Welcome to the pond!
Navigation

Who's Online
There are 10 unlogged users and 0 registered users online.

You can log-in or register for a user account here.

Search


Login




 


 Log in Problems?
 New User? Sign Up!

Tribes2Just-in-Time Updates (For February 28th, 2009)
Posted by: Celios on Feb 28, 2009 - 09:38 PM
A few quick updates on what should be up and running in time for tonight's pub:

First off, the pond edition of Delirium has been remade and seems to finally be working properly this week. I'm not sure what was broken with the quick pass FF, but recopying RS's code seems to have fixed it.

Second, Persistence has been updated slightly to make it a bit easier to defend. The green FFs now become orange rather than disappearing completely when a generator is disabled. This means that the attacking team can still get at the gens they disable, but they can no keep them down by spamming them from the outside. Hopefully this will lead to more successful repairs and slightly longer rounds.

Third, I went back to tweak Witchhead's final switch base since people seemed like the map a lot last week. The number of forcefields and their layout has been drastically simplified since I'm pretty sure no one ever really understood it. The switch was also moved to a much more defensible area. You're now forced to travel through the base to get to it and the spot it's in actually allows you to defend it with something other than a satchel. The gens are still fairly easy to kill though and they are now the sole source of power for the equipment, so it's a very attrition-heavy final stage similar to Uphill Battle's.

Fourth, Northern Winds, the Ultima Thule-based CnH map has been restored. We lost the most up-to-date version when the server went down, so it had to be remade.

Finally, a brand new CnH map has been added, called Iron Fist. This map plays very differently from your average CnH fare. It is essentially a 2-sided version Gauntlet. Each team has an identical base and a switch that they own, which is accessible either via the back door or by disabling the Forcefield generator. Capping the enemy team's switch kills you and repairs all of that team's assets. However, it also costs them dearly - they are unable to retake their switch for a full minute. In effect, it's a Siege map where you're attacking and defending at the same time, with whichever team manages the most caps getting the win. In any event, it should be interesting to try.

Hope to see you at the pub!

P.S. We will have Convoy. :]

Just-in-Time Updates (For February 28th, 2009) | Log-in or register a new user account | 0 Comments
Comments are statements made by the person that posted them.
They do not necessarily represent the opinions of the site editor.

Except where noted, site contents copyright 2001-2015 by a tiny fishie
Images copyright 2002-2015 by jacen