Foggy

Ghosts Of Fire by Hacker[SOW] on October 14, 2001

Capture the Flag Lush Foggy Night

A plasma burst flies overhead. Trapped behind a gravestone, you fumble for another chaingun clip. The blast of a mortar to your right causes you to jump, thus accidentally lauching your clip three meters away. Suddenly you feel cold and a wave of fear rushes over you.

The fight has stopped. Not a soul is shooting.

You feel a pair of eyes on you. Looking to your left you see the head of your comrad ripped apart so violently, with the eyes the only things that arn't torn from the skull. Shreiking in fear you realize that it's sitting on a pile of his innards.

Minerva by TySoft on October 14, 2001

Arena Lush Foggy

Fast paced indoor "cluster" map. Round limit default has been upped to 10 (from 7) since the map is very small and rounds fly by VERY quickly. The single satchel charge in the center of the map may come in handy. Health kits and ammo are placed around the map. There are no inventories at spawn, but three near the center of the map - if there were inventories at spawn, there would be a LOT of nade spam - and that's no fun.

Nocturnous by Mercen4ry on October 7, 2001

Capture the Flag Lush Foggy Night

Originally an unreleased map, I decided to revamp Nocturnous and release it to the public.

Nocturnous takes place on a very simple terrain (Damnation for those who know it), and as such bases are only about 600m away from each other. However, there are many aspects of the map which make it very interesting...

First off, each team has control of a "Cave," which serves as a base of sorts. These caves also offer many hidden nooks and crannys, as well as a healthy assortment of false walls to keep the defense guessing.

Also, each team is given only ONE deployed MPB at the start.

Circle of Stones by NecroBones on October 2, 2001

Capture and Hold Capture the Flag Lush Foggy

A very popular map, this is another idea that I've had since my Tribes 1 days but didn't get around to working on until recently. Back in Tribes 1, this wouldn't have been practical because the game engine was more fragile when it came to large numbers of objects, and you couldn't scale the rocks. Like with Twin Towers though, there were lots of other ideas to do in Tribes 2 before tackling it... but then Pantheon was released, and it inspired me to get off my ass and do this.

The map consists of two fairly simplistic bases with the flags out in the open, and only one nearby base turret.

Twin Towers by NecroBones on October 2, 2001

Capture the Flag Lush Foggy

This is an idea that I've had since back in the days of Tribes 1. Back then I had made a map called "Two Towers" (which you can still see on my Tribes 1 Site), and have been wanting to make a new version of it for Tribes 2 since then. I had a lot of other ideas that I wanted to try first, so this kept getting put on the back burner. Then the WTC was attacked, and I decided to get off my butt and make this as a tribute.

Each team has a tall tower (600m, or 2000ft), with multiple power systems that control different things.

Chill Factor by NecroBones on October 2, 2001

Capture the Flag Snow Foggy

This map idea simply came from some discussions concerning ideas around capturable bases. In this map, the two player bases are capturable, along with their spawn fields. If you lose your base, you'll still have control over your vehicle pad, but the base itself and its turrets will belong to the other team. It's not intended to be easy to hold the other team's base for long, but then 30 seconds could be all it takes to help your capper get the flag without being shot by the turrets... instead, the turrets will cover his escape.

Grunt Warfare 2 by Rhino on October 2, 2001

Capture the Flag Lush Foggy Client Side

This is actually the original version of the map, and after some good input I decided I should release it. The only change, though very significant, is that there are no longer any turrets or sensor at the flag platform. The flag defenses may have been too "robust" for some, so you now have a choice. Again, this works as server side if you have the DEV Team's Trident or Pantheon map, or my Trident CTF map. Otherwise, this will work as client side. Thanks for the input and have fun!!

The Deep Blue by D.N.A. on October 2, 2001

Capture the Flag Lush Foggy Night

Hi, D.N.A. here with a map that I hope will be fun for everyone
*giggle,giggle*. Anyway The bases are big! The Bases are close, less than 800 away. Plus there is a middle base for the taking, middle base has 2 turrets and inventory stations.
The bases are directly across from one another with a path under the water going to each one. Inside there is not alot to it. SO there are alot of places to hide. Only defence are the turrets outside and one in the gen room and one at the back door. Hope you dont fall in the water...take awhile to get back up.

Grunt Warfare by Rhino on October 1, 2001

Capture the Flag Lush Foggy Client Side

As the name implies, this map emphasizes hand to hand combat, and the vehicle types available enhance this. With no Bombers or Scout Flyers, and the availability of the other vehicles being substantially increased, Transports/Gunships play a more significant role and the Beowulf is the main mechanized muscle.
The bases have two bunkers with force fields, vehicle station, and a tower. The flag is nearby on a very large and very well protected platform.

BurnedWorld by {NF}Reapperi on September 30, 2001

Capture the Flag Volcanic Foggy

Im not sure that is one of the buildings inside dynamix map pack...what would make this map client side for someone!!

flags are far away from your base and you must cross a bridge !
you must capture point that you dont fall trough bridge...

you cant get to enemy base without vehicles so vehicle pad is very important...

i have tested this map but if you still find something tell me