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TAC 1 Players (Roll Call)
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Re: TAC 1 Players (Roll Call)
« Reply #15 on: 07.16.09 | 04:47 AM »
Sarkanus 3, how I miss thee.

Here's the map list, without having played in a while, from memory that I'd perhaps like to see:

Air_Coaster_CTF
A_Bridge_Not_Far_Enough_C&H
BloodyTunnels_CTF / maybe?
Close_C&H
Gorrillas_in_the_mist_CTF
HALO_CTF
Ice_Fusion_CTF
JustHoldIt_C&H / though I hate it :p
LionsDen_CTF
Obelisk_C&H / can't remember if this is the one I'm thinking of...
Plateaus2_CTF
PotHole_CTF
Ra's_Ruin_C&H
RainyDays_TDM
Sarkanus-3_C&H
Sarkanus_CTF
SkiJump_CTF / maybe
Smear-the-Queer_CTF
Spire_C&H
Sunny_Days_CTF
TheGiantGiraffe_2_C&H
TheNoFlyZone_CTF
WhiteChristmas_TDM
Winter_C&H
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Failboat.

This thread is now about ducks.
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Re: TAC 1 Players (Roll Call)
« Reply #16 on: 07.16.09 | 05:14 AM »
From your list, although I could name these without ever having seen the list

Air_Coaster_CTF
Close_C&H
Gorrillas_in_the_mist_CTF
JustHoldIt_C&H  <--- I hate this one too
PotHole_CTF
Sarkanus-3_C&H
SkiJump_CTF
Sunny_Days_CTF
Winter_C&H

If you made a version of TAC with only these 9 maps, it would still own. Even JustHoldIt on a bad day is still vastly superior to most modern FPS games.

I'll be putting the pedal to the metal in my modified superquick FLPC and looking thru all the maps after lunch.

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Re: TAC 1 Players (Roll Call)
« Reply #17 on: 07.16.09 | 10:06 AM »
Hey, Ledi Cheesy. Still 3d modelling?

Hey hey! At times something random and irrelevant...
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Re: TAC 1 Players (Roll Call)
« Reply #18 on: 07.18.09 | 01:10 AM »
I must say after having thoroughly explored about 20 maps so far that were added since 1.3, most share some or all common errors in design. There are some incredibly well made maps that sadly fail because of these errors...

-The map creator was trying to be too clever by creating complex win conditions
-Beautifully designed massive structures serving no useful purpose and often creating a hinderance eg. Spawn bases so vast you can get lost in them OR flag bases so large an entire team and all their APCs could park/camp with comfort
-Ignorance of the "Aerial" aspect of Team Aerial Combat eg. combat area structures so large or common that for the most part an APC becomes unnecessary
-Otherwise well designed maps that fail to use decent terrain eg. terrain is huge without reason and/or terrain provides no hills/valleys/mountains to use as cover in flight
-Maps that throw the idea of Team Aerial Combat out the window entirely


Whilst I'm going through the map list I'd like to make a second proposal that maps which are not either Capture & Hold (C&H) or Capture the flag (CTF) be shelved temporarily/indefinitely.

I suggest retiring the following game types...
Team Death Match (TDM) - Although present since the beginning of TAC, such maps can easily be abused by scoring a single kill then camping the home base for the remainder of the match. I suggest re-instatement of TDM at a later date, especially if scoring can be amended to encourage all players to stay in the combat area and prevent exploit.
Hold the Flag (HTF) - Too few examples of this map type, does not improve upon the already successful CTF concept.
Find & Retrieve (F&R) - An enjoyable off-shoot of CTF although sometimes too complex. Does not lend itself well to smaller teams. However a definite candidate for reinstatement.
Defend & Destroy (D&D) - 'Base Rape lite', mercifully too few examples of this dumb map type.
Multi Team (MT) - I promising map type, too few examples exist, a good candidate for development.
Other map types - Too few examples, win conditions unclear/complex or not representative of normal TAC play.

« Last Edit: 07.18.09 | 01:13 AM by MooNSpooN »
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Re: TAC 1 Players (Roll Call)
« Reply #19 on: 07.19.09 | 07:46 AM »
I must say after having thoroughly explored about 20 maps so far that were added since 1.3, most share some or all common errors in design. There are some incredibly well made maps that sadly fail because of these errors...

-The map creator was trying to be too clever by creating complex win conditions
-Beautifully designed massive structures serving no useful purpose and often creating a hinderance eg. Spawn bases so vast you can get lost in them OR flag bases so large an entire team and all their APCs could park/camp with comfort
-Ignorance of the "Aerial" aspect of Team Aerial Combat eg. combat area structures so large or common that for the most part an APC becomes unnecessary
-Otherwise well designed maps that fail to use decent terrain eg. terrain is huge without reason and/or terrain provides no hills/valleys/mountains to use as cover in flight
-Maps that throw the idea of Team Aerial Combat out the window entirely


Whilst I'm going through the map list I'd like to make a second proposal that maps which are not either Capture & Hold (C&H) or Capture the flag (CTF) be shelved temporarily/indefinitely.

I suggest retiring the following game types...
Team Death Match (TDM) - Although present since the beginning of TAC, such maps can easily be abused by scoring a single kill then camping the home base for the remainder of the match. I suggest re-instatement of TDM at a later date, especially if scoring can be amended to encourage all players to stay in the combat area and prevent exploit.
Hold the Flag (HTF) - Too few examples of this map type, does not improve upon the already successful CTF concept.
Find & Retrieve (F&R) - An enjoyable off-shoot of CTF although sometimes too complex. Does not lend itself well to smaller teams. However a definite candidate for reinstatement.
Defend & Destroy (D&D) - 'Base Rape lite', mercifully too few examples of this dumb map type.
Multi Team (MT) - I promising map type, too few examples exist, a good candidate for development.
Other map types - Too few examples, win conditions unclear/complex or not representative of normal TAC play.


I think the latest TAC modifications imposed penalties on team that was TDM camping, and they had to stay in the mission area even if they did have that lead.  Despite this concern, I've rarely ever seen people actually camp like this to try and win a map.  I'm struggling to think of one example, even in a PUG.
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Re: TAC 1 Players (Roll Call)
« Reply #20 on: 07.27.09 | 06:50 PM »
Hey, it is Two Sixes/BillNye.

It's cool to see people interested in playing again, and very cool to see this PlayTribes. I'd be happy to help out somehow, though I'm a bit limited at the moment. All my old tribes stuff (match recordings, skins, models, etc) is on my comp back home, assuming that I didn't delete it.

I always thought that the F&R maps were very fun, but they were mostly so spread out (if I remember right). And as Cav said, I do recall as well there being a penalty issued in the new versions of TAC for TDM if you weren't in play.

It'd be nice to play with just the classic maps and not the new maps. As you said, SemiGod, some of those bases are so confusing, and the flag areas/C&H area is just meant for dueling.

Anyways, just thought I'd drop by and say hello again.
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Re: TAC 1 Players (Roll Call)
« Reply #21 on: 07.28.09 | 11:43 AM »
Hey, its um... HeX here.  Obvi.  Anyway I look forward to reliving some TAC memories with you all soon!  In the meantime I encourage everyone to try to make it out to a FightNight when you have a free Friday night.  It's good team-based action with people that know how to play.

About developing the latest iteration of this mod, I think it's a great idea to slim down the number of maps that make it in, and even gametypes.

TDM could be eliminated for the fact that it is just a part of every other "proper" TAC map.  A well-designed CTF map, like Sunny Days or Air Coaster has plenty of arousing APC on APC action, but just enough so that people don't get sick of it.  I'll be honest, fighting exclusively between APCs in TAC1 is quite boring and limited by the simple movements and visibility available to pilots in the early game.  In TAC2 the gametype makes sense, in TAC1, not so much, especially if you can get your fix on a competitive map.

F&R was GREAT.  This was another gametype that encouraged teamplay.  I think it should stay in, albeit limited to the few good maps- What was that one on the very brown terrain - you could discjump from your home base to your flag base?

MT had some potential but in the past the only map was just a duel fest with a central objective - I'd like to see a good map made for multi team CTF - something like this could work with as little as 6 to 8 people and could bring new possibilities to our beloved mod.

Try to get back in touch with old Tribes friends in preparation for the return!  Till then, keep posting here and try to make it to a TAC Fight Night.
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Re: TAC 1 Players (Roll Call)
« Reply #22 on: 07.28.09 | 01:11 PM »
I've been following the posts here with interest, while busy building up my Maya modelling skills (trying to design higher poly, better looking APCs for TAC).


Please ignore botched polygons, not much point in refining them until I come up with a firmer idea. I'm quite keen on Spearhead and Twintake so far. Spearhead is based on a prehistoric flint arrow tip and Twintake is loosely based on a hovercraft. Spearhead2 was a failed attempt at improving Spearhead. I've started out quite rough, more detail will be added whilst trying to keep the polycount (number of triagles) low.

This got my attention specifically...
What was that one on the very brown terrain - you could discjump from your home base to your flag base?
This is exactly what you don't want in TAC; the ability to get to the flag without an APC.

I agree with you on the TDM maps, there's limited fun to be had. I remember it being quite fun the first few times I played TAC way back when, after that it was tedious and TDM maps frequently got voted off in favour of a CTF or C&H map. Or so it was on the Barrysworld server, anyway.
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Re: TAC 1 Players (Roll Call)
« Reply #23 on: 07.30.09 | 07:24 AM »
Hi all,

I would also love to play some TAC1 again - its been too long  Cry

Jonsend
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Re: TAC 1 Players (Roll Call)
« Reply #24 on: 07.31.09 | 08:05 AM »
i thought i'd never get to play tac again!!!  great to see some rekindled interest!!!

apc ready to go, waiting for passengers. vvzvvzvvzvvzvahvahvahvahvahvaevaevaevaevaevae

Grin Grin Grin
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Re: TAC 1 Players (Roll Call)
« Reply #25 on: 07.31.09 | 02:11 PM »
wow.
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Re: TAC 1 Players (Roll Call)
« Reply #26 on: 07.31.09 | 06:57 PM »
Jonsend, you are the man.

Does anyone even still play, or are there servers up?
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Re: TAC 1 Players (Roll Call)
« Reply #27 on: 07.31.09 | 08:23 PM »
+1
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Re: TAC 1 Players (Roll Call)
« Reply #28 on: 08.03.09 | 11:09 AM »
As if you'd ever play Redvan Tongue
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Re: TAC 1 Players (Roll Call)
« Reply #29 on: 08.21.09 | 12:40 PM »
[SPAM]Xyphoid: APC waiting for passengers
TAC MOVIE HERE
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