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Topic: Tribes 2

The new items published under this topic are as follows.

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Tribes 2 Just-in-Time Updates (For February 28th, 2009)
Posted by: Celios on Saturday, February 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. :]



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Tribes 2 New on the Pond (Week of October 14th, 2007)
Posted by: Celios on Sunday, October 14, 2007 - 01:59 AM
Just a minor update to report this week. Empire by Paint it Black has been updated with a Pond Edition of the map. The Airbase generator can no longer be killed before the Disruptor gen and a few of the forcefields have been made quick pass.



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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.

Forum Discussion >>



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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.

Forum Discussion >>



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