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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Map Feedback » CTF Map Feedback

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Map feedback - Tartarus [CTF]

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 Map feedback - Tartarus [CTF] 
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Scudsoup
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Joined: Thu Oct 20, 2011 4:16 pm
Posts: 73
Post Re: Map feedback - Tartarus [CTF]
I think it's a really great map and I hope hirez takes notes and keeps crankin em out!

I really favor the base designs as well, they remind me of some of the ships in Tribes 1. Don't be afraid to go back and reference some of the thousands of T1 maps for ideas!
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Tue May 08, 2012 1:20 pm
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OuchMyBoobies
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Joined: Fri Mar 09, 2012 7:32 pm
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Post Re: Map feedback - Tartarus [CTF]
i think the generator needs to be shifted 90 degrees to the wall that has the repair tool on it. it's too easy to hit the gen from the side entrance as you practically have line-of-sight to it. go ahead and try it yourself; you'll see how easy it is to hit it with anything (especially mortars) without having to really go into the base at all.


Tue May 08, 2012 1:28 pm
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MrLordcaptain
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Joined: Wed Nov 16, 2011 7:42 pm
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Post Re: Map feedback - Tartarus [CTF]
Played my first match on it and really like the map already. Most areas have a tactical value and you see struggles all over the map (in oppososition to temple or raindance). I haven't played defence yet, just support and offense but I will the next time.
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Tue May 08, 2012 1:59 pm
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Wobberjockey
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Post Re: Map feedback - Tartarus [CTF]
In before " this map is horrible and will never see a day of comp play"
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Tue May 08, 2012 2:11 pm
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vifoxe


Joined: Mon Oct 25, 2010 9:57 pm
Posts: 554
Post Re: Map feedback - Tartarus [CTF]
Actually this might make a good comp map.


Tue May 08, 2012 2:27 pm
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Tharnes
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Joined: Sun Feb 12, 2012 8:36 am
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Post Re: Map feedback - Tartarus [CTF]
Nice looking, but most horrible map to defend there is. Really bad gameplay wise, no fun at all to play on this as defense. 2/10. :cry:
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Tue May 08, 2012 2:33 pm
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derbrae
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Joined: Sun Sep 25, 2011 1:10 am
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Post Re: Map feedback - Tartarus [CTF]
Have only checked it out in practice mode so far, but it looks great and I really like the base designs. They look much more like impermanent sci-fi bases on alien planets such as in countless books, shows and movies. Aesthetically, good job!
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Tue May 08, 2012 3:06 pm
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Armoredphoenix
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Joined: Wed Dec 29, 2010 11:59 pm
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Post Re: Map feedback - Tartarus [CTF]
TheEschaton wrote:
3. I want to see as many pics of the "ancient ship" at the center of the map as possible. It is for... purposes...




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Tue May 08, 2012 3:09 pm
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AFireInAsa
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Joined: Tue Jan 11, 2011 4:10 pm
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Post Re: Map feedback - Tartarus [CTF]
As Tharnes said, one of the worst maps yet. Fun terrain and theme and stuff, but the offense vs defense balance is bad.

The map from a comp perspective...

The bad stuff

1. Flag stand is easily owned by raiders. Lack of places to hide. Lack of high ground. Xfire does this best by putting the stand fairly high up and giving d the height advantage. Also great places to move around and hide from chain.

2. Back routes too quickly set-up over sides. Promotes back-route gameplay sorta like Arx (but not to that level) or like Kata. You are able to spot them though (might be hard to do because of the colors), which is a step above Arx and Kata BE back routes, though they will still be devastating because of their sheer speed.

Backs need to take extended time to get to, shouldn't be overly fast, and should be pretty easy to stop if you see them. Xfire does this the best.

3. Insanely hard to spot cappers coming nearby closest tree. Not always a bad thing to have if the routes take a while to set-up, but with the current spawn on the same side, you can easily set up a route in no time at all that's almost impossible to spot unless you have a sniper looking out on that side (still hard, makes stand just about useless)

4. Kata is a bad map. Don't make maps like Kata.

5. Pretty much sniper vs. offense map. Like most of the others.

6. Too many angles of approach. D has to constantly do 360s to see anything instead of a map like xfire where you'll watch certain points and know exactly what a capper can do if you spot them, thus giving you a chance to stop the cappers if the offensive clear isn't adequate.

The good stuff

1. Fun terrain.

2. Spawns not too bad. I really like the fact that you can thrust as soon as you spawn from any of them and make it to a downhill to gain quick and easy speed.

3. Generator is close to the stand making it easy for stand d to take their time out to repair if need be.

4. I really like the base in general. Not a complete maze, easy enough to defend and easy enough to attack.
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Tue May 08, 2012 3:11 pm
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Pootleshooter


Joined: Wed Jun 15, 2011 10:07 am
Posts: 730
Post Re: Map feedback - Tartarus [CTF]
I love the change of scenery. It seems like this map would be better if teams fought over the crash site like the back story suggests.

I know CTF is the backbone of the Tribes series. Maybe fight over one flag on the ship?

It's just that the crash site for which the map is named has no function. That just bothers me. It's like wasted potential or something.


Tue May 08, 2012 3:33 pm
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