666-Tribute to T2maps

In the true nature of tributes, I have actually made this map server side for all you lazy 56kers out there =P...

This map has taken me many hours and much agony to get the VERY complex power system to work correctly. Keep that in mind while playing this map. It is intended for larger crowds, yet the solo scout can still take this base out with the right equipment. Now to the base description...

Each team spawns at the base of a large ground base on the far stretches of the map. Inventory is limited to 4 stations here in each of the 4 cubby holes in the tower. There is a transfer tube that can take one up to the main airbase. up here is where the complex power system is in place...there is only ONE entrance (at first) to get into the base...located in the back of the main base's platform. From there, there are NO inventory stations in the main airbase; only those located about 200m away in the inventory tower. protection of this tower is crucial to keeping a supply of inventory to your defending juggernauts. Keeping a 'hidden' weapon supply station is definatly a must in the main airbase.

The power system is constructed so that certain gens must be destroyed to gain access to the flag and certain areas of the airbase....it consists of this:

1)Destroy the FF solarpanels on the ground base to gain access to the transport tube...there are 4 ELF turrets gaurding it, so those cowboys better stay back a bit. Snipers are very handy in taking these out...also, so is lighting for it has a 85\% chance of hitting somthing, so you will be repairing them no matter what.

2) accend to the airbase thru the transport tube and make you way into the base...meanwhile have a scout satchel the "Blue" gen in the very bottom open room of the base. this gen is easy to get to and will be the hardest to defend, because when it is up you have to go OUTSIDE to get to it.

2) with the blue gen destroyed, ALL blue FF's are now down. Make your way to the Green Gen which is very close to the Blue gen. this obviously will shut down ALL the Teampass FF's. This in turn gives you access to the flag.

3) the next two gens; Yellow and Red are not essential to capping but incentives include: the vehicle pads are controlled by the Yellow gen..as are the yellow FF's gaurding the final gen, the Red gen. The red gen powers the entire base.

Note: there are indicator "lights" throughout the whole base letting that team know what gens are up and which ones are down. Enjoy!

Details

  • Downloads: 3665
  • File Size: 18,629 bytes
  • Terrain: Volcanic
  • Weather: Foggy
  • Bot Support: No
  • Required Download: No
  • Custom Shapes: No
  • Custom Textures: No
  • Day/Night: Night

Screenshots

0 Comments

Map Actions

Login

Need Account? Register

Support TribalOutpost.com

If you are interested in supporting this community website and would like to contribute, please feel free.

Copyrights

Tribes is a registered trademark and Sierra and Sierra Studios are trademarks of Sierra On-Line, Inc.

© 2005-2009 TribalOutpost.com. All Rights Reserved.