The Phoenix tribe built a sacred tomb for one their greatest leaders. For centuries, they have defended the land surrounding and the tomb itself.
A defense system was built so that only the team that has the tomb under their control may cap the flags. Of course, the enemies may still enter through either of the two doors, but the many turrets will cut them down in seconds.
The control switch floats above the tomb on a platform, with two AA turrets on each side.
The Forcefields defending the flags insde can be passed through if that player's team controls the tomb.
Clarity takes place in an open area with a ton of visibility, hence the name.
Each team starts in a TR2-style base, where they can gear up and head out. Both bases are placed on a large hill so the players can ski down into the open easily.
On one side, there are grassy hills and both team's bases. On the other is a flat area with health kits and towers.
On this map the attackers start in the moutains. They must go into the oasis and destroy the generator in a base inside a Volcano. At first there is only one way into the Volcano base and that is threw the top of the volcano. At the top of the volcano there is a gen that the attacking team can repair so that will spawn a landing pad so that the drop into the base wont do damage to them. Once inside there are 2 gens to destroy one that powers the force fields to the front entrances and one that protects the switch. The gen that protects switch cannot be repaired.
I tried to keep this map simple (people have said i make my map to complex before),I did divide the power management but I didnt seperate the gens, all five gens are in one room in the main base. The 2 gens on the right power the vehicle bunker on the right side of base, the 2 gens on left power the vehicle bunker on the left side of base, the fith gen in the middle powers main base. There are 2 towers in front of main base that have a solar panel on top that powers the tower, the tower contains one inventory station, a plasma turret and a large sensor.
This is a fairly small map flags are 610m apart. There are2 vehical pads behind base. The vehical pads have there own generators that are in a bunker inbetween them. With the force field generator down the vehical gens are very easy for a bomber to destroy. There are 2 towers that has a sensor, turret, and solar panel on top of it. The solar panels powers everything on tower. The visable distance is 300m
Well, would you look at that? Its finally done. Put the last tweaks in today after a long negligence of anything tribes related.
This, people, is a map-mod. I can't take credit for doing it first, but I'm proud of it none-the-less. You may not use these scripts in a map of your own without my explicit permission. I'll try to check my PMs on this site.
Now, heres what the map is like. No inventory stations, people, just one huge, well-stocked armoury. There are hundreds of objects scattered around the map in what I HOPE is a convenient setup.
A freak slushy thaw in the form of a solar anomaly has revealed underlying rock and sand on the perenial favorite map Katabatic.
Though the planet is quickly refreezing Starwolf has taken advantage of the mild weather to build a map center wall and monument and added a nice flagcap complicating plank to their main base.
Not be outdone the Bloodeagle have installed this same architecture over their flag and make continual strenuous efforts to bleed while soaring like eagles....errr they try and capture the monument wall.
This mission starts as an outdoor onslaught of incoming vehicles. If the offense manages to Claim the outdoor Altar Switch and Spawn it could turn the tide of the battle to a fast paced indoor war for the 14 generators that power the Base and the Objective Switch Force Field.
The Defense has the advantage of a lot of inventory stations and the high ground.
The offense has the advantage of all vehicles as well as the MPB Teleporter.
The capturable Altar hosts a set of Sparky's Teleporters that allow quick access into the large fortification.
Final version of the Convoy series.
This map plays as a new gametype. The goal:
Defense: Drive and protect the convoys (MPBs) across the treacherous terrain to reach the other side of the zone. Score +1 for each convoy that arrives safely.
Offense: Destroy all 4 convoys to clear the forcefields protecting the switch, then cap. +1 point for fastest cap.
As always, thanks to all the Tribes fans, past and present, who have made this an enjoyable community to participate in.