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The Final Map Pack from Dynamix
Exclusive on Tribes2Maps.com!

Here's what Craig Maitlen, Tribes 2 Art Director, had to say about these new missions:

"These missions are the creative effort of five people with the help of the entire Dev team to bring them to where they are now. Basically, these maps came about after the art team was finished with the shipping of Tribes2. The encouragement from Dave Georgeson to see what the art team was capable of doing, and our own desire for more cohesive design in the maps, fueled the design process. The process we created became very efficient and showed success quickly."

To check out the maps, click on one of the map names to jump to it's section, or just scroll down the page to see them all in order. At the end of this page there is a link to download all 6 maps in one single pack. Enjoy!

#1: Bridge Too Far #3: Inner Sanctum #5: Pantheon
#2: Devil's Elbow #4: Isle Of Man #6: Trident

Bridge Too Far

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Description: This is a Siege mission designed as a collaboration between Tom, Jade and Craig. The easiest way to understand this map is to view it from top down. The center of the map is the Defenders base. From here, four treacherous land-bridges "spoke" from the center to the outer spawning points. The defenders only have to defend the central area. The offensive teams objective is to first get to the island halfway between the spawning point and the switch. Take a repair pack. There you need to repair the generator that is on top of the bunker. Repairing this generator brings up the force field bridges, and a secure inventory location close to the central island. Until this generator is repaired you have no inventory. As a defender you want to keep this generator down as long as possible. The switch is located in the base at the center of the map.

  • "Bridge Too Far" was designed by Craig Maitlen, Tom Van Velkinburgh, and Jade Dhabolt
  • The Map was executed by Tom Van Velkinburgh
  • Architecture designed by Tom Van Velkinburgh
  • Sky by Robert Caracol
  • Q/A and final editing by PJ and Bytor
  • Mission Types: Siege
  • Click here to download BridgeTooFar.vl2

Devil's Elbow

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Description: This is a simple, quick hit CTF. Devil's Elbow is a duel between two floating galleons, reminiscent of one of our favorite T1 maps. Beware of the large bodies of lava.

  • "Devil's Elbow" was designed by Craig Maitlen
  • The Map was executed by Ian Christy
  • Architecture designed by Ian Christy
  • Sky by Robert Caracol
  • Q/A and final editing by PJ and Bytor
  • Mission Types: Capture The Flag
  • Click here to download DevilsElbow.vl2

Inner Sanctum

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Description: This is a Hunters and Team Hunters map. You are trapped inside the Recalasance base, which has gone through a few changes to enhance an all interior experience. The nexus is located at the center of the shape.

  • "Inner Sanctum" was designed by Drew Zilm
  • The Map was executed by Drew Zilm
  • Architecture designed by Ian Christy
  • Q/A and final editing by PJ and Bytor
  • Mission Types: Hunters, Team Hunters, Rabbit, Deathmatch
  • Click here to download InnerSanctum.vl2

Isle Of Man

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Description: Isle Of Man was designed and executed by Ian Christy, one of the Interiors Artists on Tribes 2. This is a Siege mission. The premise is simple, take on the island and knock everything out. The island is equipped with everything you need to defend it. As the defense, you want to keep the force fields up to protect the switch. The solar panels that are outside protect the main generator which in turn protects the switch. As the offense you use the vehicles to take over assaulting forces in mass. This is available at two floating base locations on the map. As the defense, pay attention to critical flight paths.

  • "Isle of Man" was designed by Ian Christy
  • The Map was executed by Ian Christy
  • Architecture designed by Ian Christy
  • Sky by Robert Caracol
  • Q/A and final editing by PJ and Bytor
  • Mission Types: Siege
  • Click here to download IsleOfMan.vl2

Pantheon

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Description: Pantheon was the first attempt at designing the map from the ground up. Tom Van Velkinburgh, Jade Dhabolt, and myself got together with the idea of creating a mission where you could take advantage of the center real-estate of a map during a CTF and have it mean something. The intent is for a team to take the center switch (the Ruin area) and move an offensive front of deployable turrets, mediums, and heavies to the opponent's ridge. By doing this, it is possible to control the flow of the game. In order to advance your front, you would need to hold the switch area (giving you a closer spawning location) while your team advances an MPB to the center Ruins. The game play is quick and hostile because of the open location of the flag. We found however, that committing to the Ruin area could mean the forfeiting of a solid defense. This map is one of the Dev teams favorites :)

  • "Pantheon" was designed by Craig Maitlen, Jade Dhabolt, and Tom Van Velkinburgh
  • The Map was executed by Tom Van Velkinburgh
  • Architecture designed by Craig Maitlen and Tom Van Velkinburgh
  • Sky by Robert Caracol
  • Q/A and final editing by PJ and Bytor
  • Mission Types: Capture the Flag
  • Click here to download Pantheon.vl2

Trident

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Description: Tom, Jade, and myself wanted to come up with the ultimate Siege concept, and thus we came up with Trident. The idea behind Trident was to create a map where the defense had a reason to come outside. We also wanted to create an area large enough to handle the clash of two large teams. The map is designed so you have to siege and defend in a progressive manner up the gut of the map, where the final conflict happens in the Keep at the top of the hill. Here is the design intent from the Offense's point of view.

First you spawn with 2 MPB's that have just arrived to help you take the hill. There is also a repair pack visible and someone needs to grab this immediately and proceed to one of the destroyed bunkers to the right and left of the Keep. More about this role later. Directly in front of you will be a large wall and as you look up the slope you will see more walls and impediments you will have to traverse. The secret to touching the switch is to knock out all three of the generators on the map. The first one is located in an underground bunker just on the other side of the first wall. Taking out this bunker takes down the front gate force field. This and the rest of the generators are not repairable. The second generator is located in another underground bunker up at the next wall. Taking down this generator drops the force fields around the last generator in the Keep. The last generator has two access points, one from the main entrance at the top and one from a lower level location. Taking out the last generator drops the force fields that surround the switch located on the front deck of the Keep. Now back to the guy with the repair pack. There are two destroyed bunkers, one at each end of the land bridges. You need to repair the generator at the bunker to get inventory at this location. There is also a base turret at each bunker, once fixed they are operational.

Here is the design intent from the Defense point of view: You need to get defenders to each of the generator locations as soon as possible. There is inventory and sentry defense available at each wall. Press your defense forward, holding each generator as long as possible. Tommy V. creatively designed access to the Keep that allows infiltration while not allowing the Offensive team penetration into sensitive areas. This of course is not the case once the second force field goes down. Swiss Cheese baby :) So make sure your have not left your home unguarded.

  • "Trident" was designed by Craig Maitlen, Jade Dhabolt, and Tom Van Velkinburgh
  • The Map was executed by Tom Van Velkinburgh
  • Architecture designed by Tom Van Velkinburgh
  • Sky by Robert Caracol
  • Q/A and final editing by PJ and Bytor
  • Mission Types: Siege
  • Click here to download Trident.vl2

If you would like all 6 maps in a single file, download DynamixFinalPack.vl2.


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