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

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{{DISPLAYTITLE:Lijst van spelmodi}}
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[[File:Leaderboard class soldier.png|right|The Soldier]]
[[Image:Wellconceptart.png|thumb|right|500px|De wereld van ''Team Fortress 2''.]]
+
'''Taunts''' are character-specific animations that can be manually triggered in-game. The [[Soldier]] has several taunts, all of which are listed below with applicable voicelines and a description of the animation. This does not include [[Soldier responses|voice responses]] or [[Soldier voice commands|voice commands]].
  
{{hatnote|Voor een volledige lijst van alle mappen, zie [[List of maps/nl|Lijst van mappen]].}}
+
==Primary==
 +
{{Taunt
 +
| image = Soldiertaunt1.PNG
 +
| weapon-1 = Rocket Launcher
 +
| weapon-2 = Black Box
 +
| weapon-3 = Rocket Jumper
 +
| weapon-4 = Liberty Launcher
 +
| weapon-5 = Original
 +
| weapon-6 = Air Strike
 +
| description = The Soldier mock salutes by making a "loser" sign with his hand while saying:
 +
:[[Media:Soldier taunts01.wav|"Maggots!"]]
 +
:[[Media:Soldier specialcompleted01.wav|"Cuh-rit!"]]
 +
:[[Media:Soldier headleft03.wav|"Leeeeft house!"]]
 +
}}
  
Dit is een is a '''lijst van spelmodi''' in ''[[Team Fortress 2/nl|Team Fortress 2]]''. Het spel was uitgegeven met drie spelmodi: [[#Verover de vlag|Verover de vlag]], [[#controlepost(spelmodus)|controlepost]] en [[#Territoriale controle|"Territoriale controle]]. Meerdere [[updates/nl|updates]] hebben elf nieuwe spelmodi toegevoegd ([[#Springlading|Springlading]], [[#Arena|Arena]], [[#Koning van de heuvel|Koning van de heuvel]], [[#Springladingrace|Springladingrace]], [[Medieval Mode/l|Middeleeuwse moduss]], [[Special Delivery (Game Mode)/nl|Speciale levering]], [[#Mann vs. Machine|Mann vs. Machine]], [[Robot Destruction/nl|Robotvernietiging]], [[#Mannpower|Mannpower]], [[PASS Time/nl|PASS-tijd]] en [[#Spelervernietiging|Spelervernietiging]]) waardoor er in totaal vierteen officiële spelmodi zijn en 2 training mappen. Deze spelmodi zijn verdeeld over 108 officiële [[List of maps/nl|mappen]] en geven veel speelvariatie in ''Team Fortress 2''.
+
{{Taunt
 +
| image = Soldierdhtaunt.png
 +
| weapon-1 = Direct Hit
 +
| weapon-2 = Beggar's Bazooka
 +
| description = The Soldier [[Media:Soldier DirectHitTaunt02.wav|yells]] and beats his chest in a similar fashion to [[w:Tarzan|Tarzan]].
 +
}}
  
{{anchor|arena}}
+
{{Taunt
 +
| image = Soldiermanglertaunt.png
 +
| weapon-1 = Cow Mangler 5000
 +
| description = The Soldier jumps, stands erect, salutes, clicks his heels then quickly marches in place.
 +
}}
  
== Arena ==
+
==Secondary==
[[Image:Gametype_arena.png|right|400px]]
+
{{Taunt
 +
| image = Soldiershotguntaunt.png
 +
| weapon-1 = Shotgun
 +
| weapon-2 = Reserve Shooter
 +
| weapon-3 = Panic Attack
 +
| description = The Soldier salutes with the Shotgun, pointing it into the air and firing three times while the start of the song 'Taps' [[Media:Taps 02.wav|music]] plays (this consumes no ammunition, nor does it deal damage). He then gives a military salute and says [[Media:Soldier cheers05.wav|"BOO-YAH!"]].
 +
There is an alternate, longer version of this [[Media:Taps 03.wav|music]].
 +
}}
  
{{main|Arena/nl|l1=Arena}}
+
{{Taunt
 +
| image = Soldiertaunt2.PNG
 +
| weapon-1 = Buff Banner
 +
| weapon-2 = Concheror
 +
| weapon-3 = Righteous Bison
 +
| weapon-4 = Battalion's Backup
 +
| description = The Soldier juggles his grenades and a spare rocket [[Media:Soldier laughlong01.wav|laughing maniacally]] or shouting [[Media:Soldier specialcompleted04.wav|"Screamin' Eagles!"]].
 +
}}  
  
{{See also|Tips/nl#Arena|l1=Arena tips}}
+
==Melee==
 +
{{Taunt
 +
| image = Soldiertaunt3.PNG
 +
| weapon-1 = Shovel
 +
| weapon-2 = Pain Train
 +
| weapon-3 = Frying Pan
 +
| weapon-4 = Disciplinary Action
 +
| weapon-5 = Market Gardener
 +
| weapon-6 = Conscientious Objector
 +
| weapon-7 = Freedom Staff
 +
| weapon-8 = Ham Shank
 +
| weapon-9 = Golden Frying Pan
 +
| weapon-10 = Crossing Guard
 +
| weapon-11 = Prinny Machete
 +
| description = The Soldier [[Media:Soldier paincrticialdeath04.wav|screams]] in [[Media:Soldier paincrticialdeath01.wav|one]] of [[Media:Soldier paincrticialdeath03.wav|four]] different [[media:Soldier paincrticialdeath02.wav|ways]] and bangs his helmet with his weapon. The screams are identical to those he makes when killed by a non-gibbing [[Critical hits|critical hit]] or melee weapon. If the Soldier is in [[Pyroland]], he will laugh before banging his helmet.
 +
}}
  
{{Quotation|'''Abraham Lincoln''', ''Second Inaugurele rede, 1865''|Ik zeg dit feit met de gewone taal: Ik ''houd'' Arena modus.}}
+
{{Taunt
 +
| image = Soldiergrenadekill.png
 +
| weapon-1 = Equalizer
 +
| weapon-2 = Escape Plan
 +
| special = Grenade
 +
| special2 = hhg
 +
| description = {{hatnote|Main article: [[Grenade (taunt)]]}}
 +
The Soldier tosses away his weapon, cracks his knuckles and says [[Media:Soldier PickAxeTaunt04.wav|"C'mere, cupcake"]], takes a grenade off of his belt, sets it, thrusts his fist in the air and explodes, gibbing himself and any nearby enemies as well as destroying any nearby [[buildings]].
  
'''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 <code>arena_</code> prefix.
+
If the [[Lumbricus Lid]] is equipped when this taunt is performed, the [[kill icon]] for this taunt changes to a Holy Hand Grenade, and [[Media:Taunt wormsHHG.wav|this music]] is played.
 +
}}
  
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 [[spectate/nl|toeschouwen]]. De mappen hebben meestal een controlepost in het midden van de map en zijn meestal normale Koning van de heuvel mappen zonder respawn.
+
{{Taunt
 +
| image = Soldiertaunt2.PNG
 +
| weapon-1 = Saxxy
 +
| description = The Soldier juggles his grenades and a spare rocket [[Media:Soldier laughlong01.wav|laughing maniacally]] or shouting [[Media:Soldier specialcompleted04.wav|"Screamin' Eagles!"]].
 +
}}
  
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.
+
{{Taunt
 +
| image = Soldierdhtaunt.png
 +
| weapon-1 = Half-Zatoichi
 +
| description = The Soldier [[Media:Soldier DirectHitTaunt02.wav|yells]] and beats his chest in a similar fashion to [[w:Tarzan|Tarzan]].
 +
}}
  
Uitrustingen die tijdens het aftellen voor de ronde zijn veranderd zullen niet veranderen tenzij de speler zelfmoord pleegt. Van klasse veranderen werkt wel.
+
==Action==
 +
===Soldier-exclusive===
 +
{{Taunt
 +
| image = Taunt Fresh Brewed Victory.png
 +
| weapon-1 = Fresh Brewed Victory
 +
| description =  The Soldier will step on a bag of coffee beans and drink from a mug while saying:
 +
:[[Media:Soldier taunt kill 01.wav|"A big cup of kicking your ass!"]]
 +
:[[Media:Soldier taunt kill 04.wav|"A big mug of my foot up your ass!"]]
 +
:[[Media:Soldier taunt kill 10.wav|"I love the smell of a kicked ass in the morning!"]]
 +
:[[Media:Soldier taunt kill 16.wav|"''Ahhhhh.'"]]
 +
:[[Media:Soldier taunt kill 18.wav|"Ahhhhhhh."]]
  
De [[First Blood/nl|Eerste bloed]]buff is uniek voor Arena modus. De speler die als eerst dood krijgt voltreffers.
+
''Associated sound effects''
 +
:[[Media:Taunt soldier coffee 1 bag can swoosh.wav|[bag swishes into existence]]]
 +
:[[Media:Taunt soldier coffee 2 bag can drop.wav|[coffee can drops]]]
 +
:[[Media:Taunt soldier coffee 3 coffee splash.wav|[coffee drips]]]
 +
:[[Media:Taunt soldier coffee 4 coffee sip.wav|[sip]]]
 +
:[[Media:Taunt soldier coffee 5 coffee ahh.wav|[sigh of contentment]]]
 +
}}
  
Arena modus is niet in de normale modus mapselectie.
+
{{Taunt
 +
| image = Taunt fubar fanfare.png
 +
| weapon-1 = Fubar Fanfare
 +
| description =  The Soldier will pull out a trombone and play four low notes of failure (D, D♭, C, B).
 +
*[[Media:Trombonetauntv2.mp3|[failure notes]]]
 +
}}
  
'''Arena mappen''':
+
{{Taunt
* [[Badlands (Arena)/nl|Badlands]]
+
| image = Taunt Panzer Pants.png
* [[Byre/nl|Byre]]
+
| weapon-1 = Panzer Pants
* [[Granary (Arena)/nl|Granary]]
+
| description = The Soldier stands at attention. A small tank pops up from the ground beneath and around him, which he then proceeds to drive, his head and shoulders peeking out from the top.
* [[Lumberyard|Lumberyard]]
 
* [[Nucleus (Arena)/nl|Nucleus]]
 
* [[Offblast/nl|Offblast]]
 
* [[Ravine/nl|Ravine]]
 
* [[Sawmill (Arena)/nl|Sawmill]]
 
* [[Watchtower/nl|Watchtower]]
 
* [[Well (Arena)/nl|Well]]
 
  
{{clr}}
+
Pressing primary fire (default key: {{key|MOUSE1}}) will make him fire a shot and say a line. The shot is a purely cosmetic effect and does not cause any damage.
{{anchor|CTF|ctf|capture the flag}}
+
*[[Media:Soldier tank 01.wav|"Muahahaha!"]]
 +
*[[Media:Soldier tank 02.wav|"Hoohoohohohahaha!"]]
 +
*[[Media:Soldier tank 03.wav|"Come and get it maggots!"]]
 +
*[[Media:Soldier tank 04.wav|"War is hell! Freedom isn't free! ''I'' am in a tank!"]]
 +
*[[Media:Soldier tank 06.wav|"I am in a tank!"]]
 +
*[[Media:Soldier tank 08.wav|"I will drive this tank up your ass, maggot!"]]
 +
*[[Media:Soldier tank 09.wav|"I am about to tattoo some tank treads on your ass!"]]
 +
*[[Media:Soldier tank 10.wav|"This is ''my'' tank! There are many like it, but this one is mine!"]]
 +
*[[Media:Soldier tank 11.wav|"Wars may be fought with tanks, but they are won by ''men''! With tanks!"]]
 +
*[[Media:Soldier tank 12.wav|"Anything worth fighting for is worth fighting for in a tank!"]]
 +
*[[Media:Soldier tank 13.wav|"War! What is it good for? Everything!"]] ''(Edwin Starr's "War" reference)''
 +
*[[Media:Soldier tank 14.wav|"This tank runs on blood, guts, and glory! The guts and glory ''I'' will provide! The blood is where you come in!"]]
 +
*[[Media:Soldier tank 16.wav|"This tank and the hero driving it, we're both made in America!"]]
 +
*[[Media:Soldier tank warcry 01.wav|"Hahahahahahahahaha!"]]
 +
*[[Media:Soldier tank warcry 02.wav|"''Ha'' ''ha'' ''ha'' ''ha''!"]]
 +
*[[Media:Soldier tank warcry 03.wav|"Bah!"]]
 +
*[[Media:Soldier tank warcry 04.wav|"Ah!"]]
 +
*[[Media:Soldier tank warcry 05.wav|"For Americaaaaa!"]]
 +
*[[Media:Soldier tank warcry 06.wav|"Freeeedom!"]]
 +
*[[Media:Soldier tank warcry 08.wav|"Sound off if you love freedom, maggot!"]]<!---identical to Soldier tank warcry 08 work.wav--->
 +
*[[Media:Soldier tank warcry 09.wav|"I am in a taaaaank!"]]
 +
*[[Media:Soldier tank warcry 12.wav|"Taaaaank!"]]
 +
*[[Media:Soldier tank warcry 13.wav|"Ahhhhhh!"]]
 +
 
 +
Ending the taunt causes the tank to explode; the Soldier jumps off with a back somersault.
 +
 
 +
The player will continuously move forward during this taunt, only being able to turn left and right. When turning, the Soldier will turn to face the side he is going together with the tank's cannon, allowing the player to shoot in approximately 45° to the side.
 +
}}
 +
 
 +
{{Taunt
 +
| image = Taunt Soldier's Requiem.png
 +
| weapon-1 = Soldier's Requiem
 +
| description = The Soldier will take out a gravestone which says "Here lies maggot. I win. The end." and say:
 +
*[[Media:Soldier HatOverHeartTaunt01.wav|"You will not be missed."]]
 +
*[[Media:Soldier HatOverHeartTaunt02.wav|"I never liked you."]]
 +
*[[Media:Soldier HatOverHeartTaunt03.wav|"You were loud and ugly and now you're DEAD! Amen."]]
 +
*[[Media:Soldier HatOverHeartTaunt04.wav|"You're dead, that's good, amen."]]
 +
*[[Media:Soldier HatOverHeartTaunt05.wav|"Godspeed, you magnificent bastard."]]
 +
*[[Media:Soldier HatOverHeartTaunt06.wav|"You were good son, real good; maybe even the best."]]
 +
}}
 +
 
 +
===All-Class===
 +
{{Taunt
 +
| image = Burstchester Soldier.png
 +
| weapon-1 = Burstchester
 +
| description = A [[Bread monster]] partially comes out of the Soldier's chest. He tries to catch the monster with both hands, but it quickly goes back in; the Soldier then looks around in search of it.
 +
}}
 +
 
 +
{{Taunt
 +
| image = Conga_Soldier.png
 +
| weapon-1 = Conga
 +
| description = The Soldier bounces in rhythm to the Latin beats while saying:
 +
 
 +
''Initiating a Conga line''
 +
:[[Media:Soldier taunt cong int 03.wav|"Ha ha ha!"]]
 +
:[[Media:Soldier taunt cong int 04.wav|"Ha ha! Conga!"]]
 +
:[[Media:Soldier taunt cong int 13.wav|"''Single'' file!"]]
 +
 
 +
 
 +
''Dancing to the Conga''
 +
:[[Media:Soldier taunt cong fun 01.wav|"Oooh, yeah!"]]
 +
:[[Media:Soldier taunt cong fun 04.wav|"Ha ''hah'', conga!"]]
 +
:[[Media:Soldier taunt cong fun 08.wav|"''Conga'', maggots!"]]
 +
:[[Media:Soldier taunt cong fun 11.wav|"Get into it!"]]
 +
:[[Media:Soldier taunt cong fun 24.wav|"Conga you fools!"]]
 +
:[[Media:Soldier taunt cong fun 27.wav|"Love it!"]]
 +
:[[Media:Soldier taunt cong fun 29.wav|"[singing] Duh da da da!"]]
 +
 
 +
The player will continuously move forward during this taunt, only being able to turn left and right.
 +
}}
 +
 
 +
{{Taunt
 +
| image = Soldier Director.png
 +
| weapon-1 = Director's Vision
 +
| description = The Soldier extends his arms out and forms a square with his big hands, trying to visualize the scene in front of him in a frame or a screen.
 +
}}
 +
 
 +
{{Taunt
 +
| image = Flippin Awesome Soldier.png
 +
| weapon-1 = Flippin' Awesome
 +
| description = The Soldier will bend his knees slightly with his hands interlocked to form a platform for players to flip themselves off. If he is being flipped, the Soldier will perform a somersault in mid-air.
 +
''Preparing to flip''
 +
:[[Media:Soldier taunt flip int 01.wav|"Flip is go!"]]
 +
:[[Media:Soldier taunt flip int 03.wav|"Flip is ''go''!"]]
 +
:[[Media:Soldier taunt flip int 04.wav|"Flip is go!"]]
 +
:[[Media:Soldier taunt flip int 11.wav|"''Step'' up and get flipped!"]]
 +
:[[Media:Soldier taunt flip int 15.wav|"''In'' flipping position!"]]
 +
:[[Media:Soldier taunt flip int 17.wav|"Do ''not'' keep me waiting!"]]
 +
:[[Media:Soldier taunt flip int 19.wav|"Get over here, sky-meat!"]]
 +
:[[Media:Soldier taunt flip int 20.wav|"Say your prayers and grab some air!"]]
 +
:[[Media:Soldier taunt flip int 24.wav|"Operation: Soaring Eagle!"]]
 +
 
 +
''Flipping another player''
 +
:[[Media:Soldier taunt flip exert 02.wav|[strained]"Up you go!"]]
 +
:[[Media:Soldier taunt flip exert 06.wav|[strained]"Up you ''go''!"]]
 +
:[[Media:Soldier taunt flip exert 21.wav|"Hut hut hut!"]]
 +
:[[Media:Soldier taunt flip exert 31.wav|"Hut-ta!"]]
 +
:[[Media:Soldier taunt exert 02.wav|"Urgh!"]]
 +
:[[Media:Soldier taunt exert 06.wav|"Uhng!"]]
 +
 
 +
''Being flipped''
 +
:[[Media:Soldier taunt flip fun 04.wav|"Wheee"]]
 +
:[[Media:Soldier taunt flip fun 06.wav|"Ouwah"]]
 +
:[[Media:Soldier taunt flip fun 08.wav|"Rahh"]]
 +
 
 +
''After flipping''
 +
:[[Media:Soldier taunt flip end 01.wav|"Perfect landing!"]]
 +
:[[Media:Soldier taunt flip end 02.wav|"''Perfect landing!''"]]
 +
:[[Media:Soldier taunt flip end 03.wav|"Perfect landing."]]
 +
:[[Media:Soldier taunt flip end 05.wav|"''The Eagle'' has landed"]] (reference to [[w:Apollo 11|Apollo 11]])
 +
:[[Media:Soldier taunt flip end 15.wav|"Duty. Honor. Flipping."]]
 +
:[[Media:Soldier taunt flip end 16.wav|"Duty and honor!"]]
 +
:[[Media:Soldier taunt flip end 17.wav|"''Duty and honor.''"]]
 +
:[[Media:Soldier taunt admire 01.wav|"Well done!"]]
 +
:[[Media:Soldier taunt admire 04.wav|"Perfect!"]]
 +
:[[Media:Soldier taunt admire 09.wav|"Hooah!"]]
 +
:[[Media:Soldier taunt admire 10.wav|"Done and done!"]]
 +
:[[Media:Soldier taunt admire 16.wav|"Mission accomplished!"]]
 +
:[[Media:Soldier taunt admire 17.wav|"''Mission accomplished!''"]]
 +
:[[Media:Soldier taunt admire 18.wav|"Mission accomplished."]]
 +
:[[Media:Soldier taunt admire 22.wav|"Medals for everyone!"]]
 +
:[[Media:Soldier taunt admire 24.wav|"Stay frosty!"]]
 +
:[[Media:Soldier taunt admire 26.wav|"''Stay frosty!''"]]
 +
}}
 +
 
 +
{{Taunt
 +
| image = Soldierhighfive.png
 +
| weapon-1 = High Five!
 +
| description = The Soldier stands at attention and raises his hand while saying:
 +
:[[Media:Soldier_go03.wav|"Let's go!"]]
 +
He then salutes, slaps the other player's hand, and pumps his right fist back and forth a few times.
 +
}}
 +
 
 +
{{Taunt
 +
| image = Kazotsky Kick Soldier.png
 +
| weapon-1 = Kazotsky Kick
 +
| description = The Soldier puts one hand over the other in front of him while bending his knees and kicking forward. He looks left, makes a military salute, repositions his hands, looks right, then looks back forward, his helmet bouncing up and down the entire time. The player can freely move around, albeit slowly, during this taunt.
 +
}}
 +
 
 +
{{Taunt
 +
| image = Mannrobics Soldier.png
 +
| weapon-1 = Mannrobics
 +
| description = The Soldier will go through an aerobics routine with the option of a class-specific animation.
 +
:[[Media:Soldier aerobic 04.mp3|"[panting] Ho, heh, huh, huh, uh!"]]
 +
:[[Media:Soldier aerobic 07.mp3|"Ooh! Ah! Hah hah! Hoo hoo!"]]
 +
:[[Media:Soldier aerobic 13.mp3|"Ah, hoo, heh, uh!"]]
 +
:[[Media:Soldier aerobic 14.mp3|"There's nothing more American than ''exercise''!"]]
 +
 
 +
The player can freely move around, albeit slowly, during this taunt.
 +
}}
 +
 
 +
{{Taunt
 +
| image = Soldier rock paper scissors.png
 +
| weapon-1 = Rock, Paper, Scissors
 +
| description = The Soldier engages in an intense battle of Rock, Paper, Scissors.
 +
''Initiating a throw''
 +
:[[Media:Soldier taunt rps int 01.wav|"Rock, paper, scissors!"]]
 +
:[[Media:Soldier taunt rps int 03.wav|"Rock! Paper! Scissors!"]]
 +
:[[Media:Soldier taunt rps int 05.wav|"Let's throw down!"]]
 +
:[[Media:Soldier taunt rps int 07.wav|"Who wants some?"]]
 +
:[[Media:Soldier taunt rps int 08.wav|"It's throw time!"]]
 +
 
 +
 
 +
''Starting the throw''
 +
:[[Media:Soldier taunt rps exert 01.wav|"One, two, three!"]]
 +
:[[Media:Soldier taunt rps exert 11.wav|"On three..."]]
 +
 
 +
''Win (Condition-specific)''
 +
:[[Media:Soldier taunt rps win 55.wav|"Paper wins!"]]
 +
:[[Media:Soldier taunt rps win 57.wav|"Rock wins!"]]
 +
:[[Media:Soldier taunt rps win 61.wav|"Scissors win!"]]
 +
 
 +
''Loss''
 +
:[[Media:Soldier taunt rps lose 01.wav|"Awww."]]
 +
:[[Media:Soldier taunt rps lose 05.wav|"Ah!"]]
 +
:[[Media:Soldier taunt rps lose 12.wav|"Maggot!"]]
 +
:[[Media:Soldier taunt rps lose 14.wav|"D'awwwh"]]
 +
:[[Media:Soldier taunt rps lose 21.wav|"Did I win?"]]
 +
:[[Media:Soldier taunt rps lose 22.wav|"I won! No, wait."]]
 +
}}
  
== Verover de vlag ==
+
{{Taunt
[[Image:Gametype_ctf.png|right|400px]]
+
| image = Soldier taunt laugh.png
 +
| weapon-1 = Schadenfreude
 +
| description = The Soldier slouches forward and wheezes, breathless with [[media:Soldier laughlong03.wav|laughter]]. After righting himself, he then wipes a tear from his eye.
 +
}}
  
{{main|Capture the Flag/nl|l1=Verover de vlag}}
+
{{Taunt
 +
| image = Second_Rate_Sorcery_Soldier.png
 +
| weapon-1 = Second_Rate_Sorcery
 +
| description = The Soldier takes out a staff with a skull on its top and a tag reading "99¢". He attempts to cast a spell, fails to create anything but green sparkles, and then angrily throws the wand on the ground before returning to his original position.
 +
}}
  
{{Quotation|De '''Scout'''|Zwaai maar naar je geheime zooi, sukkel!|sound=Scout_specialcompleted05.wav|en-sound=yes}}
+
{{Taunt
 +
| image =  Soldier Shred Alert taunt.png
 +
| weapon-1 = Shred Alert
 +
| description = The Soldier summons a guitar and plays an [[Media:Shred Alert.wav|intense solo]] as flames and lightning spout from behind.
 +
}}
  
'''Verover de vlag ''' heeft [[RED/nl|RED]] en [[BLU/nl|BLU]] basissen met elk hun eigen [[Capture the Flag/nl#Intelligence|intelligentie]]koffer (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.
+
{{Taunt
 +
| image = Skullcracker Soldier.png
 +
| weapon-1 = Skullcracker
 +
| description = The Soldier will gesture towards his head and then perform a head butt with another player.
 +
''Initiating a head butt''
 +
:[[Media:Soldier taunt head int 02.wav|"Heeead butt!"]]
 +
:[[Media:Soldier taunt head int 07.wav|"Head butt me!"]]
 +
:[[Media:Soldier taunt head int 17.wav|"Head butt time!"]]
 +
:[[Media:Soldier taunt head int 21.wav|"Butt my head, that's an order!"]]
 +
:[[Media:Soldier taunt int 02.wav|"Let's do this!"]]
 +
:[[Media:Soldier taunt int 03.wav|"''Let's do this!''"]]
 +
:[[Media:Soldier taunt int 04.wav|"Let's go!"]]
 +
:[[Media:Soldier taunt int 08.wav|"Come on!"]]
 +
:[[Media:Soldier taunt int 09.wav|"Come on."]]
 +
:[[Media:Soldier taunt int 10.wav|"I haven't got all day!"]]
 +
:[[Media:Soldier taunt int 12.wav|"''I haven't got all day!''"]]
 +
:[[Media:Soldier taunt int 14.wav|"Go go go!"]]
 +
:[[Media:Soldier taunt int 15.wav|"''Go go go!''"]]
 +
:[[Media:Soldier taunt int 16.wav|"Come on, maggot!"]]
 +
:[[Media:Soldier taunt int 19.wav|"Let's go, maggot!"]]
 +
:[[Media:Soldier taunt int 24.wav|"I got your six!"]]
 +
:[[Media:Soldier taunt int 25.wav|"Come on maggots!"]]
  
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 [[Critical hits/nl|voltreffers]].
+
''Head-butting''
 +
:[[Media:Soldier taunt head exert 02.wav|"Ahhhhh!"]]
 +
:[[Media:Soldier taunt head pain 02.wav|"Eahhhhhh!"]]
 +
:[[Media:Soldier taunt head pain 13.wav|"Ahhhhhhh!"]]
 +
:[[Media:Soldier taunt bos pain 01.wav|"Ugh!"]]
 +
:[[Media:Soldier taunt bos pain 02.wav|"Ooh!"]]
 +
:[[Media:Soldier taunt bos pain 06.wav|"Argh!"]]
  
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 {{item link|Medi Gun}}'s [[ÜberCharge/nl|Überlading]]) of een [[Scout/nl|Scout]] onder het effect van de {{item link|Bonk! Atomic Punch}} en intelligentiedragers kunnen niet onsterfelijk worden of een [[Teleporter/nl|Teleporter]] gebruiken. Engineers met de {{item link|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/nl|Soldier]] met de {{item link|Rocket Jumper}} of een [[Demoman/nl|Demoman]] met een {{item link|Sticky Jumper}}. 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 {{item link|Dead Ringer}}, wanneer de Spy wordt verwond dan zal de Spy de intelligentie laten vallen en verhullen zoals normaal.
+
''After a head butt''
 +
:[[Media:Soldier taunt head end 01.wav|"Ahhh uhhh ahn!"]]
 +
:[[Media:Soldier taunt head end 13.wav|"U. S. A.!"]]
 +
:[[Media:Soldier taunt head end 24.wav|"God, Guts, Guns!"]]
 +
:[[Media:Soldier taunt head end 29.wav|"Gaaawd, Guuuuts, Guuuns!"]]
 +
}}
  
Als de intelligentiedrager in een normaal onbereikbaar deel van de map doodgaat, zoals een [[Environmental hazards/nl#Pitfall|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/nl|Sudden Death]]-modus gaan.
+
{{Taunt
 +
| image = Square Dance Soldier.png
 +
| weapon-1 = Square Dance
 +
| description = The Soldier will swing his partner 'round and 'round while saying:
 +
''Starting a dance''
 +
:[[Media:Soldier taunt dosi int 03.wav|"Let's dance, maggot!"]]
 +
:[[Media:Soldier taunt dosi int 05.wav|"Do-si-do!"]]
 +
:[[Media:Soldier taunt dosi int 12.wav|"Dance-time, boys!"]]
  
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''':
+
''During the dance''
* [[2Fort/nl|2Fort]]
+
:[[Media:Soldier taunt dosi fun 05.wav|"Whoa! Ha ha ha!"]]
* [[2Fort Invasion/nl|2Fort Invasion]]
+
:[[Media:Soldier taunt dosi fun 09.wav|"Ha ha ha!"]]
* [[Double Cross/nl|Double Cross]]
+
:[[Media:Soldier taunt dosi fun 11.wav|"Ah ha ha!"]]
* [[Landfall/nl|Landfall]]
+
:[[Media:Soldier taunt dosi fun 29.wav|"Whaa, ho ho ha ha!"]]
* [[Sawmill (Capture the Flag)/nl|Sawmill]]
+
:[[Media:Soldier taunt dosi fun 30.wav|"He he he he he hah hah!"]]
* [[Turbine/nl|Turbine]]
+
:[[Media:Soldier taunt dosi fun 32.wav|"Ha ha hah, I'm dancing!"]]
* [[Well (Capture the Flag)/nl|Well]]
 
  
{{clr}}
+
''Dance's end''
{{anchor|comp|competitive mode}}
+
:[[Media:Soldier taunt dosi end 01.wav|"Dance accomplished!"]]
 +
:[[Media:Soldier taunt dosi end 03.wav|"Dance terminated!"]]
 +
}}
  
== Competitieve modus ==
+
{{Taunt
[[Image:Meet Your Match.png|right||300px|]]
+
| image = Victory_Lap_Soldier.png
 +
| weapon-1 = Victory_Lap
 +
| description = The Soldier jumps into a team-colored [[Bumper Cars|bumper car]]. Pressing {{key|MOUSE1}} will make him honk the car's horn. The player can freely move around, albeit slowly, during this taunt.
 +
}}
  
{{main|Competitive Mode}}
+
{{Taunt
{{Quotation|De '''Administrator'''|Ten minste heb je me niet zo erg teleurgesteld als normaal.|sound=Cm admin outlier no 04.mp3|en-sound=yes}}
+
| image = Soldier yetipunch.png
 +
| weapon-1 = Yeti_Punch
 +
| description = A wooden cutout of a [[Yeti]] appears roaring in front of the Soldier. He closes his right hand into a fist, grabs the cutout over him, and smashes it against his head. He staggers for a moment, dizzy, then goes back to normal.
 +
}}
  
'''Competitieve modus''' is een officiële spelmodus voor Team Fortress 2. De modus is alleen toegankelijk door een [[Premium/nl|Premium]] TF2 account te hebben en de [http://store.steampowered.com/mobile mobiele Steam Guard-authenticator] aan hebben, een {{item link|Competitive Matchmaking Pass}}, of door een [[Community (quality)/nl|Community]] of [[Self-Made/nl|Zelfgemaakte]] kwaliteit voorwerp te hebben. Als een speler een Premium account heeft, maar een [[VAC/nl|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 [https://steamcommunity.com/groups/tfcompetitive Team Fortress 2 Competitive Steam Group] {{lang icon}} zijn, zelfs als aan de bovenstaande eisen wordt voldoen. Net zoals normale potjes, er zijn geen beperkingen op wapen en klassen.
+
{{Taunt
 +
| image = Soldier_yetismash.png
 +
| weapon-1 = Yeti_Smash
 +
| description = The Soldier turns into a Yeti, beats his chest while roaring, and slams the ground with his fist; he then turns back to normal and slightly rearranges his helmet back in place while standing back up.
 +
}}
  
'''Competitieve modus mappen''':
+
{{Taunt
* [[Badwater Basin/nl|Badwater Basin]]
+
| image = Zoomin' Broom Soldier.png
* [[Foundry/nl|Foundry]]
+
| weapon-1 = Zoomin' Broom
* [[Gorge/nl|Gorge]]
+
| description = The Soldier pulls out a witch's broom and proceeds to ride it, hovering above the ground. The player can freely move around, albeit slowly, during this taunt.
* [[Gullywash/nl|Gullywash]]
+
}}
* [[Lakeside/nl|Lakeside]]
 
* [[Metalworks/nl|Metalworks]]
 
* [[Process/nl|Process]]
 
* [[Snakewater/nl|Snakewater]]
 
* [[Sunshine/nl|Sunshine]]
 
* [[Swiftwater/nl|Swiftwater]]
 
* [[Vanguard/nl|Vanguard]]
 
* [[Viaduct/nl|Viaduct]]
 
  
{{clr}}
+
==Costume==
{{anchor|CP|cp|control point}}
+
{{Taunt
 +
| image = Soldierrobottaunt.png
 +
| wearable-1 = Idiot Box
 +
| wearable-2 = Steel Pipes
 +
| wearable-3 = Shoestring Budget
 +
| description = The Soldier performs the [[w:Robot (dance)|Robot]] dance while saying, [[Media:Soldier robot12.wav|"Beep beep boop. Maggot!"]]<br> The actual video demonstration can be seen [[Tin Soldier#Demonstration|here]].
 +
}}
  
== Controlepost==
+
== Unused content ==
[[Image:Gametype_cp.png|right|400px]]
+
{{Taunt
 +
| image = Soldiershowtaunt.png
 +
| description = The Soldier stamps his feet, crosses his arms then shows something off.
 +
}}
  
{{main|Control Point (game mode)/nl|l1=Controlepost (spelmodus)}}
+
{{soundList
 +
|colour    = #F3A957
 +
|title      = '''Trading'''
 +
|image      =
 +
|image-size = 25px
 +
|image-link =
 +
|content    =  
 +
*[[Media:Soldier trade 03.wav|"Mine."]]
 +
*[[Media:Soldier trade 08.wav|"This is mine!"]]
 +
*[[Media:Soldier trade 12.wav|"All mine."]]
 +
*[[Media:Soldier trade 19.wav|"Eyes forward!"]]
 +
*[[Media:Soldier trade 24.wav|"''Mine'', maggot."]]
 +
*[[Media:Soldier trade 28.wav|"There are many like it, but this one is mine."]]
 +
*[[Media:Soldier trade taunts01.wav|"Ten hut! Companyyyyyyy... trade!"]]
 +
*[[Media:Soldier trade taunts02.wav|"Traaaaaaade."]]
 +
*[[Media:Soldier trade taunts03.wav|"This is a good deal."]]
 +
*[[Media:Soldier trade taunts04.wav|"I'm not gonna just give it to ya. You'd like that, wouldn't you? ''Comrade...''"]]
 +
*[[Media:Soldier trade taunts05.wav|"I will trade this thing to you for another thing that you have."]]
 +
*[[Media:Soldier trade taunts06.wav|"We are trading now."]]
 +
*[[Media:Soldier hat taunts14.wav|"That hat is not mercenary-issue, son! There is no room for fashionistas in the art of war!"]]
 +
*[[Media:Soldier hat taunts15.wav|"Son, your hat is writing checks your head cannot cash!"]]
 +
*[[Media:Soldier hat taunts16.wav|"That is not a hat, that is an excuse to kick your ass!"]]
 +
*[[Media:Soldier hat taunts17.wav|"That is not a hat, that is proof that you hate America!"]]
 +
*[[Media:Soldier hat taunts18.wav|"Do you call that a hat? That is a pile of nonsense!"]]
 +
*[[Media:Soldier hat taunts19.wav|"Son, your fashion sense has gone AWOL!"]]
 +
*[[Media:Soldier weapon taunts02.wav|"That thing is not a weapon! That thing is why the enemy wins!"]]
 +
*[[Media:Soldier weapon taunts03.wav|"You do not skip around in this man's battlefield with a weapon like that!"]]
 +
*[[Media:Soldier weapon taunts04.wav|"Look at you, maggot! Even your weapon needs a haircut!"]]
 +
*[[Media:Soldier weapon taunts05.wav|"Do you call that a weapon, son? Somewhere, your father is weeping because of you!"]]
 +
}}
  
{{See also|Control point (objective)}}
+
== Update history ==
 +
{{Update history | '''{{Patch name|12|17|2009}}''' ([[WAR! Update]])
 +
* {{Undocumented}} Added taunts used by the Direct Hit, Shotgun and Equalizer.
 +
* {{Undocumented}} The Shotgun's original taunt (juggling taunt) was assigned to the Buff Banner.
 +
* {{Undocumented}} Added an unused "high-five" taunt.
  
{{Quotation|De '''Engineer'''|Deze post gaat zichzelf niet veroveren! Kom hier!|sound=Engineer helpmecapture02.wav|en-sound=yes}}
+
'''{{Patch name|8|26|2010}}'''
 +
* Fixed the [[Lumbricus Lid|Worms gear]] not playing the correct sound during the Equalizer taunt.
  
'''Controlepost''' mappen hebben twee type spelmodi.
+
'''{{Patch name|9|30|2010}}''' ([[Mann-Conomy Update]])
+
* {{Undocumented}} Updated the unused "high-five" taunt.
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.
 
  
'''Er zijn drie fasen van een controlepost''':
+
'''{{Patch name|3|15|2011}}'''
 +
* Fixed the Soldier/Demoman taunts not working correctly when the Half-Zatoichi is the active weapon.
  
<gallery>
+
'''{{Patch name|5|5|2011}}''' ([[Replay Update]])
File:CP Neutral.png|'''Neutraal''': De controlepost kan worden veroverd door beide teams (meestal staat deze in het midden van een CP map).
+
* Added Director's Vision taunt.
File:CP Captured RED.png|'''Veroverd''': De controlepost is veroverd door RED, maar kan worden teruggenomen door BLU (of andersom).
+
* {{Undocumented}} Added voice response for the Grenade taunt.
File:CP Locked RED.png|'''Onveroverbaar''': De controlepost is van RED en kan (nog) niet teruggenomen worden door BLU (of andersom).
 
</gallery>
 
  
'''Er zijn vijf type controlepostmappen''' &ndash; Symmetrische controlepost, overheers controlepost, Aanvallen / Verdedigen, Middeleeuws Aanvallen / Verdedigen en End of the Line Aanvallen / Verdedigen.
+
'''{{Patch name|6|8|2011}}'''
 +
* {{Undocumented}} Added laughing animations.
  
=== Symmetrische Controlepost ===
+
'''{{Patch name|6|23|2011}}''' ([[Über Update]])
[[Image:CP_Yukon_overview.png|thumb|right|300px|Yukon]]
+
* {{Undocumented}} Added [[Schadenfreude]] taunt.
  
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.
+
'''{{Patch name|7|20|2011}}'''
 +
* {{Undocumented}} Added the Cocksure taunt, used by the Cow Mangler 5000.
 +
* {{Undocumented}} Added an unused "show" taunt.
  
'''Symmetrische controlepostmappen''':
+
'''{{Patch name|7|22|2011}}'''
* [[5Gorge/nl|5Gorge]]
+
* {{Undocumented}} The Soldier is no longer able to taunt while the Cow Mangler 5000 is charging.
* [[Badlands (Control Point)/nl|Badlands]]
 
* [[Coldfront/nl|Coldfront]]
 
* [[Fastlane/nl|Fastlane]]
 
* [[Foundry/nl|Foundry]]
 
* [[Freight/nl|Freight]]
 
* [[Granary (Control Point)/nl|Granary]]
 
* [[Gullywash/nl|Gullywash]]
 
* [[Metalworks/nl|Metalworks]]
 
* [[Powerhouse/nl|Powerhouse]]
 
* [[Process/nl|Process]]
 
* [[Snakewater/nl|Snakewater]]
 
* [[Sunshine/nl|Sunshine]]
 
* [[Vanguard/nl|Vanguard]]
 
* [[Well (Control Point)/nl|Well]]
 
* [[Yukon/nl|Yukon]]
 
  
===Domination Control Point===
+
'''{{Patch name|10|13|2011}}''' ([[Manniversary Update & Sale]])
[[Image:Cp_standin_B.jpg|thumb|right|300px|[[Standin]]]]
+
* Added [[High Five!]] taunt.
'''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.
+
* Taunting with the [[Righteous Bison]], [[Battalion's Backup]], or the [[Saxxy]] now play the [[Buff Banner]] taunt
  
'''Domination Control Point maps''':
+
'''{{Patch name|11|2|2011}}'''
* [[Standin]]
+
*Added a robot taunt for the Soldier which plays when wearing [[Item sets#Soldier|The Tin Soldier]] set
  
{{clr}}
+
'''{{Patch name|9|6|2012}}'''
{{anchor|attack/defend|Attack/Defend}}
+
* Fixed the Escape Plan not using the same taunt as the Equalizer.
  
=== Aanvallen/Verdedigen ===
+
'''{{Patch name|2|18|2013}}'''
[[Image:Gametype_ad.png|right|400px]]
+
* Added [[Shred Alert]] taunt.
  
{{Quotation|De '''Demoman'''|Volgende keer moet je vragen als je op mijn post wilt gaan staan.|sound=Demoman specialcompleted06.wav|en-sound=yes}}
+
'''{{Patch name|6|18|2014}}''' ([[Love & War Update]])
'''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.
+
* Added [[Conga]], [[Square Dance]], [[Skullcracker]], [[Flippin' Awesome]], [[Rock, Paper, Scissors]], and [[Fresh Brewed Victory]] taunts.
  
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.
+
'''{{Patch name|7|2|2015}}''' ([[Gun Mettle Update]])
 +
* The [[Kazotsky Kick]] was added to the game.
  
'''Aanval/Verdedigenmappen''':
+
'''{{Patch name|10|6|2015}}''' ({{update link|invasion update}})
* [[Dustbowl/nl|Dustbowl]]
+
* The [[Burstchester]] was added to the game.
* [[Egypt/nl|Egypt]]
 
* [[Gorge/nl|Gorge]]
 
* [[Gravel Pit/nl|Gravel Pit]]
 
* [[Junction/nl|Junction]]
 
* [[Mann Manor/nl|Mann Manor]] (Mountain Lab Event)
 
* [[Mercenary Park (map)/nl|Mercenary Park]]
 
* [[Mossrock/nl|Mossrock]]
 
* [[Mountain Lab/nl|Mountain Lab]]
 
* [[Steel/nl|Steel]]
 
  
===Middeleeuws Aanvallen/Verdedigen ===
+
'''{{Patch name|10|28|2015}}''' ([[Scream Fortress 2015]])
[[Image:Gette it Onne!.png|right|200px|Gette It Onne!]]
+
* The [[Zoomin' Broom]] was added to the game.
  
{{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}}}}
+
'''{{Patch name|11|3|2015}}'''
 +
* Updated taunts to prevent movement during the pre-round period when players are frozen
  
'''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.
+
'''{{Patch name|12|17|2015}}''' ([[Tough Break Update]])
 +
* Added [[Mannrobics]] taunt.
  
'''Middeleeuwse Aanval/Verdedigmappen''':
+
'''{{Patch name|7|7|2016}} #1''' ([[Meet Your Match Update]])
* [[DeGroot Keep/nl|DeGroot Keep]]
+
* Added [[Fubar Fanfare]] taunt.
  
===End of the Line Aanvallen/Verdedigen===
+
'''{{Patch name|10|21|2016}}''' ([[Scream Fortress 2016]])
[[Image:Cp_snowplow.jpg|thumb|right|300px|[[Snowplow/nl|Snowplay]]]]
+
* Added [[Second Rate Sorcery]] taunt.
 +
* Added [[Victory Lap]] taunt.
  
'''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.
+
'''{{Patch name|10|20|2017}} #1''' ([[Jungle Inferno Update]])
 +
* Added 2 official taunts: [[Yeti Punch]] and [[Yeti Smash]].
  
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.
+
'''{{Patch name|10|19|2018}}''' ({{update link|Scream Fortress 2018}})
 +
* The [[Panzer Pants]] was added to the game.
 +
}}
  
'''End of the Line Attack/Defend maps''':
+
== Trivia ==
* [[Snowplow]]
+
* The Cow Mangler 5000's taunt is officially named the "Cocksure" (Salute taunt).
{{clr}}
+
* Near the end of Soldier's Schadenfreude taunt, the voice director can be heard saying "Alright cut".
{{anchor|KOTH|koth|King of the hill|king of the hill}}
 
  
==King of the Hill==
+
== See also ==
[[Image:Gametype_koth.png|right|400px]]
+
*[[Poses#Soldier|Soldier marketing poses]]
  
{{main|King of the Hill}}
+
{{Taunt nav}}
  
{{Quotation|'''The Classless Update'''|Since their discovery in 1895, hills have fascinated kings.}}
 
  
 +
{{Soldier Nav|coluncolstate=collapsed}}
  
'''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.
+
----
 +
<!-- end soldier -->
 +
{{DISPLAYTITLE:Voorwerpen aanpassen}}
 +
{{main|Main menu/nl|l1=Hoofdmenu}}
  
'''King of the Hill maps''':
+
[[File:Manage Items Menu.png|right|thumb|350px|Het voorwerpaanpasmenu]]
* [[Badlands (King of the Hill)|Badlands]]
 
* [[Cauldron]]
 
* [[Eyeaduct]] (Viaduct event)
 
* [[Ghost Fort]] (Lakeside event)
 
* [[Harvest]]
 
* [[Harvest Event]]
 
* [[Highpass]]
 
* [[Kong King]]
 
* [[Lakeside]]
 
* [[Lazarus]]
 
* [[Maple Ridge Event]]
 
* [[Nucleus (King of the Hill)|Nucleus]]
 
* [[Probed]]
 
* [[Sawmill (King of the Hill)|Sawmill]]
 
* [[Slasher]]
 
* [[Suijin]]
 
* [[Viaduct]]
 
  
 +
Het '''voorwerpaanpasmenu''' is een onderdeel van het [[main menu/nl|hoodfmenu]] in ''Team Fortress 2'' dat toegang geeft tot de [[#Uitrustings- en Bespottingsvakken|uitrusting-]], [[backpack/nl|rugzak-]], [[crafting/nl|ontwerp-]], [[Mann Co. Catalog/nl|Mann Co.-catalogus-]], [[trading/nl|ruil-]] en [[War Paint/nl|Oorlogsverfs]]sub-menus. Het statistiekenmenu geeft ook een aantal van de speler's persoonlijke statistieken weer. Het rugzakmenu kan direct via de "rugzak"-knop worden weergegeven, maar kan ook direct worden open gemaakt door op {{key|M}} te klikken (of door de {{code|open_charinfo_direct}}-commando in de [[Console/nl|console]] te typen) wanneer je in een server bent.
  
{{clr}}
+
== Functions ==
{{anchor|mvm|Mann vs. Machine|Co-op}}
+
By clicking any of the nine [[class]] portraits the player is taken directly to the loadout of the respective class. The five icons along the bottom – backpack, crafting, Mann Co. Catalog, trading, and war paint – will take the player to those submenus.
  
==Mann vs. Machine==
+
=== Uitrustings- en Bespottingsvakken ===
{{Main|Mann vs. Machine (game mode)}}
+
[[File:GUI Loadout.png|thumb|An example of the loadout screen.]]
[[Image:Main_menu_button_mvm.png|right|400px]]
 
  
 +
The loadout menu enables the player to equip [[items]] and [[taunts]] for use with the nine classes.
  
{{Quotation|'''The Heavy'''|More rubble, less trouble!|sound=Heavy_specialcompleted03.wav}}
+
The left of the loadout screen features the player's selections for [[Weapons|primary]], secondary, and melee weapons. The [[Spy]]'s loadout screen positions the secondary and melee slots in place of the primary and secondary respectively. The Engineer and Spy loadout screens also include a fourth slot for the [[PDA|Construction PDA]] and [[Sapper]] (PDA) respectively. The right four slots consist of three cosmetic slots for [[hats]] or [[Miscellaneous items]], and one for [[action items]].
 +
Clicking the movie reel on the bottom allows you to switch to the taunt menu where you can equip any taunt you have in your inventory to a maximum of 8 at once. Pressing the box next to it will bring it back to the regular loadout. Pressing {{key|G}} while having one of the taunts equipped will bring you to a taunt HUD which allows you to select a taunt.
  
 +
Mousing over any of the slots for equipped weapons will display the statistics and description pertaining to the item, in a similar format to the backpack. This information (and more) can also be seen at any time in the Mann Co. Catalog without having to own the item. At the bottom of menu, the player's net attributes from their equipped items are shown as an overview.
  
'''Mann vs. Machine''' is a game mode that was released in [[Mann vs. Machine (update)|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 [[Power Up Canteen|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.
+
When a player changes their loadout mid-game, any changes made to the current class's loadout will only take immediate effect if the player is in the spawn area. Otherwise, they will not take effect until the player either [[respawn]]s, or touches a resupply locker.
  
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.
+
=== Backpack ===
 +
{{Main|Backpack}}
 +
[[File:Backpack_case.png|44px|frameless|left]]
  
There are currently 5 [[Tour of Duty|operations]] and 29 [[Mann vs. Machine mission|missions]] (some missions aren't part of any operation) in Mann vs. Machine.
+
The backpack is a player's personal inventory, allowing for storage for all in-game [[items]]. Items are kept in individual slots and can be viewed, moved, customized or deleted from within the backpack interface. The backpack is divided in to pages, with each page displaying 50 items. The backpack can be automatically sorted by [[quality]], type, class or loadout slot.
  
'''Mann vs. Machine maps''':
 
* [[Bigrock]]
 
* [[Coal Town]]
 
* [[Decoy]]
 
* [[Ghost Town]] (Coal Town Event)
 
* [[Mannhattan]]
 
* [[Mannworks]]
 
* [[Rottenburg]]
 
  
 +
=== Crafting ===
 +
{{Main|Crafting}}
 +
[[File:Crafting_anvil.png|44px|frameless|left]]
  
{{clr}}
+
Crafting is the process that allows players to combine items they have in their backpacks in to new items. Through using specific crafting blueprints, more desired outcomes can be obtained, such as crafting a specific weapon through its designated blueprint. It should be noted that not all items can be used as an ingredient, nor can all items be obtained as an outcome.
{{anchor|CTF|ctf|mannpower}}
+
  
==Mannpower==
+
=== Mann Co. Catalog ===
[[Image:Gametype_mannpower.png|right|400px]]
+
{{Main|Mann Co. Catalog}}
 +
[[File:Catalog_book.png|44px|frameless|left]]
  
{{main|Mannpower}}
+
The Mann Co. Catalog contains a listing of (almost) every item in the game, allowing for a quick lookup of item appearances, statistics and descriptions. It will also displays a button leading to the listing of an item in the [[Mann Co. Store]] (if available), additionally a link to the item's page on the [[Team Fortress Wiki]] will be displayed.
  
{{Quotation|'''The Demoman'''|I hope I didn't scare you with my face-to-face man fightin'!|sound=Demoman_dominationspy03.wav}}
 
  
 +
=== Trading ===
 +
{{Main|Trading}}
 +
[[File:Trading_parcel.png|44px|frameless|left]]
  
'''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.  
+
The trading submenu will allow a player to exchange items with other players directly through [[Steam]] friends, current server players, or a Steam Community URL. However, this feature is partially disabled for all free to play players; they can receive items in a trade initiated by another player, but are unable to give any items in return.
  
[[Grappling hook|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.
+
=== War Paints ===
 +
{{Main|War Paint}}
 +
[[File:War_Paint_icon.png|44px|frameless|left]]
  
Mannpower currently runs on modified ctf_ versions of [[Gorge (Capture the Flag)|Gorge]], [[Foundry (Capture the Flag)|Foundry]], and [[Thunder Mountain (Capture the Flag) |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.
+
The War Paints submenu allows a player to preview every War Paint available for every applicable weapon. The menu contains drop-down menu for each War Paint, a drop-down menu for each weapon a given War Paint can be applied to, and a slider to change the [[Decorated#Wear|Wear]] of the War Paint – from Factory New to Battle Scared – as well as buttons to switch the team color. Additionally, you can select the Randomize button, or set the seed manually, to preview the position of the texture applied to the weapon, though this is not available when redeeming War Paints. You may also select the View on Market button to find the current weapon with the applied War Paint on the [[Steam Community Market]].
  
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:
+
=== Statistics ===
:Strength - Double damage for all weapons. Distance damage fall-off immunity.
+
[[File:GUI Stats.png|thumb|350px|An example of the statistics screen.]]
: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''':
+
The statistics tab opens up the best records and playtimes of the player. Statistics tracked include:
* [[Foundry (Capture the Flag)|Foundry]]
 
* [[Gorge (Capture the Flag)|Gorge]]
 
* [[Hellfire]]
 
* [[Thunder Mountain (Capture the Flag)|Thunder Mountain]]
 
  
== PASS Time ==
+
* Most [[points]]
{{main|PASS Time}}
+
* Most [[kills]]
[[Image:Gametype_passtime.png|right|400px]]
+
* Most [[assists]]
 +
* Most captures ([[Control point (objective)|Control point]] or [[Payload]] cart push)
 +
* Most defenses (Control point or Payload cart stop)
 +
* Most [[damage]]
 +
* Most [[Buildings#Destruction|destruction]]
 +
* Most [[dominations]]
 +
* Longest life
 +
* Most [[healing]]
 +
* Most [[ÜberCharge|invulns]]
 +
* Most kills by {{botignore|[[Sentry]]}}
 +
* Most [[Teleporter|teleports]]
 +
* Most [[headshot]]s
 +
* Most [[backstab]]s
 +
* Playtime as each class.
  
{{Quotation|'''The Scout'''|Play ball!|sound=Scout_battlecry01.wav}}
+
Drop-down boxes will allow you to look at statistics for specific classes displayed as horizontal bar charts. A random [[Tips|tip]] will also be displayed on this screen, a new one can be forced by clicking the "Next Tip" button. These statistics can be reset by a button on the right (by doing this progress in locked [[achievements]] will be reset, but any unlocked achievements will not be reset).
  
 +
== Update history ==
 +
{{Update history|
 +
'''{{Patch name|1|25|2008}}'''
 +
* Removed the "Reset Stats" button from the Player Stats screen.
  
 +
'''{{Patch name|3|20|2008}}'''
 +
* Updated the Stats Summary screen to remember your previous selections each time you open the menu and while changing levels.
  
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.
+
'''{{Patch name|4|29|2008}}''' ([[Gold Rush Update]])
 +
* Added Character Info and Loadout to the main menu.
 +
* The backpack was introduced.
  
'''PASS Time maps''':
+
'''{{Patch name|4|20|2009}}'''
* [[Brickyard]]
+
* Reworked the character loadout screens to support [[hats|future features]].
* [[District]]
 
* [[Timberlodge]]
 
  
{{clr}}
+
'''{{Patch name|12|17|2009}}''' ([[WAR! Update]])
 +
* Added item crafting.
  
{{anchor|PL|pl|payload}}
+
'''{{Patch name|4|28|2010}}'''
 +
* Backpack changes
 +
** Moved Crafting button out to the root class/backpack selection panel.
  
==Payload==
+
'''{{Patch name|6|10|2010}}''' ([[Mac Update]])
[[Image:Gametype_payload.png|right|400px]]
+
* Overhauled the [[main menu]], and added help to Loadout, [[Backpack]], and Crafting screens.
  
{{main|Payload}}
+
'''{{Patch name|7|8|2010}}''' ([[Engineer Update]])
 +
* {{Undocumented}} Added a second Misc. item slot in the loadout.
  
{{Quotation|'''The Heavy'''|Onward, great bomb-cart!|sound=Heavy_cartmovingforwardoffense17.wav}}
+
'''{{Patch name|9|30|2010}}''' ([[Mann-Conomy Update]])
 +
* Added the Mann-Conomy.
 +
* Added the Mann Co. Store & Catalog.
 +
* Added Trading.
 +
* Added Item customization.
 +
* {{Undocumented}} The on-wearer attribute area was added to the loadout.
  
 +
'''{{Patch name|4|14|2011}}''' ([[Hatless Update]])
 +
* {{Undocumented}} Added option to hide duplicate items on loadout screen.
 +
* {{Undocumented}} Class models presented in the loadout screen are now static and do not play idle animations.
  
In '''Payload''' maps, [[BLU]] team must escort a [[Payload#Carts|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.
+
'''{{Patch name|5|5|2011}}''' ([[Replay Update]])
 +
* Fixed the [[Gloves of Running Urgently]] not using the correct skin in the character loadout screen.
 +
* Fixed the [[Kritzkrieg]] not drawing the correct model in the character loadout screen.
 +
* {{Undocumented}} Idle animations restored to class loadout screens.
  
Some maps have flanking routes that open when a specific point is taken.
+
'''{{Patch name|10|13|2011}}''' ([[Manniversary Update & Sale]])
 +
* When selecting items from the loadout, weapons with different kill eater ranks will all show up.
  
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 [[Environmental hazards|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.
+
'''{{Patch name|10|17|2011}}'''
 +
* Fixed a client crash when opening the loadout screen.
  
'''Single-stage Payload maps''':
+
'''{{Patch name|03|22|2012}}'''
* [[Badwater Basin]]
+
* {{Undocumented}} Added [[PDA|Construction PDA]] slot and [[Sapper]] slot to the [[Engineer]]'s and [[Spy]]'s loadout screens, respectively.
* [[Barnblitz]]
+
* {{Undocumented}} [[PDA|Construction Tool, Demolish Tool]], [[Disguise Kit]], and [[Sapper]] now appear in [[backpack]] when viewing stock items.
* [[Borneo]]
 
* [[Brimstone (map)|Brimstone]]
 
* [[Frontier]]
 
* [[Gravestone]]
 
* [[Hellstone]]
 
* [[Snowycoast]]
 
* [[Swiftwater]]
 
* [[Upward]]
 
  
'''Multiple-stage Payload Maps''':
+
'''{{Patch name|11|16|2012}}'''
* [[Enclosure]]
+
* Fixed a crash in the class loadout panel for Mac users.
* [[Gold Rush]]
 
* [[Hoodoo]]
 
* [[Thunder Mountain]]
 
  
 +
'''{{Patch name|6|6|2013}}'''
 +
* Fixed a client crash related to the hatless hats and the [[Customize items#Loadout|character loadout screen]].
  
{{clr}}
+
'''{{Patch name|12|20|2013}}'''
{{anchor|PLR|plr|payload race|race}}
+
* "Head" and "Misc" slots for player loadouts have been converted to Cosmetic slots. All items that were previously Head- or Misc-slot-specific can now be equipped in any Cosmetic slot.
  
===Payload Race===
+
'''{{Patch name|2|11|2014}}'''
[[Image:Gametype_plr.png|right|400px]]
+
* Updated several [[cosmetic items]] that were missing an {{code|item_type}} description
 +
* Updated several cosmetic items to count as assisters in [[Pyrovision]]
  
{{main|Payload Race}}
+
'''{{Patch name|3|5|2014}}'''
 +
* Fixed an infinite healing exploit related to loadout presets.
 +
}}
  
{{Quotation|'''In-game summary'''|Two teams. Two carts. Two tracks. Hilarity ensues.}}
+
== Bugs ==
+
* Some items will become semi-transparent or lit incorrectly when appearing in the loadout screen.
 +
* It is possible to break "The customize items menu" by pressing the left mouse button on any menu object and moving the cursor in any direction while continuing to hold the mouse button. This will cause the menu screen to freeze.
 +
* Occasionally, cosmetic items may unequip themselves.
 +
* Classes that can equip Melee weapons for [[Weapons#.C2.A0All_classes|all classes]] will hold the weapon differently than how it's held in-game, an example for that is with [[Sniper]], which he holds the weapon straight up in the Loadout screen, while in-game, he holds way much lower and inclined.
 +
* Switching between the classes will cause their mouths to open then quickly close.
  
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.
+
== Demonstration ==
 +
{{youtube|JGuaBxhfDco|width=640|hd=on|ratio=16x9}}
  
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.
+
== Gallery ==
+
<gallery perrow="3">
Payload Race maps may or may not be split into multiple rounds.
+
File:Unusual Loadout Slider.png|The [[Unusual]] slider bar
 +
File:Old_medic_loadout.jpg|A screenshot of the old loadout submenu.
 +
</gallery>
  
'''Payload Race maps''':
+
== See also ==
* [[Banana Bay]]
+
* [[Main menu]]
* [[Helltower]] (Hightower event)
 
* [[Hightower]]
 
* [[Nightfall]]
 
* [[Pipeline]]
 
  
{{clr}}
+
[[:Category:GUI]]
 +
[[:Category:Gameplay]]
  
== Player Destruction ==
+
----
[[File:Gamemode invasion.png|right|300px]]
+
<!-- End Customise items -->
{{main|Player Destruction}}
+
{{Infobox
{{Quotation|'''The Engineer''' to drunk UFO pilots|I believe I will buy you a beer!|sound=Cm_engie_summary_callout_03.mp3}}
+
|title    = Pickups
 +
|image    = Pickups.png
 +
|contents = Regular kinds of pickups.
 +
}}
 +
{{Quotation|'''The Sniper''' observing a pickup|This thing looks bloody useful.|sound=Sniper specialweapon07.wav}}
 +
__NOTOC__
 +
'''Pickups''' are objects that are spawned or dropped in various locations across most maps and can be "picked up" by players coming into contact with them, such as by walking into them or colliding with them. Pickups usually apply various [[List of useful console commands#addcond commands|conditions]] on players when picked up; others can score points towards [[Achievements]] or game objectives, and a few pickups can add items to player inventories.
 +
{{TOC limit|2}}
 +
== Regular pickups ==
 +
[[File:Smallammo.png|thumb|120px|Small Ammo/Metal box.]]
 +
[[File:Sandvichplate.png|thumb|120px|Thrown [[Sandvich]].]]
 +
[[File:Dispenser Gibs.png|thumb|120px|[[Dispenser]] debris.]]
 +
{{Main|Health|Ammo|Metal}}
  
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.
+
Regular pickups are the types that can be found on any map on any given day and consist of varying forms of [[Health]], [[Ammo]], and [[Metal]], with three standard sizes each for Health Kits and Ammo Cases. Players can only pick up these items when they are not at full Health, Ammo, or Metal, respectively. Any regular pickup used in this way disappears, and then respawns after ten seconds with a distinct sound effect. Health pickups and Ammo/Metal pickups each restore a percentage of the maximum health or ammo/metal capacity of a class.
  
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.
+
Fixed spawn point pickups cannot be retrieved if an [[Engineer]] builds a [[Teleporter]] on the pickup spawn point. Other engineering buildings, such as [[Sentry Gun]]s and [[Dispenser]]s, allow friendly players to pass through but block enemy movement, so they can be used to prevent opponents from taking pickups. However, such buildings also block the builder from claiming them.
  
'''Player Destruction maps''':
+
The [[Heavy]]'s [[Sandvich]] can be used to create a pick-up item, in the sense that a Heavy can drop his Sandvich for his teammates or enemies to use. A Sandvich pickup can recover as much health as a medium-sized health kit. When a Heavy is at full health, he can pick up a health kit to instantly recharge his Sandvich if it has been depleted. The same can be done with the [[Dalokohs Bar]] or [[Second Banana]]; however, the pickup will only heal teammates or enemies as much as a small-sized health kit, though its faster recharge speed helps to compensate for that.
* [[Cursed Cove]]
 
* [[Monster Bash]]
 
* [[Pit of Death]]
 
* [[Watergate]]
 
  
 +
Other regular pickups:
 +
* Ammo Cases dropped by killed players and broken building parts can both be picked up to replenish ammunition and metal.
 +
* The [[Scout]] also produces small health packs whenever they score a kill or assist with the [[Candy Cane]] equipped.
 +
* Hitting the [[Sandman]] Ball produces a rolling ball pickup that instantly recharges the Scout's Ball meter, and the Ball can be immediately hit again.
 +
* A weapon dropped by a dead player can be picked up and used by another player that has a compatible class.
 
{{clr}}
 
{{clr}}
{{anchor|SD|sd|special delivery}}
 
  
== Special Delivery ==
+
== {{anchor|Special Pickups}} Special pickups ==
[[Image:Gametype_sd.png|right|400px]]
+
Some pickups are exclusive to certain conditions, such as events or game modes.
{{main|Special Delivery (Game Mode)}}
+
 +
=== {{anchor|Event Pickups}} Event pickups ===
 +
[[File:Bday medpack large.png|thumb|120px|Large [[Birthday]] Health cake.]]The regular pickups have [[Halloween]] and [[Birthday mode|birthday]] variants. The change in appearance is merely cosmetic and does not alter the items' benefits. The Halloween variants can be found on [[Halloween map]]s, while the birthday variants appear on all maps when Birthday Mode is activated. Additionally, Birthday Mode variants are available for those players who equip [[Pyroland|Pyrovision]] with the proper [[Pyrovision Goggles|goggles]] or any other item that enables it.
  
{{Quotation|'''The Administrator'''|Gentlemen, today we launch a monkey into space.|sound=Announcer_sd_monkeynaut_start01.wav}}
+
==== Halloween events ====
 +
[[Halloween map]]s spawn some specific Halloween-themed pickups. During the annual [[Holiday#Halloween|Halloween events]], particular effects can be activated:
  
 +
[[File:Pumpkin.png|left|70px]][[Halloween pumpkins]] are found on several Halloween maps; they randomly drop when players are killed. These Halloween pumpkins function simiarly to a medium ammo pickup and grant a 3-4 second [[Critical hits|Crit boost]] when picked up. Picking up 20 of them will also complete the ''[[Halloween_achievements#2009|Candy Coroner]]'' [[achievement]], unlocking the [[Mildly Disturbing Halloween Mask]]. These effects of are always active when the maps are hosted, regardless of time of year, including achievement progress.{{clr}}
  
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 [[Non-player characters#Poopy Joe|Poopy Joe]]'s rocket before the opposing team can do the same.
+
[[File:Spellbook Pickup 3.png|left|70px]]On certain Halloween maps, floating spellbooks, flasks, or crystal balls appear and may be picked up for [[magic spells]] by players equipped with a [[Spell Book]].{{clr}}
  
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.  
+
[[File:Gargoyle Ghost.png|left|70px]]Ghostly [[Soul Gargoyle]]s appear on certain Halloween maps, announced by [[Merasmus]]. During Halloween events, picking one up scores the player ten souls on their Soul Gargoyle backpack item counter. Picking up one will grant the player the ''[[Halloween_achievements#2010|Masked Mann]]'' [[achievement]].{{clr}}
  
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]]
+
[[File:HauntedHalloweenGift.png|left|70px]][[Haunted Halloween Gift]]s were dropped for players on a limited number of Halloween maps during events prior to [[Scream Fortress 2015|Scream Fortress VII]], 2015, when they were replaced by Soul Gargoyles spawning in the same locations. Successfully finding this gift awarded the player a random [[Halloween Mask]], [[Halloween Costumes|Halloween Costume item]], [[Halloween Spell]], [[Voodoo-Cursed Items|Voodoo-cursed item]], a [[Spellbook Page]], or other random items depending on the map. The general function of awarding players Halloween gift items was replaced the same year by [[Merasmissions]].{{clr}}
  
'''Special Delivery maps''':
+
==== Winter events ====
* [[Carnival of Carnage]] (Doomsday event)
+
[[File:Tf gift.png|right|70px]]Beginning with the [[Australian Christmas 2011]] event, Christmas gift pickups are dropped upon the death of a player during [[Holiday#Winter|Winter events]]. These pickups appear as a small gift box and function similarly to the Halloween pumpkins, however, they do not grant the player additional critical hits. Collecting three of the Christmas gifts will grant the player the ''[[Christmas Event achievements|Gift Grab]]'' [[achievement]]. In subsequent Christmas/Smissmas events, Christmas gift pickups happen less frequently, but still count towards Gift Grab if picked up.{{clr}}
* [[Doomsday]]
 
  
 +
==== Ducks ====
 +
[[File:Duck Journal Scout Style.png|thumb|100px|Scout duck.|left]]
 +
[[File:Carnival of Carnage Duck Gold.png|thumb|100px|[[:File:Sf14 merasmus minigame duckhunt bonusducks 01.wav|Bonus duck!]]]]During the [[End of the Line Update]] event, killing players and completing objectives occasionally yielded rubber duck pickups, the "class" of the duck matching the player's class. The [[Duck Journal]] kept track of the number of ducks a player collected, and also increased the amount of ducks dropped.
 +
 +
On [[Carnival of Carnage]], one of the Bumper Car minigames involves collecting toy ducks on a track. Smashing into enemy players makes golden "bonus ducks" fly out of the smashed player, worth twice as much. The team that collects the specified number of ducks first wins.
 
{{clr}}
 
{{clr}}
  
==Territorial Control==
+
=== {{anchor|Game mode Pickups}} Game mode pickups ===
[[Image:Territorial Control Map TC Hydro.JPG|300px|right|thumb|[[Hydro]] map]]
+
[[File:Doomsday event briefcase.png|thumb|140px|[[Merasmus]]' tickets (and socks).]]
 +
In [[Capture the Flag]] and [[Special Delivery (game mode)|Special Delivery]], a case (containing intelligence, [[Australium]], or [[Carnival of Carnage|carnival tickets]]) is picked up and carried from its spawn point to a capture objective. A carrying player is highlighted to all players on both teams. On [[Crasher]] and [[Helltrain]], the cases are replaced with a barrel bomb and a coal core, respectively.
 +
 
 +
 
 +
[[File:Medieval Meat.png|left|50px]]In [[Medieval Mode]], medium health pickups appear as a slab of ham with a bone sticking out of it on a plate.<br/>
 +
 
  
{{main|Territorial Control}}
+
[[File:Largecredits.png|left|50px]]In [[Mann vs. Machine]], destroying a [[Robots|robot]] makes it drop a [[Credits|pile of cash]] that can be collected and used to buy upgrades at any [[Upgrade Station]]. All collected cash is shared between team members. [[Scout]]s have a longer cash collect range and also gain health from picking up cash. [[Sniper]]s can remotely pick up cash from headshots if no other player picks it up first.<br/>
  
{{Quotation|'''The Soldier'''|We have you surrounded, at least from this side!|sound=Soldier_taunts12.wav}}
 
  
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.
+
[[File:Asteroid RED Power Core.png|left|50px]]In [[Robot Destruction]], the destruction of robots produces Power Cores, which are used to fuel the Reactor Core. The amount of Power Cores gained from killing a robot depends on the level of the robot. The first team to get a predetermined number of Power Cores wins the game.<br/>
  
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|Sudden Death mode]].
 
  
'''Territorial control maps''':
+
[[File:Jack Neutral.png|left|50px]]In [[PASS Time]], the JACK is a "game ball" that is visible through walls, may be picked up or thrown away by players, dropped by killed players, passed to teammates or intercepted, and thrown into scoring goals.<br/>
* [[Hydro]]
 
  
{{clr}}
 
{{anchor|training|train|Training|Training Mode}}
 
  
==Training Mode==
+
[[File:Hud invasion bottle.png|left|50px]]In [[Player Destruction]], scoring pickups (beer bottles, souls, body parts etc.) are produced by killing players. These pickups need to be carried to a point near the center of the map to score points to win the game. When killed, a player drops one new scoring pickup plus all pickups they were holding at the time of death. The person carrying the most scoring pickups on a team becomes the team leader and gains the ability to self-heal and also heal nearby teammates at the rate of a Level 1 [[Dispenser]]. The amount of scoring pickups a player is carrying is displayed over their head.<br/>
[[Image:Training basic.png|right||180px|]]
 
[[Image:Training offlinepractice.png|right||180px|]]
 
  
{{main|Training mode}}
+
== Associated weapons ==
 +
{{List of weapons related to pickups}}
  
{{Quotation|'''The Engineer'''|My 11th PhD is in Applied Ass-Kicking!|sound=Cm_engie_gamewon_13.mp3}}
+
== Related achievements ==
 +
=== {{Achiev type link|scarechievements}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Halloween|Candy Coroner}}
 +
}}
  
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 [[Training Mode#Offline Practice|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:
+
=== {{Achiev type link|ghostchievements}} ===
* [[Dustbowl (Training)|Dustbowl]]
+
{{Achievement table
* [[Target]]
+
| 1 = {{Show achievement|Halloween|Masked Mann}}
 +
}}
  
Brandon Reinhart indirectly announced on the Official TF2 Blog on July 28, 2010, that Corey Peters is currently working on another official training map,<ref name="newtraining">http://www.teamfortress.com/post.php?id=4130</ref> though details are as of yet unknown for which class or what gameplay mechanics it is focusing on.
 
  
Current training classes are:
+
=== {{Achiev type link|merasmachievements}} ===
* [[Soldier]]
+
{{Achievement table
* [[Demoman]]
+
| 1 =
* [[Engineer]]
+
{{Show achievement|Halloween|Carnival of Carnage- Up All Night To Get Ducky}}
* [[Spy]]
+
}}
  
==Highlander==
 
[[Image:ETF2L_highlander_medal_Gold.png|right|100px|Highlander tournament prize]]
 
  
{{Quotation|'''The Demoman'''|There can be only one!|sound=Demoman_eyelandertaunt02.wav}}
+
=== {{Achiev type link|christmas}} ===
 +
{{Christmas Event achievement list}}
  
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 <code>mp_highlander 1</code> 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 {{Patch name|2|3|2010}}.
+
=== {{Achiev type link|mvm}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Mann vs. Machievements|Bank On It}}
 +
{{Show achievement|Mann vs. Machievements|Fast Cache}}
 +
{{Show achievement|Mann vs. Machievements|Frags to Riches}}
 +
| 2 = {{Show achievement|Mann vs. Machievements|T-1000000}}
 +
{{Show achievement|Mann vs. Machievements|Wage Against the Machine}}
 +
}}
  
The game mode's name is a reference to the [[w:Highlander (film)|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==
+
=== {{Class link|Scout}} ===
[[Image:Backpack Dueling Mini-Game.png|right|100px|Dueling Mini-game]]
+
{{Show achievement|Scout|Dodgers 1, Giants 0|width=50%}}
  
{{main|Dueling Mini-Game}}
 
  
{{Quotation|'''The Spy'''|Let's settle this like gentlemen!|sound=Spy_MeleeDare01.wav}}
+
=== {{Class link|Heavy}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Heavy|Redistribution of Health}}
 +
| 2 = {{Show achievement|Heavy|Konspicuous Konsumption}}
 +
}}
  
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.
+
== Update history ==
 +
{{Update history|1=
 +
'''{{Patch name|2|19|2008}}'''
 +
* Dropped weapons now replenish half of your max ammo when picked up.
  
==Tournament Mode==
+
'''{{Patch name|8|19|2008}}'''
[[File:Tournament Mode Example.png|right|200px|Tournament Mode header]]
+
* The Sandvich was added to the game.
  
{{main|Tournament Mode}}
+
'''{{Patch name|12|11|2008}}'''
 +
* Spies will be able to recharge their Cloak by picking up ammo off of the ground or visiting health cabinets.
  
{{Quotation|'''The Soldier'''|Dominated, hippie! Get a job!|sound=Soldier_DominationSoldier01.wav}}
+
'''{{Patch name|2|25|2009}}'''
 +
* Players with full health can now pick up dropped Sandviches.
  
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 [[Team balance|autobalancing]].
+
'''{{Patch name|9|15|2009}}'''
 +
* Alt-fire on the Sandvich now drops Sandviches.
 +
** A single Sandvich can be dropped at a time. Dropping the Sandvich removes it from the Heavy.
 +
** A Heavy can regain his Sandvich by collecting a healthkit while already being at full health.
 +
** Eating a Sandvich using the taunt method now heals a Heavy to full health.
 +
** Dropped Sandviches heal 50% of the collector's health.
  
Similarly to Highlander, Tournament Mode is applicable to any game mode and can be activated by entering <code>mp_tournament 1</code> into the console.
+
'''{{Patch name|10|14|2009}}'''
 +
* Added 1/2 Bonus Point for healing a teammate with a dropped Sandvich.
 +
* Fixed being able to eat your Sandvich (via taunt) and drop it in the same frame.
 +
* Fixed thrown Sandvich traveling through players before being activated.
 +
* Fixed Sandviches sometimes spawning inside walls, or being thrown through thin walls.
  
==Community mods==
+
'''{{Patch name|10|29|2009}}'''
[[Image:Tf2ware screenshot.png|right|200px|link=TF2Ware|TF2Ware, a community mod by Mecha the Slag]]
+
* Added the Halloween Pumpkins.
  
{{main|Custom Mods}}
+
'''{{Patch name|12|22|2009}}'''
 +
* Fixed the Heavy picking up his own thrown Sandvich if it was thrown while running forward.
  
{{Quotation|'''The Soldier'''|Never bring a bat to a battlefield, war is not a game.|sound=Soldier_DominationScout07.wav}}
+
'''{{Patch name|4|28|2010}}'''
 +
* Throwing a Sandvich to a teammate now earns a full bonus point (was half a point).
  
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 [[VS Saxton Hale Mode|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]].
+
'''{{Patch name|8|23|2011}}'''
 +
* Added TF birthday replacement models for health kits and ammo packs.
  
== Unused content ==
+
'''{{Patch name|10|13|2011}}'''
* There was a planned Courier game mode in development which for unknown reasons was scrapped. There is still an existing [http://wiki.teamfortress.com/w/images/4/42/Announcer_stop_courier.wav 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.
+
* {{Undocumented}} Small health kits now heal 20% of a class' max health (previously 20.5%).
  
===Robot Destruction===
+
'''{{Patch name|08|15|2012}}'''
{{main|Robot Destruction}}
+
* {{Undocumented}} Added Credits pickup.
[[File:Beta rd blueprints.png|frameless|right]]
 
  
{{Quotation|'''The Medic'''|Oh, I vill tear you apart, bolt by bolt!|sound=Medic_mvm_taunt01.wav}}
+
'''{{Patch name|10|9|2012}}'''
 +
* Overhealed players that are bleeding or on fire can now pickup healthkits to remove these conditions.
  
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 [[rd asteroid|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).
+
'''{{Patch name|7|2|2015}} #1''' ([[Gun Mettle Update]])
 +
* [[Dalokohs Bar]]
 +
** Can be thrown (alt-fire) as a small medkit for other players to use.
  
'''Robot Destruction maps''':
+
'''{{Patch name|7|8|2015}}'''
* [[Asteroid]]
+
* Fixed the Dalokohs Bar giving medium health kits when thrown. Now properly gives small health kits when thrown.
 +
}}
  
== See also ==
+
== Gallery ==
* [[Custom maps]]
+
=== Standard pickups ===
* [[Control point timing]]
+
<gallery>
* [[Map name prefixes]]
+
File:Smallhealth.png|Small [[Health]] Pickup
* [[Skybox list]]
+
File:Mediumhealth.png|Medium Health Pickup
 +
File:Largehealth.png|Large Health Pickup
 +
File:Smallammo.png|Small [[Ammo]]/[[Metal]] Pickup
 +
File:Mediumammo.png|Medium Ammo/Metal Pickup
 +
File:Largeammo.png|Large Ammo/Metal Pickup
 +
</gallery>
 +
=== [[Halloween]] pickups ===
 +
<gallery>
 +
File:Pumpkin.png|[[Halloween pumpkin]] (Crumpkin)
 +
File:Healthbar.png‎|Small Health Pickup
 +
File:Healthpie.png‎|Medium Health Pickup
 +
File:Health Cauldron.png|Large Health Pickup
 +
File:HauntedHalloweenGift.png|Haunted Halloween Gift
 +
File:Spellbook Pickup.png|Magic Spell (Book style)
 +
File:Spellbook Pickup 2.png|Magic Spell (Crystal ball style)
 +
File:Spellbook Pickup 5.png|Magic Spell (Flask style)
 +
File:Spellbook Pickup 3.png|Rare Magic Spell (Book style)
 +
File:Spellbook Pickup 4.png|Rare Magic Spell (Crystal ball style)
 +
File:Spellbook Pickup 6.png|Rare Magic Spell (Flask style)
 +
File:Carnival of Carnage Duck.png|A duck from [[Carnival of Carnage]]
 +
File:Carnival of Carnage Duck Gold.png|Bonus Duck on Carnival of Carnage bumper car minigames
 +
File:Carnival of Carnage Duck Ghost.png|Unused Ghost Duck
 +
File:Gargoyle Ghost.png|Soul Gargoyle
 +
File:Pickup Soul.png|The Soul Pickup on [[Pit of Death]]
 +
File:Pickup Skull.png|The Soul Pickup on [[Cursed Cove]]
 +
File:Pickup Gib Bucket.png|The fallen body parts on [[Monster Bash]]
 +
File:Weedkillersmall.png|A small Weed Killer pickup on [[Farmageddon]]
 +
File:Largeweedkiller.png|A large Weed Killer pickup on [[Farmageddon]]
 +
File:Mannsylvania Pickup.png|The Blood Bag pickup on [[Mannsylvania]]
 +
</gallery>
  
==References==
+
=== [[Birthday mode]] pickups ===
<references/>
+
<gallery>
 +
File:Bday medpack small.png|Small Health Pickup
 +
File:Bday medpack medium.png|Medium Health Pickup
 +
File:Bday medpack large.png|Large Health Pickup
 +
File:Bday ammopack small.png|Small Ammo Pickup
 +
File:Bday ammopack medium.png|Medium Ammo Pickup
 +
File:Bday ammopack large.png|Large Ammo Pickup
 +
</gallery>
 +
=== [[Mann vs. Machine (game mode)|Mann vs. Machine]] pickups ===
 +
<gallery>
 +
File:Smallcredits.png|Small Credits Pickup
 +
File:Mediumcredits.png|Medium Credits Pickup
 +
File:Largecredits.png|Large Credits Pickup
 +
</gallery>
 +
=== Other pickups ===
 +
<gallery>
 +
File:Sandvichplate.png|A thrown Sandvich.
 +
File:Dalokohs red plate.png|A thrown RED Dalokohs Bar.
 +
File:Dalokohs blu plate.png|A thrown BLU Dalokohs Bar.
 +
File:Buffalo Steak Sandvich plate.png|A thrown Buffalo Steak Sandvich.
 +
File:Fishcake red plate.png|A thrown RED Fishcake.
 +
File:Fishcake blu plate.png|A thrown BLU Fishcake.
 +
File:Festive Sandvich plate red.png|A thrown RED Festive Sandvich.
 +
File:Festive Sandvich plate blu.png|A thrown BLU Festive Sandvich.
 +
File:Robo-Sandvich plate red.png|A thrown RED Robo-Sandvich.
 +
File:Robo-Sandvich plate blu.png|A thrown BLU Robo-Sandvich.
 +
File:Bananaplate.png|A thrown Second Banana.
 +
File:Medieval Meat.png|Medium Health Pickup on [[Medieval Mode]] map [[DeGroot Keep]].
 +
File:Tf gift.png|Gift box dropped during [[Australian Christmas 2011]].
 +
File:RED Duck Journal.png|RED Duck pickup.
 +
File:BLU Duck Journal.png|BLU Duck pickup.
 +
File:Asteroid RED Power Core.png|RED Power Core pickup from [[Robot Destruction]].
 +
File:Asteroid BLU Power Core.png|BLU Power Core pickup from Robot Destruction.
 +
File:Hud invasion bottle.png|The Beer Bottle pickup from [[Watergate]].
 +
File:Pickup Fish.png|The fish pickup from [[Selbyen]].
 +
File:Galleria pickup.png|The gas canister pickup from [[Galleria]].
 +
</gallery>
  
{{Maps}}
+
{{Pickup Nav}}
{{Template:Mapping nav}}
 
  
[[Category:Lists/nl]]
+
[[:Category:Pickups/nl|Pickups/nl]]
[[Category:Mapping/nl]]
+
[[:Category:Gameplay/nl]]
[[Category:Game modes/nl]]
 

Latest revision as of 19:28, 16 March 2024

The Soldier

Taunts are character-specific animations that can be manually triggered in-game. The Soldier has several taunts, all of which are listed below with applicable voicelines and a description of the animation. This does not include voice responses or voice commands.

Primary

Soldiertaunt1.PNG Bijbehorende wapens Omschrijving
The Soldier mock salutes by making a "loser" sign with his hand while saying:
"Maggots!"
"Cuh-rit!"
"Leeeeft house!"
Soldierdhtaunt.png Bijbehorende wapens Omschrijving
The Soldier yells and beats his chest in a similar fashion to Tarzan.
Soldiermanglertaunt.png Bijbehorende wapen Omschrijving
The Soldier jumps, stands erect, salutes, clicks his heels then quickly marches in place.

Secondary

Soldiershotguntaunt.png Bijbehorende wapens Omschrijving
The Soldier salutes with the Shotgun, pointing it into the air and firing three times while the start of the song 'Taps' music plays (this consumes no ammunition, nor does it deal damage). He then gives a military salute and says "BOO-YAH!". There is an alternate, longer version of this music.
Soldiertaunt2.PNG Bijbehorende wapens Omschrijving
The Soldier juggles his grenades and a spare rocket laughing maniacally or shouting "Screamin' Eagles!".

Melee

Soldiertaunt3.PNG Bijbehorende wapens Omschrijving
The Soldier screams in one of four different ways and bangs his helmet with his weapon. The screams are identical to those he makes when killed by a non-gibbing critical hit or melee weapon. If the Soldier is in Pyroland, he will laugh before banging his helmet.
Soldiergrenadekill.png Bijbehorende wapens OmschrijvingDoodsicoon
Main article: Grenade (taunt)

The Soldier tosses away his weapon, cracks his knuckles and says "C'mere, cupcake", takes a grenade off of his belt, sets it, thrusts his fist in the air and explodes, gibbing himself and any nearby enemies as well as destroying any nearby buildings.

If the Lumbricus Lid is equipped when this taunt is performed, the kill icon for this taunt changes to a Holy Hand Grenade, and this music is played.
  • Killicon grenade (taunt).png
  • Killicon hhg.png
Soldiertaunt2.PNG Bijbehorende wapen Omschrijving
The Soldier juggles his grenades and a spare rocket laughing maniacally or shouting "Screamin' Eagles!".
Soldierdhtaunt.png Bijbehorende wapen Omschrijving
The Soldier yells and beats his chest in a similar fashion to Tarzan.

Action

Soldier-exclusive

Taunt Fresh Brewed Victory.png Bijbehorende wapen Omschrijving
The Soldier will step on a bag of coffee beans and drink from a mug while saying:
"A big cup of kicking your ass!"
"A big mug of my foot up your ass!"
"I love the smell of a kicked ass in the morning!"
"Ahhhhh.'"
"Ahhhhhhh."

Associated sound effects

[bag swishes into existence]
[coffee can drops]
[coffee drips]
[sip]
[sigh of contentment]
Taunt fubar fanfare.png Bijbehorende wapen Omschrijving
The Soldier will pull out a trombone and play four low notes of failure (D, D♭, C, B).
Taunt Panzer Pants.png Bijbehorende wapen Omschrijving
The Soldier stands at attention. A small tank pops up from the ground beneath and around him, which he then proceeds to drive, his head and shoulders peeking out from the top.

Pressing primary fire (default key: MOUSE1) will make him fire a shot and say a line. The shot is a purely cosmetic effect and does not cause any damage.

Ending the taunt causes the tank to explode; the Soldier jumps off with a back somersault.

The player will continuously move forward during this taunt, only being able to turn left and right. When turning, the Soldier will turn to face the side he is going together with the tank's cannon, allowing the player to shoot in approximately 45° to the side.
Taunt Soldier's Requiem.png Bijbehorende wapen Omschrijving
The Soldier will take out a gravestone which says "Here lies maggot. I win. The end." and say:

All-Class

Burstchester Soldier.png Bijbehorende wapen Omschrijving
A Bread monster partially comes out of the Soldier's chest. He tries to catch the monster with both hands, but it quickly goes back in; the Soldier then looks around in search of it.
Conga Soldier.png Bijbehorende wapen Omschrijving
The Soldier bounces in rhythm to the Latin beats while saying:

Initiating a Conga line

"Ha ha ha!"
"Ha ha! Conga!"
"Single file!"


Dancing to the Conga

"Oooh, yeah!"
"Ha hah, conga!"
"Conga, maggots!"
"Get into it!"
"Conga you fools!"
"Love it!"
"[singing] Duh da da da!"
The player will continuously move forward during this taunt, only being able to turn left and right.
Soldier Director.png Bijbehorende wapen Omschrijving
The Soldier extends his arms out and forms a square with his big hands, trying to visualize the scene in front of him in a frame or a screen.
Flippin Awesome Soldier.png Bijbehorende wapen Omschrijving
The Soldier will bend his knees slightly with his hands interlocked to form a platform for players to flip themselves off. If he is being flipped, the Soldier will perform a somersault in mid-air.

Preparing to flip

"Flip is go!"
"Flip is go!"
"Flip is go!"
"Step up and get flipped!"
"In flipping position!"
"Do not keep me waiting!"
"Get over here, sky-meat!"
"Say your prayers and grab some air!"
"Operation: Soaring Eagle!"

Flipping another player

[strained]"Up you go!"
[strained]"Up you go!"
"Hut hut hut!"
"Hut-ta!"
"Urgh!"
"Uhng!"

Being flipped

"Wheee"
"Ouwah"
"Rahh"

After flipping

"Perfect landing!"
"Perfect landing!"
"Perfect landing."
"The Eagle has landed" (reference to Apollo 11)
"Duty. Honor. Flipping."
"Duty and honor!"
"Duty and honor."
"Well done!"
"Perfect!"
"Hooah!"
"Done and done!"
"Mission accomplished!"
"Mission accomplished!"
"Mission accomplished."
"Medals for everyone!"
"Stay frosty!"
"Stay frosty!"
Soldierhighfive.png Bijbehorende wapen Omschrijving
The Soldier stands at attention and raises his hand while saying:
"Let's go!"
He then salutes, slaps the other player's hand, and pumps his right fist back and forth a few times.
Kazotsky Kick Soldier.png Bijbehorende wapen Omschrijving
The Soldier puts one hand over the other in front of him while bending his knees and kicking forward. He looks left, makes a military salute, repositions his hands, looks right, then looks back forward, his helmet bouncing up and down the entire time. The player can freely move around, albeit slowly, during this taunt.
Mannrobics Soldier.png Bijbehorende wapen Omschrijving
The Soldier will go through an aerobics routine with the option of a class-specific animation.
"[panting] Ho, heh, huh, huh, uh!"
"Ooh! Ah! Hah hah! Hoo hoo!"
"Ah, hoo, heh, uh!"
"There's nothing more American than exercise!"
The player can freely move around, albeit slowly, during this taunt.
Soldier rock paper scissors.png Bijbehorende wapen Omschrijving
The Soldier engages in an intense battle of Rock, Paper, Scissors.

Initiating a throw

"Rock, paper, scissors!"
"Rock! Paper! Scissors!"
"Let's throw down!"
"Who wants some?"
"It's throw time!"


Starting the throw

"One, two, three!"
"On three..."

Win (Condition-specific)

"Paper wins!"
"Rock wins!"
"Scissors win!"

Loss

"Awww."
"Ah!"
"Maggot!"
"D'awwwh"
"Did I win?"
"I won! No, wait."
Soldier taunt laugh.png Bijbehorende wapen Omschrijving
The Soldier slouches forward and wheezes, breathless with laughter. After righting himself, he then wipes a tear from his eye.
Second Rate Sorcery Soldier.png Bijbehorende wapen Omschrijving
The Soldier takes out a staff with a skull on its top and a tag reading "99¢". He attempts to cast a spell, fails to create anything but green sparkles, and then angrily throws the wand on the ground before returning to his original position.
Soldier Shred Alert taunt.png Bijbehorende wapen Omschrijving
The Soldier summons a guitar and plays an intense solo as flames and lightning spout from behind.
Skullcracker Soldier.png Bijbehorende wapen Omschrijving
The Soldier will gesture towards his head and then perform a head butt with another player.

Initiating a head butt

"Heeead butt!"
"Head butt me!"
"Head butt time!"
"Butt my head, that's an order!"
"Let's do this!"
"Let's do this!"
"Let's go!"
"Come on!"
"Come on."
"I haven't got all day!"
"I haven't got all day!"
"Go go go!"
"Go go go!"
"Come on, maggot!"
"Let's go, maggot!"
"I got your six!"
"Come on maggots!"

Head-butting

"Ahhhhh!"
"Eahhhhhh!"
"Ahhhhhhh!"
"Ugh!"
"Ooh!"
"Argh!"

After a head butt

"Ahhh uhhh ahn!"
"U. S. A.!"
"God, Guts, Guns!"
"Gaaawd, Guuuuts, Guuuns!"
Square Dance Soldier.png Bijbehorende wapen Omschrijving
The Soldier will swing his partner 'round and 'round while saying:

Starting a dance

"Let's dance, maggot!"
"Do-si-do!"
"Dance-time, boys!"


During the dance

"Whoa! Ha ha ha!"
"Ha ha ha!"
"Ah ha ha!"
"Whaa, ho ho ha ha!"
"He he he he he hah hah!"
"Ha ha hah, I'm dancing!"

Dance's end

"Dance accomplished!"
"Dance terminated!"
Victory Lap Soldier.png Bijbehorende wapen Omschrijving
The Soldier jumps into a team-colored bumper car. Pressing MOUSE1 will make him honk the car's horn. The player can freely move around, albeit slowly, during this taunt.
Soldier yetipunch.png Bijbehorende wapen Omschrijving
A wooden cutout of a Yeti appears roaring in front of the Soldier. He closes his right hand into a fist, grabs the cutout over him, and smashes it against his head. He staggers for a moment, dizzy, then goes back to normal.
Soldier yetismash.png Bijbehorende wapen Omschrijving
The Soldier turns into a Yeti, beats his chest while roaring, and slams the ground with his fist; he then turns back to normal and slightly rearranges his helmet back in place while standing back up.
Zoomin' Broom Soldier.png Bijbehorende wapen Omschrijving
The Soldier pulls out a witch's broom and proceeds to ride it, hovering above the ground. The player can freely move around, albeit slowly, during this taunt.

Costume

Soldierrobottaunt.png Associated wearables Omschrijving
The Soldier performs the Robot dance while saying, "Beep beep boop. Maggot!"
The actual video demonstration can be seen here.

Unused content

Soldiershowtaunt.png Bijbehorende wapen Omschrijving
Geen The Soldier stamps his feet, crosses his arms then shows something off.
Trading

Update history

17 december 2009-patch (WAR! Update)
  • [Onbeschreven] Added taunts used by the Direct Hit, Shotgun and Equalizer.
  • [Onbeschreven] The Shotgun's original taunt (juggling taunt) was assigned to the Buff Banner.
  • [Onbeschreven] Added an unused "high-five" taunt.

26 augustus 2010-patch

  • Fixed the Worms gear not playing the correct sound during the Equalizer taunt.

30 september 2010-patch (Mann-Conomy Update)

  • [Onbeschreven] Updated the unused "high-five" taunt.

15 maart 2011-patch

  • Fixed the Soldier/Demoman taunts not working correctly when the Half-Zatoichi is the active weapon.

5 mei 2011-patch (Replay Update)

  • Added Director's Vision taunt.
  • [Onbeschreven] Added voice response for the Grenade taunt.

8 juni 2011-patch

  • [Onbeschreven] Added laughing animations.

23 juni 2011-patch (Über Update)

20 juli 2011-patch

  • [Onbeschreven] Added the Cocksure taunt, used by the Cow Mangler 5000.
  • [Onbeschreven] Added an unused "show" taunt.

22 juli 2011-patch

  • [Onbeschreven] The Soldier is no longer able to taunt while the Cow Mangler 5000 is charging.

13 oktober 2011-patch (Manniversary Update & Sale)

2 november 2011-patch

  • Added a robot taunt for the Soldier which plays when wearing The Tin Soldier set

6 september 2012-patch

  • Fixed the Escape Plan not using the same taunt as the Equalizer.

18 februari 2013-patch

18 juni 2014-patch (Love & War Update)

2 juli 2015-patch (Gun Mettle Update)

6 oktober 2015-patch (Invasion Community Update)

28 oktober 2015-patch (Scream Fortress 2015)

3 november 2015-patch

  • Updated taunts to prevent movement during the pre-round period when players are frozen

17 december 2015-patch (Tough Break Update)

7 juli 2016-patch #1 (Meet Your Match Update)

21 oktober 2016-patch (Scream Fortress 2016)

20 oktober 2017-patch #1 (Jungle Inferno Update)

19 oktober 2018-patch (Scream Fortress X)

Trivia

  • The Cow Mangler 5000's taunt is officially named the "Cocksure" (Salute taunt).
  • Near the end of Soldier's Schadenfreude taunt, the voice director can be heard saying "Alright cut".

See also



Hoofdartikel: Hoofdmenu
Het voorwerpaanpasmenu

Het voorwerpaanpasmenu is een onderdeel van het hoodfmenu in Team Fortress 2 dat toegang geeft tot de uitrusting-, rugzak-, ontwerp-, Mann Co.-catalogus-, ruil- en Oorlogsverfssub-menus. Het statistiekenmenu geeft ook een aantal van de speler's persoonlijke statistieken weer. Het rugzakmenu kan direct via de "rugzak"-knop worden weergegeven, maar kan ook direct worden open gemaakt door op M te klikken (of door de open_charinfo_direct-commando in de console te typen) wanneer je in een server bent.

Functions

By clicking any of the nine class portraits the player is taken directly to the loadout of the respective class. The five icons along the bottom – backpack, crafting, Mann Co. Catalog, trading, and war paint – will take the player to those submenus.

Uitrustings- en Bespottingsvakken

An example of the loadout screen.

The loadout menu enables the player to equip items and taunts for use with the nine classes.

The left of the loadout screen features the player's selections for primary, secondary, and melee weapons. The Spy's loadout screen positions the secondary and melee slots in place of the primary and secondary respectively. The Engineer and Spy loadout screens also include a fourth slot for the Construction PDA and Sapper (PDA) respectively. The right four slots consist of three cosmetic slots for hats or Miscellaneous items, and one for action items. Clicking the movie reel on the bottom allows you to switch to the taunt menu where you can equip any taunt you have in your inventory to a maximum of 8 at once. Pressing the box next to it will bring it back to the regular loadout. Pressing G while having one of the taunts equipped will bring you to a taunt HUD which allows you to select a taunt.

Mousing over any of the slots for equipped weapons will display the statistics and description pertaining to the item, in a similar format to the backpack. This information (and more) can also be seen at any time in the Mann Co. Catalog without having to own the item. At the bottom of menu, the player's net attributes from their equipped items are shown as an overview.

When a player changes their loadout mid-game, any changes made to the current class's loadout will only take immediate effect if the player is in the spawn area. Otherwise, they will not take effect until the player either respawns, or touches a resupply locker.

Backpack

Hoofdartikel: Backpack
Backpack case.png

The backpack is a player's personal inventory, allowing for storage for all in-game items. Items are kept in individual slots and can be viewed, moved, customized or deleted from within the backpack interface. The backpack is divided in to pages, with each page displaying 50 items. The backpack can be automatically sorted by quality, type, class or loadout slot.


Crafting

Hoofdartikel: Crafting
Crafting anvil.png

Crafting is the process that allows players to combine items they have in their backpacks in to new items. Through using specific crafting blueprints, more desired outcomes can be obtained, such as crafting a specific weapon through its designated blueprint. It should be noted that not all items can be used as an ingredient, nor can all items be obtained as an outcome.


Mann Co. Catalog

Hoofdartikel: Mann Co. Catalog
Catalog book.png

The Mann Co. Catalog contains a listing of (almost) every item in the game, allowing for a quick lookup of item appearances, statistics and descriptions. It will also displays a button leading to the listing of an item in the Mann Co. Store (if available), additionally a link to the item's page on the Team Fortress Wiki will be displayed.


Trading

Hoofdartikel: Trading
Trading parcel.png

The trading submenu will allow a player to exchange items with other players directly through Steam friends, current server players, or a Steam Community URL. However, this feature is partially disabled for all free to play players; they can receive items in a trade initiated by another player, but are unable to give any items in return.


War Paints

Hoofdartikel: War Paint
War Paint icon.png

The War Paints submenu allows a player to preview every War Paint available for every applicable weapon. The menu contains drop-down menu for each War Paint, a drop-down menu for each weapon a given War Paint can be applied to, and a slider to change the Wear of the War Paint – from Factory New to Battle Scared – as well as buttons to switch the team color. Additionally, you can select the Randomize button, or set the seed manually, to preview the position of the texture applied to the weapon, though this is not available when redeeming War Paints. You may also select the View on Market button to find the current weapon with the applied War Paint on the Steam Community Market.


Statistics

An example of the statistics screen.

The statistics tab opens up the best records and playtimes of the player. Statistics tracked include:

Drop-down boxes will allow you to look at statistics for specific classes displayed as horizontal bar charts. A random tip will also be displayed on this screen, a new one can be forced by clicking the "Next Tip" button. These statistics can be reset by a button on the right (by doing this progress in locked achievements will be reset, but any unlocked achievements will not be reset).

Update history

25 januari 2008-patch
  • Removed the "Reset Stats" button from the Player Stats screen.

20 maart 2008-patch

  • Updated the Stats Summary screen to remember your previous selections each time you open the menu and while changing levels.

29 april 2008-patch (Gold Rush Update)

  • Added Character Info and Loadout to the main menu.
  • The backpack was introduced.

20 april 2009-patch

17 december 2009-patch (WAR! Update)

  • Added item crafting.

28 april 2010-patch

  • Backpack changes
    • Moved Crafting button out to the root class/backpack selection panel.

10 juni 2010-patch (Mac Update)

8 juli 2010-patch (Engineer Update)

  • [Onbeschreven] Added a second Misc. item slot in the loadout.

30 september 2010-patch (Mann-Conomy Update)

  • Added the Mann-Conomy.
  • Added the Mann Co. Store & Catalog.
  • Added Trading.
  • Added Item customization.
  • [Onbeschreven] The on-wearer attribute area was added to the loadout.

14 april 2011-patch (Hatless Update)

  • [Onbeschreven] Added option to hide duplicate items on loadout screen.
  • [Onbeschreven] Class models presented in the loadout screen are now static and do not play idle animations.

5 mei 2011-patch (Replay Update)

  • Fixed the Gloves of Running Urgently not using the correct skin in the character loadout screen.
  • Fixed the Kritzkrieg not drawing the correct model in the character loadout screen.
  • [Onbeschreven] Idle animations restored to class loadout screens.

13 oktober 2011-patch (Manniversary Update & Sale)

  • When selecting items from the loadout, weapons with different kill eater ranks will all show up.

17 oktober 2011-patch

  • Fixed a client crash when opening the loadout screen.

22 maart 2012-patch

16 november 2012-patch

  • Fixed a crash in the class loadout panel for Mac users.

6 juni 2013-patch

20 december 2013-patch

  • "Head" and "Misc" slots for player loadouts have been converted to Cosmetic slots. All items that were previously Head- or Misc-slot-specific can now be equipped in any Cosmetic slot.

11 februari 2014-patch

  • Updated several cosmetic items that were missing an item_type description
  • Updated several cosmetic items to count as assisters in Pyrovision

5 maart 2014-patch

  • Fixed an infinite healing exploit related to loadout presets.

Bugs

  • Some items will become semi-transparent or lit incorrectly when appearing in the loadout screen.
  • It is possible to break "The customize items menu" by pressing the left mouse button on any menu object and moving the cursor in any direction while continuing to hold the mouse button. This will cause the menu screen to freeze.
  • Occasionally, cosmetic items may unequip themselves.
  • Classes that can equip Melee weapons for all classes will hold the weapon differently than how it's held in-game, an example for that is with Sniper, which he holds the weapon straight up in the Loadout screen, while in-game, he holds way much lower and inclined.
  • Switching between the classes will cause their mouths to open then quickly close.

Demonstration

Gallery

See also

Category:GUI Category:Gameplay


Pickups
Pickups.png
Regular kinds of pickups.
This thing looks bloody useful.
The Sniper observing a pickup

Pickups are objects that are spawned or dropped in various locations across most maps and can be "picked up" by players coming into contact with them, such as by walking into them or colliding with them. Pickups usually apply various conditions on players when picked up; others can score points towards Achievements or game objectives, and a few pickups can add items to player inventories.

Regular pickups

Small Ammo/Metal box.
Thrown Sandvich.
Dispenser debris.
Hoofdartikel: Health, Ammo, Metal

Regular pickups are the types that can be found on any map on any given day and consist of varying forms of Health, Ammo, and Metal, with three standard sizes each for Health Kits and Ammo Cases. Players can only pick up these items when they are not at full Health, Ammo, or Metal, respectively. Any regular pickup used in this way disappears, and then respawns after ten seconds with a distinct sound effect. Health pickups and Ammo/Metal pickups each restore a percentage of the maximum health or ammo/metal capacity of a class.

Fixed spawn point pickups cannot be retrieved if an Engineer builds a Teleporter on the pickup spawn point. Other engineering buildings, such as Sentry Guns and Dispensers, allow friendly players to pass through but block enemy movement, so they can be used to prevent opponents from taking pickups. However, such buildings also block the builder from claiming them.

The Heavy's Sandvich can be used to create a pick-up item, in the sense that a Heavy can drop his Sandvich for his teammates or enemies to use. A Sandvich pickup can recover as much health as a medium-sized health kit. When a Heavy is at full health, he can pick up a health kit to instantly recharge his Sandvich if it has been depleted. The same can be done with the Dalokohs Bar or Second Banana; however, the pickup will only heal teammates or enemies as much as a small-sized health kit, though its faster recharge speed helps to compensate for that.

Other regular pickups:

  • Ammo Cases dropped by killed players and broken building parts can both be picked up to replenish ammunition and metal.
  • The Scout also produces small health packs whenever they score a kill or assist with the Candy Cane equipped.
  • Hitting the Sandman Ball produces a rolling ball pickup that instantly recharges the Scout's Ball meter, and the Ball can be immediately hit again.
  • A weapon dropped by a dead player can be picked up and used by another player that has a compatible class.

Special pickups

Some pickups are exclusive to certain conditions, such as events or game modes.

Event pickups

Large Birthday Health cake.

The regular pickups have Halloween and birthday variants. The change in appearance is merely cosmetic and does not alter the items' benefits. The Halloween variants can be found on Halloween maps, while the birthday variants appear on all maps when Birthday Mode is activated. Additionally, Birthday Mode variants are available for those players who equip Pyrovision with the proper goggles or any other item that enables it.

Halloween events

Halloween maps spawn some specific Halloween-themed pickups. During the annual Halloween events, particular effects can be activated:

Pumpkin.png

Halloween pumpkins are found on several Halloween maps; they randomly drop when players are killed. These Halloween pumpkins function simiarly to a medium ammo pickup and grant a 3-4 second Crit boost when picked up. Picking up 20 of them will also complete the Candy Coroner achievement, unlocking the Mildly Disturbing Halloween Mask. These effects of are always active when the maps are hosted, regardless of time of year, including achievement progress.

Spellbook Pickup 3.png

On certain Halloween maps, floating spellbooks, flasks, or crystal balls appear and may be picked up for magic spells by players equipped with a Spell Book.

Gargoyle Ghost.png

Ghostly Soul Gargoyles appear on certain Halloween maps, announced by Merasmus. During Halloween events, picking one up scores the player ten souls on their Soul Gargoyle backpack item counter. Picking up one will grant the player the Masked Mann achievement.

HauntedHalloweenGift.png

Haunted Halloween Gifts were dropped for players on a limited number of Halloween maps during events prior to Scream Fortress VII, 2015, when they were replaced by Soul Gargoyles spawning in the same locations. Successfully finding this gift awarded the player a random Halloween Mask, Halloween Costume item, Halloween Spell, Voodoo-cursed item, a Spellbook Page, or other random items depending on the map. The general function of awarding players Halloween gift items was replaced the same year by Merasmissions.

Winter events

Tf gift.png

Beginning with the Australian Christmas 2011 event, Christmas gift pickups are dropped upon the death of a player during Winter events. These pickups appear as a small gift box and function similarly to the Halloween pumpkins, however, they do not grant the player additional critical hits. Collecting three of the Christmas gifts will grant the player the Gift Grab achievement. In subsequent Christmas/Smissmas events, Christmas gift pickups happen less frequently, but still count towards Gift Grab if picked up.

Ducks

Scout duck.

During the End of the Line Update event, killing players and completing objectives occasionally yielded rubber duck pickups, the "class" of the duck matching the player's class. The Duck Journal kept track of the number of ducks a player collected, and also increased the amount of ducks dropped.

On Carnival of Carnage, one of the Bumper Car minigames involves collecting toy ducks on a track. Smashing into enemy players makes golden "bonus ducks" fly out of the smashed player, worth twice as much. The team that collects the specified number of ducks first wins.

Game mode pickups

Merasmus' tickets (and socks).

In Capture the Flag and Special Delivery, a case (containing intelligence, Australium, or carnival tickets) is picked up and carried from its spawn point to a capture objective. A carrying player is highlighted to all players on both teams. On Crasher and Helltrain, the cases are replaced with a barrel bomb and a coal core, respectively.


Medieval Meat.png

In Medieval Mode, medium health pickups appear as a slab of ham with a bone sticking out of it on a plate.


Largecredits.png

In Mann vs. Machine, destroying a robot makes it drop a pile of cash that can be collected and used to buy upgrades at any Upgrade Station. All collected cash is shared between team members. Scouts have a longer cash collect range and also gain health from picking up cash. Snipers can remotely pick up cash from headshots if no other player picks it up first.


Asteroid RED Power Core.png

In Robot Destruction, the destruction of robots produces Power Cores, which are used to fuel the Reactor Core. The amount of Power Cores gained from killing a robot depends on the level of the robot. The first team to get a predetermined number of Power Cores wins the game.


Jack Neutral.png

In PASS Time, the JACK is a "game ball" that is visible through walls, may be picked up or thrown away by players, dropped by killed players, passed to teammates or intercepted, and thrown into scoring goals.


Hud invasion bottle.png

In Player Destruction, scoring pickups (beer bottles, souls, body parts etc.) are produced by killing players. These pickups need to be carried to a point near the center of the map to score points to win the game. When killed, a player drops one new scoring pickup plus all pickups they were holding at the time of death. The person carrying the most scoring pickups on a team becomes the team leader and gains the ability to self-heal and also heal nearby teammates at the rate of a Level 1 Dispenser. The amount of scoring pickups a player is carrying is displayed over their head.

Associated weapons


Related achievements

Pumpkin.png Schreeuwstaties

Snoeppatholoog
Snoeppatholoog
Verzamel 20 Halloween-pompoenen bij dode spelers om een hoofddeksel vrij te spelen.

Beloning: Licht Verontrustend Halloweenmasker


Ghostchievements icon.png Geestaties

Gemaskerde Mann
Gemaskerde Mann
Verzamel een Zielenwaterspuwer in Mann Manor.


Carnival of Carnage RED Bumper Car.png Merasmachievements

Carnival of Carnage: Een vreemde eend in de strijd
Carnival of Carnage: Een vreemde eend in de strijd
Verzamel 250 eenden.


Valve Gift Grab 2011 - Tf2.png Kerstprestaties

Geschenkbemachtiging
Geschenkbemachtiging
Verzamel drie geschenken die vijanden hebben laten vallen.


Mvm navicon.png Mann vs. Machinestaties

Reken er maar op
Reken er maar op
Verzamel als Sniper $500 in een missie zonder over de geldpakketten heen te lopen.


Snelle cache
Snelle cache
Pick up a credit pile that is about to expire.


Frag je rijk
Frag je rijk
Earn all credit bonuses in an advanced difficulty mission.
T-1000000
T-1000000
Collect 1,000,000 credits in your career.


Salarisverhoging
Salarisverhoging
Earn a credit bonus at the end of a wave.


Leaderboard class scout.png Scout

De kaas van het brood
De kaas van het brood
Dood een vijandelijke Heavy en pak zijn Sandvich.


Leaderboard class heavy.png Heavy

Herverdeling van gezondheid
Herverdeling van gezondheid
Herstel in één leven 1000 schadepunten met medikits.
Consumptiedrang
Consumptiedrang
Eet 100 sandviches.

Update history

19 februari 2008-patch
  • Dropped weapons now replenish half of your max ammo when picked up.

19 augustus 2008-patch

  • The Sandvich was added to the game.

11 december 2008-patch

  • Spies will be able to recharge their Cloak by picking up ammo off of the ground or visiting health cabinets.

25 februari 2009-patch

  • Players with full health can now pick up dropped Sandviches.

15 september 2009-patch

  • Alt-fire on the Sandvich now drops Sandviches.
    • A single Sandvich can be dropped at a time. Dropping the Sandvich removes it from the Heavy.
    • A Heavy can regain his Sandvich by collecting a healthkit while already being at full health.
    • Eating a Sandvich using the taunt method now heals a Heavy to full health.
    • Dropped Sandviches heal 50% of the collector's health.

14 oktober 2009-patch

  • Added 1/2 Bonus Point for healing a teammate with a dropped Sandvich.
  • Fixed being able to eat your Sandvich (via taunt) and drop it in the same frame.
  • Fixed thrown Sandvich traveling through players before being activated.
  • Fixed Sandviches sometimes spawning inside walls, or being thrown through thin walls.

29 oktober 2009-patch

  • Added the Halloween Pumpkins.

22 december 2009-patch

  • Fixed the Heavy picking up his own thrown Sandvich if it was thrown while running forward.

28 april 2010-patch

  • Throwing a Sandvich to a teammate now earns a full bonus point (was half a point).

23 augustus 2011-patch

  • Added TF birthday replacement models for health kits and ammo packs.

13 oktober 2011-patch

  • [Onbeschreven] Small health kits now heal 20% of a class' max health (previously 20.5%).

15 augustus 2012-patch

  • [Onbeschreven] Added Credits pickup.

9 oktober 2012-patch

  • Overhealed players that are bleeding or on fire can now pickup healthkits to remove these conditions.

2 juli 2015-patch #1 (Gun Mettle Update)

  • Dalokohs Bar
    • Can be thrown (alt-fire) as a small medkit for other players to use.

8 juli 2015-patch

  • Fixed the Dalokohs Bar giving medium health kits when thrown. Now properly gives small health kits when thrown.

Gallery

Standard pickups

Halloween pickups

Birthday mode pickups

Mann vs. Machine pickups

Other pickups


Pickups/nl Category:Gameplay/nl