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Mapping for Tribes 2 Arena
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Arena maps are almost identical to the maps for other gametypes. They have

* SimGroups, bases, and spawnspheres for two teams (team1 and team2)
* Some kind of power source for all the base equipment
* Health and ammo powerups sparingly distributed throughout the map

The Arena code provides the invulnerability for stations and generators.

You do however need to consider a few more things when making an Arena map

* Don't create areas where players can camp (such as team specific forcefields)
* Don't make the map so large that players can't find each other quickly
* Provide LOTS of spawning space (this is mostly a problem with indoor maps)

If you fail to provide enough spawning space (having multiple spawn spheres is perfectly acceptable by the way) you'll wind up with the "spawn bug" where players spawn inside each other since there's no other place to put them.

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Maps with more than 2 teams
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Tribes 2 Arena 0.96 added support for maps with an infinite number of teams (although you probably don't want to exceed 3 or 4, and I think Tribes 2 has a built in limit at 6.)

These maps are exactly the same as two team maps except they have an extra (or multiple extra) team simgroup(s) for the additional teams. Construct these groups just like you would construct them for a two team map.

That's all you have to do, the code will detect the extra teams and take care of the rest.

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Extended Map Options
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Tribes 2 Arena 0.95 added a few new options for mappers including

* Support for flipflop switches (they will reset between rounds) 
* Ability to disable access to unclaimed stations (off by default) 
* Mappers can adjust the round and time limits for their maps 

Those second two bullets are activated by MissionGroup parameters. "Whazzat," you say? They're just parameters to the root object of the map. Dynamix already has one, you may know about it, it's called CTF_scoreLimit. You can edit them with the map editor or by just opening the file directly. 

If you open one of your mission files near the top you probably have something like this: 

code:--------------------------------------------------------------------------------
new SimGroup(MissionGroup) {
		cdTrack = "4";
		powerCount = "1";
		musicTrack = "badlands";
		Arena_timeLimitAdjustment = "0.5";
		Arena_roundLimitAdjustment = "-2";
		Arena_blockTeamZeroStations = "1";
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Those last three lines are the new parameters that the arena code now understands. 

Now, you don't have to add these. In fact maybe most maps shouldn't be using them. But they allow finetuning for those extra big or extra small maps. Team zero station blocking is intended for maps like BooT's Mt. Pholoe where stations should need to be claimed before you can use them, not for general use. 

There are bounds on the limit adjustments. Time adjustments can be from -2 to 2 and round adjustments can be from -3 to 3. Try to stick to 30 second increments (0.5) when adjusting the time limit. Oh, and there's a bug in the T2 script interpreter related to floating point numbers, you need to make sure to always include the leading zero: 0.5, not .5 

The "1" for the zero stations parameter stands for true, it's not something you should be changing. 