|Game Mode: Capture the Flag|
|Theme: Blood Eagle rural area|
|Max Players: 32|
Arx Novena is a Capture the Flag map in Tribes: Ascend. It features a grasslands landscape with some urban elements, as well as an aqueduct. It was added to the game during beta.
Arx Novena is a map with two opposing bases. An aqueduct snakes along the outside of the map, and cuts down the middle between the two bases. The map also has two small rivers on either side which form large canyons as they reach the edges.
 Key locations
The team bases in Arx Novena are almost totally exposed to the sky, thus making tactical and orbital strikes quite effective. The flag can be approached from any of the four cardinal directions. If approached along the length of the base, cappers must travel through a small tunnel on either side of the flag. These tunnels are a very popular place for forcefields, so be careful. Each base also features a tunnel traveling along the width of the base directly underneath the flagstand; this serves no explicit purpose other than to provide a conduit for travel.
Each base has two sentry turrets. One is located in the front, and the other is located on a hill in the back. The radar station is located directly behind the flagstand on a small tower. The vehicle pad is located next to the rear turret on a hill overlooking the base. Each base also has a total of 3 repair-gun stations, all of which are located in the generator room. Finally, there are a total of 3 map-provided ammo stations for each team; one is up by the vehicle pad, another is in one of the antechambers leading to the generator room, and the final one is located on a hill quite away from the base.
 Generator Room
The generator room has two entrances, located at either end of the base. When facing the base from the center of the map, the entrance on the left side is open to both the front and the rear of the base, whereas the entrance on the right side is open to only the rear. Both of these entrances lead into a small antechamber, which are connected to the generator room located almost directly underneath the flag.
Make sure to watch out for the floor of the generator room. It is comprised of orange squares which are safe to walk on, but let projectiles pass through. This can make assaulting the generator room tough, as it is harder to cause splash damage on enemies standing on these squares.
A unique feature of this map is an aqueduct-type structure. The aqueduct starts back near the vehicle pad for each base, takes a 90 degree left turn toward the center of the map, then another 90 degree turn at the center in order to cut the map straight in half. This aqueduct has a cut-out along the top down its entire length, allowing you to ski along it without being seen by anyone outside of it. However, it can be hard to get and maintain speed while doing this, because the entire structure is flat, and has many curves.
Along the middle of the map, the aqueduct has arches which touch the ground, allowing players to ski between them. Be sure to aim your trajectory carefully in this area, though, as it can be easy to hit one of the many columns and totally lose your speed.
In the middle of the map, at either end of the aqueduct, are small urban towns. Its very easy to hide among these buildings, and Juggernauts love hiding up there and firing mortars at the enemy base. Sentinels could also make use of the entire aqueduct, giving them a great height advantage over the enemy base.
Arx Novena is set on a Blood Eagle planet, during an attack by the Diamond Sword.
 Offensive Tactics
 Flag Capturing
When capturing the enemy flag on this map, it's not a bad idea at all to approach the enemy base from the rear, then just make a straight shot back to your base. If you make your approach underneath the rear aqueduct, the rear turret won't be able to fire at you until you are on the flag stand. The two bases are fairly close to one another, and there are plenty of hills between them to gain speed. Also, the aqueduct along the middle provides excellent cover from long-range enemy players trying to kill you during the escape.
If you decide to approach the enemy base from the front, be aware of several things. The base turret in the front of the base will have you in range during your entire approach. You'll have to make your escape along the canyon behind the rear aqueduct, so make sure to save plenty of energy and a nitron so you can scale the sharp cliff. Finally, if you decide to return to your base clockwise around the map, be aware that there's a common enemy spawn located just off the return path, and you may get unlucky and have an enemy chaser spawn right there.
Approaching the enemy base along its length, from the left or right, can be very challenging. HoF Doombringers love to place forcefields inside the tunnels leading along each path, and there's no way you can destroy forcefields in both tunnels during a high-speed approach. Escaping along this path may be easier, especially if you approach from the side with the aqueduct and make your escape along the small river. However, use this approach path only if the enemy team has few or no Doombringers.
 Generator Offense
The generator on this map is pretty easy to attack and destroy, but don't expect to hold the enemy generator room under your control for any length of time. The most direct route into the gen room is on the aqueduct-side of the base, where the door is open to both the front and the rear. Heavier classes should use this route, as you can ski from the middle-aqueduct all the way to inside their base without loosing momentum, and be outside the range of the front turret for most of the trip. Infiltrators may find the opposite entrance much more enticing, however, as they can cloak and don't have to worry about the turret on that side of the base.
 General Offense
Heavy Offense classes should try to keep the tunnels and flagstand clear for Pathfinders making a flag approach. This is especially true for the aforementioned forcefields inside the tunnels. Make sure to coordinate with your cappers on when the stand is clear to make an approach.
There are plenty of great locations for Juggernauts to shell the base. One of the most popular is along the middle aqueduct, especially on either end of it inside the small towns. The flagstand is exposed to the sky, to Juggernauts can very easily clear it of all mines before a capper makes his approach. Sentinels can also use the aqueduct to snipe very effectively.
Each base has a very large flat area behind it, next to the vehicle pads. This area is excellent for attacking the rear turret and radar sensor. It's also a great way to distract the enemy defense if your capper is making his approach for the flag.
 Defensive Tactics
 Flag Defense
Defending the flag on this map is a job very well suited to heavier classes. Your team should have at least 1 Doombringer to place and maintain forcefields inside the two tunnels along the length-wise approach path. This will significantly cut down the number of ways enemy Pathfinders can approach from. Placing mines on the flag-stand itself is also necessary.
Chasing on this map could very well be harder than any other map in the game, due to the overabundance of huge hills along the outer perimeter, as well as the added challenge the aqueduct creates. Most enemies will aim their return path to travel straight through the center of the map, so it can be quite effective to defend in the front of your base, or even on the middle aqueduct. The riverbed is also a very common way for enemies to escape.
Technicians have plenty of locations for placing turrets around the flag. The flat rooftops to the left and right of the flagstand make for a great area overlooking the approach paths. Placing them in the tunnels can also work quite well, although they may be redundant if a forcefield is also located there.
 Generator Defense
As a technician, defending the generator can be a pretty infuriating task. This is because the generator is located directly underneath the flagstand; if any of your team members decide to place turrets on the flagstand, you'll be unable to place your own turrets inside the generator room, due to proximity. Because of this, the two antechambers to the generator room make for great alternate locations.
Both entrances have a bunch of doo-dads along the hallway, making excellent locations to hide motion sensors.
The best way to keep heavy classes out of the generator room is to kill them before they can even enter the base. Placing a light defense class, such as a Pathfinder, in the front yard next to the turret can work wonders for keeping your generator up and running.
 Vehicle Tactics
Grav-Cycles can be somewhat useful on this map, due to the flat riverbeds. They also have the excellent characteristic of being able to be driven in the aqueduct.
 Beowulf Tank
Beowulf Tanks are only really useful for defense. In order to use them offensively, you have to drive them beyond the central aqueduct, which leaves you very exposed to enemy heavy classes and tactical strikes. Defensively, they are an amazing asset to have parked in front of the base to stop enemy players from entering the generator room. Additionally, having one parked on the hill overlooking the rear of the base can provide some artillery support for the front lawn while remaining fairly safe from enemy fire.
Shrikes are incredibly effective on this map. The central aqueduct provides excellent cover from enemy Doombringers, and weaving around the support columns is an unbeatable way to destroy incoming missiles. Additionally, the many river canyons provide even more cover. Shrikes are wonderful for chasing down enemy flag cappers who are aiming their return path along the edges of the map. Just be careful when flying around the aqueduct; it can be easy to scrape a wing along the support columns and lose some health.
The whole map was based off the Ancient Rome, due to the aqueducts, the background building and main bases are alike to the old Roman architecture.
 Map Changes
This map has had no major updates since it was released.