Map Details for Nuclear Meltdown 2

Well seeing that mostly everyone without like a... really good computer probably disliked my last nuclear meltdown because of the lag from the particle emitters. I was still learning how to map at that time so i wasn't really thinking about that. So anyway onto the new stuff.

In this mission I have made jumpramps on each side of the lake to get on the sub faster as seen in picture 4. There is 1 generator for each base 4 turrets 2 indoor turrets 4 invos 1 supply room 1 vehicle station 2 large sensors the capturable base in the middle has 2 turrets 1 ammo station 1 medium sensor.

This mission is mostly vehicle centric because of the great lake that divides them. mostly the only way to get accross is by vehicle or walking along the crashed sub.

There is a turret right above the generator that has a empty barrel. so you decide what gose in there. also the turrets on the capturable base have no barrel so you also decide there what gose in them.

I'm also trying to enforce team play because going across about 2 k of land by yourself then dying gets boring so you kinda have to attack in groups for this mission. unless there are very few players.

Oh yes and this might by my last map for tribes 2. unless I get inspired again.

-Cyborg_boba_Fett

Screenshots for Nuclear Meltdown 2

Comments for Nuclear Meltdown 2

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Grade: A » Submitted by stitch on 01/08/04

thanx for the fix. i won't fix a map that i download, if they dont work i just chuck'em and move on, but in the case of this map i had to give it another try. i've found that most of your maps to date are rather fun (even if they are really freaking odd!!!).keep working hard, id like to see what else you can do.

Grade: None » Submitted by Cyborg_Boba_fet on 01/07/04

ok its all fixed. you gotta get 8 caps to win.

Grade: A » Submitted by Ensign Munro on 01/04/04

This was a good map. I really liked the lightning effect below the generator on SS 2. Yes, i do agree that hte textures could hvae used a little work, but it was a fun map to play on.

Grade: None » Submitted by peterisgod on 01/04/04

I like the simple textures on the base, it gives the map a different sort of feeling to it.

Grade: None » Submitted by kLUMSY bOT on 01/04/04

just a tip: if you keep your brushes small, you dont need to bother with having vivid textures. if you make more decorative brushes, you can combine textures in a way that they look complex although they're not... look at akiras work.

Grade: None » Submitted by Cyborg_Boba_fet on 01/03/04

well i hope bytor will tell me when its fixed but you shouldn't download it unless you know how to change that.(just put a line in the mis file by under the musictrack or something called CTF_scoreLimit = "8";.

Grade: None » Submitted by starstriker1 on 01/03/04

There ARE enough textures in the desert wad to make interesting interiors. The problem, though, is that none of them work very well on large faces. You'd need more complicated walls than that.

Grade: None » Submitted by Cyborg_Boba_fet on 01/03/04

opps. I even knew that too. guess i gotta fix that!

Grade: None » Submitted by stitch on 01/03/04

like the map, runs smooth ( i wouldn't complain if there were more texture's, but hey i guess you cant have it all ), i have a problem though....if i even touch the enemy flag i win!

Grade: None » Submitted by Cyborg_Boba_fet on 01/02/04

meh not many diff textures in the desert wad

Grade: None » Submitted by Paint it Black on 01/02/04

Base needs more textures.

Grade: None » Submitted by starstriker1 on 01/01/04

I can't grade it until I get a chance to play it, but just from the screenshots... the atmosphere is pretty cool, but the interiors are lacking... they just have too little detail, and your texture choices, though creative, aren't the best. Sorry...

Grade: None » Submitted by Cyborg_Boba_fet on 01/01/04

heh enjoy the loading picture. i spent about 5 min having fun with the old default loading screen