps the intensity for capping. The overall environment and them is just outstanding. While I am concerned about the balance between the two bases (terrain and entrances to pipes), this still is truly amazing gameplay with endless details taken to further the gameplay. Great job, and a truly excellent addition to the SS rotation options. ;-)

by Kamikaze Raptor on September 9, 2001 · Rating:

Awesome map v5! I like the pipelines and the oil and the radiation. BTW how did you make the oil black? Keep up the good work!

by Riatha on September 9, 2001 · Rating:

Haha. I'd STILL like to see you, Lunar, that Siege weenie, or any of the other testers from yesterday take MY flag from me. Opposed to this, the map's great, assuming you fixed the problem where I could fall out of the pipeline. Oh, and did you remember to make the map give me infinate energy and health? I thought not, you weenie =)

Good job.

by Mccannon04 on September 9, 2001 · Rating:

A lot of time was spent on this map, and it shows. Very well done, I had a fun time testing it today. You went farther than most mapmakers and took the time to put in all the little extras. Nice map!

by Sparky on September 9, 2001 · Rating:

Great job! The environment really does it for me I like the oil spill area the most you really got the oil looking like... well... oil =) heh anywayas open as the flag is it isn't that easy to cap. The only thing I missed that I thought should be in there was a vehicle pad but thats my opinion. This map should make for a great addition to any server rotation

by v5planet on September 9, 2001 · Rating:

Heh heh, Sparky, there IS a vehicle pad. It's on the opposite sides of the pipeline entrances. ;)
It only services bombers, tanks and mpbs.

by YachiNinja on September 9, 2001 · Rating:

Awesome map, very original. Pipeplines are great as well as the floating base with the switch for pipe control. Excellent job. This map can be summed up in one word. 1337.

-YachiNinja

by SkaMaster on September 10, 2001 · Rating:

Nice work! I like all the stuff that has been mentioned, but I also liked the radiation when you get up to cap the switch at the oil spill. Very creative! The map is very unique, and I suggest downloading it immediately

by v5planet on September 11, 2001 · Rating:

Admins who have downloaded this map may want to do it again - originally the teleporter script was packaged incorrectly into the vl2, disabling the TPs at the center objective.
I think the problem has been remedied, so please download again.

by Cheesy_Poof_Man on September 11, 2001 · Rating:

Waaaaahhhhhhhhhhhh. I feel bad for giving this map a B-. Its a great map, but I felt that the reason it is scoring so high is bc of the tunnel "gimmik" if you will. My opinion of Broken tunnel worsened the longer I played it. At first, it was an A+ map. Then, when I started noticing flaws, it got worse. For starters, the capture switch is too high up in the air. You HAVE to take the teleporter up which is very hard if you have a mortar spammer. The flags are 1500m apart from each other I think. Though there are ski routes, and pretty good ones, the inclusion of a vehicle pad would be nice. The tunnels are fun at first, but it is just a slower v. of a teleporter when you learn to jet at the right time. The central switch w. radioactive dmg is creative, but it doesn't add anything to the gameplay IMO. You dont need to be there to keep control of it. All you have to do is spam mortars and the lights will die instantly. The base layout is too big, too many Invs for no apparent reason. 3 floors, yes, but one floor would've been just the same. One thing I do love is the brilliant turret placement. The first time I did a flag run, they creamed me. It WILL take teamwork to win. I just wish that either you included vehicles, or made the capture switch easier to reach. It isn't mainly a gimmick map, but it comes close. I still like it though, it just could've been better. Sorry, it hurt to give it only a B- :(.

by ToKrZ on September 11, 2001 · Rating:

v5'S BEST MAP YET! Also the best SS map I have experienced to date.. What the heck you waiting for DL this one now! Great job V5 im extremely impressed, and I dont impress eassily...

by (dws)Serpentar on September 12, 2001 · Rating:

Ok overall I liked the map .. the tunnel is innovative as the oil slick and radatation but I feel the tunnel is of negiagable tactical importance .. selection of vehicals is good execpt I would have allowed a havoc.. terrain is good and skiable turret def is good upfront and gens are in a def but attackable area but as before the tunnel which is the gimmick of the map I feel is not that important enough to actually have just MHO .

by fus_ion on September 16, 2001 · Rating:

This map kicks ass, i had some trouble staying straight in the pipeline but its by far the best map here, I LIKE I LIKE! add a mod! i want to see it all over tribes! take over ninjamod! holocaust! TAKE IT ALL!! not shifter though...

by Wulfius-Khan on September 29, 2001 · Rating:

Technical points : A+
The oilslick, radiation and pipeline are exceptional.

The control of the pipeline speeds up the play.
However, for all the wonderful gimmicks this map seems
a bit awkward to play. Maybe with 32+ users it takes on a new
life of its own. Otherwise it is a nice level to admire the technical
skills of the designer.

by Bytor on October 3, 2001 · Rating:

FYI, I removed a bunch of comments from this map which pertained to a "fixed" version of the map made without v5planet's permission. That "fixed" version has been removed from the tribes2maps.com database.

by Sparky on October 5, 2001 · Rating:

Sinister, your comments have been renoved on more than one occasion. take the hint and stop the posting. as Far as the radiation goes I wrote the script and there is no reason for it not to be mod friendly. It changes no core functions and is just a trigger that does damage to a player while in it. You might want to take a look at the mechina mod and see if it is not the reason.

by Synister on October 5, 2001 · Rating:

I wasnt posting but a review with a decent grade.. Please keep comments in forums that are not a grade.. would sure be easier that way.
and seems the same script is waked on the Mechina Mod Ninja mod Syrnix Mod, Talon mod and other so I dont think its the mod.. I believe it is the damage type used in the script.. Now feel free to remove this post as I will expect the one below it to be removed also.. But as you can see in my grade I noway stated it has been fixed nor anything else I just gave my grade on the map.. Thank you
Synister
Mechina Mod
http://www.mechina.com/tribes/

by DAXENOS on October 22, 2001 · Rating:

Well besides the farfetched moronic comments made by some. This map is excellent keep up the good work Bytor! I love seeing maps that play well and that you wouldnt normally see in Tribes2.

by v5planet on December 4, 2001 · Rating:

Update to the map. Thanks to Synister and ZOD for their fixes on the radiation script. It reportedly works on Mechina, Ninja and a few other mods that had conflicts with the scripting. If you're running a mod and had probs with the radiation try redownloading. If not: don't bother, that's the only update.

by Engel on February 18, 2002 · Rating:

This is from the perspective of a Ninjamod player: the map is technically nice, but not suited for the mod. The pipeline loses its importance as there are other ways to cover the distances fast, and once this happens, there's really not all that much going for the map.