Desert

Viper Pit by Riatha on July 21, 2001

Capture the Flag Desert Clear Night

Yet another author's first attempt at mapping.

This mission is designed fr teamwork and long times in between captures. Getting the flag is a 3 step process, dependant on destroying energy sources in both of the enemy's bases.

Each team has 2 bases - an air base, and a ground base. The ground base is comprised of two connected towers and a vehicle station. The station offers all vehicles, but the flyers are most important. On each tower are 2 inventory stations, a solar panel, and what starts as a plasma turret.

Highway by Limited Reagent on July 20, 2001

Capture the Flag Desert Clear Client Side Night

"The two opposing forces are once again fighting for control of the planet.

Each team occupies thier own crater, with a large stretch of flat land between them."

This is my first map. The flag is in a somewhat open area. Each team has two vehicle stations. There are three generators, each one powering somthing different; one the stations, one the vehicle pad, and the last the turrents and sensors. Because of the flat area between the bases, vehicles are importent.

I hope you like it.

Embrace by DarkFame on July 19, 2001

Siege Desert Clear

In this deserted siege map the attackers have to destroy two gens (named Alpha and Beta) to access the third gen (named Omega). And then keep the third gen down to be able to touch the switch to capture. The attackers have two bases separated from each other. As the attackers base is both on left and right side of the map it's more difficult for the defenders to predict where the attackers will arrive. All of the three gens are located in different towers. Each tower has several inventory stations which is powered by the generator inside. The switch is on top of a high pole.

Tunnel Trouble by Lexor on July 18, 2001

Capture the Flag Desert Clear Bots

The tribes on this rock once shared the rich resources of the planet. They even built a
tunnel between their bases to transport raw materials and finished goods back and forth
between their camps.

But that was a long time ago. Things sure changed as the resources started to dry up.

Now they have resorted to scavenging what remains at each base.

And now, you must control that underground passage to survive.

Sure, the tunnel can take you from flag-to-flag quickly, but not necessarily safely.

Ion Storm by Namod on July 15, 2001

Capture the Flag Desert Storming

Many would call Death Birds Fly one of their favorite maps. I like it, but I find it a little boring after so many plays. Consider this like a sequel to it. As I hinted to in the opening screen for the map, a disturbance in space approaches the planet where DBF takes place, and sets off massive storms below. The valleys are flooding, but the war must go on!

I made this not with the intent of just giving DBF a facelift, nor the intent of completely re-working the map. I wanted it to be an evolution of sorts. The bases are a bit better equipped and a bit easier to defend.

Dust Devil by PePpEr on July 15, 2001

Capture the Flag Desert Clear Client Side

CTF set in a desert scene. Rolling sand dunes make for good flag grabs and chases. Base has one main point of entry to the gens and invs and also a opening at the top where a repair pack and extra inv are located. Gens are defended by one sentry turret and the flag base has one main plasma turret for defense. Vehicle pad is located at the rear of the base compound. Sensor array is located also to the rear.