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Map Name:
Engine Trouble Classic Download Now  
Author: Lexor (Click name to view all maps by this author, 15 total.)
Author URL: http://www.lexor.tk
Mission Types: CTF Inspect .vl2 File  
File Name: EngineTroubleClassic.vl2 Add to custom map pack  
Downloads: 1206 Players Must Download: No
File Size: 135,072 bytes Custom Shapes: No
Terrain: Desert Custom Textures: No
Weather: Clear Day/Night: Day
Bot Support: No Upload Date: 12/24/01
Description: Engine Trouble Classic now runs on ALL mods including Base. Shifter server admins don't have to worry about deleting .dso files anymore either.

This map was inspired by the Shifter mod by Emo1313 and the new vehicles by TerroX and Emo1313. Get your Shifter at:

http://www.dopplegangers.com/shifter

Here's the scoop: Tribes 2 is the champion of 3D massive multiplayer gaming, and when playing on the Shifter mod the experience is enhanced even further. Add-in some new vehicles and I suddently felt I just had to make a really big tank map. However, the Tribes 2 engine will only generate a working spawn file for maps that are within the 2080 x 2080 metre 'default' mission boundaries. Items outside of this area only cause small problems that are easy to overcome, but without the ability to create a working spawn file, this map stopped dead in its tracks.

Here I was with a 3km+ map that didn't work. With the encouragement of Sfphinx and with help from ChAo$, a solution was tested using code by Sparky that allows maps over 2km x 2km to not only work but also have an extra dimension.

After many a playtesting session, E/T was born.

Engine Trouble introduces the spawn room. Gear-up in Spawn Central and then teleport to your choice of assignments. Your spawn room is not safe however and must be defended, but you can also cause havoc by visiting your enemy's Spawn Central which is accessible through an opening.

The real war is upstairs on the battlefield. Three and a half kilometres separate your base from your enemy's flag. A SensorNet array provides early warning detection. Two vehicle pads and a couple of bunkers provide forward defensive and offensive capabilities. Everyone will find something to do, and flag cappers will have a great deal of fun trying to get the flag back to their own base (a mid-map teleport back to the spawn room can help-out there).

Thanks to Sfphinx for encouraging me to complete this map, and especially to ChAo$ for not only encouraging but also collaborating on many vital details. Thanks to Emo1313 for making Shifter, and to TerroX for the awesome ground vehicles. Thanks also to Sparky for his excellent code. Finally, Holiday Greetings and thanks to all of the betatesters.

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Screenshots: (Click to open screenshot viewer)
Screenshot 1 - Click to enlarge       Screenshot 2 - Click to enlarge       Screenshot 3 - Click to enlarge       Screenshot 4 - Click to enlarge

User Submitted Comments: Submit Comment
Grade: A+ Submitted by: Tribal_killer - 11/01/04 23:14 10687
I love this map! Its hard to get to the enemy base but you can. Try to take out the gap in the enemy forcefield so they cant get killed at there base. Other then that this map is my very very very very favorite. Even over the already made maps!
Grade: None Submitted by: Lexor - 02/01/04 18:21 10205
Hmm, considering FTK played Undead in a scrim on this last week, I guess the teleporters are working fine, at least in RevMod2.
Grade: None Submitted by: Lexor - 07/08/03 14:17 9284
OK, now the new patch broke the Sparky teleporters.. so email me and I'll send you the latest version that doesn't require the teleport room at all (thx ZOD).
Grade: None Submitted by: Lexor - 05/07/02 19:26 5713
Sigh, the recent Shifter relses have BROKEN the code added to handle Shifter :P An update is being tested now and will be part of an upcoming Shifter mappack. This rels here will however continue to work on BASE and ALL other MODs, but not Shifter any more.
Grade: None Submitted by: Lexor - 01/25/02 18:46 4505
Whew, looks like we found out how to run these maps on Shifter WITHOUT worrying about deleting those pesky old dso files !! Look for REV01 version of the vl2 file. The display name will be "Engine Trouble Classic" and it won't be updated again (unless there's something critical). A universal version of the map is coming soon - it will run on ANY mod and Base, and it will not have the open slit in the Spawn room.
Grade: None Submitted by: Lexor - 01/03/02 23:12 4250
One sure way I can make this and future maps better is by hearing players' concerns, so I really appreciate the additional comments. If spawn camping becomes too severe (shouldn't as the spawn room is as big as an entire spawnsphere), a future version of this map will not allow the flag to be brought back into Spawn Central, and then the "slit" would be closed permanently. So yes, I am very interested in detailed feedback. Thanks again !!
Grade: None Submitted by: )(ypersonic - 01/03/02 09:28 4244
... Last time I checked a B+ was still a good grade. Need I give a small discourse of explaination relating to "bad gameplay". The comment is a subjective opinion, and opinions are different ranging on personal preferences. The small blueprint of the overall map scene in the opening spawn room was extremely impressive. However, the duel holes in the ff, allows for excessive spawn spam. I hate spawn camping situations, cheap llama kills. Flags are how many meters apart? Yes I know its shifter and its of course vehicle phrone. The map is a good map, a tad bit better then good. Imho, its not great.
Grade: None Submitted by: Lexor - 01/03/02 00:17 4243
I respect your grade and appreciate your comments, but since I map first for gameplay I'll need more info than just "bad gameplay". Also, keep in mind that this map was designed for 40+ player Shifter servers. I promise that my next MegaMap will have a more universal T2 appeal.
Grade: B+ Submitted by: )(ypersonic - 12/31/01 08:25 4220
Good map. Not near as great as everyone is saying. Nice concepts, bad gameplay.
Grade: None Submitted by: Shadow {SoB} - 12/31/01 04:22 4215
Thanks for the prompt help Lexor that fixed the problem.And also I look forward to many more of the high quality maps that you produce keep up the good work.:^)
Grade: A+ Submitted by: WILLYNILL - 12/29/01 16:59 4199
Hay it's new...never been done...and soon more will come. And for something like this to come along...will get a A+ in my book!
Grade: None Submitted by: Lexor - 12/29/01 05:26 4198
I've sent Shadow an email that should hopefully fix the problem. Sounds like he has a newTeleporter.cs.dso file somewhere on his Shifter server. Thx for the reviews and support folks.
Grade: A+ Submitted by: Shadow {SoB} - 12/29/01 03:07 4195
I love the map it rocks however one problem I'm having is when I step off a telepad it still says I'm on it and I proceed to die.Is this a bug and if not how can I correct the problem? Any help would be appreciated.
Grade: None Submitted by: Star - 12/28/01 18:43 4187
I would agree that a map that large would be interesting, but, like mentioned before, the size itself would not get it an A+.
Grade: None Submitted by: D.N.A. - 12/28/01 09:21 4185
Last post.....I agree CTF would be the best at this game OR...CnH game....which Lex game me a idea that he'll get credit for...not his idea but just the fact that he pulled this off. But CTF and CnH would work the best. Drunk again so sorry if I'm just rambliing on.......good map!
Grade: None Submitted by: Iczer3 - 12/27/01 20:19 4183
yup, but it also depends on the game type and if there are vehicles or not. (if i'm sniping/capping like i normally do i'm not gonna want to run about 4000 meters and get killed just to try again and again... vehicles also help with this problem) If it was a Seige map, god help the Attacking team... CTF would be cool at 4000 meters (with vehicles!). DM would be hell... and same with Arena...
Grade: None Submitted by: D.N.A. - 12/27/01 12:05 4182
If it had a good fun factor....yes.
Grade: None Submitted by: Star - 12/26/01 20:38 4179
If I made a map that was completely flat and 4000 m across, would you give it an A+ ?
Grade: A+ Submitted by: DRIFTER - 12/26/01 10:53 4176
I'll give a A+ just for making a map that big! I did play it and it's fine. Good job!
Grade: None Submitted by: Lexor - 12/26/01 03:21 4172
Oops, forgot to mention, mappers feel free to copy the entire spawn room and .spn file from this map if you want, and email me any time with questions for your own MegaMaps. Thx all for the comments and grades, Merry XMAS !!
Grade: A+ Submitted by: Alundra - 12/26/01 01:50 4171
Hmmmmm Ive seen this map in the fourms and discusions, I didn't think you would pull through with it Lex, I'll give an A+ for great Map and persistance/effort
Grade: None Submitted by: Deathscythe~40 - 12/25/01 20:10 4169
the only way that spawnspheres work corretly is if they are within the mission boundary of 2048x2048 (i think) the way he made it work was you spawn in a teleporter room which then takes you to the main base..interesting idea, and quite crafty i must say. good job, i enjoy your maps and ideas very much Lexor ^_^
Grade: A+ Submitted by: D.N.A. - 12/25/01 10:21 4167
WOW MAN!! How did you get the mission terrain over 3000? I cant do it! When I try my spawnspheres wont build? Please tell me cause I have some col ideas for very larg maps! Oh yeah....maps is awsome!
Grade: A+ Submitted by: -ChAo$- - 12/25/01 04:45 4162
This map rules, bigger maps are needed for many mods and hopefully others will be inspired by this solution.
 


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