bit outside the OOB grid. This optimization gained 10%-15% fps. The heightfield was taken from Tribes 2 and hand-smoothed. The terrain textures were taken from Tribes 2, and hand-painted on the terrain. The bases are to the exact scale of the Tribes 2 bases, and were hand-modelled in TVEd. The base textures were taken from Tribes 2 and tweaked in Photoshop. The skybox was created in Terragen.
not impossible but requires Teamwork. Each base has: 1x Assault ship 1x Jump Tank 1x AA Turret 1x Mortor Terret
mission file altogether. The only things that is required are: * a working copy of Tribes: Vengeance * a system spec that passes to run the software * to complete the level without any more difficulty: is to enable godmode. * and to just install by replacing the existing map in the game directory,
skate type bowls, ramps and tunnels used to get huge air and high vertical speeds, while maintaining a degree of difficulty to landing big airs properly. The ramps make for games which are played mostly in the vertical axis, and blast radius shots must be timed to hit players sliding across the ramps. The second component of this map are the tubes, which may seem complicated, but if you can learn the correct tubes to enter, can give you a great advantage in traversing the map. Spread through various points throughout the tubes are switchable gates which will direct the player down a certain branch of the pipe depending on the gate setting. The gates at each end of the map (Pheonix and Bloodeagle Bases) are controlled by a large button located above the flag (goal) at the base of the light tower. Jumping on this button will flip all the gates at that end of the map, this allows known flag routes to be blocked, but opens others at the same time. Some knowledge of the pipe routes is essential for a good defense and flag running. For a break from normal gameplay, how about seeing how high you can get, measured by a scale painted onto the vertical walls and then land without dying. Enjoy.
that can be captured that allows for a new spawn location as well as the use of two turrets.
them before playing.
please post eany input on the tribalwar release thread located here: http://www.tribalwar.com/forums/showthread.php?t=378452
2 AA turrets.[/quote]
Sensors: No Base Generator: Yes Number of Territories: 0 Vehicles: None Known Bugs: None known (Please report any you find!)
approach on this one, it\'s quite fun, imo. The elevators can give a good boost to both flag defender and capper, Just make sure you don\'t press on your jump button when capping/grabbing! Flag height makes it tough to pool around the flag on defense. There will be some suspended elevator defenders though...
be on level ground -redid phoenix flag area base to be slightly larger, to match size of imperial base -slightly adjusted flag stands, and terrain around flag stands, to allow for a better skiing grab -readjusted heights of exisiting repair packs to be eye-level (or perhaps a tad bit lower) to a light -increased overall brightness by about 50% -fog rate upped a little bit from public beta
Vengeance\\Content\\Maps\" Place Helioarena.mopp in \"C:\\Program Files\\VUGames\\Tribes Vengeance\\Content\\HavokData\" I would like to thank all the members of Clan COBRA that perticipated in testing this map. www.clancobra.com Enjoy the map! COBRA|Zio
that disappear when the base\'s generator is destroyed. This map is probably best played with a small group of players.
no-man\'s land through constant warfare.
guests by surprise. The Imperials were defeated. Free to roam this land the Pheonix set up bases and built a hydrodam for power. But Bloodeagle got word of this fruitful land. Bloodeagle trailed an Imperial scout to the site and once they had obtained the location they shot it down. Bloodeagle used its superior power unit to power their wind tower building operation. And now Bloodeagle is here to claim what they think is \"Rightfully ours\"
and the chances of surviving the constant skirmishes is slim. MP-DesertOfDoom is meant to pay homage to Desert of Death of TRIBES fame. Those familiar with the original should feel right at home on this map.
CTF and Rabbit. Before final release I hope to be able to add Hunters as well. It is an entirely indoors map.
preventing reinforcements from arriving. The Children of Phoenix base is heavily fortified, with their generator in a cage and their other utilities stashed behind thick walls, they have one sentry turret available. Down we travel to the Imperial Base, they\'ve been strategic enough in bruing their gen to where no one can take it out, but their base has been torn apart and they have very little cover, however they do have 4 sentry turrets to take down the incoming phoenix with, a burner turret as well. Each team has their own deployable turrets.