Difference between revisions of "User:GrampaSwood/Progress/nl"

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'''Controlepost''' mappen hebben twee type spelmodi.
 
'''Controlepost''' mappen hebben twee type spelmodi.
 
 
Controleposten zijn ronde platformen met een teamgekleurd licht en hologram in het midden (neutrale controleposten hebben een wit licht en een wit hologram). To capture a point owned by the enemy team, the player simply stands on the point until the capture meter fills with his or her team color. The more players on a point, the faster it will capture, though only to a [[Control point timing|limited extent]]. [[Scout]]s, as well as [[Soldier]]s/[[Demoman|Demomen]] with the [[Pain Train]] equipped, count as 2 players when capturing control points. Capture progress will not be made when players of both teams are on the control point. If all the capturing players are killed or driven off before the capture is completed, the capture progress will not reset immediately, but instead will slowly fade away.
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Controleposten zijn ronde platformen met een teamgekleurd licht en hologram in het midden (neutrale controleposten hebben een wit licht en een wit hologram). Om een controlepost van de vijand te veroveren moet de speler op de post staan totdat de verovermeter vol is. Hoe meer spelers op één post, hoe sneller de post veroverd is. Controleposten hebben een [[Control point timing/nl|veroveringslimiet]]. Scouts en Soldiers/Demomannen met de {{item link|Pain Train}} uitgerust tellen als 2 spelers wanneer ze aan het veroveren zijn. Er kan geen verovervoortgang gemaakt worden als beide teams op de controlepost staan. Als alle veroverende spelers gedood zijn of van de post afgaan, dan zal de voortgang langzaam weggaan.
  
'''There are three states for a capture point''':
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'''Er zijn drie fasen van een controlepost''':
  
 
<gallery>
 
<gallery>
File:CP Neutral.png|'''Neutral''': The control point can be taken by either team (usually the central point in a symmetrical CP map).
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File:CP Neutral.png|'''Neutraal''': De controlepost kan worden veroverd door beide teams (meestal staat deze in het midden van een CP map).
File:CP Captured RED.png|'''Captured''': The control point is currently owned by the RED team but can be retaken by the BLU team (or vice-versa).
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File:CP Captured RED.png|'''Veroverd''': De controlepost is veroverd door RED, maar kan worden teruggenomen door BLU (of andersom).
File:CP Locked RED.png|'''Locked''': The control point is currently owned by the RED team and cannot (yet) be retaken by the BLU team (or vice-versa).
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File:CP Locked RED.png|'''Onveroverbaar''': De controlepost is van RED en kan (nog) niet teruggenomen worden door BLU (of andersom).
 
</gallery>
 
</gallery>
  
'''There are five main types of Control Point maps''' &ndash; Symmetrical Control Point, Domination Control Point, Attack/Defend, Medieval Attack/Defend, and End of the Line Attack/Defend.
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'''Er zijn vijf type controlepostmappen''' &ndash; Symmetrische controlepost, overheers controlepost, Aanvallen / Verdedigen, Middeleeuws Aanvallen / Verdedigen en End of the Line Aanvallen / Verdedigen.
  
===Symmetrical Control Point===
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=== Symmetrische Controlepost ===
[[Image:CP_Yukon_overview.png|thumb|right|300px|[[Yukon]]]]
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[[Image:CP_Yukon_overview.png|thumb|right|300px|Yukon]]
  
In '''Symmetrical Control Point''', or '''Linear Control Point''', both teams start with two controlled points, and a central point starts out neutral. The team that captures all control points wins. Traditional Control Point maps will go into [[Sudden Death]] (or [[Match outcomes#Stalemate|Stalemate]]) if no team captures all the control points before time runs out. Control points closer to a team's spawn point are captured more quickly by the enemy team.
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In '''Symmetrische controlepost''' of '''Lineaire controlepost''', starten beide teams met twee veroverde controlepost en een centrale controlepost die neutraal start. Het team dat alle controleposten veroverd wint. Traditionele controlepost mappen gaan in Sudden Death-modus (of [[Match outcomes/nl#Stalemate|Gelijkspel]]) als geen van beide teams alle controleposten veroveren voordat de tijd om is. Hoe dichter bij de spawn de controlepost is, hoe sneller die veroverd is.
  
'''Symmetrical Control Point maps''':
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'''Symmetrische controlepostmappen''':
* [[5Gorge]]
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* [[5Gorge/nl|5Gorge]]
* [[Badlands (Control Point)|Badlands]]
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* [[Badlands (Control Point)/nl|Badlands]]
* [[Coldfront]]
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* [[Coldfront/nl|Coldfront]]
* [[Fastlane]]
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* [[Fastlane/nl|Fastlane]]
* [[Foundry]]
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* [[Foundry/nl|Foundry]]
* [[Freight]]
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* [[Freight/nl|Freight]]
* [[Granary (Control Point)|Granary]]
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* [[Granary (Control Point)/nl|Granary]]
* [[Gullywash]]
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* [[Gullywash/nl|Gullywash]]
* [[Metalworks]]
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* [[Metalworks/nl|Metalworks]]
* [[Powerhouse]]
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* [[Powerhouse/nl|Powerhouse]]
* [[Process]]
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* [[Process/nl|Process]]
* [[Snakewater]]
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* [[Snakewater/nl|Snakewater]]
* [[Sunshine]]
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* [[Sunshine/nl|Sunshine]]
* [[Vanguard]]
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* [[Vanguard/nl|Vanguard]]
* [[Well (Control Point)|Well]]
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* [[Well (Control Point)/nl|Well]]
* [[Yukon]]
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* [[Yukon/nl|Yukon]]
  
 
===Domination Control Point===
 
===Domination Control Point===
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{{anchor|attack/defend|Attack/Defend}}
 
{{anchor|attack/defend|Attack/Defend}}
  
===Attack/Defend===
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=== Aanvallen/Verdedigen ===
 
[[Image:Gametype_ad.png|right|400px]]
 
[[Image:Gametype_ad.png|right|400px]]
  
{{Quotation|'''The Demoman'''|Next time you'll bloody ask before you stand on my point.|sound=Demoman_specialcompleted06.wav}}
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{{Quotation|De '''Demoman'''|Volgende keer moet je vragen als je op mijn post wilt gaan staan.|sound=Demoman specialcompleted06.wav|en-sound=yes}}
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'''Aanval-/Verdedig'''mappen zijn niet symmetrisch. RED begint met alle punten in hun bezit. BLU wint als ze alle posten van RED veroveren. Punten kunnen alleen veroverd worden in de juiste volgorde (sommige mappen zoals Gravel Pit en Steel zijn uitzonderingen). RED wint als ze voorkomen dat BLU alle controleposten veroverd voordat de tijd om is. Posten veroverd door BLU kunnen niet meer teruggenomen worden door RED.
  
'''Attack/Defend''' maps play asymmetrically. [[RED]] begins with all the points in their control. [[BLU]] wins if it captures all of RED's points. Points may only be captured in a set order (though some maps, such as Gravel Pit and Steel, may make exceptions). RED wins if it prevents BLU from capturing all points before the timer expires. Points captured by BLU are locked and cannot be captured again by RED.
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Aanval-/Verdedigmappen komen in verschillende stijlen. Sommige mappen, zoals Dustbowl en Egypt, hebben drie fases met twee controlepost per fase die BLU moet veroveren om het spel te winnen. Als het aanvallende team faalt om één van de fases te winnen worden de teams gewisseld en beginnen ze bij fase 1. Andere mappen, zaosl Gravel Pit en Junction, geven de aanvallers de optie om de controleposten te veroveren in elke volgorde (post A of B) voordat de laatste post (punt C) veroverd kan worden. Steel is uniek, elke voorgaande post (A, B, C en D) geven betere toegang tot de laatste post (E), zoals bruggen die naar punt E gaan of meer routes naar punt E. Dit betekent dat een onopgemerkte Scout E kan veroveren en de ronde kan winnen.
  
Attack/Defend maps can come in various styles. Some maps, such as Dustbowl and Egypt, require the BLU team to capture three stages of two control points each to win the game. If the attacking team fails to win any stage, teams will switch and the defenders will then take a turn as the attackers, beginning with stage 1. Other maps such as Gravel Pit and Junction allow the attacker to capture two points in any order (points A or B) before attacking the final point (point C). Steel is a unique Attack/Defend map in that capturing each minor capture point (points A, B, C, and D) will allow better accessibility to the main point (point E), such as allowing more routes into point E or extending bridges to the point so that classes without special [[jump]]s can capture it. This means that one unnoticed Scout can capture and win games without the team even realizing.
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'''Aanval/Verdedigenmappen''':
 +
* [[Dustbowl/nl|Dustbowl]]
 +
* [[Egypt/nl|Egypt]]
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* [[Gorge/nl|Gorge]]
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* [[Gravel Pit/nl|Gravel Pit]]
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* [[Junction/nl|Junction]]
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* [[Mann Manor/nl|Mann Manor]] (Mountain Lab Event)
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* [[Mercenary Park (map)/nl|Mercenary Park]]
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* [[Mossrock/nl|Mossrock]]
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* [[Mountain Lab/nl|Mountain Lab]]
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* [[Steel/nl|Steel]]
  
'''Attack/Defend maps''':
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===Middeleeuws Aanvallen/Verdedigen ===
* [[Dustbowl]]
 
* [[Egypt]]
 
* [[Gorge]]
 
* [[Gravel Pit]]
 
* [[Junction]]
 
* [[Mann Manor]] (Mountain Lab Event)
 
* [[Mercenary_Park_(map)|Mercenary Park]]
 
* [[Mossrock]]
 
* [[Mountain Lab]]
 
* [[Steel]]
 
 
 
===Medieval Attack/Defend===
 
 
[[Image:Gette it Onne!.png|right|200px|Gette It Onne!]]
 
[[Image:Gette it Onne!.png|right|200px|Gette It Onne!]]
  
{{Quotation|'''Valve'''|How did the manly men of Team Fortress 2 appear at a tenth-century battlement? Simple. [http://tvtropes.org/pmwiki/pmwiki.php/Main/AWizardDidIt '''The Soldier angered a magician.''']}}
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{{Quotation|'''Valve'''|Hoe de mannelijke mannen van Team Fortress 2 in de tiende eeuw zijn beland? Simple. [http://tvtropes.org/pmwiki/pmwiki.php/Main/AWizardDidIt '''De Soldier maakte een tovenaar boos.'''] {{lang icon}}}}
  
'''Medieval Attack/Defend''' is a part of [[Medieval Mode]], added during the [[Australian Christmas]] update and given to dedicated Valve Servers in the {{Patch name|4|25|2016}}. It plays like regular Attack/Defend, but with one major twist: all guns are removed, and only [[Medieval mode#Allowed weapons|Olde weapons]] can be used. Players also drop small health kits on death, instead of a medium ammo crate. Text chat is filtered (to Olde English) to resemble the language of the era (though with considerable inaccuracy) and the map is Medieval-themed. Another main (non-cosmetic) feature about this game mode is the added feature of flaming torches located in strategic points; these torches can set [[Huntsman]] ([[Fortified Compound]]) arrows on fire on contact (before shooting the arrow).
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'''Middeleeuws Aanvallen/Verdedigen''' is een deel van [[Medieval Mode/nl|Middeleeuwse Modus]], toegevoegd in de {{update link|Australian Christmas}} update in toegevoegd aan valver servers in de {{Patch name|4|25|2016}}. Het speelt als een normale A/V map, maar met één aanpassing: alle vuurwapens zijn weg en alleen [[Medieval mode/nl#Allowed weapons|oude wapens]] zijn toegestaan. Spelers laten ook een kleine medkit achter, in plaats van een middelgrote munitiedoos, wanneer ze doodgaan. Text is ook gefilterd (naar oud Engels) om de taal van toen na te bootsen (alhoewel het wel fouten bevat) en de map heeft een middeleeuws thema. Over de hele map zijn fakkels verspreid, deze kunnen de pijlen van de {{item link|Huntsman}}/{{item link|Fortified Compound}} in de brand zetten.
  
'''Medieval Attack/Defend maps''':
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'''Middeleeuwse Aanval/Verdedigmappen''':
* [[DeGroot Keep]]
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* [[DeGroot Keep/nl|DeGroot Keep]]
  
===End of the Line Attack/Defend===
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===End of the Line Aanvallen/Verdedigen===
[[Image:Cp_snowplow.jpg|thumb|right|300px|[[Snowplow]]]]
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[[Image:Cp_snowplow.jpg|thumb|right|300px|[[Snowplow/nl|Snowplay]]]]
  
'''End of the Line Attack/Defend''' was added during the [[Gun Mettle Update]]. Unlike traditional Attack/Defense maps, the map objective centers around a train carrying a Payload, though it does not function like a Payload map. The BLU team's goal is to escort the train to the end of the map by capturing three control points on each stage, for a total of six. At each control point, the train is impeded by a buffer stop, where a RED device attacks it every 35 seconds that it is stationary. This countdown is paused whenever the control point is being actively contested, and resets when the control point is captured by BLU.
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'''End of the Line Aanvallen/Verdedigen''' was toegevoegd in de {{update link|Gun Mettle Update}}. Anders dan traditionele Aanval-/Verdedigmappen, het doel van de map draait om de trein met een springlading, maar functioneerd niet als een springladingkar. Het doel van BLU is om de trein naar het einde van de map te brengen door drie controleposten te veroveren op elke fase, met totaal 6 fases. Bij elke controlepost wordt de trein gestopt en een RED apparaat valt het aan elke 35 seconden. Het aftellen wordt gepauzeerd wanneer er gevochten wordt op de controlepost and wordt gereset wanneer BLU de controlepost veroverd.
  
 
For every 35 seconds that BLU fails to capture or contest the active control point, the train loses 10% of its health. When BLU successfully captures a control point, 10% of the train's health is restored and it destroys the buffer stop, proceeding to the next control point, where the next countdown begins. The train's health carries over between stages, so it is not refreshed upon completing the first stage. BLU wins if they successfully capture all control points on each stage before the train is destroyed, while RED wins if they hold the control points long enough for the devices to destroy the train.
 
For every 35 seconds that BLU fails to capture or contest the active control point, the train loses 10% of its health. When BLU successfully captures a control point, 10% of the train's health is restored and it destroys the buffer stop, proceeding to the next control point, where the next countdown begins. The train's health carries over between stages, so it is not refreshed upon completing the first stage. BLU wins if they successfully capture all control points on each stage before the train is destroyed, while RED wins if they hold the control points long enough for the devices to destroy the train.

Revision as of 16:10, 19 August 2019

De wereld van Team Fortress 2.
Voor een volledige lijst van alle mappen, zie Lijst van mappen.

Dit is een is a lijst van spelmodi in Team Fortress 2. Het spel was uitgegeven met drie spelmodi: Verover de vlag, controlepost en "Territoriale controle. Meerdere updates hebben elf nieuwe spelmodi toegevoegd (Springlading, Arena, Koning van de heuvel, Springladingrace, Middeleeuwse moduss, Speciale levering, Mann vs. Machine, Robotvernietiging, Mannpower, PASS-tijd en Spelervernietiging) waardoor er in totaal vierteen officiële spelmodi zijn en 2 training mappen. Deze spelmodi zijn verdeeld over 108 officiële mappen en geven veel speelvariatie in Team Fortress 2.

Arena

Gametype arena.png
Hoofdartikel: Arena
Zie ook: Arena tips
Ik zeg dit feit met de gewone taal: Ik houd Arena modus.
Abraham Lincoln, Second Inaugurele rede, 1865

Arena mappen zijn ontworpen om de klassendiversiteit van Team Fortress 2 te behouden terwijl het doel focust op het vechten tussen de twee teams. Terwijl andere spelmodi focussen op een brede en algemene strategie voor het team, Arena concentreert zich op de specifieke tactische keuzes die de teams maken in een gevecht. Arena mappen hebben de arena_ prefix.

Arena modus heeft kleine mappen om ervoor te zorgen dat potjes korter duren, omdat je niet respawnt. Wanneer je doodgaat in Arena modus, dan zal je de rest van de ronde toeschouwen. De mappen hebben meestal een controlepost in het midden van de map en zijn meestal normale Koning van de heuvel mappen zonder respawn.

Soms als de teams niet gebalanceerd zijn zullen twee mensen het bericht "Pas op! Als je deze ronde verliest, moet je de volgende ronde misschien overslaan!" krijgen en als hun team die ronde verliest moeten de spelers toeschouwen tot de volgende ronde.

Uitrustingen die tijdens het aftellen voor de ronde zijn veranderd zullen niet veranderen tenzij de speler zelfmoord pleegt. Van klasse veranderen werkt wel.

De Eerste bloedbuff is uniek voor Arena modus. De speler die als eerst dood krijgt voltreffers.

Arena modus is niet in de normale modus mapselectie.

Arena mappen:

Verover de vlag

Gametype ctf.png
Hoofdartikel: Verover de vlag
Zwaai maar naar je geheime zooi, sukkel!
— De Scout

Verover de vlag heeft RED en BLU basissen met elk hun eigen intelligentiekoffer (ook bekend als de "vlag"). Het doel van beide teams is om de vijand's koffer te veroveren totdat ze het spel's veroverlimiet hebben bereikt terwijl ze proberen om het vijandelijke team tegen te houden.

Beide teams' koffers liggen diep in hun territorium, meestal in een symmetrische locatie van het andere team, in een gebied bekend als de "Intelligentiekamer". Om de intelligentie te pakken moet de speler de vijandelijke koffer aanraken. Als je de vijandelijke intelligentie te pakken heb moet de speler het terug brengen naar zijn eigen intelligentiekamer en de "veroveringszone" binnen stappen (gemarkeerd met geel-zwarte strepen). Na elke successvolle veroving krijgt je team tien seconden lang voltreffers.

Als de intelligentiedrager de intelligentie expres laat vallen of doodgaat zal de Administrator de teams informeren over de luidspreker. De koffer zal blijven liggen voor 60 seconden, met een timer erboven die laat zien hoeveel tijd er nog over is. Tijdens die 60 seconden kan de intelligentie opgepakt worden zoals gewoonlijks. Elke keer dat de intelligentie valt, wordt de timer gereset. De vijand kan de intelligentie niet bewegen of reset. De intellgientie kan niet worden gedragen door spelers met die onsterfelijk zijn (zoals een Medigun's Überlading) of een Scout onder het effect van de Bonk! Atomic Punch en intelligentiedragers kunnen niet onsterfelijk worden of een Teleporter gebruiken. Engineers met de Eureka-effect kunnen teleporteren, maar laten dan de intelligentie achter van de plek waar ze teleporteerden. De intelligentie kan niet worden opgepakt dor een Soldier met de Raketspringer of een Demoman met een Kleefbomspringer. Verhulde Spy's kunnen de intelligentie niet oppakken totdat ze niet meer verhuld zijn. Als een Spy de intelligentie heeft zal hij zijn vermomming verliezen en niet meer kunnen vermommen of verhullen. Een uitzondering hiervan is de Doodse Gelijkenis, wanneer de Spy wordt verwond dan zal de Spy de intelligentie laten vallen en verhullen zoals normaal.

Als de intelligentiedrager in een normaal onbereikbaar deel van de map doodgaat, zoals een valkuil, dan zal de intelligentie onmiddelijk terugkeren naar de startlocatie in de intelligentiekamer. Als geen van beide teams het doel bereikt voordat de tijd om is, dan zal het potje in Sudden Death-modus gaan.

Anders dan bij Verover de vlag in andere spellen, je kan wel de intelligentie veroveren zondar dat je eigen intelligentie in je basis zit.

Verover de vlag mappen:

Competitieve modus

Meet Your Match.png
Hoofdartikel: Competitive Mode
Ten minste heb je me niet zo erg teleurgesteld als normaal.
— De Administrator

Competitieve modus is een officiële spelmodus voor Team Fortress 2. De modus is alleen toegankelijk door een Premium TF2 account te hebben en de mobiele Steam Guard-authenticator aan hebben, een Pas competitieve matchmaking, of door een Community of Zelfgemaakte kwaliteit voorwerp te hebben. Als een speler een Premium account heeft, maar een VAC-verbanning erop heeft dan is de enige manier om competitieve modus te spelen om de pas te kopen uit de winkel. De "Competitief spelen" knop zal alleen beschikbaar zijn voor spelers die hun Steam-account hebben verbonden met de mobiele Steam Guard-authenticator en in de officiële Team Fortress 2 Competitive Steam Group (Engels) zijn, zelfs als aan de bovenstaande eisen wordt voldoen. Net zoals normale potjes, er zijn geen beperkingen op wapen en klassen.

Competitieve modus mappen:

Controlepost

Gametype cp.png
Hoofdartikel: Controlepost (spelmodus)
Zie ook: Control point (objective)
Deze post gaat zichzelf niet veroveren! Kom hier!
— De Engineer

Controlepost mappen hebben twee type spelmodi.

Controleposten zijn ronde platformen met een teamgekleurd licht en hologram in het midden (neutrale controleposten hebben een wit licht en een wit hologram). Om een controlepost van de vijand te veroveren moet de speler op de post staan totdat de verovermeter vol is. Hoe meer spelers op één post, hoe sneller de post veroverd is. Controleposten hebben een veroveringslimiet. Scouts en Soldiers/Demomannen met de Pijntrein uitgerust tellen als 2 spelers wanneer ze aan het veroveren zijn. Er kan geen verovervoortgang gemaakt worden als beide teams op de controlepost staan. Als alle veroverende spelers gedood zijn of van de post afgaan, dan zal de voortgang langzaam weggaan.

Er zijn drie fasen van een controlepost:

Er zijn vijf type controlepostmappen – Symmetrische controlepost, overheers controlepost, Aanvallen / Verdedigen, Middeleeuws Aanvallen / Verdedigen en End of the Line Aanvallen / Verdedigen.

Symmetrische Controlepost

Yukon

In Symmetrische controlepost of Lineaire controlepost, starten beide teams met twee veroverde controlepost en een centrale controlepost die neutraal start. Het team dat alle controleposten veroverd wint. Traditionele controlepost mappen gaan in Sudden Death-modus (of Gelijkspel) als geen van beide teams alle controleposten veroveren voordat de tijd om is. Hoe dichter bij de spawn de controlepost is, hoe sneller die veroverd is.

Symmetrische controlepostmappen:

Domination Control Point

Domination Control Point maps play symmetrically. Both teams start with no controlled points, and all points start out neutral. The team that captures all control points wins. Traditional Control Point maps will go into Sudden Death (or Stalemate) if no team captures all the control points before time runs out. Once a team has all three points, they win regardless of how much capture progress the other team has.

Domination Control Point maps:

Aanvallen/Verdedigen

Gametype ad.png
Volgende keer moet je vragen als je op mijn post wilt gaan staan.
— De Demoman

Aanval-/Verdedigmappen zijn niet symmetrisch. RED begint met alle punten in hun bezit. BLU wint als ze alle posten van RED veroveren. Punten kunnen alleen veroverd worden in de juiste volgorde (sommige mappen zoals Gravel Pit en Steel zijn uitzonderingen). RED wint als ze voorkomen dat BLU alle controleposten veroverd voordat de tijd om is. Posten veroverd door BLU kunnen niet meer teruggenomen worden door RED.

Aanval-/Verdedigmappen komen in verschillende stijlen. Sommige mappen, zoals Dustbowl en Egypt, hebben drie fases met twee controlepost per fase die BLU moet veroveren om het spel te winnen. Als het aanvallende team faalt om één van de fases te winnen worden de teams gewisseld en beginnen ze bij fase 1. Andere mappen, zaosl Gravel Pit en Junction, geven de aanvallers de optie om de controleposten te veroveren in elke volgorde (post A of B) voordat de laatste post (punt C) veroverd kan worden. Steel is uniek, elke voorgaande post (A, B, C en D) geven betere toegang tot de laatste post (E), zoals bruggen die naar punt E gaan of meer routes naar punt E. Dit betekent dat een onopgemerkte Scout E kan veroveren en de ronde kan winnen.

Aanval/Verdedigenmappen:

Middeleeuws Aanvallen/Verdedigen

Gette It Onne!
Hoe de mannelijke mannen van Team Fortress 2 in de tiende eeuw zijn beland? Simple. De Soldier maakte een tovenaar boos. (Engels)
Valve

Middeleeuws Aanvallen/Verdedigen is een deel van Middeleeuwse Modus, toegevoegd in de Australisch Kerstfeest update in toegevoegd aan valver servers in de 25 april 2016-patch. Het speelt als een normale A/V map, maar met één aanpassing: alle vuurwapens zijn weg en alleen oude wapens zijn toegestaan. Spelers laten ook een kleine medkit achter, in plaats van een middelgrote munitiedoos, wanneer ze doodgaan. Text is ook gefilterd (naar oud Engels) om de taal van toen na te bootsen (alhoewel het wel fouten bevat) en de map heeft een middeleeuws thema. Over de hele map zijn fakkels verspreid, deze kunnen de pijlen van de Jachtman/Verstevigde Compound in de brand zetten.

Middeleeuwse Aanval/Verdedigmappen:

End of the Line Aanvallen/Verdedigen

End of the Line Aanvallen/Verdedigen was toegevoegd in de Gun Mettle Update. Anders dan traditionele Aanval-/Verdedigmappen, het doel van de map draait om de trein met een springlading, maar functioneerd niet als een springladingkar. Het doel van BLU is om de trein naar het einde van de map te brengen door drie controleposten te veroveren op elke fase, met totaal 6 fases. Bij elke controlepost wordt de trein gestopt en een RED apparaat valt het aan elke 35 seconden. Het aftellen wordt gepauzeerd wanneer er gevochten wordt op de controlepost and wordt gereset wanneer BLU de controlepost veroverd.

For every 35 seconds that BLU fails to capture or contest the active control point, the train loses 10% of its health. When BLU successfully captures a control point, 10% of the train's health is restored and it destroys the buffer stop, proceeding to the next control point, where the next countdown begins. The train's health carries over between stages, so it is not refreshed upon completing the first stage. BLU wins if they successfully capture all control points on each stage before the train is destroyed, while RED wins if they hold the control points long enough for the devices to destroy the train.

End of the Line Attack/Defend maps:

King of the Hill

Gametype koth.png
Hoofdartikel: King of the Hill
Since their discovery in 1895, hills have fascinated kings.
The Classless Update


King of the Hill is similar to Arena. King of the Hill focuses on a single control point at the center of the map, which is neutral and locked at the beginning of the round. Teams must make their way to the control point and capture it when it becomes available. Once the point is captured by a team, their team clock will start a three-minute countdown. If the enemy team manages to capture the point back, their clock will start counting down while the other team’s clock freezes at the time the point was recaptured. A team wins once they own the point, the three minutes countdown expires, and the other team's capture progress is gone.

King of the Hill maps:


Mann vs. Machine

Hoofdartikel: Mann vs. Machine (game mode)
Main menu button mvm.png


More rubble, less trouble!
The Heavy


Mann vs. Machine is a game mode that was released in the update of the same name. In this game mode, a team of three to six players must fend off a horde of robots attempting to carry a bomb to one of Mann Co.'s strongholds. Upgrades and Canteen power-ups can be purchased at the spawn point using cash picked up by the players upon destroying a robot (not every robot drops cash, and the amount of cash dropped may vary according to the robot type). A bonus amount of cash will be awarded to the team if all or almost all of the cash from a wave is picked up.

All classes and most weapons have different upgrade abilities such as movement speed, charge duration, or the amount of ammo the player can hold. Surviving all the waves will complete the mission. Upon the completion of a player's first mission, they will receive a Canteen.

There are currently 5 operations and 29 missions (some missions aren't part of any operation) in Mann vs. Machine.

Mann vs. Machine maps:


Mannpower

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Hoofdartikel: Mannpower


Mannpower is a modified version of Capture the Flag in which teams must capture the enemy's Intelligence briefcase a set number of times (default limit is 7 captures) while preventing the enemy from doing the same. The game mode is characterized by its usage of grappling hooks and twelve unique Powerups.

Grappling hooks, usable by switching to them or by pressing the action key, will latch onto the surface the player is looking at, whether it be a wall, floor, ceiling, or even an enemy. Once attached, players will automatically be reeled in, traveling through the air in a straight path to the desired location. If the grappling hook is attached to an enemy, the enemy will take bleed damage until the player dies or releases the hook. Players can jump while grappling, giving them a boost to scale ledges. While the player is using the grappling hook, they cannot fire their weapons.

Powerups provide passive buffs (with the exception of Supernova) to the players who pick them up. These buffs range from increased movement speed to reflecting damage back at the enemy. At the start of each round, a set number of Powerups spawn throughout the map and can be picked up by players from either team. When a Poweruped player is killed, they will drop the Powerup in the color of the enemy team, restricting their teammates from claiming it directly after the player's death. If colored Powerups are not picked up after a certain time period, they will respawn in the appropriate team's base. Players can deliberately drop Powerups with the same key used to drop the Intelligence briefcase. If they do so, the Powerup will be neutral instead of team-colored.

Mannpower currently runs on modified ctf_ versions of Gorge, Foundry, and Thunder Mountain, as well as a map made specifically for the mode, Hellfire. Whenever players respawn, they will be given a few seconds of invulnerability. Unlike standard CTF maps, where the Intelligence briefcases are located in "Intelligence rooms," briefcases in Mannpower mode are out in the open and susceptible to theft from many directions. Additionally, the timer that appears when the Intelligence is dropped will not reset if it is picked up and dropped again, to make defending the Intelligence harder. Players with a Powerup will receive a 25% hook movement speed penalty when carrying the Intelligence, and players without one will gain health regeneration. After a team successfully captures the Intelligence, both capture zones will be disabled for 30 seconds. If a team imbalance is detected, the losing team will get a "Revenge" Powerup, granting them temporary crits, increased fire rate, and increased clip size. Flags will become poisonous and mark the carrier for death 90 seconds after having been stolen. If both teams flags are stolen and poisonous, they will return when next dropped.

All melee weapons do an additional 30% damage. Demomen equipped with a shield do not receive this bonus. Random critical hits are disabled.

List of Powerups:

Strength - Double damage for all weapons. Distance damage fall-off immunity.
Resistance - Reduces incoming damage by 50%. Immune to Plague, Reflect and blocks backstabs
Vampire - All damage dealt is returned as health. Flamethrowers and Miniguns have reduced health leeched from damage done. Melee attacks returns 1.25x damage as health. 25% damage resistance. Max health increased by 80.
Reflect - 80% of damage received is reflected back to the attacker (reflected damage cannot directly cause death). Max health increased to 400. 100% of received Sentry damage is reflected back to the Sentry Gun.
Haste - Double weapon firing and reload rate. Double clip size and max ammo count. Movement speed increased by 30%. Sticky bomb arm time reduced. Double Ubercharge gain.
Regeneration - Ammo, health, and metal regenerate. The rate of health regeneration is inversely proportional to max health.
Precision - Greatly reduced bullet spread. Distance damage falloff immunity. Rocket and grenade travel speed increased 250%. Sniper rifles have quicker damage ramp-up and re-zoom after shooting, and have double damage. Increased blast weapon clip size by 50%. Explosive projectiles have no radius damage falloff. Immunity to self-blast damage.
Agility - Movement speed increased by 50%. Grapple speed increase. Jump height increased by 80%. Instant weapon switch. Immune to fall damage. Reduced grapple movement speed bonus when carrying the intelligence.
Knockout - Restricts the carrier to Melee and Grappling Hook only. Max health increased by 150 except for Heavies and Demomen wielding a sword, a shield, or both, gaining only 120 health, 130 health, 80 health, and 20 health, respectively. Immune to airblast and damage pushback. Melee weapon deals 190% of base damage and forcibly shoves the victim away. Melee hit forces the victim to drop their Powerup or the flag if they have it. 4X melee damage to buildings. Collects health pack health without subtracting their health bonus. Shield Charge cooldowns are greatly increased.
King - Increased max health. Small health regeneration, fire, and reload rate increase. All effects except maximum health increase are shared by nearby teammates, though the regeneration buff is only applied to teammates and enemy Spies who also have Powerups. Regeneration effect is inversely proportional to maximum health.
Plague - Radius health kit collection. Touching an enemy gives them and their nearby teammates the plague. Plague victims bleed to death in 10 seconds unless they pick up a health kit or touch a resupply cabinet. Plague blocks King’s health regeneration and team buff.
Supernova - Discharge your supernova attack (grapple secondary fire) to briefly stun nearby visible enemies. Requires full Powerup meter. Powerup meter fills over time, or by dealing damage. Stunned enemies drop their Powerups, and are pushed away from the supernova attacker. Once discharged, the Supernova Powerup disappears and respawns. When the Powerup meter is full, enemies will glow when in range.
Critical Hit - Temporary full crit power for 30 seconds. Respawns in the same place after 60 seconds.

Mannpower maps:

PASS Time

Hoofdartikel: PASS Time
Gametype passtime.png
Play ball!
The Scout


Pass Time is a game mode for TF2 that combines the traditional battling in Team Fortress with sports elements of soccer, hockey, and basketball. It is a heavily team-based game mode and it is critical that you have teamwork when playing it. There are many perks and jump pads to assist you. However if the match ends in a tie, Sudden Death begins. It also provides a voice command to get your team to pass the ball to you. The ball gives you a speed boost and heals nearby teammates.

PASS Time maps:

Payload

Gametype payload.png
Hoofdartikel: Payload
Onward, great bomb-cart!
The Heavy


In Payload maps, BLU team must escort a cart full of explosives through a series of checkpoints and into RED's base within a certain amount of time. BLU team members move or 'push' the cart by standing next to it — the more people next to the cart, the faster it moves (up to a maximum capture rate of three). Any RED team member standing near the cart will stop it from venturing further, regardless of the number of BLU team members on the cart. If no BLU players push the cart for 30 seconds, the cart will start moving backward slowly until it reaches a checkpoint, BLU spawn, an uphill slope (in certain maps), or is pushed by BLU team members again, which will also reset the timer. The cart functions as a level 1 Dispenser for BLU team (and disguised enemy Spies) to restore health and ammunition to those pushing it. Ammunition is not restored to players standing at the front of the cart.

Some maps have flanking routes that open when a specific point is taken.

There are two distinct types of Payload missions; the type depends on the map. Some Payload maps, including Gold Rush, Hoodoo, and Thunder Mountain, are multiple-staged and play similarly to Dustbowl by splitting the mission into three sections, each with multiple checkpoints. Capturing the final point on the last stage results in BLU blowing up RED's base, often with a spectacular explosion wiping out everyone around the bomb cart. Time is added whenever BLU captures a non-stage-winning point. The other type of Payload mission, an example being Badwater Basin, is single-staged, similar to Mountain Lab, and has all checkpoints within one long stage, with larger time bonuses for BLU upon successful captures. There are also fewer total checkpoints, resulting in three or four checkpoints and a final point, where BLU can win the game and blow up RED's base.

Single-stage Payload maps:

Multiple-stage Payload Maps:


Payload Race

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Hoofdartikel: Payload Race
Two teams. Two carts. Two tracks. Hilarity ensues.
In-game summary


Unlike standard Payload maps, Payload Race maps feature both RED and BLU teams issued with a cart; neither team is restricted to an attacking or defending role, with both teams assuming characteristics of both roles. To win, each team must simultaneously push their cart through enemy territory to reach the final point while preventing the enemy team from doing the same. As with Payload mode, team members push the cart by standing next to it, with more members increasing the speed of the cart and opposing team members halting it.

Unlike Payload mode, the cart will not move backward after any duration of time and there is no time limit; the map will only end when one team successfully pushes their cart to the finishing point. Each cart works as a level 1 Dispenser for their team (and disguised enemy Spies), restoring health and ammunition to those pushing the cart. Parts of the track may feature slopes on which the cart will quickly roll back down to the bottom unless it is being constantly pushed. In many maps, there are uphill pushes. Should the cart pushers be killed or move away from the cart, the cart will slide down the ramp to its original state.

Payload Race maps may or may not be split into multiple rounds.

Payload Race maps:

Player Destruction

Gamemode invasion.png
Hoofdartikel: Player Destruction
I believe I will buy you a beer!
The Engineer to drunk UFO pilots

Player Destruction is a community-created game mode added as part of the Invasion Update. This game mode focuses on teams collecting bottles of beer by killing enemy players and then jumping into the UFO tractor beam in the middle of the map in order to add them to their team's score. Whenever a player is killed, they will drop all their currently held beer, which can be picked up by both teams.

The player on each team with the largest amount of beers will provide health and ammo equal to a Level 1 Dispenser to themselves and nearby teammates, but the player's outline along with the number of beers they possess will be constantly visible to both teams.

Player Destruction maps:

Special Delivery

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Hoofdartikel: Special Delivery (Game Mode)
Gentlemen, today we launch a monkey into space.
The Administrator


Special Delivery is a game mode released as part of the Pyromania Update. In this game mode, an initially neutral briefcase of Australium must be transported to Poopy Joe's rocket before the opposing team can do the same.

If a player picks up the Australium and is killed while holding it, only players from the same team as the recently-deceased Australium carrier can pick it up again. If the team fails to do so within 45 seconds, the Australium is sent back to its original position and reverts back to neutral.

The player who has a hold of the Australium must stand on the platform, which will be raised to the compartment located at the nose cone of the rocket. The player has to remain on the platform until the compartment hatch fully opens and is ready to receive the Australium. Once the Australium is deposited into the compartment, the rocket launches off and the team wins the round. Then the rocket explodes with Poopy Joe inside of it, resulting in him dying and the plot for WAR! Update

Special Delivery maps:

Territorial Control

Hydro map
Hoofdartikel: Territorial Control
We have you surrounded, at least from this side!
The Soldier

In Territorial Control, the goal is to take over the entire map by capturing "territories". Each game is randomly selected from the six available layouts in a 'point against point' game where both teams must capture the opposite point while defending their own. After a team successfully captures the opposite point, the next round takes place in a different area of the map which is also randomly selected. After a team captures all four territories, that team must capture the enemy team's base. If the base point is captured (in Hydro, the Radar Dish for RED, the Power Plant for BLU), the attacking team wins the game. When the next round begins, territories are reset and a new random layout is selected.

In any game in TC (except in RED/BLU base games), if a control point is not captured before the eight-minute time clock reaches zero, the game will go into Sudden Death mode.

Territorial control maps:

Training Mode

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Training offlinepractice.png
Hoofdartikel: Training mode
My 11th PhD is in Applied Ass-Kicking!
The Engineer

Training maps are intended to teach the basics of gameplay and advanced techniques on wooden targets and bots. Training Mode shipped with the Mac Update, which introduced two official training maps. The Offline Practice allows for new and unfamiliar players to train on specific game modes, along with the capability to adjust the difficulty scale of bots to suit the player.

Training maps

Brandon Reinhart indirectly announced on the Official TF2 Blog on July 28, 2010, that Corey Peters is currently working on another official training map,[1] though details are as of yet unknown for which class or what gameplay mechanics it is focusing on.

Current training classes are:

Highlander

Highlander tournament prize
There can be only one!
The Demoman

Highlander mode restricts the number of players of each team to 9 players and only allows one player per class on each team. It is applicable to any game mode and can be activated by entering mp_highlander 1 into the console.

The idea behind Highlander mode existed previous to its official inclusion in the game and had been implemented in server mods. Highlander mode was officially added in the 3 februari 2010-patch.

The game mode's name is a reference to the Highlander film series, where the phrase "There can be only one" was often repeated; this references the limitation of one player per class.

Dueling Mini-Game

Dueling Mini-game
Hoofdartikel: Dueling Mini-Game
Let's settle this like gentlemen!
The Spy

A mini-game released in the Mann-Conomy Update, the Dueling Mini-Game is an Action Item that can be purchased in the Mann Co. Store, received via trading, or found via the drop system. When loaded into the action slot, the item can be triggered to put the user against one person on the opposing team, provided they accept the challenge. Until the end of the round, points are gained by killing or assisting in a kill against the other person. Kills of the two players dueling are tracked, and the player with the most points wins the "duel" when the round ends. If one of the players disconnects or leaves the match, a short duel ban will be issued to that player. The item itself has a maximum of 5 uses and is usable on all official maps. After participating in your first duel, a Bronze Dueling Badge will be granted which will level up to Silver, Gold, and finally Platinum as you gain more wins. For every 10 wins, an extra Dueling Minigame is granted. Every day, the game will give the Dueler hat to the player who won the most duels the previous day.

Tournament Mode

Tournament Mode header
Hoofdartikel: Tournament Mode
Dominated, hippie! Get a job!
The Soldier

Tournament Mode is used mostly on competitive servers. It allows for the creation of custom teams, and the ability to track the success of a particular team over multiple games. A user interface is present for naming teams, and once team members have been organized, teams must say they are ready to start the game. In Tournament Mode, there are no player limits for either team and no autobalancing.

Similarly to Highlander, Tournament Mode is applicable to any game mode and can be activated by entering mp_tournament 1 into the console.

Community mods

TF2Ware, a community mod by Mecha the Slag
Hoofdartikel: Custom Mods
Never bring a bat to a battlefield, war is not a game.
The Soldier

Community game mode mods are custom, unofficial game modes, produced by various community members. They vary from remakes of Team Fortress Classic game modes to completely original modes like Saxton Hale and may change anything about the way a class works from their core mechanics to the weapons they carry. Some modes even add new enemies for the RED and BLU teams to fight or put the player in the shoes of someone or something they couldn't play in an official mode. Some game mode mods have been honorably mentioned by Valve on the TF2 Official Blog.

Unused content

  • There was a planned Courier game mode in development which for unknown reasons was scrapped. There is still an existing Announcer voiceline in the files which was going to be used in this game mode and the class Civilian that can be used with commands.

Robot Destruction

Hoofdartikel: Robot Destruction
Beta rd blueprints.png
Oh, I vill tear you apart, bolt by bolt!
The Medic

Robot destruction is a game mode that has not yet been officially released. However, it can be played by setting up a beta server or searching for a round using the multiplayer menu. So far there is only one known map using this game mode. This map takes place on a moon base map Valve mentioned and showed concept art for in an earlier TF2 update post. The game mode is similar to capture the flag, but instead involves destroying enemy robots and stealing their power cores. Once stolen, power cores (unlike a normal Intelligence briefcase) are instantly stored in a vault once touched. The enemy team can go to their opponent's vault and steal their power cores back to slow down the enemy team from winning. The map itself isn't finished with, as there is a lack of proper textures, but does include new robot NPCs that have brand new textures (aside from a few using the ÜberCharge texture showing that it's locked, but it's assumed that it's only a placeholder).

Robot Destruction maps:

See also

References