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        <title>Mods and Customization — TribesNEXT</title>
        <link>https://ms1.tribesnext.com/forum/</link>
        <pubDate>Wed, 21 Oct 2026 23:16:54 +0000</pubDate>
        <language>en</language>
            <description>Mods and Customization — TribesNEXT</description>
    <atom:link href="https://ms1.tribesnext.com/forum/categories/mods-and-customization/feed.rss" rel="self" type="application/rss+xml"/>
    <item>
        <title>How best to resolve scripts that cause issues with reticles?</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4468/how-best-to-resolve-scripts-that-cause-issues-with-reticles</link>
        <pubDate>Tue, 22 Sep 2026 00:54:39 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>jebs</dc:creator>
        <guid isPermaLink="false">4468@/forum/discussions</guid>
        <description><![CDATA[<p>Howdy all !!!! <span>🙂</span></p><p> I recently got a new server-side weapon to work with clients. However, FrostyAutoRepair.cs &amp; hiderifle.cs cause the added weapon's reticle to be invisible when the 2 scripts are loaded. I load them last, and the issue is still there.</p><p>Here is Frosty's code:</p><p>// #autoload</p><p>// #name = FrostyAutoRepair</p><p>// #version = 1.1B</p><p>// #date = December 03, 2001</p><p>// #author = Frosty</p><p>// #email = frostycubes@earthink.net</p><p>// #description = Automatically starts repairing object on Repairgun mount, stops repairing and mounts previous weapon when done</p><p>// #credit = Halide, helped me fix some bugs and clean up code</p><p>// #status = Working</p><p><br /></p><p>if(!isObject(FrostyAR))</p><p>{</p><p>  new ScriptObject(FrostyAR)</p><p>  {</p><p>    class = FrostyAR;</p><p>    // this delay is how long to keep repairing if they lose the target</p><p>    delay = 1000;</p><p>  };</p><p>}</p><p><br /></p><p>package  FrostyAutoRepair</p><p>{</p><p>// ----------- Override mouseFire() function -----------</p><p>  function mouseFire(%val)</p><p>  {</p><p>    if(!FrostyAR.active)</p><p>      parent::mouseFire(%val);</p><p>  }</p><p><br /></p><p>//  ------------- Starts and stop repairs ---------------</p><p>  function FrostyAR::repair(%this, %val)</p><p>  {</p><p>    // cancel if we lost a target and we found a new one...</p><p>    cancel(%this.schedule);</p><p><br /></p><p>    %this.active = %val;</p><p>    $mvTriggerCount0 = %val;</p><p><br /></p><p>    if(!%val)</p><p>      schedule(200, 0, use, %this.prevWeapon);</p><p>  }</p><p>//  -----------------------------------------------------</p><p>//  ---- Check to see if repairs done or any errors -----</p><p>  function defaultMessageCallback(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10)</p><p>  {</p><p>    if(StrStr(%msgString, "Repair pack activated") != -1 || StrStr(%msgString, "Repairing") != -1)</p><p>      FrostyAR.repair(true);</p><p>    else if(StrStr(%msgString, "Repairs completed") != -1 || StrStr(%msgString, "Target is not damaged") != -1)</p><p>      FrostyAR.repair(false);</p><p>    else if(StrStr(%msgString, "No target to repair") != -1)</p><p>      FrostyAR.schedule = FrostyAR.schedule(FrostyAR.delay, repair, false);</p><p><br /></p><p>    parent::defaultMessageCallback(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10);</p><p>  }</p><p>//  -----------------------------------------------------</p><p>//  --- Called when user unmounts Repairgun (Icon off) --</p><p>  function clientCmdsetRepairPackIconOff()</p><p>  {</p><p>    FrostyAR.repair(false);</p><p><br /></p><p>    parent::clientCmdsetRepairPackIconOff();</p><p>  }</p><p>//  -----------------------------------------------------</p><p>//  -------- Convert slot numbers to weapon names -------</p><p>  function clientCmdSetWeaponsHudBitmap(%slot, %name, %bitmap)</p><p>  {</p><p>    FrostyAR.weaponName[%slot] = %name;</p><p><br /></p><p>    parent::clientCmdSetWeaponsHudBitmap(%slot, %name, %bitmap);</p><p>  }</p><p><br /></p><p>  function clientCmdSetWeaponsHudActive(%slot)</p><p>  {</p><p>    FrostyAR.setWeapons(%slot);</p><p><br /></p><p>    parent::clientCmdSetWeaponsHudActive(%slot);</p><p>  }</p><p><br /></p><p>  function FrostyAR::setWeapons(%this, %slot)</p><p>  {</p><p>    if(%slot != -1)</p><p>      %this.prevWeapon = %this.weaponName[%slot];</p><p>  }</p><p>//  -----------------------------------------------------</p><p>//  ---------- Just checks to prevent errors ------------</p><p><br /></p><p>// ####### dont know if you need this ?? ########</p><p>  function clientCmdTogglePlayHuds(%val)</p><p>  {</p><p>    parent::clientCmdTogglePlayHuds(%val);</p><p><br /></p><p>    if(FrostyAR.active)</p><p>      FrostyAR.repair(false);</p><p>  }</p><p>//  -----------------------------------------------------</p><p>};</p><p>activatePackage(FrostyAutoRepair);</p><p><br /></p><p>%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%</p><p>And here is hiderfile.cs:</p><p>// #autoload</p><p>// #name = HideRifle</p><p>// #version = 1.0</p><p>// #date = May 15, 2001</p><p>// #author = |eX|DEbig3-RIP</p><p>// #warrior = DEbig3</p><p>// #email = debig3@qwest.net</p><p>// #web = <a href="http://scripts.tribalwar.com/debig3" rel="nofollow noopener ugc">http://scripts.tribalwar.com/debig3</a></p><p>// #description = hides the sniper rifle when its mounted</p><p>// #status = finished</p><p>// #readme =</p><p><br /></p><p>package hidesniper {</p><p><br /></p><p>function clientCmdSetWeaponsHudActive(%slot) {</p><p>  if ($WeaponNames[%slot] != "SniperRifle") {</p><p>    $pref::Player::renderMyItems = "1";</p><p>  }</p><p>  else if ($WeaponNames[%slot] $= "SniperRifle") {</p><p>    $pref::Player::renderMyItems = "0";</p><p>  }</p><p>  else {</p><p>    $pref::Player::renderMyItems = "1";</p><p>  }</p><p>  parent::clientCmdSetWeaponsHudActive(%slot);</p><p>}</p><p><br /></p><p>function clientCmdSetRepairReticle() {</p><p>  $pref::Player::renderMyItems = "1";</p><p>}</p><p><br /></p><p>};</p><p><br /></p><p>activatePackage(hidesniper);</p><p><br /></p><p> Both are packages. What should I pursue in an effort to get those scripts compatible &amp; working with my mod? The relevant files I modified are as follows:</p><p> \scripts\ directory: </p><p>    deathmessages.cs </p><p>    hud.cs </p><p>    inventory.cs </p><p>    inventoryHud.cs </p><p>    OptionsDlg.cs </p><p>    player.cs </p><p>    weapons.cs</p>]]>
        </description>
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    <item>
        <title>Trying to make a new Disc Launcher type weapon....</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4464/trying-to-make-a-new-disc-launcher-type-weapon</link>
        <pubDate>Sat, 15 Aug 2026 18:16:17 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>jebs</dc:creator>
        <guid isPermaLink="false">4464@/forum/discussions</guid>
        <description><![CDATA[<p> Sami has expressed his desire for a Disc Launcher that has no splash damage &amp; in the future would inherit the player's velocity. This is my first venture in to modding weapons; I think I have maxxed myself out on making maps <span>😉</span></p><p>I found the AVM Tutorial database, and it has many examples in it for all types of weapons. However, it seems like the information is maybe a little dated &amp; jumbled up. I have not had 100% success yet with adding a weapon of my own making.</p><p> Does anyone know of a weapon Mod that was released with the modified .cs script files intact? I would like to look at an example like that &amp; see how they made it work. I could then have a better chance at making the new Disc Launcher work once I see what all was changed from Base to the Mod. I don't want to "steal" anyones code; I just want to learn from it. I would give full credit in my weapons file to any original coders.</p>]]>
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        <title>Modding Questions</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4461/modding-questions</link>
        <pubDate>Tue, 07 Jul 2026 23:23:29 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>Arg0</dc:creator>
        <guid isPermaLink="false">4461@/forum/discussions</guid>
        <description><![CDATA[<p>Hi all,</p><p>I played T2 extensively many years ago now, under a different username. Base game, Renegades mod (AFO and Epoch clans), and especially Construction. Construction definitely helped me get started in my career of coding. Periodically I've been checking back in to see what's new and play a few CTF rounds here and there. I'm glad the servers are still up and it's amazing that Krash has been hard at work making the game even better.</p><p>I'm on sabbatical from my work right now, and decided to go back and mess around with some modding again for fun. I remember a few things from way back when, and other things I've been figuring out along the way, and overall it has been a tad easier now that I have more programming experience.</p><p>I had a few general/ workflow questions for those who have done a lot of T2 modding though. I thought I might ask here, since I know there's some people still active. Any help is appreciated.</p><p>1) Is there a programmatic way to enumerate all the .dts shapes and .wav files? I got <em>a</em> list of .dts files using grep/strings, but the same didn't <em>seem</em> to work the same for .wav. More generally, is there a good way to cycle through them to figure out which might fit for a given $widget? I vaguely remember way back, that when making a simple custom gun, I was cycling through audio clips somehow to see what would fit for the spinup state, but I don't remember how I was doing that.</p><p>2) In a similar vein, is there a python <code spellcheck="false" tabindex="0">dir()</code> equivalent for TGEA scripting? I know the console has tab complete which helps, just not sure how that is implemented and if I could do that from .cs scripts. Sometimes it's a roundabout process to get a handle to what I'm trying to inspect from the console.</p><p>3) What is the workflow people use to test datablock changes? For one example, I'm looking to speed up the iteration process for trying to make a new gun that's composed of multiple <code spellcheck="false" tabindex="0">ShapeBaseImageData</code> definitions, so to make sure the layered images look right. As another example, tweaking particle colors. I've realized that for some tweaks, like a shotgun's projectiles, it's easiest if the definition is in an e.g. onFire function, because those reload easily and cleanly. I'm curious if there's a comparable mechanism for datablocks that I'm missing. I have a feeling I need to just make a handful of helpful scripted primitives for the particle color example.</p><p>4) I remember Thyth and/ or Linker having a script that could copy another player's construction build pieces. Has anyone attempted to use that sort of technique to build a custom map with e.g. a space ship pre-built in it? I remember blnukem had some combat construction mod (CCM) scenarios, and one involved leading a team assault against a freighter (which honestly I can't remember if that was a construction build or not). I just don't know if he/ his team baked that into a map itself or just loaded it manually from build save. I would bet the latter if it was construction. In any case, if someone hypothetically <em>could</em> bring a construction build into a map, would that map then <em>require</em> download ahead of time, or could it still be loadable by everyone like e.g. Flatdash?</p><p>-Arg0</p>]]>
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        <title>MDTW? Anybody?</title>
        <link>https://ms1.tribesnext.com/forum/discussion/1647/mdtw-anybody</link>
        <pubDate>Thu, 22 Oct 2009 15:21:07 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>MrTrip</dc:creator>
        <guid isPermaLink="false">1647@/forum/discussions</guid>
        <description><![CDATA[Does anybody remember the MDTW (Meltdown Total War) mod? Maybe a source laying around somewhere?<br /><br />
I really miss it, was never updated to work with the patch that broke all mods. Would love to see it again.]]>
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        <title>Please Help Necrobones Mod Dog Fight Server</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4002/please-help-necrobones-mod-dog-fight-server</link>
        <pubDate>Fri, 03 Nov 2017 18:45:18 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>Dankforce1</dc:creator>
        <guid isPermaLink="false">4002@/forum/discussions</guid>
        <description><![CDATA[I grew up playing necrobones dogfight server mod and i really want this back in my life. can someone please tell me how I could make this happen? ill even pay someone i dont care i really need this back in my life.]]>
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        <title>Aim Asssist script help</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4457/aim-asssist-script-help</link>
        <pubDate>Sun, 05 Apr 2026 22:31:02 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>Albo</dc:creator>
        <guid isPermaLink="false">4457@/forum/discussions</guid>
        <description><![CDATA[<p>Hi Krash , this is for personal gameplay single payer only LAN GAME , i have a script that im working on it but for some reason i can't make it work ,an help is greatly appreciate</p><div data-embedjson="{&quot;url&quot;:&quot;https:\/\/tribesnext.com\/forum\/uploads\/NQ53V0Z1MDGH\/aim-assist.cs&quot;,&quot;name&quot;:&quot;aim_assist.cs&quot;,&quot;type&quot;:&quot;application\/octet-stream&quot;,&quot;size&quot;:4144,&quot;displaySize&quot;:&quot;large&quot;,&quot;float&quot;:&quot;none&quot;,&quot;mediaID&quot;:3012,&quot;dateInserted&quot;:&quot;2026-04-05T22:30:01+00:00&quot;,&quot;insertUserID&quot;:19045,&quot;foreignType&quot;:&quot;embed&quot;,&quot;foreignID&quot;:19045,&quot;embedType&quot;:&quot;file&quot;}">
    <a rel="nofollow" href="https://tribesnext.com/forum/uploads/NQ53V0Z1MDGH/aim-assist.cs" download="" aria-label="aim_assist.cs">
        aim_assist.cs
    </a>
</div>
<p><br /></p>]]>
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        <title>Tribes 2 Content Pack v1.1</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4356/tribes-2-content-pack-v1-1</link>
        <pubDate>Fri, 10 Feb 2023 18:40:47 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>Roboto</dc:creator>
        <guid isPermaLink="false">4356@/forum/discussions</guid>
        <description><![CDATA[<p>This Content Pack (version 1.1) will overhaul your Tribes 2 installation with a ton of fun community content. It's intended for solo play against bots in various mods, but online patches are available as well if you wish to play multiplayer. </p><p><br /></p><p>Some examples of what this contains:</p><p><br /></p><p>-Mods such as Triumph, Meltdown 2, ClassicBots, War2014, RevMod 2, Shifter, etc. with their respective clients and maps</p><p>-Many maps, and even a new map pack assembled from existing maps containing 225 maps (65 bot supported). </p><p>-Very useful scripts like PilotModeIII, uberFaves, zCenteredCC, DioPackHUD, cleanDSO, rearview, uberZoom, and so on.</p><p>-All the mods are preconfigured to start in 720p with 105 FOV (120 in TP driving), increased driving sensitivity, max graphics settings, and a 63 bot count slider (in most mods). </p><p>-Dozens of .bat files to launch every mod easily, offline and online, that also clean junk files left by mods.</p><p>-Lastly, it includes a giant voice pack, optional multiplayer patches, and HD textures.</p><p><br /></p><p>After installing, just enter any of the newly created .bat shortcuts in the game folder to play. If you wish to see the full list of content, view the READ_THIS file.</p><p><br /></p><p>That's it. Have fun!</p><p><br /></p><p><em>Notes</em>: </p><ol><li>It's <strong>STRONGLY</strong> recommended to install this over a clean installation of Tribes 2!!!</li><li>This Content Pack does not include a Tribes 2 installation, you must download it yourself.</li></ol><p><br /></p><p>Full list of what this contains <a href="https://pastebin.com/TwttuSaL" rel="nofollow noopener ugc">HERE</a>.</p><p><br /></p><p>Setup file download, select your Tribes 2 directory and what files you want to install.</p><p><a href="https://pixeldrain.com/u/PDQSLi6Y" rel="nofollow noopener ugc">Link 1</a></p><p><a href="https://mega.nz/file/r9MFyQgB#3MzzAYBQjfJyuSO6Zrgeg80ktcqMfnak23jzMqhWdJc" rel="nofollow noopener ugc">Link 2</a></p><p>Manual installation .rar file. You have to un-rar the contents into your Tribes 2 directory yourself:</p><p><a href="https://pixeldrain.com/u/nNJorodS" rel="nofollow noopener ugc">Link 1</a></p><p><a href="https://mega.nz/file/v99AyCRJ#rv3INXqwxlUGwTefNrtHNxGb6LqeT8LKS6yW6TuNIeA" rel="nofollow noopener ugc">Link 2</a></p><p><br /></p><p>Current version is <strong>1.1</strong>. Future versions will include more content and tweaks. Suggestions are welcome.</p>]]>
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        <title>Old maps from old computer</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4441/old-maps-from-old-computer</link>
        <pubDate>Sun, 05 Oct 2025 22:23:03 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>Lazer</dc:creator>
        <guid isPermaLink="false">4441@/forum/discussions</guid>
        <description><![CDATA[<p>Welp, I finally had to stop playing on my Windows 2000 machine due to a bug that basically destroys the cloaking ability on certain servers. It also came to my attention that storing possibly irreplaceable maps (and crosshairs, they <em>are</em> coming), on a hard drive that is 20 years old as the only method of storage is not the best idea. So, I thought everyone may be interested in some maps that I have collected over the many years that I have played Tribes 2. Or not. Anyway, I didn't make a single map here. Enjoy!</p><p>Download maps: <a href="https://www.4shared.com/zip/7sezi3Rmjq/T2_maps_2001-2013.html" rel="nofollow noopener ugc">https://www.4shared.com/zip/7sezi3Rmjq/T2_maps_2001-2013.html</a> (sorry, traditional forum code didn't work, and the link system didn't either)</p>]]>
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        <title>Post your links here!</title>
        <link>https://ms1.tribesnext.com/forum/discussion/127/post-your-links-here</link>
        <pubDate>Wed, 07 Jan 2009 14:14:58 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>Shane</dc:creator>
        <guid isPermaLink="false">127@/forum/discussions</guid>
        <description><![CDATA[You can post your links here for Mods and Customizations here! I will keep an up to date list of links! Do not hesitate to send me a private message with links!<br /><br />
General Tribes Information:<br /><a href="http://www.tribesnext.com/downloads" rel="nofollow">http://www.tribesnext.com/downloads</a><br /><a href="http://www.tribaloutpost.com/" rel="nofollow">http://www.tribaloutpost.com/</a><br /><a href="http://www.sewingwitch.com/ken/tribes2.html" rel="nofollow">http://www.sewingwitch.com/ken/tribes2.html</a><br /><a href="http://zephyrfox.com/tribes2/links.html" rel="nofollow">http://zephyrfox.com/tribes2/links.html</a><br /><a href="http://www.the-pond.net/index.php?name=Downloads&amp;req=viewdownload&amp;cid=1" rel="nofollow">http://www.the-pond.net/index.php?name=Downloads&amp;req=viewdownload&amp;cid=1</a><br /><a href="http://www.planettribes.com/tribes2/recfiles.shtml" rel="nofollow">http://www.planettribes.com/tribes2/recfiles.shtml</a><br /><a href="http://the-junkyard.net/files-tribes2.php?action=listfiles&amp;category=tribes2" rel="nofollow">http://the-junkyard.net/files-tribes2.php?action=listfiles&amp;category=tribes2</a><br /><br />
Skins and effects:<br /><a href="http://spinfusor.ch/tribes2/skins/" rel="nofollow">http://spinfusor.ch/tribes2/skins/</a><br /><a href="http://the-junkyard.net/files-tribes2.php?action=listfiles&amp;category=9" rel="nofollow">http://the-junkyard.net/files-tribes2.php?action=listfiles&amp;category=9</a><br /><a href="http://www.tribaloutpost.com/tribes2/styles" rel="nofollow">http://www.tribaloutpost.com/tribes2/styles</a><br /><a href="http://www.impulsiveartists.com/skins/" rel="nofollow">http://www.impulsiveartists.com/skins/</a><br /><br />
Mods:<br /><a href="http://www.tacmod.com/" rel="nofollow">http://www.tacmod.com/</a><br /><a href="http://www.fileplanet.com/79493/0/0/0/1/section/Mod_Files" rel="nofollow">http://www.fileplanet.com/79493/0/0/0/1/section/Mod_Files</a><br /><a href="http://lexor.tk/" rel="nofollow">http://lexor.tk/</a> (rev mod)<br /><a href="http://file.walagata.com/w/fugitive/gtw.zip" rel="nofollow">http://file.walagata.com/w/fugitive/gtw.zip</a> (Great Tribal War)<br /><a href="http://wiki.radiantage.com/index.php?title=Meltdown_2" rel="nofollow">http://wiki.radiantage.com/index.php?title=Meltdown_2</a><br /><br />
Maps:<br /><a href="http://dl.rawr32.net/maps/" rel="nofollow">http://dl.rawr32.net/maps/</a><br /><a href="http://www.tribes2maps.com/" rel="nofollow">http://www.tribes2maps.com/</a><br /><br />
Texture Sets:<br /><a href="http://dl.rawr32.net/textures/" rel="nofollow">http://dl.rawr32.net/textures/</a><br /><br />
Scripts:<br /><a href="http://www.tribes2.info/files/scripts/" rel="nofollow">http://www.tribes2.info/files/scripts/</a><br /><a href="http://www.fabriceroux.com/tribes/scripts.html" rel="nofollow">http://www.fabriceroux.com/tribes/scripts.html</a><br /><a href="http://gamefiles.androctasiae.net/tribes2/scripts/" rel="nofollow">http://gamefiles.androctasiae.net/tribes2/scripts/</a><br /><a href="http://www.chaingunned.org/sling/" rel="nofollow">http://www.chaingunned.org/sling/</a>]]>
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        <title>Tribes 2</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4417/tribes-2</link>
        <pubDate>Sun, 08 Jun 2025 22:38:48 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>BaseEncrypt</dc:creator>
        <guid isPermaLink="false">4417@/forum/discussions</guid>
        <description><![CDATA[<p></p><p><br /></p><p>Edit: moved this so it won't conflict with newer versions of t2. Mods please delete this post, thanks!</p>]]>
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        <title>Classic Bots v1.3.69</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4021/classic-bots-v1-3-69</link>
        <pubDate>Thu, 22 Feb 2018 14:14:05 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>Roboto</dc:creator>
        <guid isPermaLink="false">4021@/forum/discussions</guid>
        <description><![CDATA[
<div>
<b><span><span>Classic Bots</span> </span></b>
</div>

<div>
Latest version: <i>1.3.699 </i>- 10 February, 2023
</div>
<br /><b><span>DESCRIPTION</span></b>:<br />
This bot pack was mainly designed for playing CTF and Siege with bots on Classic 1.5.2. Most of the effort was put towards CTF, however, this mod includes LAK Bots and supports many other default gametypes. These bots were built upon Lagg's V5 bots, so a lot of credits go to him for starting it all. Changes after 2009 are made by me, Roboto. This bot mod includes an awesome, but completely optional feature to enable RPG elements.<br /><br /><b><span>DOWNLOAD LINK</span> </b>:<br />
The file is attached to this post and always updated when a new version appears. You can download it from one of the links below. I have also included Lagg's original v5 scripts from which this mod started as well as two of his unmodified siege maps, in case you do not want to use my modifications or you're simply curious about the old code. Though I must warn you, they will have bugs and you must fix them yourself.<br /><br /><a href="https://pixeldrain.com/u/pGMrUnJQ" rel="nofollow">Link 1</a>, <a href="https://mega.nz/file/G00U0aQB#gEopSc62qHYG8ijPqZVZ7uNb0PWJBd2CiA_Xb9bzXks" rel="nofollow">Link 2</a><br /><br /><b><span>INSTALL INSTRUCTIONS:</span></b><br />
- <b>Updating</b>: The only way to update is to delete your ENTIRE 'ClassicBots' folder and replace it with the newly downloaded one. Sorry, to ensure the best compatibility, you will have to redo your server preferences from scratch. But you should backup (and later copy them back) your old 'rpg_save' folder and 'ClassicBots\prefs\MapRecords.cs' file from the ClassicBots folder if you want to keep the saved player stats and records on the server.<br />
- <b>Prerequisites</b>: Make sure that you have the following map packs installed: DynamixFinalPack, S5maps, S8maps, TWL-MapPack, TWL2-MapPack. These are required. Place the .vl2 files in your 'GameData\Base' folder to install them.<br />
- <b>Hosting an online server</b>: If you wanna host an online server, I STRONGLY recommend reading the file <i>'Server_And_Bot_Preferences.txt'</i> from the folder <i>'ClassicBots_Readme'</i>.<br /><br />
Now, moving on to the <b>install instructions</b>:<br /><b>1</b>. Put everything from the 'Tribes2InstallFolder' to your Tribes 2 install folder and OVERWRITE files when asked. For example, the 'GameData' folder from here should overwrite the 'GameData' folder that you have.<br /><b>2</b>. PLAY by using the 'ClassicBots_Offline/Online' .bat file! That's it.<br /><br /><b><span>OPTIONAL</span></b>:<br />
If you wanna hear bots use random sounds from the game or text chat randomly, or use sounds from the Osiris voice pack, read the file <i>'Server_And_Bot_Preferences.txt'</i> from the folder <i>'ClassicBots_Readme'</i>.<br /><br /><b><span>TIPS</span></b>:<br />
- Bots change numbers depending on the map, this is active by default.<br />
- I recommend always using odd numbers for the bot numbers, like 7, 15, 29, etc. This is not necessary, but it will make the bot balancing feature better.<br />
- Don't play with more than 32 bots on Siege, the game will crash when switching sides.<br />
- Don't install custom mods/scripts that may interfere with this mod or else the mod won't work as intended.<br />
- Open the <i>'ClassicBots_Readme'</i> folder for a full list of features, credits, tips, and bot settings.<br /><br /><b><span>Download </span>links for the required map packs:</b><br /><br /><a href="http://t2.branzone.com/scripts/zMap-Packs/AllCompMapPackS8.zip" rel="nofollow">AllCompMapPackS8.zip</a>. Unzip then place in GameData\Base.<br /><a href="https://files.nastyhobbit.org/t2-maps/DynamixFinalPack.vl2" rel="nofollow">DynamixFinalPack.vl2</a>. Place in GameData\Base.<br /><a href="https://files.playt2.com/Mappacks/Mappacks_Installer.exe" rel="nofollow">PlayT2 Map Packs</a>. Contains all the maps above plus the DMP map pack.<br /><br /><b><span>Download </span>links for the voicepacks, place them in GameData\Base:</b><br /><br />
The <a href="https://files.playt2.com/VoicePacks/zAllInOne%2BMuted.vl2" rel="nofollow">Osiris and Muted!</a> voicepacks combined.<br /><a href="http://www.chaingunned.org/sling/VoicePacks/zVOICEPACK-T2-ALL-IN-ONE.vl2" rel="nofollow">Osiris voice pack</a> only.<br /><br /><br /><b><span>CHANGELOG</span></b>:<br />
Changes since 1.3.69<br />
-Modified some objective weights, bots will deploy stuff a bit less and instead move around more<br />
-Some tiny bug fixes]]>
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        <title>Mission Editor / Map making</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4415/mission-editor-map-making</link>
        <pubDate>Wed, 07 May 2025 15:30:14 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>jebs</dc:creator>
        <guid isPermaLink="false">4415@/forum/discussions</guid>
        <description><![CDATA[<p>Stupid question here from a stoopid guy........ In the game installation readme pdf Manual it says to bring up the mission editor by hitting Ctrl+E..... I can hit Ctrl+E all day until the cows come home &amp; I still don't get no stinking mission editor.... Is it me, or just my choice of underarm deodorant? I've looked all around in the game/settings for it &amp; I can't find it........ Is it now a .exe in one of the subdirectories?</p><p>I want to start editing maps or mission files or all that it involves so that I can add bot nav routes etc for CTF maps using Roboto's guide.</p><p>Thanks in advance !!! <span>😉</span></p>]]>
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        <title>Did anyone make a new Armor class or weight Mod?</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4414/did-anyone-make-a-new-armor-class-or-weight-mod</link>
        <pubDate>Thu, 24 Apr 2025 12:57:08 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>jebs</dc:creator>
        <guid isPermaLink="false">4414@/forum/discussions</guid>
        <description><![CDATA[<p> Just a curious question.... Did anyone ever make a Mod where the Mod added a new class of armor that was</p><p>lighter than the Scout class? Or, did anyone make a Mod that gave less weight to a player if he carried less</p><p>ammo/weapons/etc?</p><p><br /></p><p> I got to thinking the other day that it might be cool to make a super-light &amp; weakly armored very-light Scout.</p><p>He would be very agile &amp; could jet higher &amp; farther, but you would want him lightly armed &amp; come up with a</p><p>way to keep him from being able to capture flags..... Make his only weapon a satchel charge &amp; the only hand-held</p><p>weapon he could have would be a pea-shooter blaster that fired only flare grenades. No mines..... No grenades....</p><p>One repair kit..... It would be neat if the satchel would stick to enemy players lol<span>😊</span></p>]]>
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        <title>Script for small command map HUD?</title>
        <link>https://ms1.tribesnext.com/forum/discussion/3339/script-for-small-command-map-hud</link>
        <pubDate>Tue, 29 Apr 2014 18:03:05 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>cnaeus</dc:creator>
        <guid isPermaLink="false">3339@/forum/discussions</guid>
        <description><![CDATA[Hi all,<br />
does anyone know a good script that produces a small map on the hud, much like the command center map but without entering the command screen (and become paralized).<br /><br />
thanks in advance <img src="https://ms1.tribesnext.com/forum/resources/emoji/smile.png" title=":)" alt=":)" height="20" />]]>
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        <title>New Map - Battlezone 1</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4410/new-map-battlezone-1</link>
        <pubDate>Sat, 29 Mar 2025 23:06:11 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>Spartan119</dc:creator>
        <guid isPermaLink="false">4410@/forum/discussions</guid>
        <description><![CDATA[<p>Made a big _Tex style base several months ago. I finally had a day of inspiration and found a good terrain for it. The rest of the map came together from there. Designed for higher player counts and organized pickup games. (Though it would probably be fun  in a bigger PUB game too.)</p><p><br /></p><p>Preview video: <a href="https://www.youtube.com/watch?v=p3lEjif2Fnw" rel="nofollow noopener ugc">https://www.youtube.com/watch?v=p3lEjif2Fnw</a></p><div data-embedjson="{&quot;url&quot;:&quot;https:\/\/www.tribesnext.com\/forum\/uploads\/THJ98N1Q60S5\/battlezone1.vl2&quot;,&quot;name&quot;:&quot;Battlezone1.vl2&quot;,&quot;type&quot;:&quot;application\/octet-stream&quot;,&quot;size&quot;:9660,&quot;displaySize&quot;:&quot;large&quot;,&quot;float&quot;:&quot;none&quot;,&quot;mediaID&quot;:2930,&quot;dateInserted&quot;:&quot;2025-03-29T23:06:06+00:00&quot;,&quot;insertUserID&quot;:18475,&quot;foreignType&quot;:&quot;embed&quot;,&quot;foreignID&quot;:18475,&quot;embedType&quot;:&quot;file&quot;}">
    <a rel="nofollow" href="https://www.tribesnext.com/forum/uploads/THJ98N1Q60S5/battlezone1.vl2" download="" aria-label="Battlezone1.vl2">
        Battlezone1.vl2
    </a>
</div>
<p><br /></p>]]>
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        <title>Construction Maps</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4402/construction-maps</link>
        <pubDate>Thu, 13 Mar 2025 00:16:16 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>KILL3R</dc:creator>
        <guid isPermaLink="false">4402@/forum/discussions</guid>
        <description><![CDATA[<p>Hey guys, searching for all the flatlands maps. Anyone have them?</p>]]>
        </description>
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        <title>Horde Mod Created by Phantom</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4399/horde-mod-created-by-phantom</link>
        <pubDate>Thu, 06 Mar 2025 21:51:13 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>KILL3R</dc:creator>
        <guid isPermaLink="false">4399@/forum/discussions</guid>
        <description><![CDATA[<p>Anyone seen the old Horde Mod? We used to build bases on construction and fight the Horde. Still around?</p>]]>
        </description>
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        <title>Lucid Mod</title>
        <link>https://ms1.tribesnext.com/forum/discussion/2884/lucid-mod</link>
        <pubDate>Tue, 16 Aug 2011 18:55:38 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>Lucid</dc:creator>
        <guid isPermaLink="false">2884@/forum/discussions</guid>
        <description><![CDATA[Hey people, i just found out people are still playing tribes 2? kind of crazy, i might get back into it if i get the time but for now i found something on one of my old web site backups on a old hard drive. Its the last known release of my Lucid Mod (Beta) v0.75. it was with the full mod info site. If there is any demand for it i might put the info site back online. I bet i even have the source code somewhere, but for right now i hope this last version release still works. I have no idea what changes to the core code of the game may have occurred after my departure from Tribes 2.<br /><br />
You can download the zip file here:<br />
www.lucidlabs.biz/t2/LuCiDBETA0_75.zip<br /><br />
There is no documentation for installation or otherwise ATM other then what is included in this zip file. If requested i might be able to find some other materials related to this MOD. It has an extensive server reconfiguration with a client system that will transmit client files from server to client without the need of a client side mod. I do not have any of the original client side mod files, but they should not be needed with this version. The game may however prompt you to download a music pack at a web site that no longer exists but can be manually downloaded here: www.lucidlabs.biz/t2/LuCiDBreaks.zip<br /><br />
I hope this works and someone gets some enjoyment out of it. I put A LOT of time into this thing so if anyone appreciates this or has any questions let me know.]]>
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        <title>Weapon Sound Change</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4343/weapon-sound-change</link>
        <pubDate>Sat, 25 Dec 2021 01:57:12 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>Spartan119</dc:creator>
        <guid isPermaLink="false">4343@/forum/discussions</guid>
        <description><![CDATA[<p>Howdy to those of you who still play.</p><p><br /></p><p>I usually only shared map making creations but I got the drive to change a bunch of my weapon sounds this time. Once I got the idea to use Total Annihilation (1995) sounds, I started having a lot of fun with this idea. In testing, some of these sounds drastically improved my personal experience in the game. Rate of fire of automatic weapons actually feels rightly expressed in sound, the missile lock sounds feel way better, the Total Annihilation sounds for certain weapons makes them feel really satisfying to use. Many of the sounds aim to reduce some of the static noise and provide more clarity rather than getting you ears blown up because the other team really likes shooting missiles at you. The only non weapon sound adjusted was the armor jet to reduce some of the static in the soundwave.</p><p><br /></p><p>Attached is the collection of specific vl2 files for each weapon, as well as a compiled vl2 that has them all in one. If you want all the sounds, just put the big file in base. If you only want specifics, use the smaller ones.</p><p><br /></p><p>As a bonus gift I included a cool bioderm skin I made back in the day.</p><p><br /></p><p>There is an excel file to briefly overview the changes I made, and a longer README for those who want to read more about it. (Got into documentation mode I guess.)</p><p><br /></p><p>These do not replace the installed sound files, but rather get loaded in place of the defaults. It's as simple as adding or removing them to base to add or remove the sound sets.</p><p><br /></p><p>Feedback appreciated as always. No guarantees I'll check back often though!</p><p>Enjoy.</p><div data-embedjson="{&quot;url&quot;:&quot;https:\/\/www.tribesnext.com\/forum\/uploads\/LRLUN0JYFSAE\/s119weaponsounds.zip&quot;,&quot;name&quot;:&quot;S119WeaponSounds.zip&quot;,&quot;type&quot;:&quot;application\/x-zip-compressed&quot;,&quot;size&quot;:14730750,&quot;displaySize&quot;:&quot;large&quot;,&quot;float&quot;:&quot;none&quot;,&quot;mediaID&quot;:2856,&quot;dateInserted&quot;:&quot;2021-12-25T01:53:42+00:00&quot;,&quot;insertUserID&quot;:18475,&quot;foreignType&quot;:&quot;embed&quot;,&quot;foreignID&quot;:18475,&quot;embedType&quot;:&quot;file&quot;}">
    <a rel="nofollow" href="https://www.tribesnext.com/forum/uploads/LRLUN0JYFSAE/s119weaponsounds.zip" download="" aria-label="S119WeaponSounds.zip">
        S119WeaponSounds.zip
    </a>
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<p><br /></p>]]>
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        <title>New Map - Hogans Run (24)</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4394/new-map-hogans-run-24</link>
        <pubDate>Thu, 07 Nov 2024 07:00:49 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>Spartan119</dc:creator>
        <guid isPermaLink="false">4394@/forum/discussions</guid>
        <description><![CDATA[<p>At the request of a player, I took a look at Logan's run and upsized it in an attempt to build a good map for our regular pick up games on Saturdays. </p><p>Download the VL2 file down below, put it in your Tribes2/GameData/base folder and check it out!</p><p><br /></p><p>Here are a few screenshots of with included notes:</p><div data-embedjson="{&quot;url&quot;:&quot;https:\/\/www.tribesnext.com\/forum\/uploads\/TUZMB2ZC1BEW\/hogrun1.png&quot;,&quot;name&quot;:&quot;Hogrun1.png&quot;,&quot;type&quot;:&quot;image\/png&quot;,&quot;size&quot;:1093141,&quot;width&quot;:1554,&quot;height&quot;:873,&quot;displaySize&quot;:&quot;large&quot;,&quot;float&quot;:&quot;none&quot;,&quot;embedType&quot;:&quot;image&quot;}">
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        <a href="https://www.tribesnext.com/forum/uploads/TUZMB2ZC1BEW/hogrun1.png" rel="nofollow noopener ugc" target="_blank">
            <img src="https://www.tribesnext.com/forum/uploads/TUZMB2ZC1BEW/hogrun1.png" alt="Hogrun1.png" height="873" width="1554" data-display-size="large" data-float="none" data-type="image/png" data-embed-type="image" /></a>
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<div data-embedjson="{&quot;url&quot;:&quot;https:\/\/www.tribesnext.com\/forum\/uploads\/G6EIA57QZCAJ\/hogrun2.png&quot;,&quot;name&quot;:&quot;hogrun2.png&quot;,&quot;type&quot;:&quot;image\/png&quot;,&quot;size&quot;:980694,&quot;width&quot;:1552,&quot;height&quot;:832,&quot;displaySize&quot;:&quot;large&quot;,&quot;float&quot;:&quot;none&quot;,&quot;embedType&quot;:&quot;image&quot;}">
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        <a href="https://www.tribesnext.com/forum/uploads/G6EIA57QZCAJ/hogrun2.png" rel="nofollow noopener ugc" target="_blank">
            <img src="https://www.tribesnext.com/forum/uploads/G6EIA57QZCAJ/hogrun2.png" alt="hogrun2.png" height="832" width="1552" data-display-size="large" data-float="none" data-type="image/png" data-embed-type="image" /></a>
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<div data-embedjson="{&quot;url&quot;:&quot;https:\/\/www.tribesnext.com\/forum\/uploads\/T2JWUXHVHSNY\/hogrun3.png&quot;,&quot;name&quot;:&quot;hogrun3.png&quot;,&quot;type&quot;:&quot;image\/png&quot;,&quot;size&quot;:1061625,&quot;width&quot;:1561,&quot;height&quot;:841,&quot;displaySize&quot;:&quot;large&quot;,&quot;float&quot;:&quot;none&quot;,&quot;embedType&quot;:&quot;image&quot;}">
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        <a href="https://www.tribesnext.com/forum/uploads/T2JWUXHVHSNY/hogrun3.png" rel="nofollow noopener ugc" target="_blank">
            <img src="https://www.tribesnext.com/forum/uploads/T2JWUXHVHSNY/hogrun3.png" alt="hogrun3.png" height="841" width="1561" data-display-size="large" data-float="none" data-type="image/png" data-embed-type="image" /></a>
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<ul><li>Bases keep the same structures, but are rearranged and elevated. The main base is 1 tier higher off the ground which provides an isolated back door corridor for a station and a 2nd entrance from the front which leads to the basement gen room. </li><li>The base now faces the West rather than straight down the midfield run. The VPad crosses the T and faces toward the midfield flat run.</li><li>I pulled 1 station from the top and 1 from the basement gen room, simply relocating one to the new back door corridor and the other to the VPad structure.</li><li>New to the map is a remote tower that sits atop a high peak just in visible range of the flag base. It has a large sensor, an inventory station, and a solar panel. This is an isolated powered group, so the tower only has power if the solar panel is active. The location makes for a useful suit up and go spot, with the invo being fairly protected from several attack angles and offering a huge downhill to ski from. (Can disk jump up there in spawn, suit up to full health, then cash in on the downhill speed.)</li><li>The expanded mission territory provides a variety of options to run the flag. The flight ceiling was dropped because I added bombers (Logans Run did not have bombers). Plenty of room to elevate the bomber without allowing ridiculous high altitude pathing. Not really pictured is the plethora of options to the East and West of the flat run to provide flag running and general attack running routes. Cappers have plenty of options to come at the flag fast on foot, in shrikes, or even in grav cycles if done right. Down the middle will be fast but exposed, the sides will take longer but good skiing should keep a capper relatively safer from long range fire. Nearly all angles of flag grabs have a way out if you do it right.</li><li>I restructured the base to operate EVERYTHING aside from the remote tower from the generators in the base. Logans Run had a Turret group and a station group, but that seemed silly since there weren't many turrets anyway. One gen on each level means owning the enemy base at least requires some movement or multiple raiders to control both floors.</li></ul>]]>
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        <title>script breaking from modifying</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4386/script-breaking-from-modifying</link>
        <pubDate>Sun, 16 Jun 2024 08:36:22 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>zegry</dc:creator>
        <guid isPermaLink="false">4386@/forum/discussions</guid>
        <description><![CDATA[<p>Hello, Help, I don't know much about scripting, I found this script on slingscripts archive, I think it's cool. I'd like to change the values of IP settings in it but when I do the script wont auto load. I'd also like to remove the added chat messages it gives but deleting that function seems to break the auto load as well. I'm unsure if there is another way to load a script other than the autoloader. </p><p>Maybe i'm missing something easy, not sure, i'm ignorant. </p><div data-embedjson="{&quot;url&quot;:&quot;https:\/\/www.tribesnext.com\/forum\/uploads\/7WZY7NLH8E9K\/zinterpchain.vl2&quot;,&quot;name&quot;:&quot;_ZInterpChain.vl2&quot;,&quot;type&quot;:&quot;application\/octet-stream&quot;,&quot;size&quot;:7563,&quot;displaySize&quot;:&quot;large&quot;,&quot;float&quot;:&quot;none&quot;,&quot;mediaID&quot;:2908,&quot;dateInserted&quot;:&quot;2024-06-16T08:31:30+00:00&quot;,&quot;insertUserID&quot;:18856,&quot;foreignType&quot;:&quot;embed&quot;,&quot;foreignID&quot;:18856,&quot;embedType&quot;:&quot;file&quot;}">
    <a rel="nofollow" href="https://www.tribesnext.com/forum/uploads/7WZY7NLH8E9K/zinterpchain.vl2" download="" aria-label="_ZInterpChain.vl2">
        _ZInterpChain.vl2
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<p><br /></p>]]>
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        <title>New Map - Medium Crossing</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4382/new-map-medium-crossing</link>
        <pubDate>Fri, 19 Apr 2024 05:39:37 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>Spartan119</dc:creator>
        <guid isPermaLink="false">4382@/forum/discussions</guid>
        <description><![CDATA[<p>I made Small Crossing a long time ago to be a simple bot brawl on my local machine and it accidentally became one of the most popular small maps pubs have ever seen. I shared it when the old 64 player pub servers started needing such maps to entertain the 8-10 people playing late night as a simple and easy brawl/cap map. I've been wanting to make this map for a long time as a more fleshed out version with structures/bases but never put in the time to do so, probably inspired by playing several PUG nights over the last few months.</p><p><br /></p><p>I'm mostly making this for the current PUB/PUG servers (24/7 Tribes etc.) so you will probably need the DMP and possibly TWL map packs used there to play it since I used some of the custom assets and an updated SC terrain while building this map. (SC-Badlands terrain + non-stock interiors).</p><p><br /></p><p>It effectively uses the same orientation as Small Crossing but with flags stationed further back on valley bases near the back of the intended play area. There are self powered bases with inventory stations and tons of pickup packs if your base's invo's get trashed and you don't got time for that. Mission area was expanded to include the fringes of the flatland outside the TR2 steep perimeter creating a couple new skiing options for cappers and indirect attack runs.</p><p><br /></p><p>Around midfield I added some structures and simple outpost towers compared to the purely non-structure layout of small crossing. The middle and the corners of the map have neutral stations which either team can use to retain the small crossing feel of universal stations being available. The idea behind this map was somewhat bigger games where a team can have some people on defense, offense and some midfield scrapping. If it does well enough I'd be interested to see how it would be played in a PUG setting with higher player counts, team strategies, and coordination.</p><p>Have a look and let me know what you think. Creative use of the terrain and flag base rooftop could make for some interesting flag routes.</p><p><br /></p><div data-embedjson="{&quot;url&quot;:&quot;https:\/\/www.tribesnext.com\/forum\/uploads\/G6K3XBZYP0XM\/mediumcrossing.vl2&quot;,&quot;name&quot;:&quot;MediumCrossing.vl2&quot;,&quot;type&quot;:&quot;application\/octet-stream&quot;,&quot;size&quot;:7826,&quot;displaySize&quot;:&quot;large&quot;,&quot;float&quot;:&quot;none&quot;,&quot;mediaID&quot;:2904,&quot;dateInserted&quot;:&quot;2024-05-12T04:06:44+00:00&quot;,&quot;insertUserID&quot;:18475,&quot;foreignType&quot;:&quot;embed&quot;,&quot;foreignID&quot;:18475,&quot;embedType&quot;:&quot;file&quot;}">
    <a rel="nofollow" href="https://www.tribesnext.com/forum/uploads/G6K3XBZYP0XM/mediumcrossing.vl2" download="" aria-label="MediumCrossing.vl2">
        MediumCrossing.vl2
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<p><br /></p><p>Top half CC screenshot from observer. F is a flag base (has 6 team inventory stations), the white icons are neutral base inventory stations. The corner stations are on the outside foot of the rather steep outer terrain walls.</p><div data-embedjson="{&quot;url&quot;:&quot;https:\/\/www.tribesnext.com\/forum\/uploads\/V3Y977XK7LCL\/top-cc.png&quot;,&quot;name&quot;:&quot;top cc.png&quot;,&quot;type&quot;:&quot;image\/png&quot;,&quot;size&quot;:1274726,&quot;width&quot;:1268,&quot;height&quot;:972,&quot;displaySize&quot;:&quot;large&quot;,&quot;float&quot;:&quot;none&quot;,&quot;embedType&quot;:&quot;image&quot;}">
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        <title>Map - BridgepointV</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4383/map-bridgepointv</link>
        <pubDate>Tue, 23 Apr 2024 04:55:12 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>Spartan119</dc:creator>
        <guid isPermaLink="false">4383@/forum/discussions</guid>
        <description><![CDATA[<p>I created Bridgepoint a little while back to be like an alternate to the action of Raindance. Fairly close bases with room to the sides, similar spacing with different terrain, a somewhat new kind of flag stand layout. It saw some play but didn't really catch like I had hoped. (The usual mapper situation when trying to be creative)</p><p><br /></p><p>This version removes the water to provide a bit better movement and less flag stall outs in the water. It adds vehicles from the rig platform vpad (which visually looks cool with the repair packs lighting up the pillars when they are available), and flags were elevated up one platform since the bridge's wicket looking structures proved to be a bit too rough to navigate for cappers and restricted plausible routes when defense was present. The vehicles add new ways to attack the flag stand, with a really sweet grav bike flag run on the bridge if you have the skills. </p><p>While not all of the terrain is shown below, there are quite a few cool ski options to move the flag around the map and to use on attack routes. Just outside the base are plenty of bowl formations and smooth enough valleys to crank up the speed on approach if you are capping on foot.</p><p>Seeing as everything is so close together, I kept generators off the menu and all assets are self powered.</p><p><br /></p><div data-embedjson="{&quot;url&quot;:&quot;https:\/\/www.tribesnext.com\/forum\/uploads\/NEXMKJM32QCC\/bridgepointv.vl2&quot;,&quot;name&quot;:&quot;BridgepointV.vl2&quot;,&quot;type&quot;:&quot;application\/octet-stream&quot;,&quot;size&quot;:9453,&quot;displaySize&quot;:&quot;large&quot;,&quot;float&quot;:&quot;none&quot;,&quot;mediaID&quot;:2903,&quot;dateInserted&quot;:&quot;2024-05-12T04:05:14+00:00&quot;,&quot;insertUserID&quot;:18475,&quot;foreignType&quot;:&quot;embed&quot;,&quot;foreignID&quot;:18475,&quot;embedType&quot;:&quot;file&quot;}">
    <a rel="nofollow" href="https://www.tribesnext.com/forum/uploads/NEXMKJM32QCC/bridgepointv.vl2" download="" aria-label="BridgepointV.vl2">
        BridgepointV.vl2
    </a>
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<p><br /></p><div data-embedjson="{&quot;url&quot;:&quot;https:\/\/www.tribesnext.com\/forum\/uploads\/5R1GTMT8R4C1\/bpv-base-overlook.png&quot;,&quot;name&quot;:&quot;bpv Base overlook.png&quot;,&quot;type&quot;:&quot;image\/png&quot;,&quot;size&quot;:1062190,&quot;width&quot;:1918,&quot;height&quot;:1034,&quot;displaySize&quot;:&quot;large&quot;,&quot;float&quot;:&quot;none&quot;,&quot;embedType&quot;:&quot;image&quot;}">
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<div data-embedjson="{&quot;url&quot;:&quot;https:\/\/www.tribesnext.com\/forum\/uploads\/NIE3K2LZV5S1\/bpv-tower-overlook.png&quot;,&quot;name&quot;:&quot;bpv Tower overlook.png&quot;,&quot;type&quot;:&quot;image\/png&quot;,&quot;size&quot;:1123736,&quot;width&quot;:1920,&quot;height&quot;:1080,&quot;displaySize&quot;:&quot;large&quot;,&quot;float&quot;:&quot;none&quot;,&quot;embedType&quot;:&quot;image&quot;}">
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            <img src="https://www.tribesnext.com/forum/uploads/NIE3K2LZV5S1/bpv-tower-overlook.png" alt="bpv Tower overlook.png" height="1080" width="1920" data-display-size="large" data-float="none" data-type="image/png" data-embed-type="image" /></a>
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<div data-embedjson="{&quot;url&quot;:&quot;https:\/\/www.tribesnext.com\/forum\/uploads\/XCHRAQ9OLQKS\/bpv.png&quot;,&quot;name&quot;:&quot;bpv.png&quot;,&quot;type&quot;:&quot;image\/png&quot;,&quot;size&quot;:1168321,&quot;width&quot;:1486,&quot;height&quot;:1036,&quot;displaySize&quot;:&quot;large&quot;,&quot;float&quot;:&quot;none&quot;,&quot;embedType&quot;:&quot;image&quot;}">
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            <img src="https://www.tribesnext.com/forum/uploads/XCHRAQ9OLQKS/bpv.png" alt="bpv.png" height="1036" width="1486" data-display-size="large" data-float="none" data-type="image/png" data-embed-type="image" /></a>
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        <title>Victory themes for Inferno/Storm</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4381/victory-themes-for-inferno-storm</link>
        <pubDate>Sun, 18 Feb 2024 01:33:33 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>Spartan119</dc:creator>
        <guid isPermaLink="false">4381@/forum/discussions</guid>
        <description><![CDATA[<p>Hey all. I was experimenting with putting victory music themes in with the post game announcement of which team wins, and it was a pretty cool feel! I've arranged 4 themes, each with a version for Inferno and Storm. Download the attached ZIP file and move one of each team themes to your base folder to use. Simply pull or plug in whatever themes you want to use if you wish to change it up. If you move them all into base simultaneously the game will probably just use the last one in the VL2 lineup.</p><p>These are all from the Advance Wars Reboot soundtrack, though I will probably look into other themes at some point if I ever get bored of them.</p><p>The "Short" themes should complete while in the post game screen. The "Long" themes will play you into your next match. In the PUB setting it often plays me right into the start of the next game. (Some may like this, others may not.) The long themes didn't feel as complete if I cut them short and being played into the next match was a neat side effect, that's why I left them long.</p><div data-embedjson="{&quot;url&quot;:&quot;https:\/\/www.tribesnext.com\/forum\/uploads\/K1DV8HVB9BH7\/aw-victory-themes.zip&quot;,&quot;name&quot;:&quot;AW Victory Themes.zip&quot;,&quot;type&quot;:&quot;application\/x-zip-compressed&quot;,&quot;size&quot;:33874928,&quot;displaySize&quot;:&quot;large&quot;,&quot;float&quot;:&quot;none&quot;,&quot;mediaID&quot;:2891,&quot;dateInserted&quot;:&quot;2024-02-18T01:33:28+00:00&quot;,&quot;insertUserID&quot;:18475,&quot;foreignType&quot;:&quot;embed&quot;,&quot;foreignID&quot;:18475,&quot;embedType&quot;:&quot;file&quot;}">
    <a rel="nofollow" href="https://www.tribesnext.com/forum/uploads/K1DV8HVB9BH7/aw-victory-themes.zip" download="" aria-label="AW Victory Themes.zip">
        AW Victory Themes.zip
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<p>Here is a quick Youtube video that plays all 4 so you don't have to play games to figure out which theme is which.</p><p><a href="https://youtu.be/TNvJ-jnVND4" rel="nofollow noopener ugc">https://youtu.be/TNvJ-jnVND4</a></p>]]>
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        <title>HUD customization</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4379/hud-customization</link>
        <pubDate>Wed, 07 Feb 2024 05:56:40 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>greenseeker</dc:creator>
        <guid isPermaLink="false">4379@/forum/discussions</guid>
        <description><![CDATA[<p>Can the elements of the default HUD be relocated? I've recently gotten a large ultrawide monitor and having things displayed in the corners is really impractical.</p>]]>
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        <title>Advanced bot maps for Base - The mod!</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4355/advanced-bot-maps-for-base-the-mod</link>
        <pubDate>Fri, 10 Feb 2023 17:15:22 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>Roboto</dc:creator>
        <guid isPermaLink="false">4355@/forum/discussions</guid>
        <description><![CDATA[<p><br /></p><p><strong>Description</strong>:</p><p>These are improved bots for Base, the default Tribes 2 game mode. These maps are incompatible with other mods.</p><p><br /></p><p>The mod contains 64 maps in total mostly for CTF, Siege, and CnH. In addition to having many bug fixes over the default bots, they can now throw and detect mines, use missile launchers, drive vehicles, use the MPB teleporter, deploy pulse/motion sensors and cameras, use paths to attack generators, and many more. These (version 3) bots were released by Lagg-Alot back in 2005. </p><p><br /></p><p>While this mod doesn't contain any new maps, it combines all the bot supported maps by Lagg-Alot, Roboto, and MetaDrax (as of 10 February 2023) into one giant pack. Additionally, these maps maps are now separated from any other mods' map lists, because they are now visible only when you launch this mod. Because these maps have custom scripts, separating them from other mods solves many problems that were caused if you tried the maps in a mod like Shifter, Meltdown 2, and so on, which are incompatible with these AI scripts. </p><p><br /></p><p>This mod also lets you add up to 63 bots from the main menu, without having to type anything into the console to add more than 16 bots. </p><p><br /></p><p><strong>Install instructions</strong>:</p><p><br /></p><p>1. Put everything from the "Tribes2InstallFolder" to your Tribes 2 install folder and OVERWRITE stuff when asked. For example, the 'GameData' folder from here should overwrite the 'GameData' folder that you have.</p><p>2. PLAY by using the 'BaseBots_Offline/Online' .bat file! That's it.</p><p>3. If you still have the old standalone maps, delete your older .vl2 maps from the "GameData\Base" folder: CNHBotMapPack, CTFBotMapPack, SiegeBotMapPack, lag-alot_map_pack, and my 8 maps ending with "Rob".</p><p><br /></p><p>Enjoy! </p><p>   -<em>Roboto</em></p><p><br /></p><p><strong>Changelog</strong>:</p><p><br /></p><p>1.2 (Nov. 13, 2023)</p><p>   Fixed weights for MetaDrax's RV maps in the CTF game mode. Bots holding flags should now prioritize capping instead of going somewhere else.</p><p><br /></p><p>1.1</p><p>   Added the (previously forgotten) scripts that let you add up to 63 bots </p><p>   Added ConnCtPatch.cs (fixed double bot count in the server list)</p><p>   Modified the ServerPrefs file</p><p><br /></p><p>1.0</p><p>   First release</p><p><br /></p><p><strong>Download</strong>: </p><p>Link 1: <a href="https://pixeldrain.com/u/KUD7d9HJ" rel="nofollow noopener ugc">https://pixeldrain.com/u/KUD7d9HJ</a></p><p>Link 2: <a href="https://mega.nz/file/6hs3BDKQ#PuPp1mBm73Vhi7YGbbiIrCU-oJ69qrI_LSiXrzgrz2c" rel="nofollow noopener ugc">https://mega.nz/file/6hs3BDKQ#PuPp1mBm73Vhi7YGbbiIrCU-oJ69qrI_LSiXrzgrz2c</a></p><p><strong>Attachment</strong>: </p><div data-embedjson="{&quot;url&quot;:&quot;https:\/\/www.tribesnext.com\/forum\/uploads\/6C135S6IUBWW\/advancedbotmapsforbasemod-v1-2.zip&quot;,&quot;name&quot;:&quot;AdvancedBotMapsForBaseMod_v1.2.zip&quot;,&quot;type&quot;:&quot;application\/zip&quot;,&quot;size&quot;:40682210,&quot;displaySize&quot;:&quot;large&quot;,&quot;float&quot;:&quot;none&quot;,&quot;mediaID&quot;:2885,&quot;dateInserted&quot;:&quot;2023-11-13T19:00:46+00:00&quot;,&quot;insertUserID&quot;:1505,&quot;foreignType&quot;:&quot;embed&quot;,&quot;foreignID&quot;:1505,&quot;embedType&quot;:&quot;file&quot;}">
    <a rel="nofollow" href="https://www.tribesnext.com/forum/uploads/6C135S6IUBWW/advancedbotmapsforbasemod-v1-2.zip" download="" aria-label="AdvancedBotMapsForBaseMod_v1.2.zip">
        AdvancedBotMapsForBaseMod_v1.2.zip
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        <title>need fov script</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4371/need-fov-script</link>
        <pubDate>Sun, 13 Aug 2023 00:06:59 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>ghostman</dc:creator>
        <guid isPermaLink="false">4371@/forum/discussions</guid>
        <description><![CDATA[<p>anyone have a link to a fov script or jsut a bunch of scripts we used to use back in the day?</p>]]>
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        <title>Tribes 2 Graphical Enhancements</title>
        <link>https://ms1.tribesnext.com/forum/discussion/3598/tribes-2-graphical-enhancements</link>
        <pubDate>Wed, 21 Jun 2017 18:17:54 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>ZurkinWood497</dc:creator>
        <guid isPermaLink="false">3598@/forum/discussions</guid>
        <description><![CDATA[Threw some stuff into T2 and got these results. Thought I'd show you guys here.<br /><br />
Still isn't perfect; Got to add/remove/change some settings, get the 2D OpenGL end to render, and just overall make it work.<br /><br />
Let me know what you guys think.<br /><br />
Google Drive Link:<br /><a href="https://drive.google.com/folderview?id=0B8QXhWKW20JUWEFHUE83M2JMUzA" rel="nofollow">https://drive.google.com/folderview?id=0B8QXhWKW20JUWEFHUE83M2JMUzA</a><br />
EDIT: More pictures in this link. Take A look please.]]>
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        <title>BTMappackT2-b1</title>
        <link>https://ms1.tribesnext.com/forum/discussion/2666/btmappackt2-b1</link>
        <pubDate>Sat, 23 Apr 2011 08:43:43 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>lpbbear</dc:creator>
        <guid isPermaLink="false">2666@/forum/discussions</guid>
        <description><![CDATA[For the last few months I have been working on a version of the BTMappack for Tribes 2. I am near ready to release the first beta version of this mappack so I thought I would let the general community know of its existence.<br /><br />
The first beta version of this mappack consists of 11 maps.<br /><br />
1. BroadsideBTt3<br />
2. CanyonCrusadeBTt2<br />
3. DangerousCrossingBTt1<br />
4. DesertOfDeathBTt1<br />
5. FirestormBTt3<br />
6. IceRidgeBTt1<br />
7. RaindanceBTt1<br />
8. RollercoasterBTt1<br />
9. ScarabraeBTt2<br />
10. SnowblindBTt1<br />
11. StonehengeBTt1<br /><br />
"t" in the name signifies I consider it a "test" version.<br /><br /><br />
Since Tribes 2 does not have a client download function I will release a test version for players and server admins to play test for a period of time. It will be a while before a more polished version is released.<br /><br />
If anyone can host the first release please PM me here on the forums. I expect the first release to be slightly less than 25 mbs in size.<br /><br />
The test versions of these maps are currently on my server "BearTown Tribes2". Unfortunately there is no download to client in TribesNext.<br /><br />
I have set up a personal blog at <a href="http://btmappack.blogspot.com" rel="nofollow">http://btmappack.blogspot.com</a><br /><br />
Stop on by if you're interested in following my adventures....and misadventures in mapping.<br /><br />
A couple pic links:<br /><br />
(sorry bout the size)<br /><br /><img src="http://3.bp.blogspot.com/-S0s33ia3IZ8/TbLfz7p4ILI/AAAAAAAAAAs/h46BdG1Db8A/s1600/BroadsideBTt3-1.png" alt="BroadsideBTt3-1.png" /><br /><br /><img src="http://4.bp.blogspot.com/-obTtSKRPhBI/TbLh4CqHD3I/AAAAAAAAABI/kjqQ5w2WEXk/s1600/RollercoasterBTt1-1.png" alt="RollercoasterBTt1-1.png" />]]>
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        <title>Old Mechina Mod Download</title>
        <link>https://ms1.tribesnext.com/forum/discussion/4301/old-mechina-mod-download</link>
        <pubDate>Wed, 22 Jul 2020 22:16:43 +0000</pubDate>
        <category>Mods and Customization</category>
        <dc:creator>Salvadore Bergeron</dc:creator>
        <guid isPermaLink="false">4301@/forum/discussions</guid>
        <description><![CDATA[<p>I am looking for the Mechina mod before it became a Mechwarrior type game. There were custom classes and items. The only thing I've been able to find is the Mechwarrior type of the Mechina mod. Could anyone help please?</p>]]>
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