Custom Textures

Classic Snowblind by Nefilim on November 19, 2001

Capture the Flag Snow Snowing Client Side Custom Textures Custom Shapes

This map was made by Sparky and myself, it is our version of Snowblind for Tribes 2.

It is not meant to be an exact duplicate of the original, your old ski routes from T1 probably wont work, but you can find many new ones. The flags are close together so it provides some fast and furious action.

This map is scripted so that you cannot change turret barrels on base turrets, and the sentry turrets do a little bit less damage than usual. This was done to recreate the same kind of gameplay that was found in Tribes 1.

Classic Stonehenge by Nefilim on November 19, 2001

Capture the Flag Lush Raining Client Side Custom Textures Custom Shapes

My rendition of Stonehenge from Tribes 1.

This map is not meant to be an exact duplicate of the original, your old ski routes from T1 probably wont work, but you can find many new ones. The flags are close together so it provides some fast and furious action.

This map is scripted so that you cannot change turret barrels on base turrets, and the sentry turrets do a little bit less damage than usual. This was done to recreate the same kind of gameplay that was found in Tribes 1. An unscripted version is also available in the vl2 file.

Thanks to Sparky for the map scripting!

Classic Rollercoaster by Nefilim on November 19, 2001

Capture the Flag Desert Clear Client Side Custom Textures Custom Shapes

This is my attempt at recreating one of my favorite Tribes maps into a Tribes 2 map. It is not meant to be an exact duplicate of the original, your old ski routes from T1 probably wont work, but you can find many new ones. The flags are close together so it provides some fast and furious action.

This map is scripted so that you cannot change turret barrels on base turrets, and the sentry turrets do a little bit less damage than usual. This was done to recreate the same kind of gameplay that was found in Tribes 1. An unscripted version is also available in the vl2 file.

WildRiver by D.N.A. on November 14, 2001

Capture the Flag Lush Foggy Bots Client Side Custom Textures Custom Shapes Night

Well after two weeks of making this...it's finally done! This is our first map with World Craft
and also using new sky textures...and of course some more new environmental sounds for your enjoyment. We were going for that butt crack of dawn kind of feeling...you know when ya wake up and rub that crusty goo off your eyes, you know what I'm saying...anyway the land is separated by a large flowing river. Two bases at each end and with full vehicle support. The new features are turret outpost towers, designed to defend the turrets and provide cover from enemies...least for awhile.

Emerald Crossing by BriDuDE on November 12, 2001

Capture the Flag Lush Clear Client Side Custom Textures Custom Shapes

Each team has a 1 main base, 1 bunker and 1 tower. The bunker has 2 solar panels which controls the bunker base, bunker turret and sensor. The main base has 2 generators which controls the main base, main base turret, tower, tower turret and vehicle pad. The vehicle pad is limited to Shrikes and Grav Cycles due to the fairly small size of the map.

The bases are seperated by 2 crossing, water-filled canyons which you can fly a vehicle above or below the water line to stay hidden.

The main bases are from the 4M Map Pack and the bunkers are from the Dynamix Final Release Pack.

Avicord Redux by MetaBeta on October 20, 2001

Capture the Flag Other Clear Bots Client Side Custom Textures Custom Shapes

Bot Support!

/*
Welcome back to the plains of Avicord. This was once a planet much like Ymir; cold and inhabitable. But recently the planet has been undergoing a dramatic change. Polar ice caps are melting away, leaving a lush landscape. But the crust of the planet is starting to melt, caused by unseen forces withing the planet. Lava can be seen starting to seep through cracks in the land.

We started to abondon our only establishment there, but quickly ran into trouble.

The enemy has been spotted in a relatively close proximity to our Evac.