NecroBones TRIBES2
Missions / Maps
Installation Instructions - Installing maps is quite easy. To install, simply save the VL2 files into your tribes2/gamedata/base directory. That's it! |
UPDATE - The missions here are now saved in VL2 format (see installation instructions above), and also include their loading-images. If you already have previous copies, you may wish to re-download them to have this feature. |
NecroBones CTF Maps, v5 (2.5 MB) - Here's the entire collection of released Server-Side CTF Maps, all in one big easy-to-download file. The ZIP contains a single VL2 file you can install on your server that will provide you with all of the CTF NecroBones Maps released to date. This file will be updated with each new release, so all you need to do is re-install this VL2 file each time, or you can still download the maps individually. This file also contains the mission-loading images.
If the link above doesn't work, or you hate fileplanet/gamespy, there's another way to easily get my maps. Simply go to "www.tribes2maps.com" and use their "build a map pack" feature to get the maps you want. |
[NecroBones Maps on Tribes2maps.com]
Cloudbase (70 KB) -
This is a mainly aerial map designed for servers with large numbers of players, and has interesting features to give everyone something to do. :)
The main bases float upon a thick cloud layer, with their keels being all that's visible from the ground. Multiple vehicle pads keep the lines short, as do respawning shrikes on the main base. The flags are protected by orange forcefields, making capping possible with the power up, but rather difficult. The FF generator is in a tower on the ground, and has minimal built-in defense. The ground consists of a patchwork of steep hills and rivers, and the ground-level vpad will spawn hovervehicles for use in assaulting the enemy FF gen tower. Because the cloud layer seperating the main bases from the ground is so visually obscuring, it's possible for air-vehicles to actually sneak up on their targets to some degree (depending on the status of the base sensors) :) [ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CTF & Dogfight [no bots] |
The Valley of Death (104 KB) -
The map was named after a line in "The Charge of the Light Brigade", by Alfred, Lord Tennyson. The design was inspired mostly by DOX's "Canyon Crusade" from Tribes 1.
Like "Disco Inferno", this map was originally one of the sample-maps from the BONES Mod, and thus will not operate precisely the same way without the mod. Namely, the base turret will start without a barrel, and the MPBs will not be able to redeploy in their spawn locations (except at the beginning) due to being too close to the flagbase. This is a close-range battle, mostly on foot, in a large deep valley. There are no vehicles or inventory stations -except- for the two MPBs that respawn. The flags are out in the open, and there's little in the way of natural defense except for the lay of the land. It's a fast and furious battle! [ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CTF [no bots] |
Island on the Sea (228 KB) -
This is my first client-side release. The battle takes place, as the name suggests, on an island. The bases are on opposite shorelines, and the map is divided by a ridge of very steep and tall mountains, with two valley-passes. The mountain passes are the most direct routes to the enemy base, but are great ambush spots, and are guarded by base turrets. Tanks and other vehicles can have an easy time sneaking the long-way around by sticking close to the shore at sea-level, since from most places the mountains block your view of much of the shoreline. Seal-teams can also sneak in through the "pipes" in the backside of the base. And the lack of base-turrets at the main base and flag tower mean that the defense crew needs to be on the ball. Overall it makes for an interesting mix of strategy and action, and the large visible distance makes it a sniper's dream. :)
[ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CTF [no bots] |
Disco Inferno (251 KB) -
This map is one of the sample maps from the BONES Mod, and as such uses a lot of features that won't be present if you run this without the mod- namely all the turrets will start without barrels, and the disco will be missing some of it's cool effects (specifically the spotlights and lasers). Also, the "neutral" base will not fire on the players.
This map breaks from standard CTF gameplay by making both flags inaccessible to the other team. Capping is done by taking a 3rd "neutral" flag and bringing it home. Both teams therefore must fight for control of the neutral base, which normally is supposed to defend itself, but as I said, the BONES mod is needed for that. In practice, people tend to fight over the Disco Hall instead, but hey, who's to argue, right? Player's don't need to download the map to play, but if you download it you can hear "Disco Inferno" playing in the Disco Hall. :) [A small unauthorized non-lyrical looping clip] The map is a little framerate-hungry, but it's a cute concept/novelty map that the players on your server will either love or despise. :) [ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CTF [no bots] |
Carrier Strike (104 KB) -
I got the idea for this map from Sigma's "Pearl Harbor". I had already toyed with
the idea of a more naval-style CTF map, but hadn't made it yet. Well, here it is..
Each team has two ships- a Carrier and a Cruiser. The cruiser houses the flag,
while the carrier acts as the main base and vehicle platform. After the screenshots
were taken, a second vpad was added to the carriers. The on-deck shrikes respawn (slowly),
but the other vehicles do not. The terrain is mostly water-covered, but there are
some small islands, and there is a capturable platform in the center of the map that
is equipped with a vpad and turrets. This map makes for a huge change of pace, but
is still quite action-packed, well suited to vehicle use, and has something for everyone
to do.. :)
[ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CTF + Dogfight + Artillery [no bots] |
Ice Wings (104 KB) -
I've started to realize that there simply aren't enough good long-range
vehicle-centric maps in use these days. Most maps are "gimmick" maps, or
are very close-ranged. This map creates a unique situation in which the
flags are relatively undefended, but are very high up on the ridgeline.
The flag towers don't have turrets, but they do have inventory stations
for the defenders to get outfitted from. The bases only have one vehicle
pad each, but also have small hangars with respawning vehicles. The bases
are about 2 km apart, and there are two midfield capturable bases of high
tactical importance. They each have a vehicle pad, turrets, and large
pulse sensors, and will help control the airspace. This is a very shrike-friendly
map, and should make for some very interesting gameplay.
[ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CTF + Dogfight + Artillery [no bots] |
Long Reach (104 KB) -
Long Reach is a nice long-range map that favors vehicle use. The flag is
perched high up on a ledge facing inward towards the base, making captures
tricky even though it's completely exposed. Each base has 3 vpads, underneath
a roof to protect against hover-bombing (which would otherwise be possible with
a high vehicle ceiling). There are two small capturable bunkers. It makes for a
great action-packed daytime battle with good visibilty.
[ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CTF + Dogfight + Artillery [no bots] |
Twin Towers (104 KB) -
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. It's a very vertical map, requiring decent jetting skills, so I wouldn't consider it a newbie-friendly map. It's more of an advanced map. It can make for some very different and refreshing strategies. The visible distance and fog were adjusted for the pictures so you can see the towers. In gameplay, the fog will actually be much thicker. [ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CTF [no bots] |
Chill Factor (67 KB) -
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. This map also tends to have a lot of interesting midfield combat
as well, since there's a nice open area between the bases that contains some
tall rock spires.
[ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CTF [no bots] |
Circle of Stones (93 KB) -
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. The terrain is graceful and flat, and there is a capturable stonehenge-like circle of stones in the center. All of the base turrets in the mission start out unequipped, and thus are useless until someone installs barrels. The stone circle is the only area on the map that gets struck by lightning, and it makes for a fun and interesting combat area. You'll find that tanks and MPBs are very important on this map, perhaps more so than the air vehicles. [ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CTF & CNH [no bots] |
Hypothermia (117 KB) -
Hypothermia is a remake of the map called "Desert of Death" from Tribes 1,
but done with T2 flavor, and switched to a snowy environment. If you remember
where to find things in DoD, then you'll basically know what you're doing in
this map. The vast majority of T2 players have hated it though, because they
don't have the nostalgia for the T1 maps that some of us do, and well.. there's
no inventory stations. The mission plays well with 16 to 24 players, and can be
sniper's dream. It's fun if you give it a chance. :)
[ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CTF [no bots] |
Urban Warfare (93 KB) -
This is a very chaotic map, with lots of capturable objectives. It's my first
attempt at a "city map", and as a result had some glitches that needed to be
worked out prior to release. Some people complain of framerate issues with it,
but it works fine for others, and stays consistently above 30 fps on my system
(it really depends on what hardware you have). The city is suspended above water,
and is a walled city. Some ground tiles have been pulled up so that you can sneak
around underwater. Different buildings have different power sources, and most
structures are individually capturable. It's been pretty well received so far. :)
[ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CTF & CNH [no bots] |
Hangar 18 (114 KB) -
This is fun little map. A clear day, with a short visible distance, two simple bases.
But the highlight is the capturable objective in the center-- A huge vehicle storage
and construction facility, loaded with vehicles, and powered by a lightning rod.
The framerate unfortunately hurts a bit in and around the hangar, but it's a
spectacular sight to behold, and a fun objective to fight over. :)
[ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] [ScreenShot#5] Server-Side, CTF & CNH [no bots] |
Dark Skies (80 KB) -
This is a completely aerial map, with 50 acre bases suspended about 800m
above the ground and 2km apart. Dogfighting and aerial maneuvers will win
the day! It's a fun mission, with force-bridges that can be knocked out,
and you can tumble the MPB to the ground. :)
[ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CTF [no bots] |
Reservoir (103 KB) -
A very close-range fight over a reservoir of water. The battle is fast and
furious, and vehicles are available despite being a small map. It's wonderfully
chaotic! Known issue: low-laying regions outside the reservoir partially behave
as if under-water (not a map-bug, but rather a game-bug ith regards to water).
[ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CTF & CNH [no bots] |
Phlegathon (81 KB) -
This is a nicely balanced and interesting map to play. The bases are well-distanced
for travel on foot as well as vehicle use, and the terrain allows for skiing. The flag
however is not ski-cappable, since it sits high inside a tower. A river of lava
divides the map, and the bridge becomes a hot-spot for fast-paced fighting. A must
for every server, and would actually make a good ladder-map, IMHO.
[ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] [ScreenShot#5] Server-Side, CTF [no bots] |
SB Fortress 2 (104 KB) -
This map is a variant of SB-Fortress 1B, which in turn is a revision of SB-Fortress 1. In this case, while retaining the CTF, CNH, and Siege objectives and so forth, this map also adds a variant of the hangar from Hangar 18. If you don't mind killing your framerate, you might enjoy playing around with this map. It's completely unfair, but it's great for "admin chaos night" on your server. :)
[ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CNH CTF Siege (unfair, not meant to be played) [no bots] |
SB Fortress 1B (101 KB) -
This is a revision of the original SB Fortress 1 map. It's still an unfair mission, designed more as a meeting place, but we've successfully used it as an "admins vs everyone else" map with the BONES mod.
The main differences between 1B and version 1 is that this newer map works as CTF, CNH, and Siege, and has all the appropriate objectives for each game mode. I think a few other minor cleanups were made as well. It's a great novelty map, though it's rough on the framerate. :) [ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CNH CTF Siege (unfair, not meant to be played) [no bots] |
SB Fortress 1 (9.4 KB) -
This map was never meant to be a fair fight, but rather a meeting place for
my tribe. I made it CNH to keep it out of the CTF rotation, and also to
have more control over team assignment than siege affords. The base is
relatively easy to defend, and is bristling with turrets of all kinds.
It's a tough nut to crack, and is quite a sight to behold!
[ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CNH (unfair, not meant to be played) [no bots] |
Spy vs Spy (109 KB) -
This is an entirely indoor map, with a twist. The two bases are identical
and connected by three long tunnels with misty air vents and some crates
for cover. There are no inventory stations, but an armory room can
provide what you need, and there are plenty of cloak-packs and
shocklances to be grabbed. Generally, sneaking around the enemy
base can be the way to go, hence the name. Not my best map, I know,
and a lot of people try to vote it away, but some people really
love it, and it can be rather fun and refreshing. BUG FIXED version.
[ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CTF [no bots] |
Poison (40 KB) -
This battle takes place on a hostile planet with an unbreathable
atmoshpere. The sound of your air system is audible throughout the
mission, and the noxious gases are visible as a green haze and fog.
Even the sky is a sickly green color. Fireballs leap up out of the
lava below, and the occasional lightning strike can be seen as well.
The bases are rather near to each other, but perched on opposite
sides of a small valley. To get to the enemy base, you can either
jump across the platforms suspended between them, or run across the
bridge far below, or circle around the ridglines at the ends of the
valley. It makes for a fast-paced and refreshingly different battle.
[ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CTF [no bots] |
Hostility (90 KB) -
This is a fun little map. Some of the ideas for it came to me before
I even started messing with the T2 editor at all, and some of it is
loosely inspired by broadside. In the end, it's a creative "arena"
map that can be loads of fun. The short distance between the bases,
coupled with the multitude of bridges and platforms at a variety of
altitudes (including ramps, and bridges that cross over and under
each other), and the complex bases with multiple entrances makes it
a fast-paced but still-strategic map. Mortar spamming is common here,
but so is cloaking and stealth, and just plain-old light-dueling as
well... but you have to watch where you land or you may end up
feeding the lava gods, unless you're lucky enough to land on one of
the small patches of solid rock below the bases. :) The name of the
map is accurate... The environment is very nasty,
in that there's lava below, misty air, an angry red sky, and the lightning
and meteor strikes are frequent and compressed into a small area
(chances are you'll get hit sometime during the mission,
since the map gets hit about every 3 seconds by lightning,
and more than once per second by meteorites).
[ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CTF [no bots] |
Island Bridges (97 KB) -
This is what you might call an "arena" map, in that the
bases are directly aligned, connected by bridge structures,
and the terrain hardly plays a part. In this case though,
the bases are 800m apart, there are multiple bridges and
catwalks at a variety of heights, and you can travel on
the ground if you wish, but it's impractical because of the
height of the structures. There are two capturable towers,
and each controls a "box" with an inventory station at the
center of the upper catwalks. There are gravbikes to quickly
speed from one end to the other. Basically it's a large map
intended for a large number of players. Depending on the
players and the teams, it can either be a really fun
battle, or a stagnant frustrating mission, and people either
love it or hate it.. :) It's not one of my best missions,
but there's a decent number of people who thoroughly enjoy
it, and it was a bitch and a half to make, so I hope you like it. :)
[ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CTF & CNH [no bots] |
Sarcophagus (91 KB) -
So far I've been unable to make a cavern map in T2 (I think they made
the engine more restrictive than T1 as far as terrain is concerned),
so I did the next best thing. The arena is under a large concrete
enclosure, with catwalks that run along the cieling, complete with
howling air vents. The floor is sandy, and covered with dead trees,
vehicle wrecks, and bodies that scream in pain. There are 4 capturable
bunkers on the ground, but it's the capturable box in the center of
the catwalk that proves to have the greatest tactical advantage.
This makes for an extremely fast and furious battle.
[ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] [ScreenShot#5] Server-Side, CTF & CNH [no bots] |
Tartarus (90 KB) -
This is a variant of "Fields of Fire", but is very different. The only
similarities is that the bases are in the same place on the same terrain,
and the generator base is mostly unchanged. The similarities end there.
The flag tower is some distance off, and the flag is completely enclosed
in forcefields. The seperate forcefield generator bunker is some distance
away, and the single vehicle pad is also a short ways off. This map
has it's own eye-candy, and adds some interesting strategies to the game.
[ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CTF [no bots] |
Fields of Fire (113 KB) -
I figured it was high-time I made a decent lava-map, so here it is! The
bases have the flag in a seperate tower from the main base, which is
mildly protected by forcefields. There are also two floating vehicle
pads per team, and a large capturable objective in the center of the
map with humorously trapped characters in stasis that cry for help. :)
Generally it's a fun map that results in few cappings. :)
[ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CTF [no bots] |
Desert Guns (116 KB) -
I liked having a nice ground tank-battle a lot, but felt that
some things needed to be limited and/or controlled to make for
a truly tank-focused map. This time, there are no inventory
stations. Your supplies are limited to what's in the base, and
what you can get with the MPB (which of course is a sitting duck,
and getting it out into position can be difficult). The bases are
only about 600m apart, and there are two capturable towers in the
field that control midfield turrets. This map can quickly become
a mortar-fest between tanks. It's a wonderful and refreshing change
of pace, packed with action!
[ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CTF [no bots] |
Artillery (107 KB) -
After making two maps that were focused on air-battles, I figured
some ground-battles were in order. This map is very tank-centric,
since all you can buy at the vehicle pads are tanks and MPBs.
The generators, vehicle pad, and flag are in three seperate buildings,
making for a very interesting combination of offensive and defensive
tactics. The bases aren't far apart, but the vehicle stations are
inside protective bunkers sunken into the sides of mountains. This
makes for some fast and furious explosive action. The mission is
named after the old tank "artillery" games in the early-days of
PC games.
[ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CTF [no bots] |
Arctic Flight (92 KB) -
This is the second aerial-centric mission I made. I loved Air Support so
much that I had to make another, which a slightly different environment!
This one takes place in a snowy environment, with low-laying fog and
a high vehicle ceiling. The bases are far more simple, and there are
midfield capturable objectives. Additionally, ground vehicles can
be used, but the emphasis is on air-vehicles. A lot of fun!
[ScreenShot#1] [ScreenShot#2] [ScreenShot#3] [ScreenShot#4] Server-Side, CTF [no bots] |
Air Support 2 (66 KB) -
This is a mostly-aerial map. The bases float high above the ground
and are difficult to reach from below even as a light. As the name
suggests, the best tactics are airborne. Havocs and Bombers that
are escorted by shrikes will win the day! The bases are far apart,
making travel on foot impractical. This map has been -very- well
received in testing, even being called "one of the best maps". I
hope you enjoy it as much as we do! (I apologize for the jaggies
in the screenshots.. one of the limitations of using a TNT2 for
taking screenshots)
New in this version:
Server-Side, CTF [no bots] |
Ocean Floor (55 KB) -
This is a completely under-water map, taking place at the bottom of
the sea. It's creepy to be floating around, hearing the sound of your
air system and bubbles... It's dark and murky, but the visibiliy is
not unreasonable. I've found that reactions to this map have been
quite mixed. Most people either love it or hate it... It took over
5 hours to get this one just right, so I hope you'll enjoy it! :)
(I apologize for the graininess/patterning in the screenshots.. one
of the limitations of using a TNT2 for taking screenshots)
[screenshot1] [screenshot2] [screenshot3] [screenshot4] [screenshot5] [screenshot6] Server-Side, CTF [no bots] |
WetWorld 2 (21 KB) -
This is a very fun map, as we discovered in it's initial testing. It's
one of the few maps where defense can be really exciting. The strategies
change completely when there's so much water and so little land. But there
are many strategies to choose from! You can take a shrike or a transport
under water to sneak up on the enemy, or you can hide a tank in the fog and
do long range mortaring (much better if you can get someone to spot with the
laser for you). You can go long distances very fast by porpoising with the
grav-bike. And there are many opportunities to do underwater fighting. It's
been very well-received by those who have played it.
New in this version:
Server-Side, CTF [no bots] |
StormDash (66 KB) -
This was sort of my "learning the new editor" map. It took me a lot longer
to get my first map done than I was hoping, since I got very discouraged
bby the constant crashes that the T2 editor has. For most of us, it will
crash whenever you create a new bulding. There are some ways around this,
but it's a pain.
Anyway, this map is a variant of Slapdash, in which I added rain and lightning, lots of fog, water, crashed vehicles with corpses, statues, and moved the flag into a more protected bunker closer to the base. It's a fun mission, and things tend to go in several directions depending on the players' mentalities. Either the fighting tends to be restricted to the immediate vacinity of the bases and will be fast and furious, or the fighting will be covert cat-and-mouse games out in the field, since the fog really allows for stealthy sneaking around. It's a creepy mission, and it's a lot of fun. Server-Side, CTF [no bots] |
[All content Copyright 2001, Ed T Toton III, All Rights Reserved]