Sunstar

Sunstar is a Capture the Flag map in Tribes: Ascend. It consists of many small towers surrounding a larger central tower on the side of a sandy canyon.

Terrain
The terrain on Sunstar is sandy with small hills. The tornados in the distance may indicate that this map takes place on the same world as Bella Omega. On one side is a deep canyon that players can fall into if they get too close; the other side has a neolithic-style arena or amphitheater. Each team controls three of the eight small towers, many of which have conduits (which allow free jetpacking within a limited space) to allow access to upper sections.

Bases
The team's flag stand is protected by a half-cylinder force field making it harder for cappers to line up their flag runs. This force field is powered by the Generator which is located underground between the two main towers of the base. Conduits allow access to the generator room, which means that players can simply drop down into it then jetpack back up no matter what armor they are wearing. The Vehicle Pad is located behind the main tower and the Radar Sensor is near it. Inventory Stations can be found at the bottom of the main tower, inside the small tower on the outskirts of the base, and in the second tower of the main base. There is a Base Turret guarding the right side of the flag stand (facing out).

Flag Defense
Initially the flag is protected by a force field. This means early cappers have to approach from the sides and a quick Doombringer can deploy additional force fields to nearly wall-in the flag. This will help make defense easier short-term, however if the generator is destroyed the flag will still be very exposed. On this map it's easy to see cappers coming a long way off, so Sentinels are very helpful on defense. Doombringer's Chaingun and Saber launcher can be good weapons here. Using the Super Heavy perk (maxed out) is helpful, but as always it's hard to stay in one place with the force field down. If it is down, try laying mines near the edges of the flag stand and aim to take out cappers before they reach the flag.

Generator Defense
The gen room on this map has no good choke points and is therefore difficult to defend. The easiest way is to kill attackers as they land in the conduit, using mines, claymores and turrets. Force fields can be deployed here too so that enemy players fall into them on the way down. Unfortunately many players will fire an explosive weapon down the conduit to clear out these defenses. Turrets near the edges of the room or by the generator itself can often survive long enough to get a few good shots in. Mines can also be placed at the end of the bridge to surprise Infiltrators when they come in to toss their sticky grenades. Doombringer's can deploy force fields to absorb some damage before enemies hit the generator, but the best defense is someone stationed in the gen room at all times.