Badlands
Broken rock, open sky, and no cover for the slow.
Badlands is a multiplayer map in the Tribes first-person shooter franchise, set within the series' signature angular, low-poly sci-fi landscapes. The map takes its name from the eroded rock formations of Earth's badlands terrain, translating that into a jagged arena of buttes, mesas, dry washes, and narrow canyon corridors rendered in the franchise's distinctive faceted aesthetic.
As a Tribes map, Badlands is built around the series' core loop: fast, boost-assisted movement across large open spaces, long-range tag-and-bomb engagements, and fluid vertical play. The broken terrain rewards players who can read sightlines and control elevation, while punishing those who commit to a single approach path without covering their boost routes.
- Franchise
- Tribes
- Genre
- First-person shooter (team-based, objective modes)
- Core movement mechanic
- Sustained boost (jetpack-style vertical and horizontal thrust)
- Visual style
- Low-poly, faceted sci-fi terrain
- Key weapon interaction
- Tag (slow) + Bomb (kill) combo
- Terrain type
- Eroded rock formations, canyons, open plateaus
Lore & Background
In the Tribes universe, combat crews operate across a hostile, alien world where the landscape itself is the primary tactical variable. Badlands sits in a region of the planet where geological processes have carved the surface into a maze of wind-eroded spires and deep gullies. The rock is pale, striated, and fractured into sharp geometric planes—consistent with the world's broader aesthetic of angular, almost crystalline geology.
The map's open character reflects the Tribes design philosophy: no map should hide players. There is no dense foliage, no cluttered urban geometry. What there is, is elevation, sightlines, and the constant threat of a bot arcing in from above. The dry channels between buttes serve as natural lanes of travel, but they are also kill-zones where a player who boosts in too predictably becomes a sitting target.
The sky over Badlands is wide and empty, which in Tribes terms means it is a highway. Boost trails are visible, and the map's verticality—mesas rising well above the valley floor—turns every plateau into a potential sniping perch. Control of the high ground is not a bonus; it is the entire game.
In Their Own Story
The boost hissed to life and Mara kicked off the butte's lip, arcing over the dry wash below. Three of them were down there, hugging the rock, thinking the canyon walls made them safe. She hadn't thought that. She'd never thought that. The sky was the only cover that mattered, and the sky was hers.
She felt the tag connect—felt the little slow-down shudder in the one who'd turned—then the bot left the barrel and the world went quiet. Below, the remaining two scrambled for the gully. She was already boosting back up, already reading the next sightline. Badlands didn't forgive hesitation. It just waited, all that broken stone and open air, for the next crew stupid enough to walk instead of fly.
Reader's Guide
Badlands rewards verticality and range. The map is broken into a central valley floor flanked by rising mesas and a scatter of isolated buttes. The valley is the kill-floor: flat, exposed, and the natural path between objectives. Anyone crossing it on the ground is a target for every player who took the high ground. Boost in, tag, bomb, boost out. That's the loop.
The buttes and mesa tops are the real power positions. A player who reaches a plateau first controls the sightlines over the entire adjacent valley. The faceted rock faces mean there are few true hiding spots—angles are sharp, shadows are minimal, and a player crouched behind a rock spire is still visible from most elevated positions. Use the narrow canyon corridors for repositioning, but never boost through them in a straight line. Break your trajectory. The walls reflect your boost trail and give defenders a lead.
The dry washes and gullies between formations are the only semi-protected lanes, but they are also the most predictable. If you're the only player in a gully, you're already dead. Use them to reposition between high-ground positions, not as a travel route.
The map's open sky means you will see every boost trail. Read them. A trail arcing toward a mesa top is a player committing to high ground. A trail that drops low and flat is someone trying to sneak a flank. Punish the commitment. The whole map is a conversation between elevation and exposure, and the player who reads the other side's altitude first wins the round.
Did You Know?
- Tribes' core movement system uses a sustained boost rather than a traditional jump, making vertical repositioning a constant tactical decision on every map, including Badlands.
- The franchise's low-poly, faceted art style was a deliberate technical and aesthetic choice in the early 2000s, and it makes Badlands' angular rock formations read as both alien and instantly legible at speed.
- Tribes' tag-and-bomb weapon pairing means a single hit does not kill; the tag slows the target, and the follow-up bomb finishes them, creating a two-step engagement rhythm that the open terrain of Badlands amplifies.
- The Tribes franchise moved from Volition, Inc. to Hi-Rez Studios for later titles, with the series evolving from the original 2000 release through Tribes 2 and Tribes: Ascension.
More in Maps & Environments
Elsewhere in the Tribes universe
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