BigWar CTF by Lexor on June 29, 2001

Capture the Flag Other Storming Bots Night

Two Tribes. One Big War.

This is a mission against the clock. The sun in this system has gone nova and in no time we'll all be inside of its debris field !!

The darkness, fireballs, and lightning will constantly remind you of the disaster that has happened. Try to ignore the chaos and capture the enemy flag by moving your team's front line forward, objective-by-objective.

This mission was designed for the awesome Shifter mod for Tribes 2 by Emo1313 (www.dopplegangers.com). When running on Shifter, the Stronghold objectives will each
start with their own Mobile Gun Platform -- don't let the enemy take the one near your base or you could be in for an early pounding !!

Team bases have NO turrets, so defend your flag or you could lose it quickly.

NOTE, This mission is graphics-intensive so please be reasonable in the number of bots you include in your game.


Comments

Add Comment

by Stidog on June 29, 2001 · Rating:

Only getting better keep up the good work Lex....

A team oriented map encourages holding objectives that are strategically placed .... hold that Hill to win the game. The lightshow is great as the mission takes place @ night. Demanding map in terms of hardware, but if you have the puter for it this is about as good a map as I've seen

by Star on June 29, 2001 · Rating:

I run it with 16 bots just to push my hardware. It ran mildly slow but I was still able to see how it played. I agree that most of the fighting will take place around that hill. Those 2 turrets are good as rocket turrets since changing them to plasma would help defending the hill but not make them useful otherwise. Therefore, you can't depend on RTs to shoot things that walk up the hill, that's for your team to take care of (although there is a sentry turret).

by Mccannon04 on June 30, 2001 · Rating:

This was a fun map but i think you need to have at least 12 people on each side. The terrain looks cool at night.

by DarkFame on July 5, 2001 · Rating:

Good map, Lexor. But I found it a bit too dark for my taste (had to turn up the gamma alot). And do not scale the bridges so much like you did on this map. Add multiple instead. The texture looks really stretched on the bridges.

by Author's Notes on July 6, 2001 · Rating:

This is a "night" mission. Note that it was brightened several times during testing and it is now as light as it should be in order to obtain the impact on gameplay that we were looking for. As for the many bridges, the idea was to create the image of rapidly-deployed bridges of war, so when the textures came out looking like plank boards I was happy :

Final note, unfortunately a small omission on my part that could affect team balance has been found. Should you need the updated version for competition, please email me.

by Synthetik -}S&M{- on July 20, 2001 · Rating:

great map, one of my favorites. nice graphics, good layout, and fairly accessable bases, with two veh pads, make it a "large" fast paced map.
the only thing that I saw that I would change, is make the objectives a little more important, like adding a rocket launcher to them or something, otherwie, its basically a waste of time to hold any of them other than the center one on the hill.

I like driving shrike under the bridges, makes me think of starwars, and "she can make the run in 5 parsecs" (han solo)
lol

by RealSparky on August 26, 2001 · Rating:

I just couldn't stand to see this map getting all those high marks when it had some outstanding flaws.

First, the framerate is subpar. Not an outstanding flaw, but the next one is.

Second, this map has three capturable objectives: Storm Stronghold, Inferno Stronghold, and Hilltop. Unfortuantely, only Hilltop is worth it's salt-- the other two have a sentry turret to guard them and a medium sensor which tends to get destroyed. No inventory stations, no useful turrets... nothing. For those of you still bent on capturing them, keep in mind that each team has a spawn point in its respective stronghold... which means that you may have to kill the same invader three or four times before you have peace if you're defending.

On the other hand, it is *very* irritating when you die and pop up, in default gear, right in the middle of two or three heavies out to kill you. The only thing more annoying than that is having that happen to you five times... as was the case for me on more than one occasion.

It's a good concept without good implementation.

by Author's Note on August 29, 2001 · Rating:

Thanks for the reviews everyone. RealSparky, the near-base objectives exist for two main reasons: 1) a CnH version was in the works, but especially 2) they are so close to the team bases that they would make excellent proximity alarms for incoming attacks -- they're so tempting to attackers that you get a bit of warning before your flag is gone (I just wish I didn't have to give away this secret). However that said I do plan to revise this map.