Desert

Aftermath by Solarice on June 5, 2001

Capture the Flag Desert Clear

An unknown race once lived here some time ago, alteast until another unknow race destroyed them. Now, the planet barely habital, tribes battle over ownership of it. Glad for their breathing apperatise due to the high levels of toxic gases in the air left over from the ancient attack.Other then the tribes, nothing lives on this planet. Supplies are shipped in from nearby planetary outposts. If not for it's tacticle importance, this planet would always remain dead.

Desert Storm by ArchAngel on June 4, 2001

Siege Desert Clear Client Side

The bases are 2200m apart. Travel by Shrike takes about 30sec. The defender base is relitivly open. Two bunkers hold two generators and two inventory stations. The attackers also have two inventory stations and one vehicle station. The attackers also have three Jericho MPBs available to them.

Dry Land by Solarice on June 4, 2001

Siege Desert Foggy

A difficult map to win on. The switch is heavily defended by 2 exterior turrets and forcefields. The capturing team must go through 2 towers and destroy the gens inorder to bring down the forcefields to get to the switch. Easy to do if there is nobody else there to protect the base. The capturing team has access to all the vehicles but it'll take an experienced driver to get the Jericho to a good spot.

NightSword by Red Shifter on June 2, 2001

Siege Desert Storming Night

A huge tower is difficult to defend from a swarm from two different bases. Are you up to the challenge, or do you want to just destroy a huge base? Destroy the Remote Generator, and then make your team destroy the Main and Backup generators. You can either use the front door and destroy the Defense Generator, or move in from the top to destroy the Entrance Generator. Either way, you are sure to have a lot of fun making a mad rush for the switch.

Sarcophagus by NecroBones on May 29, 2001

Capture and Hold Capture the Flag Desert Clear Night

So far I've been unable to make a cavern map in T2 (I think they made the engine more restrictive than T1 as far as terrain is concerned), so I did the next best thing. The arena is under a large concrete enclosure, with catwalks that run along the cieling, complete with howling air vents. The floor is sandy, and covered with dead trees, vehicle wrecks, and bodies that scream in pain. There are 4 capturable bunkers on the ground, but it's the capturable box in the center of the catwalk that proves to have the greatest tactical advantage. This makes for an extremely fast and furious battle.

LONG RUN by Dervish-Kid on May 29, 2001

Capture the Flag Desert Clear

One map i love to call mine:) Long Run. name says it all. it's not something i want to walk to the other side. each base has it strong points and weak. 1 side has a strong base. other side has a strong D.* lots of AA turrets *

Plateau by Stuart "Vovin" Presley on May 28, 2001

Capture the Flag Desert Foggy Bots Client Side

Two bases are set in a desert valley seperated by small a mountain.Taking out generators will disable the defense completely. Repair pack is located in the center of the map but within eyesight of secondary bases that house the vehicle pads. The bots love to travel this map in a three-man group.

Orion by SmileyDeath on May 27, 2001

Capture the Flag Desert Foggy Bots Client Side

CTF map with the flags protected by a force field powered from a nearby bunker. There is a way to get to the flag bypassing the forcefields (through the central hollow vertical shaft), though the jet back up is pretty hazardous. Good terrain for ground vehicles. enjoy! -SD

Eulogy by [HvC]Scuba on May 25, 2001

Capture the Flag Desert Clear

Teams battle it out under the desert sun, swarming from their large, underground bases. They are drawn, like moths to a flame, to the central tower objective. The team that controls the objective controls it's firepower, and a little something extra.