Desert

Gemini by Ninja on May 13, 2001

Capture the Flag Desert Foggy Client Side Night

Two floating bases above a dark grey haze. There are mortar turrets near the front doors of both bases but the mortar turrets are controlled by the center objective, which means they could be offensive or defensive turrets.

Armada by [HvC]Scuba on May 9, 2001

Capture the Flag Desert Clear

Two flying ships send out their forces to capture the enemy flag. Use the teleporters to get around your base, and to help stage for your attack/defense. ** This map contains a dso file which contains the teleport code, please read the attached ReadMe**

Dogs of War by SandMan on May 7, 2001

Capture the Flag Desert Clear Client Side

Strategy, along with a coordinated attack and defense is needed for your team to have a chance. Function specific generators and a strategic use of force-fields make a planned attack a must. The bases are on opposite ends of a wasteland island and consist of multiple structures. Keep an eye out for secret ways in. Control of the central station will aid in offense/defense, and be wary of your heat signature in this hot environment. It takes little time to travel between bases so be ready for a fight. This map was constructed with many types of playing styles in mind.

Untamed by Captain Radium on May 4, 2001

Capture the Flag Desert Clear Client Side

A CTF map with two bases separated by broken terrain. In the central region is an ojbjective controlling several turrets. Updated 5/12/01 - removed the floating turret that was mistakenly levitating over one of the bases. This is otherwise identical to the original untamed zip file.

Ridgeline by jhead on May 3, 2001

Siege Desert Clear Client Side

Having five bases and four seperate generators, the defense will need to adjust their plans quickly to keep the control switch forcefields online. Should the attackers manage to bring them down, the last minute defenses behind those forcefields had better be deadly. All vehicles are available to both teams, visibility is about 700 M, and only the very basic Bot functions were added (the attacker's Bots need orders, and the others defend the control switch). There is also a fun little suprise, which I suppose could be quite strategic if used correctly. Enjoy!

Dragons Run by xcom420 on May 1, 2001

Siege Desert Clear Client Side

The enemy has made a heavily guarded base on your planet so you must remove the enemy's Generators so you my infiltrate the base and put a end to there ill ways.

Maginot Line by SmOkkin' Joe on April 30, 2001

Capture the Flag Desert Clear Client Side

Based off of the WWII Maginot Line: Two teams Battle for rule of the surrounding land. Each team has a Generator base, an inventory tower and a half-way bunker. Each team also has a vehicle pad, the terrain can be treacherous in some spots for the grav-cycle and Jericho. but the map is small enough that air traffic is not neccesarry. there is also a raided camp atop the middle hill complete with a campfire. Plasma turrets sit atop each bunker and 2 sentry turrets guard the gens. The map works OK with bots but not great and some tend to run into the tower walls.

CottonMouth by Sparky on April 30, 2001

Capture the Flag Desert Clear Bots

Capture The Flag Medium sized map with objective in the middle. Take control of the Bridge Tower to allow for easier movement to enemy base. Ground vehicle movement not easy but not impossible(except for MPB). Bot support.