Capture the Flag

Retsam by Sfphinx on January 28, 2004

Capture the Flag Lush Storming Night

Well just another attempt at a decent CTF, you will have to know how I did. I tried to keep this simple, here goes.

Each team has a base with a couple of inventory stations, one base turret, and one sensor array. There is a center objective that allows players to do something other then just try and cap the flag. It should encourage some nice dueling.

Not much else other then that.

Enjoy! Let me know what you think.

Sands of Dawn by Cinderkarst on January 25, 2004

Capture the Flag Desert Foggy

This a map I made for the MA/NXA Grand Melee as well as for the Dark Tower.
It has a capturable objective in the middle, and some of the more fun-killng vehicles removed to put an emphasis on ground pounding. Two generators power the vehicle pad and main base assets, making the offense divide its efforts to get certain things offline.

Also included is a farmer's care package near the bases in case push comes to shove.

This is my first submission to T2maps.com, and I hope it doesn't disappoint.

Walls of Jericho by Constance on January 23, 2004

Capture the Flag Lush Clear

Two bases atop sky high hills overview four walls that used to protect them from there enemies, now they protect them from eachother. Center base and walls are capturable. This can be used to a great advantage. Flags are in open areas but are pretty hard to get up to, once grabbed its a smooth ride down, if you avoid the walls. Main bases are not easily raped, repair packs in both teams bases and another in center base. Should be a fun map for a large amount of players. Enjoy!

Riverdance SEi by Sabre on January 18, 2004

Capture the Flag Lush Raining Client Side

Riverdance mirrored using the inferno (low) side.

I previously released a version using the Storm side, but it was suggested that the Inferno side is more interesting with the nice crescent hill on the one side of the base.

Celerity SE by Sabre on January 18, 2004

Capture the Flag Lush Raining Client Side

Celerity is a very good cluster map, but suffers from a few minor problems.

This version expands the distance between base areas, and mirrors the base compound placement and terrain for balance. Minor changes that should enhance overall playability.

Woody Myrk SE by Sabre on January 18, 2004

Capture the Flag Lush Foggy Client Side Custom Shapes

Woody Myrk is a great map but has been excluded from play due to some minor problems.

In this version, the play area has been expanded to prevent base to base mortar spam, and mirrored for balance. Some terrain additions have been made to make it a little more interesting, and the spammable bases have been replaced. Special thanks to Akira for the bases. I wish I'd found them a year ago... ;)

Sanctuary SE by Sabre on January 18, 2004

Capture the Flag Lush Clear Client Side

I tried to address as many concerns about the original map as possible with this version.

The terrain height differential has been reduced, and the terrain has been mirrored to balance the map. A raised flagstand was added and the mission area has been enlarged slightly.

Crowsnest Pass SE by Sabre on January 17, 2004

Capture the Flag Lush Clear Client Side

Based on the original Crowsnest Pass, this version represents what I had always envisioned for this map.

The original was done before the editor allowed for painting textures onto the terrain to make roads. This one also uses a different base which is more suitable for a lush map, and isn't quite so cavernous.

It is still the same size at just over 2000m between flags so I know it won't be to everyones liking, but it should play well in the "large epic battles" that Tribes was intended to offer, and I'm very happy with the way it turned out.

Desiccator SE by Sabre on January 17, 2004

Capture the Flag Desert Foggy Client Side

Basically the same Desiccator with some improvements that have been suggested in the TWL forums.

The terrain was smoothed slightly to make skiing easier.
Visibility increased slightly.
Inferno tactical tower rotated 180 degrees.
Force field gens reduced to one per side, and moved from basement to main floor.
This last change was suggested to prompote better overall gameplay by preventing easy camping of the gen room and to make it easier to take back.