Katabatic

Katabatic is a remake of a map from Tribes 2. It is quite true to the original, with vehicle pads next to the bases and generators under the flag point, as well as even including the secondary bases, although these are now simply towers. The only noticeable major changes are the underground second entrances to the bases, the addition of spikes coming from the landscape and a more bumpy terrain.

Terrain
Katabatic takes place on snowy, mountainous terrain. Unlike the original, this map has sharp ice formations scattered around it. There are many good skiing hills on this map.



Bases
Katabatic has one main base with a tower and large underground section that houses the Generator. There are also two towers, one near the vehicle pad and another closer to the enemy base which is atop a tall hill. The flag stand is very exposed on the roof of the main base. There is a Radar Sensor on the main base's tower, and inventory stations below the flag stand and in the gen room. There are two Base Turrets, one in front of the base near the ice tunnel, the other behind the base on the hillside.

Offense
Base assets such as turrets, sensors, and the generator are all vulnerable on this map. Turrets are easy targets for mortars and the Radar Sensor can easily be taken down by anyone with a spinfusor. The generator room can be reached by an ice tunnel that points towards the enemy base, making it easy to ski inside quickly. The flag stand is also open and vulnerable to bombardment.

Flag Routes
Common flag routes on this map take players around the outside of the hills which hold the bases and towers and approach the flag from either behind (so you are facing your base when you grab) or from the front corners (so you are heading into a canyon when you grab).

Flag Defense
Like many CTF maps in Tribes: Ascend the flag stand is very open on Katabatic. This map is so open in fact that the flag is often left virtually undefended when players get tired of losing the flag over and over. The generator is often down as well so defenders have few options in the way of deployables. When powered, Light Turrets can be placed in the corners so they are somewhat protected from enemies. Mines around the perimeter of the flag can also work well if they are maintained. If cappers are using the same route over and over and the generator is up then Force Fields can be deployed to slow them down, but the stand is so big that they are only marginally effective. Sentinels are helpful for taking out cappers at a distance and stopping their escape.

Generator Defense
The gen room on this map has three points of entry and is therefore difficult to defend well. Early in the match Doombringers can place force fields inside the ice tunnel on the ramp like a sort of net for enemy players trying to quickly destroy the generator. Mines deployed here as well will often catch the early Infiltrators and Raiders by surprise, but heavies will still get through. When on the Diamond Sword team try placing a mine right on the curved side of the tunnel where players will bump the wall after skiing inside. Another good spot is just around the corner where the tunnel turns away from the second ramp. Mines also catch many players if placed about half way down the second ramp. Force Fields can surprise many players if placed inside the conduit shafts next to the inventory station since they are the the same color and won't stand out. Turrets backup up by motion sensors should be placed near the generator itself to finish off enemies who get that far inside.