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Archive for March, 2009

The Ultimate Demoman Guide

Posted by coblos On March - 30 - 2009

Originally posted by Kalpon777 in the steam forums. Probably nothing new for an experienced Demo, but if you’re new to playing the class then it’s an essential guide.

Original Source → http://forums.steampowered.com/forums/showthread.php?t=832367

The Ultimate Demoman Guide

  • Arc your Grenades high in the air. If you throw them as far as possible you can create a volley of death from above which is great for putting pressure on Sentrys too far away to hit you.
  • Close up Grenade Launcher combat is the most difficult, and requires the Demo to predict his enemies movements. Tip: Pyros and Scouts will require you to aim further away to hit them than a charging Soldier. Make class distinctions when you’ve got to.
  • Grenades can bounce, so use it to your advantage. Hit them off a corner and bounce them inside a room the enemy occupies.
  • When the Demo is physically limited by a smaller part of the map (i.e. Rooms, Tunnels, Hallways, etc) his Grenades are most deadly in these tight quarters. However, without a Sticky Bomb trap to fall back on for defense (and reloading) you will be singled out and killed quickly.
  • Get good at charging Stickys up, eventually you can almost snipe with them. Just create a local server and practice shooting stickys where Sentrys and enemies usually are on big servers from a distance. (how do u charge stickies? – Attack2 (mouse2 is default for that). Hold it down the charge bar will show and gradually increase. Release when you want to fire or wait as it will fire automatically when the bar gets to full)
  • Be aware where you shoot your Stickys! Surprise is your biggest advantage to getting massive kills. Don’t just shoot them on the ground in the open, charge them up and put em’ in the corner where nobody looks =P
  • Time your placement, if you run around a corner and Heavy Weapons Guy is 5 feet away barrel rolling but a scout is not far behind him, throw 4 stickys right at the corner to take out the Heavy and lay a couple at your feet while you’re retreating to ensure you damage the scout as well. This gives you time to switch to your Grenade Launcher and reload/retreat or rush right after you detonate the Stickys.
  • Sticky Bombs “lock” areas off and give the Demo some defense. Not only can you fire your Grenade Launcher from safety, but by doing so you easily lure enemies into your waiting traps and offer your teammates some protection.
  • Stickies have a different arc than the Grenade, but in my experience with a split second charge up you can fire them like Grenades for a similar feel.
  • You’ll have better luck charging 3 stickies up and air-blasting them rather than spamming 5 or more and rushing when on defense.
  • If an enemy is higher than you, air-det the stickies over them so you don’t have to rely on a direct grenade hit.
  • 3 stickies for lvl 3 Sentrys, 2 for all other buildings. About 4 pipe bombs for respectively.
  • You can sticky jump to mid faster than the scouts can get there.

demomangrin

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Game Developers’ Choice Awards – The Winners

Posted by coblos On March - 30 - 2009

Best Debut Game
Braid
LittleBigPlanet
Sins of a Solar Empire
World of Goo
Soul Bubbles

WINNER: LittleBigPlanet

littlebigplanet

Best Audio
Dead Space
LittleBigPlanet
Metal Gear Solid 4
Left 4 Dead
Gears of War 2

WINNER: Dead Space

deadspace

Best Game Design
Far Cry 2
Braid
Fallout 3
Left 4 Dead
LittleBigPlanet

WINNER: LittleBigPlanet

littlebigplanet2

Best Downloadable Game
Castle Crashers

Braid
World of Goo
N+
PixelJunk Eden

WINNER: World of Goo

worldofgoo

Best Handheld Game
Patapon
Advance Wars: Days of Ruin
God of War: Chains of Olympus
echochrome
The World Ends With You

WINNER: God of War: Chains of Olympus

gow

Best Writing
Far Cry 2
Braid
Fallout 3
Grand Theft Auto IV
Metal Gear Solid 4

WINNER: Fallout 3

fallout3-2

Best Technology
Spore
Grand Theft Auto IV
Left 4 Dead
LittleBigPlanet
Gears of War 2

WINNER: LittleBigPlanet

littlebigplanet3

Best Visual Art
Fallout 3
Metal Gear Solid 4
Prince of Persia
LittleBigPlanet
Gears of War 2

WINNER: Prince of Persia

princeofpersia

Innovation Award
Spore
World of Goo
Boom Blox
Braid
LittleBigPlanet

WINNER: LittleBigPlanet

littlebigplanet4

Game of the year Award
Fable II
Grand Theft Auto IV
Little Big Planet
Fallout 3

Left 4 Dead

WINNER: Fallout 3

fallout31

 

 

 


Melee Fatigue: My further Impressions

Posted by coblos On March - 30 - 2009
Originally posted by Woden in the steam forums, some good insight into the post patch experience.
Melee fatigue: my further impressions

After further post-patch playing, I have experienced some opinion creep with regard to the fatigue system. I expected this, which is why the first thread is titled “first impressions” instead of “unalterable truths.”  
 

 

Hamstringing Your Opponents For Fun And Profit
I have always felt that the infected team should have the advantage. I continue to feel that this change shifted the advantage to the infected side (which is good), but that it did so by making the survivors suck (which is bad). I feel that the fatigue mechanic significantly increased the requirement for teamwork on the survivor side (which is good), but in so doing, it reduced the requirement for teamwork on the infected side (which is bad). However, the reduction on the infected side was disproportionately small compared to the increase on the survivor side, so the net effect is firmly in the good column.

 

The Boomer Is Dead, Long Live The Boomer
The role of the common infected and the boomer have been significantly altered by this patch. In the first 48 hours after the patch, I saw several teams wiped out by the actions of a single boomer, operating alone. Now that peoples’ tactics are adapting to the change, that is rapidly becoming as rare as it was before the patch. However, because of the greatly increased threat from the common infected, the boomer has been restored to a state of usefulness on the infected team, instead of only being the guy who distracts and/or blinds the survivors for a little while. I feel that this is a positive change, because burning the boomer to get the 3+1 is no longer the only strategic choice the infected make. It has become just one viable option rather than the one and only choice.

 

M-16: “The Report Of My Death Is An Exaggeration”
As survivor tactics have evolved in response to the melee change, my pronouncement of the uselessness of the M-16 has been proven premature. I, myself, have resumed using the M-16 even in pub games as I have gotten better at using fewer melees to do more. Ammunition is still more of an issue than it was before the patch, but I am finding that it is manageable with increased experience.

 

Survivors! Form ranks and lock shields!
The single biggest result of the addition of fatigue seems to be the enforcement of teamwork on the survivor side, on pain of death. Before the patch, a competent survivor team could detach elements or even separate entirely with few negative consequences as long as they were within a few seconds’ travel of each other. After the patch, in a horde situation, each lone survivor is at serious risk of death, and the threshold for a cascading failure is very close to normal operating levels–when one dude dies, everybody else generally dies in short order.

 

Over the past days, I have watched many teams wipe as a direct result of one person running off by himself. He runs away from the team, gets pounced or smokered, and at the same time, the rest of the survivors are vomited on and attacked by the infected team. The horde on the main body of the team will often entirely prevent them from being able to physically reach the lone survivor, who quickly ceases being a survivor.

 

At its core, the post-patch survivor game is simple: We must all hang together, gentlemen…else, we shall most assuredly hang separately.

 

If you separate from your team, you are courting death for yourself AND the rest of the team. Survivors are now required to exercise far more teamwork than before; many things which were entirely acceptable before the patch are now fatal errors. The survivors must maintain line-of-sight, stay within extremely close proximity to each other, keep lines of communication open and active, and most importantly, must provide fire support when needed without being asked.

 

A boomered survivor in an open area can quite easily take fifty points of damage if he is not supported. His teammates need to lend some of their melee allotment to keep the horde safely away from the victim, and use some of their bullets to remove the horde permanently. When a teammate is vomited on, don’t wait for them to ask for assistance. You can safely assume that they ARE in trouble, so get on the stick right away to minimize the damage they take. While you are lending assistance, remember that a horded survivor will almost certainly not be able to fight through the horde to reach anyone else, so don’t neglect to maintain your watchfulness against hunters and smokers while helping them.

WiNG’s TF2 Spy Collection

Posted by coblos On March - 29 - 2009

WiNG’s TF2 Spy Lesson 1 [Dustbowl 3-2:RED] part 1 of 2

 

WiNG’s TF2 Spy Lesson 1 [Dustbowl 3-2:RED] part 2 of 2

 

WiNG’s TF 2 Spy Lesson 2 – Badlands

 

WiNG’s TF2 Spy Lesson 4 [Badwater Basin, BLU]

 

WiNG’s TF2 Spy Lesson 5 (Badwater Basin: RED) Part 1 of 2

 

WiNG’s TF2 Spy Lesson 5 (Badwater Basin: RED) Part 2 of 2

L4D: Melee Fatigue

Posted by coblos On March - 26 - 2009

26/03/09 A new update for L4D has introduced fatigue mechanics for melee combat in versus mode. Community opinon on the introduction of melee fatigue is mixed though most experienced gamers seem to have welcomed the change and feel it is a good decision by valve.

Game and Client Changest

  • Introduced fatigue to the melee attack in versus mode. You will see a HUD display when your melee swing is cooling down
  • Boomer vomit will now pass through common infected
  • Addressed some surround sound detection issues
  • Fixed a rare crash when exiting Left4Dead on Windows Vista
  • Fixed a case where the complete all expert campaigns achievement was not being rewarded

Dedicated Server Changes
 

  • Corrected an issue where Windows based dedicated were sending spurious shutdown notifications to the master causing them to delist temporarily
  • Fixed dedicated servers not resetting the versus team swap correctly–you could join a dedicated server that had a previous game that was swapped and arrive on the other team than what was selected in the lobby
  • Renamed the tags for sv_search_key to use “key:” in the server tags instead of “sv_search_key.” This should help with issues of the 63 character limit of server tags
  • Fixed an occasional server crash related to voting

l4d6

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NIGHT ZERO: L4D Photos

Posted by coblos On March - 26 - 2009

NIGHT ZERO is a photo comic book, or fumetti, produced on location in Seattle, Washington. It is a collaboratively-driven project that blends the talents of writers, actors, photographers, digital artists, and film crews, to create a graphic novel unlike any other.  http://www.nightzero.com/

nightzero1nightzero2nightzero3nightzero6nightzero7nightzero8nightzero9nightzero5

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Crysis Wars – SDK released

Posted by coblos On March - 22 - 2009

Crytek have released ‘Crysis Wars Mod SDK’ with the latest patch v1.4 patch. The SDK will allow users to create their own custom maps, multiplayer modes etc. SDK content and FAQ detaled here

You must have Patch 1.4 installed before you can use the mod SDK.
DOWNLAOD –> Crysis Wars Mod SDK   Patch –> v1.4 patch 434MB (Internode Mirror)
warhead
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Crysis Wars SDK details

Posted by coblos On March - 22 - 2009

These are the updated patch notes as seen in the readme file with the patch.

Patch Notes – Patch 1.4   

General Fixes

  • Fixed a crash relating to dropped weapons
  • Fixed an issue where spectating players could impede other players’ movement
  • Fixed several memory leaks
  • Several optimisations
  • Scope position broken when picking up the same weapon type

Updates and improvements

  • All graphic settings are now available on DX9 machines
  • Improved visibility of mouse cursor on bright backgrounds
  • Improved hit feedback when shooting vehicles
  • Modding interface is now available

Balance

  • Cloaked players are no longer detected by the Radar Kit
  • Reduced radius of Radar Kit scan sound

 

Crysis Wars Mod SDK Content

The entire Mod SDK consists of 2 separate installers, one will include all the tools and the other will have the game source code. Here is the detailed list for the contents of the Crysis Wars Mod SDK.   

Code

  • Game Source Code (patched to Crysis Wars v1.4)

Tools

  • CryENGINE2 Sandbox2 Editor
  • Resource Compiler (32-bit only)
  • CryExport plug-in for 3DS Max 9, 10 and 11 (32-bit and 64-bit)
  • Polybump plug-in for 3DS Max 9, 10 and 11 (32-bit and 64-bit)
  • Polybump application (32-bit and 64-bit)
  • CryTIFF plug-in for Adobe Photoshop (32-bit only)
  • FMOD Designer Tool (32-bit only)
  • Rigging, Artist, Animation Tools for 3DS Max
  • CryExport plug-in for XSI
  • Engine Settings Manager

Sandbox2 Editor Changelog
Since the release of the Crysis Sandbox2 Editor the dev team has updated the powerful tool quite a bit for the modding community. Find here the changelog of what’s new:

  • Improved Height-Field Editor:
    - Complete overhaul of User Interface
    - New options added to show and hide water and map objects
    - New tools added to quickly switch to terrain texture layers.
    - Modification of Height-Field now translates to editor terrain in real-time
    - Added ability to erase current height map
    - Added new tool for large preview of height field.
  • Improved Terrain Layer Texture Editor:
    - Complete overhaul of User Interface
    - New section added “Layer Tasks” for adding layers and assigning surface types to these layers.
    - Large preview of current layer texture
    - Scale and projection axis now able to be changed more quickly due to new user interface.
  • Improved Time Of Day Editor:
    - Added automatic scaling of the graphs to suit currently set values for each property.
    - Added collapsible sections to each logical property group.
    - Record now defaults to ON
  • New Visual Flowgraph debugging and features:
    - Added debugging to track the logic occurring through the flow graph in realtime.
    - Flowgraph viewport can be scrolled with right mouse button while dragging a link.
    - “Add selected group” functionality when adding entity in a flowgraph
    - Fixed: Incorrect scaling when opening a flowgraph 
    - Fixed: Flowgraph view moves around when having the save/load dialog box opened
  • Track View Editor improvements:
    - Added: Copy/Paste nodes in the TrackView editor.
    - Fixed: Sequence not reset at a cutscene start with TrackView editor. 
    - Fixed: Snap key on Trackview to start/end
  • Quick search entry inside the CVar dialog window:
    - allows quick searching of all cvars
  • General Fixes:
    - Fixed: Editor windows not always updating after switching windows with alt+tab.
    - Fixed: Zoom scaling issues 
    - Removed several buttons or menu items which were obsolete.

 

Crysis Wars Mod SDK F.A.Q.

Why is the SDK only for Crysis Wars?
We did this in order to keep the modding community focused on one title, as well as to allow for both singleplayer and multiplayer mods for this engine version. Adding singleplayer support to Wars is far more convenient than adding multiplayer support for Warhead. This also means that the community won’t constantly be developing levels and mods for two titles, which is bound to cause confusion in many aspects of development.

Will maps or mods compiled in Crysis Wars be compatible with Crysis (and vice versa)?
By default yes, however there are a few aspects of the project that you must change before it will be playable on both titles. Any code in your mod must be recompiled for both titles using their respective SDK’s and released separately. Also, if you using any models in your mod that are specific to Crysis or Crysis Wars, make sure they are included so that the users of the other game will be able to use them. Our suggestion would be to develop on the platform you plan to release on to keep it as simple as possible. This support is strictly for current projects/maps that would like to release on both Crysis Wars and Crysis.

Will the Crysis Wars SDK and Editor function with Crysis?
Theoretically yes. However we thoroughly recommend you use the game’s respective editors for the levels as unforeseen consequences may occur through the use of the wrong editor that could cause many different issues with your mod or map. We will not be able to support projects that are using the updated version of the editor with Crysis.

Will the Crysis Wars SDK and Editor function with Crysis Warhead?
No these are not compatible, as the Crysis Warhead code base is different to that of Wars and consequently neither the editor nor SDK will function with this version.

Is it possible to have the editor and SDK installed for Crysis and the new SDK and editor for Crysis Wars at the same time?
Yes it is; both SDKs and Editors were built for different games and run off separate installations, so both SDKs and Editors will run as expected separately from one another.

Due to the re-enabled AI in Wars, is AI and co-op in multiplayer now possible?
AI in Wars doesn’t mean that we’ve added AI to the multiplayer game; we have simply enabled it in the engine so that when Wars is played in singleplayer the AI will function as normal. This means that although AI will be available to use in Wars, multiplayer support for it is not included.

Is there an auto-downloader for mods included in Patch 4 for Crysis Wars?
No there isn’t, however custom levels can still be downloaded with the auto-downloader.

Will we be able to download the Warhead .cry files?
Unfortunately we cannot provide these there is, however, we have a good reason for this. If users without Crysis Warhead were to obtain the .cry files, they’d be able to play the Warhead levels inside Crysis and Sandbox2 (of course with limited assets). This is to some extent piracy, so unfortunately we will not be providing editable versions of the levels for Warhead.

Will Crysis Wars have the singleplayer menu options?
The singleplayer menu has not been added to Crysis Wars as we want to avoid the confusion of it being branded a singleplayer title. As in Crysis, to play singleplayer maps on their own you must use the relevant map console command to load them in-game.

T2 Map Packs

Posted by coblos On March - 21 - 2009

bittah-mappack.vl2

Clusterfuct, Daedalus, Decrepify, Highway, Hunger, (Os) Iris, Neve, Rush, Ziggurat

cluster-maps-only.vl2

Cluster-Abaddon, Cluster-Abbacus, Cluster-BeachBlitz, Cluster-BeggersRun, Cluster-Celerity, Cluster-Confusco, Cluster-Damnation, Cluster-DangerousCrossings, Cluster-DeadlyBirdsSong, Cluster-DesertsofDeath, Cluster-Ditch, Cluster-Drifts, Cluster- Feign, Cluster-Frogland, Cluster-Goatland, Cluster-GrassKnoll, Cluster-Harvester, Cluster-HillSide, Cluster-IceRidge, Cluster-Minotaur, Cluster-Minotaur-heavy, Cluster-MudBath, Cluster-Pandemonium, Cluster-Quagmire, Cluster-Raindance, Cluster-Ramparts, Cluster-Rollercoaster, Cluster-Sandstorm, Cluster-Snowblind, Cluster-Stonehenge, Cluster-SubZero, Cluster-Surreal, Cluster-Tombstone, Cluster-TreasureHole2, Cluster-Woodlands

ClusterPack.vl2

Cluster-Abaddon, Cluster-Abbacus, Cluster-BeachBlitz, Cluster-BeggersRun, Cluster-Celerity, Cluster-Confusco, Cluster-Damnation, Cluster-DangerousCrossings, Cluster-DeadlyBirdsSong, Cluster-DesertsofDeath, Cluster-Ditch, Cluster-Drifts, Cluster- Feign, Cluster-Frogland, Cluster-Goatland, Cluster-GrassKnoll, Cluster-Harvester, Cluster-HillSide, Cluster-IceRidge, Cluster-Minotaur, Cluster-Minotaur-heavy, Cluster-MudBath, Cluster-Pandemonium, Cluster-Quagmire, Cluster-Raindance, Cluster-Ramparts, Cluster-Rollercoaster, Cluster-Sandstorm, Cluster-Snowblind, Cluster-Stonehenge, Cluster-SubZero, Cluster-Surreal, Cluster-Tombstone, Cluster-TreasureHole2, Cluster-Woodlands

ClusterPack_v2.vl2

Cluster-Abaddon, Cluster-Abbacus, Cluster-BeachBlitz, Cluster-BeggersRun, Cluster-Celerity, Cluster-Confusco, Cluster-Damnation, Cluster-DangerousCrossings, Cluster-DeadlyBirdsSong, Cluster-DesertsofDeath, Cluster-Ditch, Cluster-Drifts, Cluster- Feign, Cluster-Frogland, Cluster-Goatland, Cluster-GrassKnoll, Cluster-Harvester, Cluster-HillSide, Cluster-IceRidge, Cluster-Minotaur, Cluster-Minotaur-heavy, Cluster-MudBath, Cluster-Pandemonium, Cluster-Quagmire, Cluster-Raindance, Cluster-Ramparts, Cluster-Rollercoaster, Cluster-Sandstorm, Cluster-Snowblind, Cluster-Stonehenge, Cluster-SubZero, Cluster-Surreal, Cluster-Tombstone, Cluster-TreasureHole2, Cluster-Woodlands

DynamixFinalPack.vl2

BridgeTooFar, DevilsElbow, InnerSanctum, IsleOfMan, Pantheopn, Trident

Elmo-Arena-CLASSIC-pack.vl2

Arena-01, Arena-Hell, Arena-UnderTheHill, BroadsideArena, DangerousCrossingArena, FunHouse, IveHadWorse, Mono-Rail, ReanRena, WalledInII

Elmo-Arena-COMPLETE-pack.vl2

Aeroena, Anomarena, Aquator, AreciboArena, ArenaHeaven, ArenaHell, ArenaInTheHill, Avalanche, BattleRoom, BunkeredIn, ClusterCove, ConstructionCarnage, Craterena, DegreeZero, DigitalMadness, Entombed, Envyrena, ForbiddenGrounds, Frontline, GrassyKnoll, GuerillaGrounds, Helioarena, IntensityExtreme, khalarena, KingOfTheCastle, Morena, PoseidonRange, Raiders, Ridgerena, SandCastleScuffle, ShrineArena, Shu-Shan, ssX, StrodeArena, TempleTussle, ThunderArena, TrueGrit, WalledIn, WaterBowl

Elmo-Arena-QUAD-pack2.vl2

Aquator, AreciboArena, DegreeZero, GrassKnoll

Europack2-v112.vl2

Euro-Abaddon, Euro-BlackDust, Euro-BlueMoon, Euro-Boss, Euro-ColdPoint, Euro-DeadlyBirdsSong, Euro-Drifts-SE, Euro-Epicrates, Euro-Feign, Euro-Harvester, Euro-Malignant, Euro-MuddySwamp, Euro-NoShelter, Euro-Pandemonium, Euro-Quagmire, Euro-WarSpring, Euro-WoodyMyrk

Europack4_v201.vl2

Euro4-Abaddon, Euro4-AshenPowder, Euro4BaNsHee, Euro4-Bastage, Euro4-BeachBlitzSE, Euro4-Bleed, Euro4-BloodMoon, Euro4-Boss, Euro4-BossSE, Euro4-CanyonCrusadeDeluxe, Euro4-Celerity, Euro4-CeleritySE, Euro4-Clusterfuct, Euro4-ColdPointSE, Euro4-Coppice, Euro4-Crown, Euro4-CrownSE, Euro4-Curtilage, Euro4-DeadlyBirdSong, Euro4-Deserted, Euro4-DesertedSE, Euro4-Dissention, Euro4-DriftSE, Euro4-Drock, Euro4-EpicratesDeluxeSE, Euro4-Erebus, Euro4-FeignSE, Euro4-Frozen, Euro4-FrozenGlory, Euro4-FrozenHope, Euro4-Graveyard, Euro4-Harvester, Euro4-Hellfire, Euro4-Hilderbrand, Euro4-IceDagger, Euro4-JaggedClaw, Euro4-Katabatic, Euro4-LushMelee, Euro4-Magellan, Euro4-Magnum, Euro4-MidnightMahemDeluxe, Euro4-MuddySwamp, Euro4-Neve, Euro4-NeveSE, Euro4-Orisis, Euro4-Pandemonium, Euro4-PandemoniumSE, Euro4-ProjectX, Euro4-PuliVeivari, Euro4-PuliVeivariSE, Euro4-QuagmireSE, Euro4-RiverdanceSE, Euro4-RoaR, Euro4-RoughLand, Euro4-Ruined, Euro4-RunenmachtSE, Euro4-SanctuarySE, Euro4-ShatteredParadise, Euro4Sinivalkoinen, Euor4-SkyLight, euro4-Slapdash, Euor4-Solaris, euro4-SouLadle, Euro4-SpinCycle, Euro4-StarFallen, Euro4-Tantric, Euro4-Timid, Euro4-Titan, Euro4-Trident, Euro4-VolcanicGrave, Euro4-Voodoo, Euro4-WarSpring, Euro4-WoodMyrkSE, Euro4-Xerxes

ipgnpubpack.vl2

CCD, Damnedest, Ein, FrozenHope, jaggedclaw, Magnum, mmd, Ravine, Voodoo, Yeti

T2M-MapPack.vl2

Arid, Arskus, Avalon, AxisOfPower, bloodmoon-CnH, bloodmoon-CTF, BrokenDreams, caustic, Cowboy Bebop-Tma5ter UB, Deathmoon Rising, Egeis, EgyptiaSiege, FrozenBreath, FrozenHope, halfpipe, HoustonHighGround, jaggedclaw,LavaGods, locationzero, Mirage, necropolis, planetfall, PlanetSideT2, RigAttack, Shattered, ShatteredFaith, skylight, sledgehammer, Solaris3941, SoulToSoul, TempleofWar, TidesOfDarkness, UnholyGround, urban assault (visibility), urban assault, Warlords Wasteland

TWL2-MapPack.vl2

TWL2-BlueMoon, TWL2-CanyonCrusadeDeluxe, TWL2-Celerity, TWL2-CloakOfNight, TWL2-Crevice, TWL2-Drifts, TWL2-Drock, TWL2-FrozenGlory, TWL2-Hilderbrand, TWL2-IceDagger, TWL2-JaggedClaw, TWL2-Magnum, TWL2-MidnightMahemDeluxe, TWL2-MuddySwamp, TWL2-Norty, TWL2-Ocular, TWL2-Roughland, TWL2-Skylight, TWL2-WoodyMyrk

TWL-MapPack.vl2

TWL-Abaddon, TWL-BaNsHee, TWL-BeachBlitz, TWL-BeggersRun, TWL-BlueMoon, TWL-Boss, TWL-Celerity, TWL-Chokepoint, TWL-Cinereous, TWL-Clusterfuct, TWL-Crossfire, TWL-Curtilage, TWL-Damnation, TWL-DangerousCrossing, TWL-DeadlyBirdSong, TWL-Deserted, TWL-Desiccator, TWL-Drifts, TWL-Feign, TWL-Frostclaw, TWL-Frozen, TWL-Harvester, TWL-Horde, TWL-Katabatic, TWL-Magmatic, TWL-Minotaur, TWL-Neve, TWL-NoShelter, TWL-OsIris, TWL-Pandemonium, TWL-Quagmire, TWL-Raindance, TWL-Ramparts, TWL-Reversion, TWL-Rollercoaster, TWL-Runemacht, TWL-Sandstorm, TWL-Splashdash, TWL-Snowblind, TWL-Starfallen, TWL-Stonehenge, TWL-SubZero, TWL-Surreal, TWL-Titan, TWL-WhiteDwarf, TWL-WilderZone, TWL-WoodyMyrk

Unnamed-Map-Pack-3.0.vl2

Aadvark, BolderDash, Boss, Drifts, Insalubrius, NoShelter, Pandemonium, Stripmine, WodyMyrk

xPack2-maps.vl2

Aadvark-X2, Abaddon-X2, ArrowPass-X2, AstroGrabber-X2, BeachBlitx-X2, BlueMoon-X2, BolderDash-X2, Boss-X2, BruteForce-X2, Canyonrun-X2, DeadlyBirdSong-X2, Drifts-X2, Erebus-X2, Fireballs-X2, Harverster-X2, HydroElectric-X2, Insalubrius-X2, InsideOut-X2, Katabatic-X2, NoShleter-X2, Pandemonium-X2, Pantheon-X2, Quagmire-X2, Reversion-X2, Slapdash-X2, Smog-X2, Stripmine-X2, ThunderGiant-X2, Tombstone-X2, Wasteland-X2, WoodyMyrk-X2

xPack-maps.vl2

Aadvark-x,  Abaddon-x, BolderDash-x, DangerousCrossing-x, DeadlyBirdSong-x, Drifts-x, Erebus-x, Fireballs-x, Harvester-x, Hydro-Electric-x, Insalubrius-x, NoShelter-x, Pandemonium-x, Pantheon-x, Quagmir-x, Raindance-x, Rollercoaster-x, Slapdash-x,  Smog-x, SnowBlind-x, Stonehenge-x, Stripmine-x, Tombstone-x, WoddyMyrk, Yeti-x

TR2final093-extras.vl2

TR2final105-client.vl2

TR2-TournyPack

TWL2-MapPack(v2.0)

T:V Maps BEML7

Posted by coblos On March - 21 - 2009

DOWNLOAD –> BEML Season 7 Map Pack 109MB

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BEML7 – Aether

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BEML7 – Callisto

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BEML7 – Cronox

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BEML7 – Danube

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BEML – Extiction

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BEML7 – Faith

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BEML7 – Impact

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BEML7 – Reality

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BEML7 – SpiridianGenRemix

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BEML7 – Stonehenge

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TRIBES REVENGEANCE!

Posted by coblos
Aug-3-2009 I ADD COMMENTS

T:V – X2 Map Pack

Posted by coblos
Apr-26-2009 I ADD COMMENTS

T:V Maps – BEML8

Posted by coblos
Apr-25-2009 I ADD COMMENTS

T2 Map Packs

Posted by coblos
Mar-21-2009 I ADD COMMENTS

T:V Maps BEML7

Posted by coblos
Mar-21-2009 I ADD COMMENTS

TV Maps BEML6

Posted by coblos
Mar-20-2009 I ADD COMMENTS

Garage Games purchase Tribes IP

Posted by coblos
Mar-18-2009 I ADD COMMENTS