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Tribes 2 Dynamix Final Map Pack Now in Rotation
Posted by: Celios on Saturday, July 07, 2007 - 11:04 PM
Some old favorites are back in rotation this week, including Trident and Isle of Man. Please note that this means that a portion of the rotation is now client side and must be downloaded. So, if you haven't already done so, get the Dynamix Final Map Pack here and install it by placing it in your Tribes2\GameData\base directory.



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Tribes 2 New on the Pond (Week of June 24th, 2007)
Posted by: Celios on Saturday, June 23, 2007 - 09:23 PM
New maps on the pond this week:

Aloysius by Verna: A classic indoor Siege map. Destroy the unrepairable Forcefield generator to gain access to the base, then disable the three generators within to cap.

Night Time Sands by Thecarisonfire: Destroy the Plateau generator to expose the Hilltop gen. Neither of these are repairable and disabling both allows the attacking team to mount an attack on the Hillside generator, which controls access to the switch. A remote outpost solar panel makes attacking this generator easier, as does a repairable offensive bunker. Finally, a backdoor to the switch also exists, though it's not exactly an easy route to take!

Map updates:

Hey Now! by Geordi W: The mini blue FF on the Forcefield generator has been removed, making it easier to kill.

Sojourn by Celios: The map has been made a bit harder to attack and easier to defend. The North (Drifts base) Forcefield generator is now no longer completely exposed when the Base generator is destroyed. Rather, the green FFs leading outside become orange. As for the South (Thin Ice base), one of the chutes leading up to the Forcefield generator is now defense-only, and the other is blocked by an orange FF, making it more defendable.

Turbide by Celios has been completely remade as Early Morning Mist: The terrain is now different, the second base has been moved and the Forcefield generator has been changed completely. It now works in Ultima Thule style, lying in an out-of-the-way tower and being unrepairable.

Witchhead by Celios: The Underground generator has been made a bit more defendable. Whenever the Forcefield generators are destroyed, the green FF running through the upper level no longer vanishes, but becomes orange instead.

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Tribes 2 Dynamix Final Pack Soon to be Mandatory
Posted by: Celios on Thursday, June 07, 2007 - 08:38 AM
As you may have heard, we intend to start re-adding some Dynamix Final Pack maps to the rotation in a week or two, so we need everyone to get them downloaded! The sooner you get that taken care of, the sooner we'll be playing Trident and Isle of Man. You can get the pack here. Just place that file in your Tribes 2\GameData\base directory and you're set to roll.

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Tribes 2 New on the Pond (Week of June 3rd, 2007)
Posted by: Celios on Thursday, June 07, 2007 - 08:33 AM
New stuff on the mapping front:

An Inconvenient Siege by Verna: The offense must destroy a number of generators, thus decreasing the "power level" and improving the weather. Once the power level drops below 0, the switch becomes permanently exposed.

Cutoff by hcats: The offense must knock down a series of solar panels as they push deeper into the enemy base. Whenever it is active, an Auto Repair generator within the base slowly repairs most of the defenders' assets, however. Only the Quick Access panel is unrepairable and disabling it makes attacking the two panels needed to cap a breeze.

Sojourn by Celios: A simple map that plays something like a cross between Respite and Frozen Shadows. The offense must disable the North and South forcefield generators to cap (though they do not necessarily have to be down at once - switch defense is key!) The attacking team may also choose to destroy the North and South Base generators as well, thereby making the forcefield gens far easier to assault.

As for map updates:

Death From Below -Pond Edition- by ???Unknown???: The final base is no longer campable and an invo can once again be deployed by the defense in the Hilltop tower's upper window (the forcefield previously preventing this has been moved).

Turbide by Celios: Added some waypoint code so teams can now easily notice the Equipment generator (destroying it makes attacking the forcefield base much easier). Also removed the two forcefield base turrets.

Witchhead by Celios: Made a few of the easier gens a bit tougher. The switch can now only be capped by killing both gens.

Last but not least, some of the newer maps' rotation requirements have been adjusted.

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Tribes 2 New on the Pond (Week of May 27, 2007)
Posted by: Celios on Wednesday, May 30, 2007 - 11:04 PM
We've been getting inundated with new maps lately, as well as a few updates to old ones:

Jackpot, a new map by a tiny fishie himself has been posted. By touching the switch, the offense is given random rewards. The more times you hit it, the more likely that reward will be a cap!

Alundra's Lakeside Assault has also been added. In it, the offense must disable all three Generators simultaneously and prevent repairs for 15 seconds in order to cap.

Trojan Horse by Geordi W is his second crazy Siege map. Here, the offense must attack a number of unrepairable Generators in sequential order so that a path for their MPB is cleared. They must then drive the MPB into the enemy stronghold and capture it from within.

Scuba Siege by Verna is fairly self-explanatory. The offense assaults ever more distant bases (each Gen is unrepairable) until they finally reach the Switch base. Here, destroying any of the four Gens allows the offense to cap.

Witchhead by Celios has been put up and thoroughly tested. Similar to Uphill Battle, it forces the offense to attack one unrepairable Generator at a time in order to progress. Each of these is partially protected by ForceField Gens, though be warned that all of them are also accessible by a "back door" route (this includes the Switch!)

On the map update side of things, Prismatic by propain has been given a Pond Edition treatment. The ForceField tower has been removed entirely and replaced with a Generator in the base itself that may or may not be taken out in the future.

Finally, Reprisal by Celios has been updated based on feedback. The ForceField Gens have been renamed "Primary" and "Secondary" and must now be attacked sequentially. The Secondary Gen (previously the upper FF Gen) has also been made far easier to attack thanks to a second chute having been added, thus making the back route as effective as the front one. The offense has also been sped up a bit by giving them two routes of attack right off the bat, as well as elevator FFs to support them. Last but not least, the Switch Gen is now easier to defend since the giant FF down there is now gone when the Main Gens go out. Hope you like the changes!

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