Team Fortress 2: Difference between revisions

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There are six basic gameplay types: '''Control Point''', '''[[Capture the Flag]]''', '''Payload''', '''Arena''', '''King of the Hill''', and '''Medieval Mode'''.
There are six basic gameplay types: '''Control Point''', '''[[Capture the Flag]]''', '''Payload''', '''Arena''', '''King of the Hill''', and '''Medieval Mode'''.
* The '''Control Point''' gametype works on the premise of seizing territory to shift the focus of battle. Both teams compete for control points--large immovable metal pads -- which must be captured by standing on them while no enemies are around. The team who forces their enemies into submission and captures all the points wins. In most control point maps, the points need to be captured in a linear fashion, but some allow a more open-ended approach.
* The '''Control Point''' gametype works on the premise of seizing territory to shift the focus of battle. Both teams compete for control points--large immovable metal pads -- which must be captured by standing on them while no enemies are around. The team who forces their enemies into submission and captures all the points wins. In most control point maps, the points need to be captured in a linear fashion, but some allow a more open-ended approach.
** Variants include '''[[Risk Style Map|Territory Control]]''', where the map is divided into mini-maps with two control points each, and '''[[Hold the Line|Attack/Defense]]''', where RED owns all the control points from the start, and wins if [[Hold the Line|time runs out before the other side captures all the control points]]. This isn't always as simple for RED as it sounds, because they can't retake control points that BLU has managed to capture, plus BLU gets time extensions for every point they capture.
** Variants include '''[[Risk-Style Map|Territory Control]]''', where the map is divided into mini-maps with two control points each, and '''[[Hold the Line|Attack/Defense]]''', where RED owns all the control points from the start, and wins if [[Hold the Line|time runs out before the other side captures all the control points]]. This isn't always as simple for RED as it sounds, because they can't retake control points that BLU has managed to capture, plus BLU gets time extensions for every point they capture.
* In TF2's take on '''[[Capture the Flag]]''', the flag is a large briefcase containing "enemy intelligence," which [[Stealth Pun|trails papers]] behind it when an opposing player carries it. Unlike many other games, one can score while their own team's intel is not in the base, and touching dropped friendly intel won't immediately send it home. Instead, it must be defended in place until a timer elapses, during which any opponent can pick it up again.
* In TF2's take on '''[[Capture the Flag]]''', the flag is a large briefcase containing "enemy intelligence," which [[Stealth Pun|trails papers]] behind it when an opposing player carries it. Unlike many other games, one can score while their own team's intel is not in the base, and touching dropped friendly intel won't immediately send it home. Instead, it must be defended in place until a timer elapses, during which any opponent can pick it up again.
* In '''[[Escort Mission|Payload]]''', a mine cart with a bomb on it sits on a track. Attacking players (again, virtually always BLU) crowd around the cart to push it along the track towards the enemy's base. The more players present, the faster they can push. The cart must pass through several segments of the map for the attackers to reach the end point. If the attacking players fail to push the cart for 30 seconds, it will slowly move backwards until it is pushed again or reaches the last checkpoint passed. The defenders win if they can manage to hold back the cart for a certain length of time, though unfortunately for them, the attacking team gets a time extension for every checkpoint reached.
* In '''[[Escort Mission|Payload]]''', a mine cart with a bomb on it sits on a track. Attacking players (again, virtually always BLU) crowd around the cart to push it along the track towards the enemy's base. The more players present, the faster they can push. The cart must pass through several segments of the map for the attackers to reach the end point. If the attacking players fail to push the cart for 30 seconds, it will slowly move backwards until it is pushed again or reaches the last checkpoint passed. The defenders win if they can manage to hold back the cart for a certain length of time, though unfortunately for them, the attacking team gets a time extension for every checkpoint reached.