Chill Factor by NecroBones on October 2, 2001

Capture the Flag Snow Foggy

This map idea simply came from some discussions concerning ideas around capturable bases. In this map, the two player bases are capturable, along with their spawn fields. If you lose your base, you'll still have control over your vehicle pad, but the base itself and its turrets will belong to the other team. It's not intended to be easy to hold the other team's base for long, but then 30 seconds could be all it takes to help your capper get the flag without being shot by the turrets... instead, the turrets will cover his escape. This map also tends to have a lot of interesting midfield combat as well, since there's a nice open area between the bases that contains some tall rock spires.


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by Riatha on October 3, 2001 · Rating:

The base is, unfortunately, rather easy to capture. For the most part, the teams are too stupid to 1) put spider turrets in their base, and 2) too stupid to put motion sensors in their base. This is just asking for someone (me) to come in as a cloaker, run past the landspike turrets and into the relative safety of the main base. pre-select a heavy-inventory loadout, grab the switch, hop on one of the inv stations right outside the switch room, and mortar the crap out of anyone who comes calling. Set up the inventory and allow the generators to be destroyed. 2 heavies, and the enemy base in INCREDIBLY easy to hold.

Partially because of that, the map is great. I would have liked to see at least 1 static (non-capturable) asset of each team inside the main base (a sentry, for instance) to give a bit more challenge, but nice job nonetheless.

by Iczer3 on October 3, 2001 · Rating:

nice... i know if this map starts to get cycled around the server's i play on regulary that i'm gonna kill my team if they allow our base to be taken... nothing more frusterating for a capper than to have a frickin AA turret shooting at you, and if you're heading home with low health it's even worse. neat place for the flag too, right where i normally hide in Thin Ice to get ready to grab the enemy flag. Keep up the good work Necro, you're probably one of (if not the) best mapper in the entire Tribes community in my opinion.

by Skyler on October 4, 2001 · Rating:

This has got to be by far my most favorite map on Bones's server! Not only is the base fun to capture, it's also very difficult to capture... Even if you bring 4 friends, and pre-load heavy inventory lists, the opposing team can still reclaim their base in about 30 seconds. Makes for a great challenge, and it's a GREAT slap in the face when you double-cap with people that way :)

by Kuujjuaq on October 4, 2001 · Rating:

I've gotta say, it's kinda disappointing to see Twin Towers getting all the comments amongst Bones's most recent batch of maps, because Chill Factor is a really fun map. The capturable bases is a nice feature because it keeps defense on its toes. I know I've had more than one time when I was repairing the base turret above the flag only to have it kill me :) If you start out the mission by going and grabbing the switch and deploying internal defenses (spiders and sensors), defense shouldn't be too much of a problem. Once you get those deployed, you can go deploy landspikes in your infield, and they rack up the kills like nobody's business. With moderate mortaring from the enemy, you shouldn't have to spend too much time repairing and redeploying. Liberal use of sensors as well as deploying turrets to get a good line of sight to the sides of your base will pay off. Flag defense, however, is another issue. If you're lucky, you can go up and do flag defense immediately and do pretty well, but don't expect any deployed equipment to last long. you can cram 3 turrets into the flag area, as well as 3 mines, which can really pay off. Unfortunately, you'll almost always get those obstinate heavy defenders who think that mortaring everything in sight is effective defense. You'll have troubles with potential cappers sniping your equipment from the hills, but that's nowhere near as annoying as jerk defenders mortaring your flag and destroying mines, turrets, sensors, and inventory (and it's really kind of a pain to get an inventory up there). When you deploy spider clamps indoors, remember to leave some for the roof, as deploying 2 by the turret at the back of the base can make things uncomfortable for people hoping to sneak up. My biggest problem with this map is the fact that the resources you own (vpad and adjacent inventory stations) are so exposed. While it keeps things moving (as well as forces more reliance upon the capturable base, so you get a bit more defense), it makes base rape that much more crippling, as if they take your base, it doesn't take much more to have your vpad and inventory stations destroyed either. As for offense/midfield work, the midfield tends to be pretty fun and fast-paced, and with some effort you can really control it, allowing for more advancement into direct offense. Capping requires a deft jetter as well as making sure the enemy's defenses are neutralized before running for it. Getting the flag isn't too difficult, but getting away with it can be, so you might be well-served to work on setting up a flag-relaying structure.