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Map Details

Map Name:
Fractured Past Download Now  
Author: Dr. Pimento (Click name to view all maps by this author, 8 total.)
Author URL: None specified
Mission Types: CTF, C&H, Siege Inspect .vl2 File  
File Name: FracturedPast.vl2 Add to custom map pack  
Downloads: 2571 Players Must Download: No
File Size: 2,074,585 bytes Custom Shapes: No
Terrain: Desert Custom Textures: No
Weather: Clear Day/Night: Day
Bot Support: Yes Upload Date: 08/10/2002
Description: Updated from past version! ------------------- The Final Chapter: Children of the Phoenix. Normally fanatic to no end, their religious furor knew no bounds when they found the Bioderm desecration didn't end with viable planets. The past they treasured so much was destroyed in the fire of war, and all records held on this Temple World was lost.

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Two teams fight it out in this large, expansive map. Two bases, two vehicle pads per team means lots of things for anyone to do. Snipe from above, or lurk in the shadows below. Bomb from a Thundersword, or play Defense in a Shrike. The bridges aid Heavy movement, and also provide a staging ground for insane arial feats: just enough room is provided for a Shrike to squeek through, leaving his pursuer in burning shards behind him.

The center Missile Base is a valuable asset, adding three turrets to the holder's aid.

As usual, there are Generators linked to both Turrets and Inventories, thus, to disable a certain asset, merely the appropriate generator.

Bots work well, especially in Siege, sniping and defending with zeal.

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CnH Has a new twist: 7 capturable points, with vital assets linked to each. Sort of like CTF, only a lot different. You've got to play it to believe it.

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Hope everyone likes this.. it was extremely fun to play, and fun to test as well.

I'd like to take time here to thank Dev again.. while he didn't help "per se" with this map, his assistance was what started me scripting, and what allows me to do what I do. ShrikerPunk, Wex and StarStriker all helped in beta testing: it was Wex's idea to put supports under the bridges. Also, Fragment helped look over this map's second stage.

Thanks to all. I couldn't have done it without you!

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User Submitted Comments: Submit Comment
Grade: NoneSubmitted by: Dr. Pimento - 06/22/2005 07:06 10771
More comments!! Cheers!
Grade: ASubmitted by: Jake Silver - 12/19/2004 04:12 10709
Pimento, I love you. No, really, like all of your maps this is awesome both in appearance and gameplay.
Grade: A+Submitted by: foreign blue - 07/27/2003 12:07 9387
im a big fan of all your work, thx alot! :D
Grade: NoneSubmitted by: Dr. Pimento - 08/12/2002 02:08 7065
Heh.. in defense of my precious map (wink, wink) I would point out Thin Ice, whose flag is, indeed, buried. Plus, there's the "back way" into the basement for those Phoenix bases I used? It's not impossible to cap.. just hard. :)
Grade: NoneSubmitted by: Dr. Pimento - 08/11/2002 06:08 7045
Righto.. update is in. Fixed those stupid generator waypoints. Thanks Bytor! Also, the hit spike you saw is an apply that Bytor gave me.. since this is so much like the last verse. The map had 70 some-odd downloads.. and that's just been added. No, I haven't been spamming my own download counter. ;) I wouldn't do such a thing!
Grade: NoneSubmitted by: =/\CE= - 08/11/2002 02:08 7039
Not like quag..quag easy...kinda a reculance map hehe,but reculance did not have many things like this map has...this map will require team effort,mass players,and some damn skill!! Way to go Doc.
Grade: NoneSubmitted by: Dr. Pimento - 08/10/2002 11:08 7037
Just like the Quag, eh? I kinda forsee anyone capping having a *very* coordinated offensive strike.
Grade: B+Submitted by: starstriker1 - 08/10/2002 11:08 7036
Sorry pimento. A few things threw me off: 1) FPS is low, even on my high end system. It may be due to those detailed bridge pillars and excessive bridge segments. 2) The missle turrets and forcefields (ON THE FLAG) do not work for the team... it treats these objects as if they are neutral. 3) The fog doesn't fit with the terrain. I suggest a darker gray. The current one doesn't mesh in, and its really noticable in the interiors. 4) The flags are going to be too damn hard to cap. They are simply too deep inside the bases, and they are very easily defended. A couple of clamp turrets, and a heavy defender would make the base impossible to steal the flag from.
Grade: NoneSubmitted by: Dr. Pimento - 08/10/2002 10:08 7035
Yes.. Ace got it right when he said this is big. And a warning? It's *real* big! If you play with bots, make sure you have a computer to handle them. The map is hard enough.. doing AIcalcs is going to kill most of the low-mid range systems running 16 bots. Don't say I didn't warn you! ;)
Grade: NoneSubmitted by: starstriker1 - 08/10/2002 10:08 7034
I'm going to download and test it right now! I'll return with a grade then... then I'll work on my own next map. Curious? Just you wait and see (big grin)!
Grade: A+Submitted by: =/\CE= - 08/10/2002 10:08 7033
Now this is what i call a huge ass map of doom.
Grade: NoneSubmitted by: Dr. Pimento - 08/10/2002 09:08 7032
Oh.. and by the way, before anyone says so, I have the Siege generators named "North Generator", "East Generator" and "West Generator".. of course, when Siege adds waypoints.. those waypoints read "North Generator Generator", etc... I've sent an update to Bytor as soon as I realized this.. and it should be perfect soon. And this doesn't affect gameplay, so don't let that stop you from downloading! ~DP
Grade: NoneSubmitted by: Dr. Pimento - 08/10/2002 07:08 7031
Ok. What's new? Bots.. they have a ton of objectives.. which include remote inventory placements, turret farming and sensor location. CnH Gametype: With vehicle bays being capturable, this adds a whole new dimention to the CnH game play. Siege was completely changed. Three generators power the ForceField protecting the final switch, and are scattered across the map in various buildings. One of these is reparable.. to give the Defense a "last stand" chance. I like all these things, and believe it really kicks the map up a notch! Take a look, and enjoy! Notice!!! You must replace the old Fractured.vl2 with this new one, else serious scripting issues will occur. I added a bit of code.. this should happen automatically.. the new .VL2 is named the same as the old, and should just overwrite.. but take note, please?
 


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