Foggy

WildRiver by D.N.A. on November 14, 2001

Capture the Flag Lush Foggy Bots Client Side Custom Textures Custom Shapes Night

Well after two weeks of making this...it's finally done! This is our first map with World Craft
and also using new sky textures...and of course some more new environmental sounds for your enjoyment. We were going for that butt crack of dawn kind of feeling...you know when ya wake up and rub that crusty goo off your eyes, you know what I'm saying...anyway the land is separated by a large flowing river. Two bases at each end and with full vehicle support. The new features are turret outpost towers, designed to defend the turrets and provide cover from enemies...least for awhile.

Sunrise by SaCer on November 10, 2001

Capture the Flag Lush Foggy

A green land, bading in the light of the early sun.

I loved the sky/lush combination of the map Boss by Rilke, so I tried to make a map wich had about the same mood.
Of course it's a totally different map, it has a capturable objective in the middle wich gives your team control over it's 2 inventories and sensors.

Deadly Waters by Red Shifter on November 10, 2001

Siege Other Foggy Night

Here's an interesting little map. It's all a bunch of water, right? You openly mock this map, then you download it. Little do you realize, as you enter this map, that it will take all the teamwork you can manage to win.

The defense must work at extremely high speeds, because the defense starts the mission at a remote base close to the Switch Base. The defense must use vehicles or some other means to access their Switch Base. There are also other problems, such as there being only one station at the Switch Base.

Jump the Jump by bubalicio on November 7, 2001

Arena Other Foggy Bots

This map is a map where your on playforms and you just jet around. Im not so sure how good it is but please leave reviews.
PS: My first map

Transient Chaos by Ragmens on November 6, 2001

Capture the Flag Volcanic Foggy

Most people know that Big Rocks is one of my favorite maps, and that I love maps with large quantities of lava.

Therefore, I submit my homage to Big Rocks. This map has a similar layout, but the bases cater to a bit more three-dimensional combat. Plus the tunnels which run underneath the upper catwalks provide another means of ingress and escape for would-be cappers. Enjoy!

Experiment by lukeryu on November 3, 2001

Capture the Flag Lush Foggy Client Side

In a foggy valley on planet known to the scientists as Experiment, there lays one of the most important statues to anyone in the universe. Capture this statue, and you will recieve the power to defeat your enemies. Many have tried but few have succeded. Will you?

SuperCoaster by AdroNesn on November 2, 2001

Capture the Flag Lush Foggy Client Side

This map was designed as a T2 version of the T1 map Roller Coaster. It is not meant to be an exact copy.
Because T2 plays differently, this map was designed differently. Although the map is different, I believe I have preserved the gameplay.
One important addition to this map is generators. The solar panels still exist, and knocking them out does give you access into the enemy base, but that doesn't render them totally helpless. You must destroy their generators to completely disable them.
Have Fun and Good Luck!

Kerpsence by Makavelli on October 31, 2001

Capture the Flag Desert Foggy

Ok this is my first map so be easy on critizism. This map was an idea from someone i met and i made it for them. The map features heavy fog and wide spread bases. The flag is located below each base with FF's around. But u can still grab Flag with FFs up. The base as many generators for various items. The FF gen is in a tower near-by base with only one entrance. I think this map is ok, but it is you the Mapping community and players that make the final decission. Thankz

Third Star on the Left by BloodyKnuckles on October 28, 2001

Capture the Flag Lush Foggy Client Side

This map requires the teams to work together in order to find the weaknesses and strengths of eachothers bases. Since each base is unique from the other, the team must research the other base layout and devise a plan of attack. This prevents people from going on suicide solo missions.