Posts Tagged “tribes2”

I invested some time into creating this map rotation list for a server I’m running. (for use with evoadmin MOD)


// Use of this file
// To add a new map follow this rules:
// 1. Find the file name, ending in .mis (ie BeggarsRun.mis)
// 2. Add a line with this syntact: addRotationMap(filename, gametype, %ffa, %cycle);
//
// %ffa = changing this to 0, will remove the map from the FFA mode
// %cycle = changing this to 0 will remove the map from the FFA cycle, but not from the rotation (optional)
// if %ffa is 0, %cycle is useless
//
// Note: filename must be written without .mis
//
// Example: addRotationMap(BeggarsRun, CTF, 1, 1);
// Beggar's Run will be in the FFA mapRotation. It's in the cycle and can be voted
//
// Example: addRotationMap(BeggarsRun, CTF, 1, 0);
// Beggar's Run will be in the FFA mapRotation. It's not in the cycle, but can be voted
//
// Example: addRotationMap(BeggarsRun, CTF, 0);
// Beggar's Run won't be in the FFA mapRotation. It's not in the cycle and can't be voted
//
// Info:
// If you don't want a map to be played neither in Tournement Mode, write // at the beginning of the line (or delete the line)
// If you don't want a gametype to be played, just don't add any map of that gametype
// Some Mods (ie LakRabbit) use own maps. To use this mods, you must add the maps in this file
// %cycle variable is optional and if not included the map will always be in the cycle (if %ffa is 1).

// ******************************
// * Capture The Flag Base Maps *
// ******************************

addRotationMap("Archipelago", CTF, 1, 1);
//addRotationMap("BeggarsRun", CTF, 1, 1);
//addRotationMap("Damnation", CTF, 1, 1);
//addRotationMap("DeathBirdsFly", CTF, 1, 1);
//addRotationMap("Desiccator", CTF, 1, 1);
//addRotationMap("DustToDust", CTF, 1, 1);
//addRotationMap("Firestorm", CTF, 1, 1);
//addRotationMap("Katabatic", CTF, 1, 1);
//addRotationMap("Minotaur", CTF, 1, 1);
//addRotationMap("Quagmire", CTF, 1, 1);
//addRotationMap("Recalescence", CTF, 1, 1);
//addRotationMap("Reversion", CTF, 1, 1);
//addRotationMap("RiverDance", CTF, 1, 1);
//addRotationMap("Sanctuary", CTF, 1, 1);
//addRotationMap("Slapdash", CTF, 1, 1);
//addRotationMap("ThinIce", CTF, 1, 1);
//addRotationMap("Tombstone", CTF, 1, 1);

// *********************************
// * Capture The Flag Classic Maps *
// *********************************

//addRotationMap("AcidRain", CTF, 1, 1);
//addRotationMap("Blastside_nef", CTF, 1, 1);
//addRotationMap("Broadside_nef", CTF, 1, 1);
//addRotationMap("Confusco", CTF, 1, 1);
//addRotationMap("DangerousCrossing_nef", CTF, 1, 1);
//addRotationMap("DesertofDeath_nef", CTF, 1, 1);
//addRotationMap("Gorgon", CTF, 1, 1);
//addRotationMap("Hillside", CTF, 1, 1);
//addRotationMap("IceRidge_nef", CTF, 1, 1);
//addRotationMap("Lakefront", CTF, 1, 1);
//addRotationMap("Magmatic", CTF, 1, 1);
//addRotationMap("Raindance_nef", CTF, 1, 1);
//addRotationMap("Ramparts", CTF, 1, 1);
//addRotationMap("Rollercoaster_nef", CTF, 1, 1);
//addRotationMap("Sandstorm", CTF, 1, 1);
//addRotationMap("Scarabrae_nef", CTF, 1, 1);
//addRotationMap("ShockRidge", CTF, 1, 1);
//addRotationMap("Snowblind_nef", CTF, 1, 1);
//addRotationMap("Starfallen", CTF, 1, 1);
//addRotationMap("Stonehenge_nef", CTF, 1, 1);
//addRotationMap("Sub-zero", CTF, 1, 1);
//addRotationMap("Surreal", CTF, 1, 1);
//addRotationMap("Titan", CTF, 1, 1);
//addRotationMap("WhiteDwarf", CTF, 1, 1);

// ******************************

// * TWL Map pack *

// ******************************

addRotationMap("TWL_Abaddon", CTF, 1, 0);
addRotationMap("TWL_BaNsHee", CTF, 1, 0);
addRotationMap("TWL_BeachBlitz", CTF, 1, 0);
addRotationMap("TWL_BeggarsRun", CTF, 1, 0);
//addRotationMap("TWL_BlueMoon", CTF, 1, 0);
addRotationMap("TWL_Boss", CTF, 1, 0);
//addRotationMap("TWL_Celerity", CTF, 1, 0);
addRotationMap("TWL_Chokepoint", CTF, 1, 0);
addRotationMap("TWL_Cinereous", CTF, 1, 0);
addRotationMap("TWL_Clusterfuct", CTF, 1, 0);
addRotationMap("TWL_Crossfire", CTF, 1, 0);
addRotationMap("TWL_Curtilage", CTF, 1, 0);
addRotationMap("TWL_Damnation", CTF, 1, 0);
addRotationMap("TWL_DangerousCrossing", CTF, 1, 0);
addRotationMap("TWL_DeadlyBirdsSong", CTF, 1, 0);
addRotationMap("TWL_Deserted", CTF, 1, 0);
addRotationMap("TWL_Desiccator", CTF, 1, 0);
//addRotationMap("TWL_Drifts", CTF, 1, 0);
addRotationMap("TWL_Feign", CTF, 1, 0);
addRotationMap("TWL_Frostclaw", CTF, 1, 0);
addRotationMap("TWL_Frozen", CTF, 1, 0);
addRotationMap("TWL_Harvester", CTF, 1, 0);
addRotationMap("TWL_Horde", CTF, 1, 0);
addRotationMap("TWL_Katabatic", CTF, 1, 0);
addRotationMap("TWL_Magmatic", CTF, 1, 0);
addRotationMap("TWL_Minotaur", CTF, 1, 0);
addRotationMap("TWL_Neve", CTF, 1, 0);
addRotationMap("TWL_NoShelter", CTF, 1, 0);
addRotationMap("TWL_OsIris", CTF, 1, 0);
addRotationMap("TWL_Pandemonium", CTF, 1, 0);
addRotationMap("TWL_Quagmire", CTF, 1, 0);
addRotationMap("TWL_Raindance", CTF, 1, 0);
addRotationMap("TWL_Ramparts", CTF, 1, 0);
addRotationMap("TWL_Reversion", CTF, 1, 0);
addRotationMap("TWL_Rollercoaster", CTF, 1, 0);
addRotationMap("TWL_Runenmacht", CTF, 1, 0);
addRotationMap("TWL_Sandstorm", CTF, 1, 0);
addRotationMap("TWL_Slapdash", CTF, 1, 0);
addRotationMap("TWL_Snowblind", CTF, 1, 0);
addRotationMap("TWL_Starfallen", CTF, 1, 0);
addRotationMap("TWL_Stonehenge", CTF, 1, 0);
addRotationMap("TWL_SubZero", CTF, 1, 0);
addRotationMap("TWL_Surreal", CTF, 1, 0);
addRotationMap("TWL_Titan", CTF, 1, 0);
addRotationMap("TWL_WhiteDwarf", CTF, 1, 0);
addRotationMap("TWL_WilderZone", CTF, 1, 0);
//addRotationMap("TWL_WoodyMyrk", CTF, 1, 0);

// ******************************

// * TWL2 Map pack *

// ******************************

addRotationMap("TWL2_Bleed", CTF, 1, 0);
addRotationMap("TWL2_BlueMoon", CTF, 1, 0);
addRotationMap("TWL2_CanyonCrusadeDeluxe", CTF, 1, 0);
addRotationMap("TWL2_Celerity", CTF, 1, 0);
addRotationMap("TWL2_CloakOfNight", CTF, 1, 0);
addRotationMap("TWL2_Crevice", CTF, 1, 0);
addRotationMap("TWL2_Dissention", CTF, 1, 0);
addRotationMap("TWL2_Drifts", CTF, 1, 0);
addRotationMap("TWL2_Drorck", CTF, 1, 0);
addRotationMap("TWL2_FrozenGlory", CTF, 1, 0);
addRotationMap("TWL2_FrozenHope", CTF, 1, 0);
addRotationMap("TWL2_Hildebrand", CTF, 1, 0);
addRotationMap("TWL2_IceDagger", CTF, 1, 0);
addRotationMap("TWL2_JaggedClaw", CTF, 1, 0);
addRotationMap("TWL2_Magnum", CTF, 1, 0);
addRotationMap("TWL2_MidnightMayhemDeluxe", CTF, 1, 0);
addRotationMap("TWL2_MuddySwamp", CTF, 1, 0);
addRotationMap("TWL2_Norty", CTF, 1, 0);
addRotationMap("TWL2_Ocular", CTF, 1, 0);
addRotationMap("TWL2_RoughLand", CTF, 1, 0);
addRotationMap("TWL2_Ruined", CTF, 1, 0);
addRotationMap("TWL2_Skylight", CTF, 1, 0);
addRotationMap("TWL2_WoodyMyrk", CTF, 1, 0);

// *****************************************
// * Capture The Flag (Practice) Base Maps *
// *****************************************

addRotationMap("Archipelago", PracticeCTF, 1, 1);
//addRotationMap("BeggarsRun", PracticeCTF, 1, 1);
//addRotationMap("Damnation", PracticeCTF, 1, 1);
//addRotationMap("DeathBirdsFly", PracticeCTF, 1, 1);
//addRotationMap("Desiccator", PracticeCTF, 1, 1);
//addRotationMap("DustToDust", PracticeCTF, 1, 1);
//addRotationMap("Firestorm", PracticeCTF, 1, 1);
//addRotationMap("Katabatic", PracticeCTF, 1, 1);
//addRotationMap("Minotaur", PracticeCTF, 1, 1);
//addRotationMap("Quagmire", PracticeCTF, 1, 1);
//addRotationMap("Recalescence", PracticeCTF, 1, 1);
//addRotationMap("Reversion", PracticeCTF, 1, 1);
//addRotationMap("RiverDance", PracticeCTF, 1, 1);
//addRotationMap("Sanctuary", PracticeCTF, 1, 1);
//addRotationMap("Slapdash", PracticeCTF, 1, 1);
//addRotationMap("ThinIce", PracticeCTF, 1, 1);
//addRotationMap("Tombstone", PracticeCTF, 1, 1);

// *********************************
// * Capture The Flag Classic Maps *
// *********************************

//addRotationMap("AcidRain", PracticeCTF, 1, 1);
//addRotationMap("Blastside_nef", PracticeCTF, 1, 1);
//addRotationMap("Broadside_nef", PracticeCTF, 1, 1);
//addRotationMap("Confusco", PracticeCTF, 1, 1);
//addRotationMap("DangerousCrossing_nef", PracticeCTF, 1, 1);
//addRotationMap("DesertofDeath_nef", PracticeCTF, 1, 1);
//addRotationMap("Gorgon", PracticeCTF, 1, 1);
//addRotationMap("Hillside", PracticeCTF, 1, 1);
//addRotationMap("IceRidge_nef", PracticeCTF, 1, 1);
//addRotationMap("Lakefront", PracticeCTF, 1, 1);
//addRotationMap("Magmatic", PracticeCTF, 1, 1);
//addRotationMap("Raindance_nef", PracticeCTF, 1, 1);
//addRotationMap("Ramparts", PracticeCTF, 1, 1);
//addRotationMap("Rollercoaster_nef", PracticeCTF, 1, 1);
//addRotationMap("Sandstorm", PracticeCTF, 1, 1);
//addRotationMap("Scarabrae_nef", PracticeCTF, 1, 1);
//addRotationMap("ShockRidge", PracticeCTF, 1, 1);
//addRotationMap("Snowblind_nef", PracticeCTF, 1, 1);
//addRotationMap("Starfallen", PracticeCTF, 1, 1);
//addRotationMap("Stonehenge_nef", PracticeCTF, 1, 1);
//addRotationMap("Sub-zero", PracticeCTF, 1, 1);
//addRotationMap("Surreal", PracticeCTF, 1, 1);
//addRotationMap("Titan", PracticeCTF, 1, 1);
//addRotationMap("WhiteDwarf", PracticeCTF, 1, 1);

// ******************************

// * TWL Map pack *

// ******************************

addRotationMap("TWL_Abaddon", PracticeCTF, 1, 0);
addRotationMap("TWL_BaNsHee", PracticeCTF, 1, 0);
addRotationMap("TWL_BeachBlitz", PracticeCTF, 1, 0);
addRotationMap("TWL_BeggarsRun", PracticeCTF, 1, 0);
//addRotationMap("TWL_BlueMoon", PracticeCTF, 1, 0);
addRotationMap("TWL_Boss", PracticeCTF, 1, 0);
//addRotationMap("TWL_Celerity", PracticeCTF, 1, 0);
addRotationMap("TWL_Chokepoint", PracticeCTF, 1, 0);
addRotationMap("TWL_Cinereous", PracticeCTF, 1, 0);
addRotationMap("TWL_Clusterfuct", PracticeCTF, 1, 0);
addRotationMap("TWL_Crossfire", PracticeCTF, 1, 0);
addRotationMap("TWL_Curtilage", PracticeCTF, 1, 0);
addRotationMap("TWL_Damnation", PracticeCTF, 1, 0);
addRotationMap("TWL_DangerousCrossing", PracticeCTF, 1, 0);
addRotationMap("TWL_DeadlyBirdsSong", PracticeCTF, 1, 0);
addRotationMap("TWL_Deserted", PracticeCTF, 1, 0);
addRotationMap("TWL_Desiccator", PracticeCTF, 1, 0);
//addRotationMap("TWL_Drifts", PracticeCTF, 1, 0);
addRotationMap("TWL_Feign", PracticeCTF, 1, 0);
addRotationMap("TWL_Frostclaw", PracticeCTF, 1, 0);
addRotationMap("TWL_Frozen", PracticeCTF, 1, 0);
addRotationMap("TWL_Harvester", PracticeCTF, 1, 0);
addRotationMap("TWL_Horde", PracticeCTF, 1, 0);
addRotationMap("TWL_Katabatic", PracticeCTF, 1, 0);
addRotationMap("TWL_Magmatic", PracticeCTF, 1, 0);
addRotationMap("TWL_Minotaur", PracticeCTF, 1, 0);
addRotationMap("TWL_Neve", PracticeCTF, 1, 0);
addRotationMap("TWL_NoShelter", PracticeCTF, 1, 0);
addRotationMap("TWL_OsIris", PracticeCTF, 1, 0);
addRotationMap("TWL_Pandemonium", PracticeCTF, 1, 0);
addRotationMap("TWL_Quagmire", PracticeCTF, 1, 0);
addRotationMap("TWL_Raindance", PracticeCTF, 1, 0);
addRotationMap("TWL_Ramparts", PracticeCTF, 1, 0);
addRotationMap("TWL_Reversion", PracticeCTF, 1, 0);
addRotationMap("TWL_Rollercoaster", PracticeCTF, 1, 0);
addRotationMap("TWL_Runenmacht", PracticeCTF, 1, 0);
addRotationMap("TWL_Sandstorm", PracticeCTF, 1, 0);
addRotationMap("TWL_Slapdash", PracticeCTF, 1, 0);
addRotationMap("TWL_Snowblind", PracticeCTF, 1, 0);
addRotationMap("TWL_Starfallen", PracticeCTF, 1, 0);
addRotationMap("TWL_Stonehenge", PracticeCTF, 1, 0);
addRotationMap("TWL_SubZero", PracticeCTF, 1, 0);
addRotationMap("TWL_Surreal", PracticeCTF, 1, 0);
addRotationMap("TWL_Titan", PracticeCTF, 1, 0);
addRotationMap("TWL_WhiteDwarf", PracticeCTF, 1, 0);
addRotationMap("TWL_WilderZone", PracticeCTF, 1, 0);
//addRotationMap("TWL_WoodyMyrk", PracticeCTF, 1, 0);

// ******************************

// * TWL2 Map pack *

// ******************************

addRotationMap("TWL2_Bleed", PracticeCTF, 1, 0);
addRotationMap("TWL2_BlueMoon", PracticeCTF, 1, 0);
addRotationMap("TWL2_CanyonCrusadeDeluxe", PracticeCTF, 1, 0);
addRotationMap("TWL2_Celerity", PracticeCTF, 1, 0);
addRotationMap("TWL2_CloakOfNight", PracticeCTF, 1, 0);
addRotationMap("TWL2_Crevice", PracticeCTF, 1, 0);
addRotationMap("TWL2_Dissention", PracticeCTF, 1, 0);
addRotationMap("TWL2_Drifts", PracticeCTF, 1, 0);
addRotationMap("TWL2_Drorck", PracticeCTF, 1, 0);
addRotationMap("TWL2_FrozenGlory", PracticeCTF, 1, 0);
addRotationMap("TWL2_FrozenHope", PracticeCTF, 1, 0);
addRotationMap("TWL2_Hildebrand", PracticeCTF, 1, 0);
addRotationMap("TWL2_IceDagger", PracticeCTF, 1, 0);
addRotationMap("TWL2_JaggedClaw", PracticeCTF, 1, 0);
addRotationMap("TWL2_Magnum", PracticeCTF, 1, 0);
addRotationMap("TWL2_MidnightMayhemDeluxe", PracticeCTF, 1, 0);
addRotationMap("TWL2_MuddySwamp", PracticeCTF, 1, 0);
addRotationMap("TWL2_Norty", PracticeCTF, 1, 0);
addRotationMap("TWL2_Ocular", PracticeCTF, 1, 0);
addRotationMap("TWL2_RoughLand", PracticeCTF, 1, 0);
addRotationMap("TWL2_Ruined", PracticeCTF, 1, 0);
addRotationMap("TWL2_Skylight", PracticeCTF, 1, 0);
addRotationMap("TWL2_WoodyMyrk", PracticeCTF, 1, 0);

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Many years ago I repacked a couple of terrain sets for use with Tribes2. Recently, I have been getting more and more requests to share these packs.

Enjoy:
zLiggy-Original-terrain.vl2
zLiggy-UT2k3-terrain.vl2

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I put this script together to adjust interpolation settings while the chaingun is firing and revert back to defaults when firing stops.

Download: LiggyInterpol.vl2

Additional:
How do I configure this script?
Once installed, you need to go into the scripts settings screen in-game and input the desired IP settings. Depending on which version of support.vl2 you have this will either be a button at the bottom of the main screen, or a tab on the settings screen.

What values should I use?
This varies based on network conditions and personal preference. The most commonly used settings in the community appear to be 5, 25, 0, 0. You may find other values more appropriate.

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