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9-11-01
We Will Remember |
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| Map Name: |
| Fountains of Paradise |
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| Author: |
Zear
(Click name to view all maps by this author, 1 total.)
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| Author URL: |
http://hosted.tribalwar.com/zear/ |
| Mission Types: |
CTF |
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| File Name: |
FountainsofParadise.vl2 |
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| Downloads: |
8459 |
Players Must Download: |
No |
| File Size: |
138,028 bytes |
Custom Shapes: |
No |
| Terrain: |
Combo |
Custom Textures: |
No |
| Weather: |
Foggy |
Day/Night: |
Day |
| Bot Support: |
No |
Upload Date: |
06/05/01 |
| Description: |
Two weeks ago your squad jumped to the Aknal'irs system, under orders to install and maintain a crucial supply depot. That was the last time you remember anything going right... Fountains of Paradise -- A Tribes 2 ActiveMission (there is much more information in the readme) Each base complex consists of an upper sky base and a lower storage base, connected by a zero-gee cargo transfer field. You can jet up through the cargo transfer field to reach the upper base. Once you get used to it, you will find it easy to use. In addition, you cannot be attacked while in the transfer field. The sky base has two large AA turrets overlooking a vehicle pad and a smaller sentry turret near the flag. The pad supplies only Thundersword and Havoc vehicles. The flag is fairly exposed, and there are no inventory stations up there. The sky base is supported by forcefield struts extend up through the mist from the ground (they cannot be disabled). The storage base consists of two large platforms and a bunker. The platforms support two inventory stations and a vehicle pad, which only offers Wildcat and Jericho vehicles. Inside the bunker are two inventory stations and two generators. The generators supply power to both upper and lower base sections. A pair of sentry turrets defend the interior, but don't depend too heavily on them. You will find that the foliage and rocks strewn about the landscape will change every time the mission reloads. It should not affect play much, while providing a bit of variety. I designed this as a proof-of-concept for the ActiveMission concept (there is much more information in the readme). Please let me know what you think. I should also mention that I do not yet trust my mission-balancing skills. It is intended to be a fast-paced CTF map – let me know if I missed the mark on that. Good luck soldier. |
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Screenshots: (Click to open screenshot viewer)
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Staff Reviews of this Map:
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| Reviewer |
Score |
Date |
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| PJ |
85% |
06/12/01 |
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User Submitted Comments:
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Grade: A+
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Submitted by: -=Challenge=- - 08/06/02 17:35 7003
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This one one of the firt maps i played as a newblood, and i loved it.. . I give it an A instead of an A+ because while the maps kicks ass for exteme multiplayers, when you only have 10-15 polayers on a server, the bases are huge... But anyways, good work Zear =)
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Grade: A+
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Submitted by: Oberon - 04/26/02 19:19 5575
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I love this map one of the first I've played. I'm a newblood but and I get a ping of like 2000 whenever I get on a server with players who actually work as a team but I'm tryin to fix that anyway thanx goes out to everyone here who make maps that are just darn kewl.
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Grade: A+
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Submitted by: Echo Storm - 12/20/01 01:16 4083
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Sry I didn't post earlier. the thing is when I first got T2 the first map I ever remember playing wuz this one. I had no idea what to do and killed myslef about a 100 x's and had no idea why I was flying through force fields... The result? It was my favorite map for a long time. Keep up the great work Zear.. Oh and I got a question... Is there any possible way to make random bases with something similar to your random eyecandy generator?
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Grade: None
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Submitted by: BoomerBo - 12/10/01 22:36 3974
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Whoa! (2-prong...)
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Grade: A
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Submitted by: BoomerBo - 12/10/01 21:45 3973
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This map is a blast. I especially like the way you have to do a 2-prong attack (and defense) to be effective. It could use more turrets, but it is not that big a deal.
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Grade: A+
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Submitted by: BlueDressDevil - 12/10/01 20:28 3971
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Sweet map! Why do I not see this on more servers?
I especially like the fact that this map requires a two-pronged attack (or defense) to truly be successful. Are you planning to do any more maps?
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Grade: A+
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Submitted by: Snow Storm - 11/26/01 05:55 3699
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Top stuff! Keep it comming! :)
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Grade: B
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Submitted by: SkaMaster - 11/17/01 22:55 3514
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I am discovering something about this map. It is very highly user-rated, and it should be. I would have given it an A or A- at first. But the lasting ability is actually very poor. Don't get me wrong - I like this map and the script has been incredibly helpful in Tribes 2 mapping, but for the map itself, there is a gameplay problem. I found that after just playing this map a very short while, it got old and boring, and frankly, is not that fun to play on the pubs. I compliment this map for what it is and I know people would have fun trying it out in solo, but it really has poor playability after a short while. Nice idea, but could have been approached a little bit better.
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Grade: None
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Submitted by: Zear - 11/14/01 16:18 3467
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Thanks. Mo, I don't feel pressured at all. As a matter of fact, I have licensed the Torque engine from GarageGames and am merrily working on my own game. So while I am doing new maps, they are not designed for T2. Hopefully in a year or two, I'll get this thing done... :]
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Grade: A+
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Submitted by: radioactive - 11/14/01 05:55 3464
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It made me mad that a guy down there named "Fred" gave this map a D. Happarently, he thinks its cool to be a rebel and give a great map a D just because people are raving about its astonishing splendor. Especially since it is fairly obvious he has barely played this map at all. He probably didn't know what the transport field was for, and he says it "lacks air vehicles" !!!! WTF?!?! HELLO THERE ARE 2 VEHICLE STATIONS!!!! RETARD! Its so sad to find that he's a loser rebel whom gives perfectly great maps bad grades, even though he has barely even played them. Get a life dude, and great job Zear, and grea map. Oh, and don't be pressured into making more maps Zear. You make them at your own pace. I would much rather you take forever to make your second map, and have it kick ass, than see you pump out another map really fast, but have it not be as good as it could be. Good job and good luck!
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Grade: A+
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Submitted by: Alundra - 11/11/01 02:52 3418
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Btw That was me below :P
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Grade: A+
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Submitted by: Stupid3ooo - 10/28/01 16:59 3169
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lol merc, but this map must be the basis for all other CTF maps avalible. The beginging of the custom Forced Field. and random organics. Also the fact that it puts together well Air and land combat with a base above where the flag is. And a base below where the gens are. All in all I give this map a A+ because the fact that the almighty Zear has made his map a legend.
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Grade: A+
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Submitted by: Mercen4ry - 09/29/01 04:20 2822
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/me silently curses at himself for not posting this ages ago. Although this map may lag on some servers (and I can tell you why: the 100 or so interconnected blue FF's that run from the lower base to the air one), it is perhaps the most well-rounded and amazingly SS maps of it's time (of course, with the Dynamix Final Pack buildings floating around, this level could have been made significantly better. Too bad it wasn't out then :). I also agree that Zear should make more maps, altough I'm sure time constraints were an issue for this on. In any case, all SS custom map servers BY LAW should run this map. :)
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Grade: A+
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Submitted by: Delethorn - 09/24/01 06:00 2771
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This map rocks!!
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Grade: A+
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Submitted by: hob - 09/02/01 12:54 2446
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When chosing to recomend a map this one is top keep the great work up!!
I'd like to see more maps please
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Grade: A+
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Submitted by: Lurker501 - 08/28/01 20:44 2375
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This map is great! This was the first time I experienced the virticle lift tubes and it freaked me out at first, but I couldn't get enough of it! (I didn't know it would do damadge if you went to fast, ouch!)
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Grade: A+
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Submitted by: Deadly Fury - 08/26/01 20:03 2306
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EXCELLENT!! I played this map on a server, all I really remember is the upper base and the Zero-G field, is there a tutorial on how to do this kind of stuff?
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Grade: A+
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Submitted by: [OF]GeForcer - 08/16/01 15:51 2054
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its amazing this is his first map.
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Grade: None
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Submitted by: v5planet - 08/14/01 19:15 1989
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I think I should mention that you don't need autodownloading to play this map as it is server side and already autodownloads. But yeah, we do need auto d/l.
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Grade: A+
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Submitted by: Serpentar - 08/14/01 13:17 1977
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This is a prime examaple why T2 needs AutoDL. This map has good balance and interesting twists to the bases by not having inv at the air base where the flag base, but you cant leave the ground base undef or you are screwed. The light effects and base layout is a good touch. More like this is needed. AutoDL all the way.
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Grade: A+
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Submitted by: Deathboy9000 - 08/06/01 12:22 1792
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I love the neon pillars
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Grade: B-
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Submitted by: Hummer6606 - 07/28/01 06:11 1643
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this is a pretty cool map... the B- is because while it was very fun the first few times I played it, after a while the novelty wears off and the rounds get kinda monotonous. Still a great map though :)
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Grade: A+
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Submitted by: TiperusAssassin - 07/28/01 01:52 1636
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OMFG!!!!...this in 1 of the best maps i have seen so far out for tribes 2.i dont usually grade maps but in this case i can definatly make an exeption=)i wish i could d/l this map 50 times it is so awsome.Zear man...im\n my mind,you are one of the best mappers i know of.keep up the great work and i hope to see more of your great maps=)
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Grade: A+
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Submitted by: i dunno - 07/27/01 15:23 1628
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it must be good
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Grade: None
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Submitted by: Zear - 07/16/01 19:18 1417
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Thanks. I tried pretty hard to give it a polished feel. Unfortunately, as I am painfully aware, I am not a map maestro. I do intend to do more maps, but I have no illusions that I will ever be known as a consistently great map maker. I am happy to settle for better than average (or even average), and simply use maps as a platform for forwarding my ideas. The assumption being that a better map maker could then use my ideas more effectively.
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Grade: A-
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Submitted by: Rilke - 07/14/01 19:23 1393
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Fosters a gameplay I don't really care for. I don't prefer mix matching of objects from the different clans' collections. But this map clearly stands head and shoulders above the rest in terms of creativity, original content, and care of design. Got close to blowing my socks off. I Look forward to more of Zear's efforts.
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Grade: A-
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Submitted by: Arachnyd - 07/12/01 00:10 1326
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Map itself ruled. Highest quality I ever saw. Even better then the official maps. Textures were great. Unfortunatly, this causes mad lag, and the DENIMAL!!! server redjacked, dumping everyone out in the cold. Other then that fatal problem that keeps people from playing it, it rule!!! It's just to advanced for server side.
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Grade: A+
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Submitted by: T5 Shockr - 07/11/01 05:58 1310
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This is a great map, it's going into my servers rotation. Zear, you need to MAKE MORE MAPS!
Anyhow, I wanted to address one gripe I see over and over here... you can't get hurt in the Zero G lift... NOT TRUE... MANY times, I've been going into get the enemy flag, and they have some idgit in a Jugg stuck at the top mouth (under the lip)... of course, I'm doing like 200 up the field (I like the "Air Time") and see this guy stuck above me... and WHAM... dead... crap... heh..
anyway, I think this map was quite well done. never noticed any chop on my P2 667 w/ GF2MX.
I'd reccommend this map to anyone.
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Grade: None
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Submitted by: Sub - 07/10/01 05:13 1267
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It would add a dimension (flying, which wears off as well and is not unique) and takes away one (gravity thingies). All maps get boring one day. Fog reduces lag. And your last statement contradicts itself entirely.
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Grade: D
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Submitted by: Fred - 07/09/01 15:17 1252
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I honestly don't see what is so great about this map. It is extremely foggy, the gravity wells or whatever their called are just a novetly that fades very quickly over time. Though I can see his reasons for not putting them in I still don't see why he couldn't put in any flying vehciles, it would add a whole new dimension to this map. This map is highly overated, but worth a download if your a mindless sheep who has no opinion for themselves.
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Grade: A
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Submitted by: mageta - 07/08/01 12:28 1243
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one of the best maps i'v played.
great!!!!!!!
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Grade: None
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Submitted by: SubNub - 07/08/01 02:06 1238
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BTW, go to the command screen, tell it to give you a repair station command, hit your accept task button and go in the general direction. very easy to do. And i think what Bytor is saying is, personal opinion arent valid reasons for bad grades. a teacher doesnt give a paper a bad grade because the subject wasnt to her liking.
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Grade: None
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Submitted by: Papa Fatcheeks - 07/08/01 01:47 1236
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Bytor, in case you didn't notice, I posted a follow up, no grade comment with FURTHER supporting reasons for my insatisfaction with this map. I wont post another F but I state this simply. :\
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Grade: None
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Submitted by: Bytor - 07/08/01 00:12 1235
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I also removed the F from Ackley_Kid. It says "BE FAIR" ... giving a map an F because it doesn't have enough water for you, or because the author didn't want to make it client-side?? Give me a break.
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Grade: None
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Submitted by: Bytor - 07/08/01 00:05 1234
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I removed the F grade from =IC=Papa Fatcheeks because he obviously has problems if he can't find the inventory stations on this map ... they are wide open. Also, just because he thinks the bases need to be lower is no reason to give an F. A B would be much more fair, such as the B that was given to =IC=Papa Fatcheeks's map "Bunker War".
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Grade: A+
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Submitted by: TheSentinel - 07/05/01 22:57 1195
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This map is number one. I played with 30+ poeple on this map and it did good i dont know whats up with some of you saying your frame rate gose slow but mine stays up good.
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Grade: C+
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Submitted by: DeepNoizer - 07/05/01 12:15 1184
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I was playing this map last night on my server with 28 people... Didn't work sorry kid but it's creating to much lag I had to switch the map... Visula side of the map is great but it's not playable for many people and to big for few !
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Grade: A
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Submitted by: DarkFame - 07/05/01 08:48 1183
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Great map.. the design is awesome and unique. The ActiveMission system is interesting and creative.
But of course.. a map with such details has its lowdowns: eats a lot of memory, very foggy and sad up there in the sky base, too bad. But you need some fps :) I just wish you could see something else than your base and the grey fog, and I hope to see more maps from this author.
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Grade: A
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Submitted by: mplug[ALR] - 07/03/01 17:06 1160
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I've been following Zear's work for years, throughout T1 scripts ect. I swear... every time he comes out with something sweet (I.E. NewOps, or this friggin map). this thing is sweet, zear, what you should do, is post however you did the anti-grav tunnel for some other mappers. Really great map
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Grade: A+
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Submitted by: t-b0n3 - 06/27/01 23:14 1070
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Zear 0wnz all over the place with this map. Pure kickass!
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Grade: A+
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Submitted by: {TG} Rajin - 06/27/01 21:16 1066
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This is the number one map that I've DLed to date. Great Job!
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Grade: None
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Submitted by: Zear - 06/27/01 20:02 1063
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OK. I've not posted here before, but I thought it might be nice to address some of the shortcomings mentioned:
Fog - I wanted framerate to stay up. Fog helps, because without it you would have a visible distance (due to the 'above fog' visible distance I wanted) that would bring a lot of rigs to their knees.
Custom terrain/textures/buildings/sky - didn't do that because it wouldn't be SS anymore...
Inv stations - they are logically placed in a bunker. They show on the CC. As to why the CC doesn't show the right location, I dunno - I hadn't noticed. But since I did not alter any of that code and just placed standard inv's it shouldn't be due to the map.
Upper base too high - supposed to be. You should be paratrooping out of fliers onto it. Dying? Try using jets. I regularly got as much momentum going up as I could then changed my mind and dropped past the platforms during design. Thing is I don't think I ever cratered once.
No shrike - nope. No shrike. Use a Havoc. You shouldn't be attacking alone. Try landing on the back of the base and taking out the turrets with plasma. Then your buddies can all paratroop from a Havoc and cause, well, havoc.
Invulnerability in the transfer field - no way around this from a technical standpoint - unless you want the beam to be fully transparent. Besides, you are sitting duck in there.
Transfer field stays up when the power goes down - I wrestled with this. The field is just so integral to defense. So I decided to leave it up full-time, just like the struts (which should never shut down - the base can't be allowed to 'fall', and I think a base this close to the surface needs support struts.
Bottom line: No. Not perfect. I did the best I could with the limitations of the game and my skill. But thank you for the constructive criticisms. I will take your comments into consideration for future missions.
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Grade: A
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Submitted by: Napolean - 06/27/01 00:37 1042
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Design is the best I've seen so far for T2. This map is absolutely amazing. My only beef is that you have to have at LEAST 50 players to have the experience this map can create.
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Grade: A+
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Submitted by: Quervo - 06/26/01 23:42 1039
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Hey Zear, awsome map. Definitely Grade A. Thanks for the inspiration. Server Admins, add this one to your rotation.. It's a blast!!
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Grade: None
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Submitted by: Papa Fatcheeks - 06/26/01 22:30 1033
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(see previous grade)Alright flame boy subliminus, here's an in depth negative review of this map. First off, I used the CC to try to locate the inv stations, but didn't point me to an exact location. Next, We pilots HATE fog, it's a real hassle having to stay alive by going at sluggish speeds. Ground vehicles aren't a cakewalk themselves, what a bumpy ride! The bases are in need of lowering, I saw people shooting up the AG field and falling, then dying regularly! Then there is NO SHRIKE!!!! Sure, it PROMOTES teamplay to not have a craft fully operatable by only needs one person, But teamwork isn't dead with it in the game! I've played on many Well coordinated teams that used shrikes! Heck, we even launched a 4 shrike co-operative attack with a friendly bomber and havoc tailing us as we went in on the teamwork-centric Himalayan map. I'm just saying this map could be ALOT better! :)
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Grade: A+
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Submitted by: Just because its Zear - 06/26/01 19:29 1021
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A+!
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Grade: A+
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Submitted by: TeXMeX - 06/26/01 17:00 1017
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This is the best map I've ever downloaded. The teleport pads are really cool. It could use more inventory stations, but I don't need any anyaway.
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Grade: None
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Submitted by: Subnubilus - 06/25/01 23:33 997
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Papa FatCheeks, just because you cant use your command screen and find an inventory station, and just because you can't seem to get the hang of the elevators, is NO MEANS to give the map an F. If they were, than all maps should have an F since a certain number of stupid people play all of them. Note that next to the grade pull down menu it says BE FAIR. You yanked this off of number one for an unjust reason. Bytor, please remove his post and spank him when you're done.
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Grade: A
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Submitted by: GIMPbeowulf - 06/25/01 17:33 986
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I've played this one a couple times, and my favorite part, no one has mentioned yet. I like how the terrain changes with altitude, gets foggy, snowy, etc. :) Each time I played it, there was a nice sized crowd, luckily... it would probably get tiresome with not as many people, but with that many it rocked. :) I hate to say anything bad, but I think the bases are just a bit too far up, capping can be real tough when the enemy has the bottom guarded and keeps their AA turrets repaired. It would be nice to be able to hop from the top of the mountain to the bases (can get kinda close now), but that's just my opinion. I do love the map, though... great thought went into it!
Ooo! just thought of something... how about making a little platform or something a ways up the elevator (within jumping distance) where you could get into the beam... would give the offense more places to surprise them from. :)
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Grade: A+
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Submitted by: Dynite - 06/25/01 14:09 982
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WOW! What a brilliant map. The zero Gravtiy chamber is really cool. Everyone should have this map. DOWNLOAD NOW.
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Grade: A+
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Submitted by: petes=AoZ= - 06/21/01 00:24 962
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this map is awesome espescpally with cool mods
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Grade: A+
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Submitted by: anime2399 - 06/20/01 07:23 953
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I just thought that i would tell everyone about the so called stasis field. On one of the sides of the map there is a hidden cave type thing and inside there is some ammo and a medium armor stuck in the stasis field. It doesn't do anything but it looks kinda cool. I could not find it normally so i cheated and found it with the map editor. and after that i can always easily find it.
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Grade: B+
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Submitted by: Burn14 - 06/19/01 05:14 918
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Very well done map, but with some problems. For one you cant get hurt while your in the aniti gravity part. And second driving vehicles here can become a bothersome task.
-Bottom line, this is deffeinatley not your ordinary map for Tribes 2, and that is what makes this map so special. This map is deffinatley worth playing.
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Grade: None
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Submitted by: testing - 06/18/01 21:09 897
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testing ignore this
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Grade: A
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Submitted by: mysterion - 06/18/01 08:36 885
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Nice work, love that anti+g field. Hope to hear whats to come next. I can see that you will be bringing alot of the mystery of gameplay from t2 to our eyes. Keep up the great work!
- Mysterion
Quendor BBS
cneal@geocities.com
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Grade: A+
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Submitted by: Hacker[SOW] - 06/14/01 21:46 830
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Yay!
Its a good one, it has lots of new ideas and such.:)
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Grade: A-
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Submitted by: spence - 06/14/01 05:46 817
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Well, with a cool lift thing like you have, not many can give it below an A something. I loved that! Of course, add in the facts that it just isn't the perfect level of course, and I give it an A-. Very good job!
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Grade: A-
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Submitted by: Zaccix - 06/13/01 03:59 801
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The beam lift is a very kewl idea and, combined with the two-storey bases makes for a great variation on standard maps. I've also noticed that it's possible, with the right armour setup, to get up to the top bases without the lift, which adds another dimension to it. Great map.
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Grade: A+
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Submitted by: GB - 06/12/01 23:11 793
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muhahah with a like and a energy pack and ican launch my self to 560 in the sky using that lift i love it
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Grade: A+
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Submitted by: 2MA - 06/12/01 22:18 789
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Man this is so different and cool cant wait to play in a real game after I play it a little more to get use to it!!! whis you would put bots in though,makes it more fun when there is a little more compition!
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Grade: A
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Submitted by: |Siege| ArchAngel - 06/12/01 22:13 788
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Cool map, can't wait to play it with people. Oh yeah I found that secret of yours...!
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Grade: A+
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Submitted by: Spinfusor Salad - 06/12/01 16:48 783
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One hell of a map.....
is there anyway u could make the elavator turn off when gens are destroyed???
it would be pretty cool to starn the upper base...
U NEED IT TO BE TURNOFFABLE BY DESTRUCTION OF GENS!
other tahn that this is THE map...
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Grade: A
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Submitted by: Mccannon04 - 06/12/01 05:33 778
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great visual appeal and gameplay , great work!
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Grade: A+
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Submitted by: EEPROM - 06/09/01 05:18 746
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Damn!!!!!!!!!!!! Now why couldn't I think of that, using nexus beams for elevators. Nice job Zear!!! :) Puts all my maps to shame for sure.
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Grade: A+
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Submitted by: Sparky - 06/07/01 23:05 730
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What can I say? Outstanding! The map has great layout and playability. Your concerns about balance should be put to rest IMHO it looks like you took time make sure of balance. while playing it didn't take long to know that this map will be played for a long time to come! Now for some constructive criticism The upper sensors I found to be very hard to repair but not impossible (thank goodness)and the big tree kinda made my fps drop (but who cares ,I like eye candy). As far as the active mission concept I think that was already proven in the training missions but you have taken it to new heights. I agree with you Zear that there should be some sort of standard for creating them and I couldn't think of anyone better then you to come up with something well thought out. Oh and by the way thankyou for not hiding your code from everyone, I am sure to be getting ideas from it and your openess will go far to improve the mapping community. GREAT JOB!
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Grade: A+
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Submitted by: Mathias - 06/07/01 21:41 728
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A true masterpiece! Never have I seen such a new map on so many servers the very day it's posted here. I got to try it out on 3 different servers. Very balanced and alot of fun to play. My all time favorite map thus far. Can't wait to see some more maps by this author.
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Grade: A+
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Submitted by: Ghetto Charlie - 06/07/01 13:47 726
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Best fucking map ever. The teleport system is nothing short of genius and it should be on all servers period. It is a work of art and the random organics are the coolest. NO SHRIKES which rules, this FORCES your team to work together on this map. The background story is cool and the mountains help alot with deuls. Easy to defend and hard to attack. I once had 3 f'ing havoks at nme base and a bomber. After everything was destoyed we bombed 'em. It may not have done much damage but it went straight through their hearts. SHOULD BE ON EVERY SERVER. ANYONE READING THIS DOWNLOAD NOW!!!!!
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Grade: A+
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Submitted by: Anime2399 - 06/07/01 03:34 720
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I love this map it is the best map i have or ever will play on Tribes2.
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Grade: A+
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Submitted by: v5planet - 06/06/01 21:48 715
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Hm.....Do I sense this weeks' map of the week? I'd be damn surprised if this one doesn't win. The Review Squad here seem to favor *cough are biased for *hack* SS maps, and this, to put it lightly: is the best damn one I've seen yet.
Every aspect of this map is cool. I'm pretty sure the terrain is from one of the training missions (the one I liked, heh heh). The fog is used effectively, the base layout is superb. You got REALLY creative with that, I do say. And that anti-gravity column thingy, or whatever I can call it: very impressive. You'd think all those red Nexus image things would make me lag like crazy, but I didn't!
Anyway, there's absolutely nothing bad I can think to say about this map. Really, it's that good. DOWNLOAD IT NOW!
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Grade: A+
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Submitted by: ChopHell - 06/06/01 20:00 713
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Man this is the best map I've played on, I especially like the teleporters. Zear I've looked at your tutorial so many times and I couldn't even figure out how to make a good map, but now I see how good you know that editor. Great Map!
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Grade: A+
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Submitted by: ($A$)The Thriller - 06/06/01 18:08 712
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Oh wow, this map is excellent Zear, great job!
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Grade: A+
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Submitted by: TseTse - 06/06/01 01:46 706
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woah! This oughta be an instant classic, as a server-side map. It is simple and a blast. The "beam" teleporter (it actually transfers you at whatever speed you jump into it) is great and I expect shocked mappers to be very happy in following suite with this trick. I love the vehicle pads, with ground vehicles below and air vehicles above. I like the simplicity of the bases. I love the grav-oriented ground affairs (and the terrain really makes it a fun challenge). There are NO shrikes, and it is completely appropriate. Likewise, I noticed that mountains make good "escape" guide posts, for staying in bounds. I really like the vehicle landing space on the back of the floating bases. A+. This should be on ALL servers running custom server-side maps. Only issue might be when you have large numbers of players. Feels like a good "10 on 10" size map, less a 16+ per team map.
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Grade: A+
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Submitted by: Traffic Bunny - 06/06/01 00:36 704
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This is a work of art! The anti-G field is pure genius and fits in with the maps scenario.I dunno where the stasis fields are but the random organics is neat!
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