Maps: (CTF, unless specified otherwise)
- ADP-CTFmaps v1.0 -
This is a package of the re-worked standard CTF maps.
ADP (my tribe) felt that most of the CTF maps had some
minor defects (or major defects in a few cases), and
we wanted to shift some of the emphasis on the maps
to allow for strong defense (thus requiring a stronger
offense on your part). These maps are of course subject
to change, especially since we haven't fully play-tested
them. I think you'll find that the pace gets slowed a
little, since a more organized attack is often required
on these maps than was previously needed. [49k]
(pic)
(pic)
- HighSpires -
My first map, this one features two bases perched high
atop mountain ridges, looking down into the valley in
which there is a central tower objective. Air superiority
will be controlled by two weapons towers, also in the
valley. Overlooking the whole battle is a 250m tall neutral
spire. This is a large scale map, but the lack of haze makes
it feel smaller. You can also download the associated
TED and VOL files (271k) to use
if you wish (for improved shadows and pinning), but modifying
the map to use them will require all players to have copies
as well. [10.5k]
(pic)
- ADP-Base -
This map was not meant to be a fair battle, but rather
a place for my tribe to hang out and try various experiments.
It's a well guarded fortress with an 800m testing range.
The attacking force gets a puny dropship in which everything
can be -permanently- destroyed. This map requires -ALL-
players to have a copy, since it uses custom terrain and
shadows. [298k]
(pic)
- NightFlight -
A really nifty map.. Both teams are in dropships hovering
more than 400m off the ground. 3/4 gravity allows longer
ranged flying and shooting, so if one team doesn't know how
to jet effectively, they're going to die. [6.9k]
(pic)
- DropshipDepot v1.1 -
A dropship supply-depot is under seige. Both teams landed
in their own ships, but decided they want all of the other
parked ships too (6 total). Useful equipment is available
in the port's facilities. [10.5k]
(pic)
- ColdMist -
A foggy frozen wasteland is at stake in this mission. The
bases are perched behind the ridges of a valley, each with
two forward towers. Navigating will be challenging in the
thick fog and snow. [7.5k]
(pic)
- IceCavern -
My first cavernous map, this one takes place in a large
frozen foggy cave. Yes, that's right, a cave. Watch your
head. :-) [4.5k]
(pic)
- DarkCave -
A similar map to IceCavern, this one is also in a cave.
However, this one has only three chambers with more graceful
terrain contours, and uses the mud terrain. There's only one
way into each base's chamber, and into each base. However,
there are places to hide in the shadows to set up an ambush.
Defense will be key. [4.9k]
(pic)
- LightIce -
This is also a cavernous map, but with a completely different
feel. At half gravity, a hovering light with an energy pack
can stay aloft indefinitely. A heavy can fly to the enemy base
in one jump (with a kick-start). The flag base is suspended
150m up, in the ceiling of the cavern. The low gravity makes
for slow graceful flight, which will make sniper-rifles and
chainguns very important weapons to use, and ground travel
a slow but safe alternative. [5.1k]
(pic)
- Arecibo v1.2 -
Inspired by the Arecibo Observatory in Puerto Rico (and
hence the name of the mission), the battle takes place on
a 300m radio observatory dish. Each team gets one and only
one vehicle, and respawns are done in fully-stocked medium-armor.
The tranceiver platform in the center will be an important
objective, and the flag may be difficult to reach with a good
defense. [6.6k]
(pic)
- RelayStation -
Using some of the same map data as in Arecibo, this battle
takes place in and around a large 300m dish, but this one is
visually impressive, standing high above the battle ground.
Each tribe landed in a nearby dropship to attempt to sieze
control of the Communications Relay Station. The station
itself is worth 3 points, so capturing it will greatly
reduce the number of flag caps you need to win.[7.6k]
(pic)
- DustStorm v1.1 -
This mission takes place during a sandstorm in the
desert. Both bases consist of scattered ruins, and
require a multi-pronged attack, since the flag is
protected by a forcefield powered by a generator
on the other side of the base's area. Each building
is outside of visual range of each other, and vehicles
have to be flown blind (waypoints become very important).
Each team has two patrolling bots.. These are the game's
built-in bots, so they're stupid, but shoot straight!
Teamwork will have a strong influence on the outcome! [8.3k]
(pic)
- Two-Towers -
This mission will require skillful jetting and some serious
3D thinking. The two teams battle it out from two 450m
towers. The flag is in the protected center of the tower,
and forcefields must be knocked out to get there. In our
test runs, this one resulted in some interesting strategies
developing on both teams. [5.9k]
(pic)
- Witch-Hunt -
This battle takes place in a small foggy wooded area with
50% more gravity than usual. You'll find that flying is
impossible, but skiing still works. This will make for a
fast-paced low to the ground slug-fest! [5.6k]
(pic)
- DeepSpace v1.2 -
This battle takes place between two starships that are
outside of visual range of each other. Designed for
advanced players, this map will generate some interesting
strategies. There are lots of hiding places, and flying
must be done with very few visual cues. Each ship has
two capturable shuttles equipped with turrets and
ammo stations. [7k]
(pic)
- ListeningPost -
A night desert mission, this fight takes place for
control of a large listening post (a 300m dish, once
again). Even though this uses the dish object I made
once again, it's not just a rehash of the other maps.
The bases are suspended platforms, each with a parked
(and capturable) shuttlecraft. The dish itself is off
to the side and is also capturable. This mission is
a sniper's and scout pilot's dream! [7k]
(pic)
- HillSide -
A mission that takes place on a slope. The entire
terrain is tilted, and the bases are connected by
a set of "cable car" platforms running between two
floating forward bases. The unusual terrain, combined
with the mixed blessings of the moving platforms will
make for some unusual strategies... for instance, by
staying on the platforms, the turrets usually can't
lock on to you, but they move slowly and you can easily
be hit by another player. Good luck! [6.3k]
(pic)
- RainFortress v1.1 -
This is a variant of the RainDance map, after a suggestion
was made to me. The bases have been built up a bit, with
castle walls, a larger flag tower, more defenses, and
seperate power systems. Breaking into the base is much
more problematic, and simply skiing through to get the
flag is much much harder now (though not impossible--
heck, I've even flown a scout through to grab it). This
is a more strategic map, designed for a larger number of
players. [7.5k]
(pic)
- SpaceBase v1.0 -
I wanted to make a map that is completely enclosed in
a space station, and I think I exceeded. The map does
have some minor glitches that I can't fix (items are
sometimes invisible from certain angles). However, it's
fun since there are multiple ways to get to each place,
and both sides of the map are capturable despite
the fact that it's CTF. [7.5k]
(pic)
- SkyBots v1.0 -
This is a floating base that makes for a wonderfully
fun mission. There are forward bases that serve little
strategic value but are independantly powered so you
can re-equip if your base gets destroyed. Also, destroying
the base's power is a multi-step process due to forcefields.
As the name implies, there are bots patrolling around to
help defend the bases. [9k]
(pic)
- ADP_SkyBase v1.0 -
This is another unfair map, like ADP-Base, since
it was also designed to be a headquarters for my tribe.
This one isn't quite as unfair, and the attackers actually
stand a chance. Due to the distances involved, vehicles
become a necessity, but skillful piloting is required due
to the large amounts of rocket-turrets. [8k]
(pic)
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Well, Tribes 2 finally hit the stores 6 days ago, and
that's where it's at! :)
There likely will be a rare few updates here, if any, since
I've moved on to Tribes 2. If you play Tribes 1, I hope you'll
continue to make use of my maps and enjoy the game. Have fun!
I plan to continue mapping, but now for Tribes 2. Please take
a look at the new Tribes2 Section.
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The map I mentioned in the last update is now available, as are
two other maps I made quite some time ago but never got around
to uploading (yes, even though there were no updates on this
site for several months, I wasn't completely tribesless). :)
Make sure to check em out!
- SpaceBase - A fun enclosed map, with doors, capturable sections, etc
- SkyBots - A floating base with seperated power-systems and more.
- ADP_SkyBase - A floating headquarters under siege by two dropships.
Enjoy!
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Wow, it's been a long time since my last update here. I've
mostly been waiting for Tribes 2 to appear, rather than just
keep pumping out new maps for Tribes 1. However, I'm working
on another map now anyway, which is intended to be another
base for my tribe, but everyone is of course free to download
it when it's complete. This one is a large floating base, and
like my previous ADP Base, it's an unfair mission. The attackers
are in two little dropships, but our base has 3 rocket turrets
facing each of the ships. :) Each team also has two flags,
which makes things interesting.
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I put a bugfix in on RainFortress, bringing it up to version 1.1.
Basically, there was a "hole" at one end of the bridge, which I
HAD originally patched, but for some reason my patch vanished
before uploading it here. I've corrected it now.
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I just upgraded DeepSpace to version 1.2. This was a small
but important change- I removed the capture switches from
the shuttles on the center base. I figure the shuttle pad
there is important enough as a strategic objective without
being worth 2 points as well. The point, after all, is to
get to the enemy ship, not fight over some shuttles at the
center. If you use DeepSpace on your server, I stronly suggest
using this version.
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DeepSpace has now been upgraded to version 1.1. I've noticed that
it doesn't do well with certain mods, and that people were not
wanting to play it because of that. To make things a little better,
I've added a central base between the ships with another pair of
shuttlecraft. These shuttles will probably determine who wins, since
it can still be hard to get to the flag etc..
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Happy Halloween! Muahahaahah!!!! :)
I've uploaded a corrected copy of ADP-CTFmaps, and rainfortress
as well, since they had the
pathnames encoded previously. That meant that unzipping it into
the missions directory resulted in the maps being several
levels deeper, and thus the terrain and prefabs data wasn't
in the same directory as the maps, making them useless. This
could be manually corrected, or avoided by unzipping right
into C:\, but I figure just making the file more consistent
with the others was better and easier. :)
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RainFortress is now available. Sorry for the delay. :)
I've also added the ADP's versions of the standard CTF maps. These
maps have been edited to close certain "holes" that we felt existed in
the original maps. In some cases we went a little turret-crazy, and
these maps are subject to change. But I think you'll enjoy them. Some
good examples of 'fixes' that we did were to make RollerCoaster's power
supplies more secure, as well as add some turrets on stonehenge and
dangerous crossing, and a second inventory station for raindance. I put
these at the top of the list on the left. Rainfortress is at the end of
the list. Enjoy!
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Wow, it's been a while since I last update here.. anyway, I
have a new map on the way soon. It was suggested to me that I
try making fortresses on the Raindance map, so I took up the
challenge! I think it'll make for a fun and interesting mission. :)
Expect an update soon...
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It just dawned on me that I never released my latest mission.
So here it is... Hillside! Look at the bottom of the list on
the left to download it. This is a strange map, in that the
whole terrain is tilted as if you're on the side of a giant
hill. Combine that with the "cable car" system, and you'll
find that this map is going to involve some unusual strategies.
Enjoy!
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Things have been a little quiet on this site lately, and
may continue to be until Tribes2 comes around. I'm a little
hesitant to spend more time on map design with T2's impending
release.
With that in mind, I really hope I get chosen to be amongst the
beta team.. In case anyone from Dynamix happens to be reading this-
I'm a good tester... I'm a programmer, and I'm good at breaking
code and finding the little details that need to be tweaked. I'm
of course also a player and map designer, and can give you guys
some decent input as to game balance issues, as well as bugs.
Pick me!!! :)
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I've made the new ListeningPost map available for download! I
don't have any screenshots handy, so I'll post those soon. I
have a feeling that this map could be a lot of fun, since
the maps are a good distance apart, but large travel speeds
are possible.. there are multiple objectives, but also multiple
strategies for achieving your goals. Enjoy!
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I'm back from UVALAN2, and I'll post some things about that later. I'll
be releasing a new map in the next few days, one that debuted at UVALAN2.
In the meantime, I've posted new versions of DustStorm and DropshipDepot
with a few glitches fixed.
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Interesting factoid... I visited the Empire State building yesterday
in NY. It turns out that the building is 1472 feet tall, which
translates to 448.7 meters. The towers in my Two-Towers map are
450m from the bottom of the base piece to the top (not including
the antenna at the top). With that in mind, Two-Towers is just
like fighting from two Empire State Buildings.. Nifty, eh? :)
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