Difference between revisions of "List of game modes"
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− | {{ | + | {{Featured article}} tag |
− | [[Image :. Wellconceptart.png | thumb | right | 500px | | + | [[Image:. Wellconceptart.png | thumb | right | 500px | World '' Team Fortress 2 '']] |
− | {{hatnote | | + | {{hatnote | For a full list of all maps, see [[List Maps]]}.} |
− | + | This is the '' list of game modes '' in '' [[Team Fortress 2]] ''. Initially, the game comes just three game modes: [[#Capture the Flag | Capture the Flag]], [[#Control point (Game Mode) | Control Point]] and [[#Territorial Control | Territorial Control]] Numerous [[update]] added eleven new game modes ([[#Payload | payload]], [[#Arena | Arena]], [[#King of the Hill | King of the Hill]] [[#Payload race | Payload race]], [[Medieval Mode]], [[Special Delivery (Game Mode) | Special Delivery]], [[#Mann vs. Machine | Mann vs. Machine]], [[ Robot destruction]], [[#Mannpower | Mannpower]], [[PASS Time]] and [[#Player Destruction | Destruction player]]) so that the fourteen official game modes, along with two educational programs. These game modes are spread over 86 Official [[List of maps | maps]] and offers a great variety of game styles and games in 'Team Fortress 2' '. | |
− | {{ | + | {{Anchor | Arena}} |
− | == | + | == == Arena |
− | [[Image: Arenalumberyard.jpg | thumb | right | 300px | [[ | + | [[Image: Arenalumberyard.jpg | thumb | right | 300px | [[industry]]]] |
− | {{ | + | {{Main | Arena}} |
− | {{ | + | {{See also | Tips # Arena | L1 = Tips Arena}} |
− | {{ | + | {{Quote | '' Abraham Lincoln '', '' another picks up speech, 1865 '' | I say this to you with unvarnished simple discussion of facts: Even '' love '' Arena Mode}.} |
− | '' ' | + | '' 'Arena' 'maps are designed to classroom diversity' Team Fortress 2 ', focusing goals around combat between two teams. While other game modes lean towards a broad, overall strategy for the team, Arena concentrates on the specific tactical options teams make in a single fight. Arena maps carry the <code> arena _ </ code> prefix. |
− | + | Arena mode is smaller maps to ensure shorter matches, because you do not respawn after death. When he died in Arena mode, enter the spectate until the wheel is completed. Maps usually given control point in the middle of the map and tend to be just a normal, King of the Hill maps with no-respawn. | |
− | + | Sometimes, if teams are unbalanced report appears two people saying "careful, if you lose this round, you will have to sit out" and if their team loses, the player will wheel the viewer to the next round. | |
− | Loadouts | + | Loadouts changed during the countdown before the game will not do so in the game, if a player commits suicide by means of explosions or '' kill '' or '' explode '' commands from the console. Changing class and back will also work. |
− | + | The [[First Blood]] buff is unique to Arena Mode, where the player gets the first Frag which are awarded with full critical hit for dealing large amounts of damage. | |
− | '' 'Arena | + | '' 'Arena maps' '' |
* [[Badlands (Arena) | Badlands]] | * [[Badlands (Arena) | Badlands]] | ||
* [[Byre]] | * [[Byre]] | ||
− | * [[ | + | * [[Granary (Arena) | Granary]] |
* [[Pile]] | * [[Pile]] | ||
* [[Nucleus (Arena) | Nucleus]] | * [[Nucleus (Arena) | Nucleus]] | ||
* [[Offblast]] | * [[Offblast]] | ||
* [[Ravine]] | * [[Ravine]] | ||
− | * [[ | + | * [[Sawmill (Arena) | saw]] |
− | * [[ | + | * [[Watchtower]] |
* [[Well (Arena) | No]] | * [[Well (Arena) | No]] | ||
{{}} CLR | {{}} CLR | ||
− | {{ | + | {{Anchor | CTF | CTF | Capture the Flag}} |
− | == Capture the Flag | + | == == Capture the Flag |
− | [[Image: | + | [[Image: Gamemode ctf.png | right | 300px]] |
− | {{ | + | {{Main | Capture the Flag}} |
− | {{ | + | {{Quote | '' Scout '' '| Wave goodbye to ya secret crap, dumbass |! Sound Scout_specialcompleted05.wav =}} |
− | + | '' Capture the Flag '' offers as [[RED]] and [[BLU]] bases, each containing its own [[Capture the Flag # Intelligence | Intelligence]] briefcase (also known as the "flag" and "intelligence"). The objective of both teams is to capture the enemy intelligence until they reach the game capture limit (default limit is 3 captures) while preventing their enemy from reaching the same. | |
− | + | Both teams Intelligence are typically located deep within their territory, usually in a symmetrical location from each other in an area known as a "news room". To pick up intelligence player must touch the enemy's briefcase. While holding the enemy's Intelligence, the player must bring it to the seat of their intelligence, where they must enter their 'capture zone' (indicated by yellow and black lines) in order to successfully capture. After each successful capture, your team will be rewarded with ten seconds [[Critical Hits | increase crit]]. | |
− | + | If the Intelligence carrier is killed or the Intelligence is intentionally dropped, the inspector teams over the loudspeaker and the Briefcase will remain at rest for 60 seconds, with a timer shown above the Intelligence indicating how much time is left as it is returned to the Intelligence room. During this time the Intelligence can be picked up as normal. Every time the Intelligence is dropped, the timer is reset. The enemy can not move or reset the intelligence themselves. News can be performed players of invulnerability buff (ie [[ÜberCharge]] D player and lift under the influence of [[Bonk Atomic Punch!]]) And Intelligence carriers can not receive invulnerability buff. News also not be picked up by [[soldier]] to control the [[Rocket Jumper]] or a [[Demoman]] with [[Sticky Jumper]]. Cloaked Spies can not pick up Intelligence until their mantle was turned off. However, if a Spy does acquire Intelligence then lose disguise and you can no longer change their disguise or Cloak. The exception is dead Ringer, which forced Spy to drop intelligence and cloak than normal. | |
− | + | If the Intelligence carrier dies in a normally inaccessible part of the map, ie falling into a pit or on a cliff, intelligence is immediately returned to its starting position in the news room. If no team completes the capture limit before time runs out, the match will enter [[Death] Abruptly] mode. | |
− | + | Unlike variant Capture the Flag in other games, you '' may '' make a capture without needing to their intelligence at its base. | |
− | + | '' Capture the Flag maps' '' | |
* [[2Fort]] | * [[2Fort]] | ||
− | * [[2Fort | + | * [[2Fort invasion]] (2Fort event) |
* [[Double Cross]] | * [[Double Cross]] | ||
* [[Landfall]] | * [[Landfall]] | ||
− | * [[ | + | * [[Sawmill (Capture the Flag) | saw]] |
* [[Turbine]] | * [[Turbine]] | ||
* [[Well (Capture the Flag) | No]] | * [[Well (Capture the Flag) | No]] | ||
{{}} CLR | {{}} CLR | ||
− | {{ | + | {{Anchor | KP | KP | }} checkpoint |
− | == Control Point | + | == == Control Point |
− | [[ | + | [[File: Gamemode cp.png | right | 300px]] |
− | {{ | + | {{Main | Control Point (game mode)}} |
− | {{ | + | {{See also | Control point (objective)}} |
− | {{ | + | {{Quote | '' Engineer '' '| This point is not gonna cap itself! Come here |! Sound Engineer_helpmecapture02.wav =}} |
− | + | '' Control Point '' maps have two main types of game modes. | |
− | + | Control points are circular platforms with a team-colored light and hologram in the center (neutral points have a white light and hologram). To capture point ownership enemy team, the player simply stands on the site until the capture meter fills his or her team color. The more players on a point, the faster it will capture, though only to [[checkpoint timing | limited extent]]. [[Scout]] s and [[Soldier]] s / [[Demoman | Demomen]] with [[Pain Train]] equipped, count as 2 players when capturing control points. Capture progress will not be made as soon as the players of both teams to the checkpoint. If all the players capture killed or controlled before the capture is completed, the capture progress not recover but instead will gradually diminish. | |
− | '' ' | + | '' There are three states for a capture point '' ' |
− | < | + | <Gallery> |
− | + | File: CP neutral.png | '' Neutral '' ': The control point can be adopted either team (usually the central point in a symmetrical CP map). | |
− | + | File: CP photographed red.png | '' Made '' ': The control point is currently owned by the Red Team, but can be occupied BLU team. | |
− | + | File: CP Locked red.png | '' Locked '' ': The control point is currently owned by Red team and not (yet) be repeated BLU team. | |
</ Gallery> | </ Gallery> | ||
− | '' | + | '' There are four main types of Control Point maps' '' & ndash; Symmetric Control Point, Domination Control Point, Attack / Defend, and Medieval Attack / Defend. |
− | === | + | === === Symmetric Control Point |
[[Image: CP_Yukon_overview.png | thumb | right | 300px | [[Yukon]]]] | [[Image: CP_Yukon_overview.png | thumb | right | 300px | [[Yukon]]]] | ||
− | + | In '' Symmetrical control point '' or '' Linear Control Point '' 'Both teams start with two controlled points and a central point starts to neutral. The team that captures all control points wins. Traditional Control Point maps will go into [[Sudden Death]] (or [[Match Results # stalemate | Pat]]), unless it captures all the checkpoints before time runs out. Checkpoints closer to spawn team captured even faster enemy team. | |
− | '' | + | '' Symmetric Control Point map '' ' |
* [[5Gorge]] | * [[5Gorge]] | ||
* [[Badlands (Control Point) | Badlands]] | * [[Badlands (Control Point) | Badlands]] | ||
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* [[Foundry]] | * [[Foundry]] | ||
* [[Freight]] | * [[Freight]] | ||
− | * [[ | + | * [[Granary (Control Point) | Granary]] |
* [[Gullywash]] | * [[Gullywash]] | ||
* [[Powerhouse]] | * [[Powerhouse]] | ||
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* [[Yukon]] | * [[Yukon]] | ||
− | === Domination Control Point | + | === === Domination Control Point |
− | [[Image: Cp_standin_B.jpg | thumb | right | 300px | [[ | + | [[Image: Cp_standin_B.jpg | thumb | right | 300px | [[stand]]]] |
− | '' | + | '' Dominance checkpoint '', maps play symmetrically. Both teams begin no controlled points, and all points start neutral. The team that captures all control points wins. Traditional Control Point maps will go into Sudden Death (or footer), unless it captures all the checkpoints before time runs out. Unlike the symmetrical control point once it has all three points to win no matter how much capture the other team has to follow. |
− | + | '' Domination Control Point map '' ' | |
− | * [[ | + | * [[Stand in]] |
{{}} CLR | {{}} CLR | ||
− | {{ | + | {{Anchor | attack / defense | Attack / Defend}} |
− | === | + | === Attack / Defend === |
[[Image: Gamemode_attackdefend.png | right | 300px]] | [[Image: Gamemode_attackdefend.png | right | 300px]] | ||
− | {{ | + | {{Quote | '' The Demoman '' '| hell next time you ask before you stand in my place. | Sound Demoman_specialcompleted06.wav =}} |
− | '' | + | '' Attack / Defend '' Maps Play asymmetrically. [[RED]] begins with all the points in their control. [[BLU]] wins if it captures all the red points. Points can be captured only in the order (though some maps, such as Gravel Pit and Steel, may make exceptions). RED wins if prevents BLU from capturing all points before the timer expires. Points captured by BLU are typically locked and can not be captured again RED. |
− | + | Attack / Defend maps can come in different styles. Some maps such as Dustbowl and Egypt, require the BLU team to capture three stages of two control points each to win the game. If the attacking team has not won any stage, teams will be energized, defenders then turning to the attackers, beginning with stage 1. Other maps such as Gravel Pit and Junction allow the attacker to capture two points in any order (points A or B) before the attack the final point (point C). Steel is a unique Attack / Defend map in that capturing each secondary capture point (points A, B, C and D) will allow better access to the main point (point E), such as allowing multiple routes into point E or extension bridge to the extent to attend lessons without special [[skip]] s can capture. Thus it means that one unnoticed by Scout can capture and win the game without even realizing it. | |
− | '' | + | '' Attack / Defend maps' '' |
* [[Dustbowl]] | * [[Dustbowl]] | ||
* [[Egypt]] | * [[Egypt]] | ||
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* [[Gravel Pit]] | * [[Gravel Pit]] | ||
* [[Junction]] | * [[Junction]] | ||
− | * [[ | + | * [[Snowplow]] |
* [[Steel]] | * [[Steel]] | ||
* [[Mountain Lab]] | * [[Mountain Lab]] | ||
− | * [[Mann Manor]] (Mountain Lab | + | * [[Mann Manor]] (Mountain Lab events) |
− | === | + | === Medieval Attack / Defend === |
− | [[Image :! Getty | + | [[Image:! Getty's Önne .png | right | 200px | Getty is Onne]] |
− | {{ | + | {{Quote | '' 'Valve' '' | As the manly men of Team Fortress 2 will appear in the tenth century battlement? Easy. [http://tvtropes.org/pmwiki/pmwiki.php/Main/AWizardDidIt '' Soldier angered a magician ''.]}} |
− | '' | + | '' Medieval Attack / Defend '' 'is part of the [[Medieval Mode]], added during the [[Australian Christmas]] updates. Plays like regular Attack / Defend, but with one major twist: all guns are removed, and only [[Medieval Mode # allowed guns | Olde weapons]] may be used and also causes dead players to drop small health kits instead of their weapon, text chat is filtered (Olde English) to resemble language era (though with considerable inaccuracy) and the map is in medieval style. |
− | '' | + | '' Medieval Attack / Defend maps' '' |
* [[DeGroot Keep]] | * [[DeGroot Keep]] | ||
{{}} CLR | {{}} CLR | ||
− | {{ | + | {{Anchor | Köthe | Koth | King of the Hill | King of the Hill}} |
== King of the Hill == | == King of the Hill == | ||
− | [[ | + | [[File: Gamemode koth.png | right | 300px]] |
− | {{ | + | {{Main | King of the Hill}} |
− | {{ | + | {{Quote | '' Classless update '' '| Since their discovery in 1895, hills fascinate King}.} |
− | + | '' King of the Hill '' is similar to Arena. King of the Hill focuses on a single control point in the middle of the map, which is neutral and locked at the beginning of the round. Teams must make its way to the checkpoint and capture it when it becomes available. Once the point is captured by a group, their team clock will start countdown three minutes. If the enemy can capture the point back, their time will count down clock starts, while the second team in the frost when the question was captured. The team won after their own point and three minutes has expired. | |
− | + | '' King of the Hill map '' ' | |
* [[Badlands (King of the Hill) | Badlands]] | * [[Badlands (King of the Hill) | Badlands]] | ||
* [[Eyeaduct]] (Viaduct event) | * [[Eyeaduct]] (Viaduct event) | ||
− | * [[ | + | * [[Spirit Fort]] (Lakeside event) |
* [[Harvest]] | * [[Harvest]] | ||
* [[Harvest Event]] | * [[Harvest Event]] | ||
− | * [[ | + | * [[High pass]] |
− | * [[Kong | + | * [[King Kong]] |
* [[Lakeside]] | * [[Lakeside]] | ||
* [[Nucleus (King of the Hill) | Nucleus]] | * [[Nucleus (King of the Hill) | Nucleus]] | ||
− | * [[ | + | * [[Probed]] |
− | * [[ | + | * [[Sawmill (King of the Hill) | saw]] |
* [[Suijin]] | * [[Suijin]] | ||
− | * [[ | + | * [[Viaduct]] |
{{}} CLR | {{}} CLR | ||
− | {{ | + | {{Anchor | MVM | Mann vs. Machine | Co-op}} |
== Mann vs. Machine == | == Mann vs. Machine == | ||
− | {{ | + | {{Main | Mann vs. Machine (game mode)}} |
− | [[Image: | + | [[Image: Gamemode mvm.png | right | 350px]] |
− | {{ | + | {{Quote | '' Heavy '' '| More rubble, less trouble |! Sound Heavy_specialcompleted03.wav =}} |
− | '' 'Mann vs. Machine' ' | + | '' 'Mann vs. Machine '' Game Mode, which was released in [[Mann vs. Machine (update) | updating of the same name]]. In this game mode, the three to six players must fend off hordes of robots trying to carry a bomb on one of the strongholds of Mann Co .. Upgrade and [[Power Up Menza | Dining room]] power-ups can be purchased at the spawn point using the cash to pick players to destroy the robot (not every robot falls cash). Bonus amount of cash will be awarded to the team when all the cash from the waves picked up. |
− | + | All classes and most of the weapons have different upgrade skills, such as speed of movement, duration of payment and the amount of ammunition the player can hold the gun. Survive all the waves will complete the mission. After completion of the player's first mission will receive canteen. | |
− | + | Currently, there are five [[Tour of Duty | operations]] and 29 [[Mann vs. Machine mission | Mission]] (some missions are not part of any operation) in Mann vs. Machine. | |
− | '' 'Mann vs. Machine | + | '' 'Mann vs. Machine maps' '' |
* [[Bigrock]] | * [[Bigrock]] | ||
* [[Coal Town]] | * [[Coal Town]] | ||
* [[Decoy]] | * [[Decoy]] | ||
− | * [[ | + | * [[Ghost Town]] |
* [[Mannhattan]] | * [[Mannhattan]] | ||
* [[Mannworks]] | * [[Mannworks]] | ||
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{{}} CLR | {{}} CLR | ||
− | {{ | + | {{Anchor | CTF | CTF | mannpower}} |
− | == | + | == == Mannpower |
− | [[ | + | [[File: Gamemode powerup.png | right | 300px]] |
− | {{ | + | {{Main | Mannpower}} |
− | {{ | + | {{Quote | '' The Demoman '' '| I hope I scare you with my husband in the face Fightin |! Sound Demoman_dominationspy03.wav =}} |
− | + | '' Mannpower '' 'is a modified version of Capture the Flag, in which teams must capture the enemy [[Intelligence]] briefcase specified number of times (The default limit is 10 captures) while preventing the enemy from doing the same. Game mode is characterized by the use of hooks and twelve unique power-ups. | |
− | + | Hooks, useful in passing on them or pressing the action key, will latch onto the surface of the player looking for, whether it's wall, floor, ceiling, or even an enemy. While the player is automatically reeled in, air travel in a straight path to the desired location. If the hook is attached to the enemy, the enemy will continue to bleed injury until the player dies or release the hook. Players can jump while anchoring, giving them an incentive to range ledge. When a player with the hook, they can not shoot their weapons. | |
− | Power-ups | + | Power-ups provide passive buffs (except Supernova) players to pick them up. These enthusiasts range from increasing the speed of movement reflects damage back to the enemy. At the beginning of each round, set a series of power-ups to rub all over the map and can pick players from each team. When the power-up player killed, elongation will power-up in the color of the enemy team, limiting their mates from claiming directly after the death of player. If colored power-ups are not picked up after a certain period of time, they will respawn in base to the team. Players can intentionally drop power-ups with the same key used to drop Intelligence briefcase. If you do, the power-up neutral place team in color. |
− | Mannpower | + | Mannpower currently running on modified versions ctf_ [[Foundry (Capture the Flag) | Foundry]], [[Gorge (Capture the Flag) | Gorge]] and [[Thunder Mountain (Capture the Flag) | Thunder Mountain]], as well as maps for a particular regime, [[Hellfire]]. Whenever players respawn, will be a few seconds of invulnerability. Unlike standard CTF maps, which are reporting cases located in the "secret rooms" briefcase mode Mannpower are outdoors and susceptible to theft from many directions. Players with power-ups will receive a penalty when transferring speed grapple Intelligence and players without a single gain health regeneration. After successfully capturing the Intelligence, will both capture zones to be banned for 30 seconds. If the imbalance is detected, the losing team will get "Revenge" power-up, provide them with temporary Crits, increased frequency of fire, and increased clip size. |
− | + | '' Mannpower maps' '' | |
− | * [[Foundry (Capture the Flag) | | + | * [[Foundry (Capture the Flag) | Foundry]] |
* [[Gorge (Capture the Flag) | Gorge]] | * [[Gorge (Capture the Flag) | Gorge]] | ||
* [[Hellfire]] | * [[Hellfire]] | ||
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{{}} CLR | {{}} CLR | ||
− | {{ | + | {{Anchor | PL | pl | payload}} |
− | == | + | == == Payload |
− | [[ | + | [[File: Gamemode payload.png | right | 300px]] |
− | {{ | + | {{Main | Payload}} |
− | {{ | + | {{Quote | '' Heavy '' '| Forward, great bomb-cart |! Sound Heavy_cartmovingforwardoffense17.wav =}} |
− | + | In '' Payload '' maps, [[BLU]] that must accompany [[# Payload Handling | Cart]] full of explosives through a series of checkpoints and into [[RED]] 's base within a certain amount of time. The team members BLU move or "push" the vehicle by standing next to it - the more people beside the cart, the faster it moves (to a maximum of procured three). Each member of the team RED stood at truck stops them from venturing further regardless of the number of team members BLU in a wheelchair. If no BLU player push car for 30 seconds, the truck starts running backwards slowly until reaches the checkpoint, BLU spawn, the slope upwards (in some maps), or is printed team members BLU again, which will also reset the counter, this trolley works as a Level 1 Dispenser for BLU team (and changed spies enemies), to restore health ammunition and thereby presses. Ammo is not renewed player standing in front of the vehicle. | |
− | + | Some of the maps are lining the roads that open when it is taken specific point. | |
− | + | There are two different types Payload missions; depending on the type of the map. Certain maps, namely, Gold Rush, Hoodoo, and Thunder Mountain play like [[Dustbowl]] dividing the mission into three sections, each of the two control points, with the exception of the final stage on the Gold Rush and Thunder Mountain where the two control points and end caps, resulting in blowing up the base of the BLU is red. Time is added whenever BLU captures non-stage winning point. Another kind Payload Mission (at Badwater Basin, Barnblitz, Borneo, Frontier and above) is similar to [[Mountain Lab]] that all check points in one big stage, with larger time bonus for BLU after a successful cap. There are also quite less checkpoints, resulting in three control points and the last point where the BLU can win the game and blow up the base is red, often with flashy explosions destroy all the bombs around the truck. | |
− | '' ' | + | '' The data of the map '' ' |
* [[Badwater Basin]] | * [[Badwater Basin]] | ||
* [[Barnblitz]] | * [[Barnblitz]] | ||
* [[Borneo]] | * [[Borneo]] | ||
* [[Frontier]] | * [[Frontier]] | ||
− | * [[ | + | * [[Gold Rush]] |
* [[Hoodoo]] | * [[Hoodoo]] | ||
* [[Snowycoast]] | * [[Snowycoast]] | ||
* [[Thunder Mountain]] | * [[Thunder Mountain]] | ||
− | * [[ | + | * [[Top]] |
{{}} CLR | {{}} CLR | ||
− | {{ | + | {{Anchor | PLR | PLR | Payload Race | }} race |
− | === | + | === === Payload Race |
− | [[ | + | [[File: Gamemode payloadrace.png | right | 300px]] |
− | {{ | + | {{Main | Payload Race}} |
− | {{ | + | {{Quote | '' In-Game Summary '' '| Two teams. Two trucks. Two tracks. Hilarity ensues.}} |
− | + | Unlike standard Payload maps, '' Payload Race '' 'maps have both [[RED]] and [[BLU]] teams issued with a cart; None of the opponent is limited to offensive or defensive role, both teams are provided the characteristics of the two reels. To win, each team must simultaneously pursue their cart through enemy territory to reach the final point while preventing the enemy team from doing the same. As in Payload mode, team members push the cart by standing next to it, with more members increasing the speed of the vehicle, and team members stop it. | |
− | + | Unlike Payload mode, the truck does not move back after any duration of time and there is no time limit; map ends only when one team successfully pushes their cart to the target. Each cart works as a Level 1 Dispenser for their team (and disguised enemy Spies), restoring health and ammunition to those pushing the cart. Part of the line may pose slopes where the truck will quickly revert back to the bottom, if ever printed. In many maps are pushing up the hill. If the shunting trolley to be killed or to a distance from the truck, the vehicle will slide down the ramp in its original condition. | |
− | Payload Race | + | Payload Race maps may or may not be divided into more laps. |
− | '' | + | '' The data of the Race maps' '' |
* [[Helltower]] (Hightower event) | * [[Helltower]] (Hightower event) | ||
* [[Hightower]] | * [[Hightower]] | ||
* [[Pipeline]] | * [[Pipeline]] | ||
− | * [[ | + | * [[Twilight]] |
{{}} CLR | {{}} CLR | ||
− | {{ | + | {{Anchor | SD | SD | }} Special Delivery |
− | == Player | + | == Player == Destruction |
− | [[Image: | + | [[Image: 1.jpg Pd Watergate | right | 300px]] |
− | {{ | + | {{Main | }} player Destruction |
− | Player Destruction | + | Player Destruction is a community-created the Game Mode added as part of the [[Invasion update]]. This game mode focuses on teams, collecting beer bottles by killing enemy players and then throw themselves into the UFO trailing beam in the center of the map to be added to the team score. Whenever a player is killed, they will all drop their currently held by beer which can be picked up by both teams. |
− | + | The player on each team, with the largest amount of beer will provide health and ammo equivalent to level 1 [[Tray]] for himself and teammates, but will also constantly visible to both teams, along with the number of beers held. | |
− | '' | + | '' Player Destruction maps' '' |
* [[Watergate]] | * [[Watergate]] | ||
{{}} CLR | {{}} CLR | ||
− | == Special Delivery | + | == == Special Delivery |
− | [[Image: | + | [[Image: Gamemode sd.png | right | 300px]] |
− | {{ | + | {{Main | Special Delivery (Game Mode)}} |
− | {{ | + | {{Quote | '' 'Manager' '' | "Gentlemen, today we begin a monkey into space." | Sound Announcer_sd_monkeynaut_start01.wav =}} |
− | Special Delivery | + | Special Delivery Game Mode is enabled as part of the [[Pyromania update]]. In this game mode initially neutral case of [[Australium]] must be transported to [[Non-player characters # Poop Joe | Poop Joe]] rocket before the opposing team can do the same. |
− | + | If a player picks up Australium and is killed while holding it, they can only players from the same team as the recently deceased Australium carrier it again. If it fails to do so within 45 seconds Australium is sent back to its original position and returns to the neutral position. | |
− | + | The player who holds Australium must stand on the platform, which will be increased in area located on the nose cone of the rocket. The player has to stay on the platform until it is fully open hatch area and is ready to take Australium. Once the Australium stored in a space rocket launches off a team wins the round. | |
− | + | '' Special Delivery maps' '' | |
− | * [[ | + | * [[Carnival of Carnage]] (Doomsday event) |
* [[Doomsday]] | * [[Doomsday]] | ||
{{}} CLR | {{}} CLR | ||
− | == | + | Control territorial == == |
[[Image: TF2 Hydro Map.jpg | thumb | right | 300px | [[Hydro]]]] | [[Image: TF2 Hydro Map.jpg | thumb | right | 300px | [[Hydro]]]] | ||
− | {{ | + | {{Main | Territorial Control}} |
− | {{ | + | {{Quote | '' Soldier '' '| We have you surrounded, at least from this side |! Sound Soldier_taunts12.wav =}} |
− | V | + | V '' 'territorial proceedings' ', the aim 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 you must both teams capture the opposite view and while protecting your own. After successfully captures the opposite point, the next round is set in a different part of the map which is also randomly selected. After that captures all four territories, the team must capture the opposing team base. If the reference point is captured (in Hydro, the Radar Dish red, plant for BLU), the attacking team wins the game. When the next round begins, territories are reset and a new random layout is selected. Zoning Control mode the game is not very popular among the players. |
− | + | In each game in TC (except for RED / BLU base game), if the control point is not captured within the eight minute time clock, the game then will go into [[Sudden Death | Sudden Death mode]]. | |
− | '' ' | + | '' 'Territorial control maps' '' |
* [[Hydro]] | * [[Hydro]] | ||
{{}} CLR | {{}} CLR | ||
− | {{ | + | {{Anchor | Education | Train | Training | The training mode}} |
− | == Training Mode | + | == == Training Mode |
− | [[Image: | + | [[Image: Training basic.png | right || 180px |]] |
− | [[Image: | + | [[Image: Training offlinepractice.png | right || 180px |]] |
− | {{ | + | {{Main | Training Mode}} |
− | {{ | + | {{Quote | '' Sniper '' '| I think it look easy. | Sound Sniper_award11.wav =}} |
− | + | Training maps are intended to teach basics and advanced techniques of objectives and wooden robots. Training mode shipped with the [[Mac update]], which introduced two official training maps. The [[# Offline Mode Training practice | Offline Practice]] allows new and unknown players to train on specific game modes, along with selectable difficulty range of robots to suit the player. | |
− | ; | + | ; Training maps: |
* [[Dustbowl (Training) | Dustbowl]] | * [[Dustbowl (Training) | Dustbowl]] | ||
− | * [[ | + | * [[Target]] |
− | Brandon Reinhart | + | Brandon Reinhart indirectly announced on the TF2 Official Blog July 28, 2010 that Corey Peters is currently working on another official training map, <ref name = "newtraining"> http://www.teamfortress.com/post.php?id = ~~ = HEAD pobj 4130 </ ref> though details are as of yet unknown for which class or what gameplay mechanics it focuses on. |
− | + | Current training courses are: | |
* [[Soldier]] | * [[Soldier]] | ||
* [[Demoman]] | * [[Demoman]] | ||
Line 356: | Line 356: | ||
* [[Spy]] | * [[Spy]] | ||
− | == | + | Other modes == == |
− | {{ | + | {{Anchor | High | highlanger | High}} |
− | === | + | === === Highlander |
− | [[Image: ETF2L_highlander_medal_Gold.png | right | 100px | Highlander | + | [[Image: ETF2L_highlander_medal_Gold.png | right | 100px | Highlander tournament win]] |
− | {{ | + | {{Quote | '' The Demoman '' '| There can be only one |! Sound Demoman_eyelandertaunt02.wav =}} |
− | + | 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 typing <code> mp_highlander 1 </ code> to the console. | |
− | + | The idea Highlander mode existed previous to its official inclusion in the game, and has been implemented in server mods. Highlander mode was officially added in {{name Patch | 2 | 3 | 2010}}. | |
− | + | Game Mode name is a reference to [[w: Highlander (film) | Highlander]] film series where the expression "There can only be one" was often repeated; It refers to the limitation of one player per class. | |
− | === | + | Battles === === Mini-Game |
− | [[Image: | + | [[Image: Backpack Dueling Mini-Game.png | right | 100px | Dueling Mini-Game]] |
− | {{ | + | {{Main | Dueling Mini-Game}} |
− | {{ | + | {{Quote | '' Spy '' '| Let's settle this like gentlemen |! Sound Spy_MeleeDare01.wav =}} |
− | Mini- | + | Mini-game released in [[Mann-conomy update]], the Dueling Mini-Game is [[Action Item]], which can be purchased in [[Mann Co. Shop]] received via the [[trading]], or found through [[drop system]]. When loaded into the action slot, the item can be triggered by the user against one person to grab the team, provided they accept the challenge. Until the end of the round points are obtained by killing or assisting in the killing. Kills of the two players dueling are tracked and the player with the most points wins the "duel" When wheel ends. If one of the players disconnects or leaves the match it will be a short duel ban is issued for this player. The product itself has a maximum of 5 uses, and can be used on all official maps. After participating in the first round, Bronze Dueling Badge will be granted which will level up to Silver, Gold, Platinum and finally, as you get more wins. For every 10 wins, plus Dueling Minigame is granted. |
− | === | + | Tournament Mode === === |
− | [[ | + | [[File: Tournament Mode example.png | right | 200px | Tournament Mode header]] |
− | {{ | + | {{Main | Tournament mode}} |
− | {{ | + | {{Quote | '' Soldier '' '| dominated, hippie! Get a Job |! Sound Soldier_DominationSoldier01.wav =}} |
− | + | The tournament mode is mainly used for competing servers. This allows you to create your own teams, and the ability to track the success of a particular team over multiple games. The user interface is available for naming teams, and once team members were organized, teams must say they are ready to start the game. In tournament mode, there is no limit to team player limits and no [[balance the team | autobalancing]]. | |
− | === | + | === === Mods Community |
− | [[Image: Tf2ware Screenshot.png | right | 200px | link = TF2Ware | TF2Ware, | + | [[Image: Tf2ware Screenshot.png | right | 200px | link = TF2Ware | TF2Ware, community mod by Mecha debris]] |
− | {{ | + | {{Main | Custom Mods}} |
− | {{ | + | {{Quote | '' Soldier '' '| Never bring a bat on the battlefield, the war is not a game. | Sound Soldier_DominationScout07.wav =}} |
− | + | Gaming community mode mods are custom, unofficial game modes, produced by talented community members. They differ from remakes '' [[Team Fortress Classic]] '' game modes completely original modes, such as [[VS Saxton Hale Mode | Saxton Hale]], and may vary somewhat on how the class works from their basic mechanics of weapons that bear. Some modes even add new enemies for [[RED]] and [[BLU]] teams fight or put the player in the shoes of someone or something they could not play in official mode. Some game mode mods have been honorably mentioned by Valve on [[TF2 official blog]]. | |
− | == | + | == == Unused content |
− | * | + | * There was a planned regime Courier game in development, which for unknown reasons was fired. |
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Revision as of 17:49, 28 December 2015
{{hatnote | For a full list of all maps, see List Maps}.}
This is the list of game modes in Team Fortress 2 . Initially, the game comes just three game modes: Capture the Flag, Control Point and Territorial Control Numerous update added eleven new game modes ( payload, Arena, King of the Hill Payload race, Medieval Mode, Special Delivery, Mann vs. Machine, Robot destruction, Mannpower, PASS Time and Destruction player) so that the fourteen official game modes, along with two educational programs. These game modes are spread over 86 Official maps and offers a great variety of game styles and games in 'Team Fortress 2' '.
== == Arena
{{Quote | Abraham Lincoln , another picks up speech, 1865 | I say this to you with unvarnished simple discussion of facts: Even love Arena Mode}.}
'Arena' 'maps are designed to classroom diversity' Team Fortress 2 ', focusing goals around combat between two teams. While other game modes lean towards a broad, overall strategy for the team, Arena concentrates on the specific tactical options teams make in a single fight. Arena maps carry the arena _ </ code> prefix.
Arena mode is smaller maps to ensure shorter matches, because you do not respawn after death. When he died in Arena mode, enter the spectate until the wheel is completed. Maps usually given control point in the middle of the map and tend to be just a normal, King of the Hill maps with no-respawn.
Sometimes, if teams are unbalanced report appears two people saying "careful, if you lose this round, you will have to sit out" and if their team loses, the player will wheel the viewer to the next round.
Loadouts changed during the countdown before the game will not do so in the game, if a player commits suicide by means of explosions or kill or explode commands from the console. Changing class and back will also work.
The First Blood buff is unique to Arena Mode, where the player gets the first Frag which are awarded with full critical hit for dealing large amounts of damage.
'Arena maps'
{{}} CLR
== == Capture the Flag
Main article: Capture the Flag
Capture the Flag offers as RED and BLU bases, each containing its own Intelligence briefcase (also known as the "flag" and "intelligence"). The objective of both teams is to capture the enemy intelligence until they reach the game capture limit (default limit is 3 captures) while preventing their enemy from reaching the same.
Both teams Intelligence are typically located deep within their territory, usually in a symmetrical location from each other in an area known as a "news room". To pick up intelligence player must touch the enemy's briefcase. While holding the enemy's Intelligence, the player must bring it to the seat of their intelligence, where they must enter their 'capture zone' (indicated by yellow and black lines) in order to successfully capture. After each successful capture, your team will be rewarded with ten seconds increase crit.
If the Intelligence carrier is killed or the Intelligence is intentionally dropped, the inspector teams over the loudspeaker and the Briefcase will remain at rest for 60 seconds, with a timer shown above the Intelligence indicating how much time is left as it is returned to the Intelligence room. During this time the Intelligence can be picked up as normal. Every time the Intelligence is dropped, the timer is reset. The enemy can not move or reset the intelligence themselves. News can be performed players of invulnerability buff (ie ÜberCharge D player and lift under the influence of Bonk Atomic Punch!) And Intelligence carriers can not receive invulnerability buff. News also not be picked up by soldier to control the Rocket Jumper or a Demoman with Sticky Jumper. Cloaked Spies can not pick up Intelligence until their mantle was turned off. However, if a Spy does acquire Intelligence then lose disguise and you can no longer change their disguise or Cloak. The exception is dead Ringer, which forced Spy to drop intelligence and cloak than normal.
If the Intelligence carrier dies in a normally inaccessible part of the map, ie falling into a pit or on a cliff, intelligence is immediately returned to its starting position in the news room. If no team completes the capture limit before time runs out, the match will enter [[Death] Abruptly] mode.
Unlike variant Capture the Flag in other games, you may make a capture without needing to their intelligence at its base.
Capture the Flag maps'
- 2Fort
- 2Fort invasion (2Fort event)
- Double Cross
- Landfall
- saw
- Turbine
- No
{{}} CLR
checkpoint
== == Control Point
Main article: Control Point (game mode)
See also: Control point (objective)
Control Point maps have two main types of game modes.
Control points are circular platforms with a team-colored light and hologram in the center (neutral points have a white light and hologram). To capture point ownership enemy team, the player simply stands on the site until the capture meter fills his or her team color. The more players on a point, the faster it will capture, though only to limited extent. Scout s and Soldier s / Demomen with Pain Train equipped, count as 2 players when capturing control points. Capture progress will not be made as soon as the players of both teams to the checkpoint. If all the players capture killed or controlled before the capture is completed, the capture progress not recover but instead will gradually diminish.
There are three states for a capture point '
<Gallery>
File: CP neutral.png | Neutral ': The control point can be adopted either team (usually the central point in a symmetrical CP map).
File: CP photographed red.png | Made ': The control point is currently owned by the Red Team, but can be occupied BLU team.
File: CP Locked red.png | Locked ': The control point is currently owned by Red team and not (yet) be repeated BLU team.
</ Gallery>
There are four main types of Control Point maps' & ndash; Symmetric Control Point, Domination Control Point, Attack / Defend, and Medieval Attack / Defend.
=== === Symmetric Control Point
In Symmetrical control point or Linear Control Point 'Both teams start with two controlled points and a central point starts to neutral. The team that captures all control points wins. Traditional Control Point maps will go into Sudden Death (or Pat), unless it captures all the checkpoints before time runs out. Checkpoints closer to spawn team captured even faster enemy team.
Symmetric Control Point map '
=== === Domination Control Point
Dominance checkpoint , maps play symmetrically. Both teams begin no controlled points, and all points start neutral. The team that captures all control points wins. Traditional Control Point maps will go into Sudden Death (or footer), unless it captures all the checkpoints before time runs out. Unlike the symmetrical control point once it has all three points to win no matter how much capture the other team has to follow.
Domination Control Point map '
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Attack / Defend
Attack / Defend Maps Play asymmetrically. RED begins with all the points in their control. BLU wins if it captures all the red points. Points can be captured only in the order (though some maps, such as Gravel Pit and Steel, may make exceptions). RED wins if prevents BLU from capturing all points before the timer expires. Points captured by BLU are typically locked and can not be captured again RED.
Attack / Defend maps can come in different styles. Some maps such as Dustbowl and Egypt, require the BLU team to capture three stages of two control points each to win the game. If the attacking team has not won any stage, teams will be energized, defenders then turning to the attackers, beginning with stage 1. Other maps such as Gravel Pit and Junction allow the attacker to capture two points in any order (points A or B) before the attack the final point (point C). Steel is a unique Attack / Defend map in that capturing each secondary capture point (points A, B, C and D) will allow better access to the main point (point E), such as allowing multiple routes into point E or extension bridge to the extent to attend lessons without special skip s can capture. Thus it means that one unnoticed by Scout can capture and win the game without even realizing it.
Attack / Defend maps'
- Dustbowl
- Egypt
- Gorge
- Gravel Pit
- Junction
- Snowplow
- Steel
- Mountain Lab
- Mann Manor (Mountain Lab events)
Medieval Attack / Defend
Medieval Attack / Defend 'is part of the Medieval Mode, added during the Australian Christmas updates. Plays like regular Attack / Defend, but with one major twist: all guns are removed, and only Olde weapons may be used and also causes dead players to drop small health kits instead of their weapon, text chat is filtered (Olde English) to resemble language era (though with considerable inaccuracy) and the map is in medieval style.
Medieval Attack / Defend maps'
{{}} CLR
King of the Hill
Main article: King of the Hill
{{Quote | Classless update '| Since their discovery in 1895, hills fascinate King}.}
King of the Hill is similar to Arena. King of the Hill focuses on a single control point in the middle of the map, which is neutral and locked at the beginning of the round. Teams must make its way to the checkpoint and capture it when it becomes available. Once the point is captured by a group, their team clock will start countdown three minutes. If the enemy can capture the point back, their time will count down clock starts, while the second team in the frost when the question was captured. The team won after their own point and three minutes has expired.
King of the Hill map '
{{}} CLR
Mann vs. Machine
Main article: Mann vs. Machine (game mode)
'Mann vs. Machine Game Mode, which was released in updating of the same name. In this game mode, the three to six players must fend off hordes of robots trying to carry a bomb on one of the strongholds of Mann Co .. Upgrade and Dining room power-ups can be purchased at the spawn point using the cash to pick players to destroy the robot (not every robot falls cash). Bonus amount of cash will be awarded to the team when all the cash from the waves picked up.
All classes and most of the weapons have different upgrade skills, such as speed of movement, duration of payment and the amount of ammunition the player can hold the gun. Survive all the waves will complete the mission. After completion of the player's first mission will receive canteen.
Currently, there are five operations and 29 Mission (some missions are not part of any operation) in Mann vs. Machine.
'Mann vs. Machine maps'
{{}} CLR
== == Mannpower
Main article: Mannpower
Mannpower 'is a modified version of Capture the Flag, in which teams must capture the enemy Intelligence briefcase specified number of times (The default limit is 10 captures) while preventing the enemy from doing the same. Game mode is characterized by the use of hooks and twelve unique power-ups.
Hooks, useful in passing on them or pressing the action key, will latch onto the surface of the player looking for, whether it's wall, floor, ceiling, or even an enemy. While the player is automatically reeled in, air travel in a straight path to the desired location. If the hook is attached to the enemy, the enemy will continue to bleed injury until the player dies or release the hook. Players can jump while anchoring, giving them an incentive to range ledge. When a player with the hook, they can not shoot their weapons.
Power-ups provide passive buffs (except Supernova) players to pick them up. These enthusiasts range from increasing the speed of movement reflects damage back to the enemy. At the beginning of each round, set a series of power-ups to rub all over the map and can pick players from each team. When the power-up player killed, elongation will power-up in the color of the enemy team, limiting their mates from claiming directly after the death of player. If colored power-ups are not picked up after a certain period of time, they will respawn in base to the team. Players can intentionally drop power-ups with the same key used to drop Intelligence briefcase. If you do, the power-up neutral place team in color.
Mannpower currently running on modified versions ctf_ Foundry, Gorge and Thunder Mountain, as well as maps for a particular regime, Hellfire. Whenever players respawn, will be a few seconds of invulnerability. Unlike standard CTF maps, which are reporting cases located in the "secret rooms" briefcase mode Mannpower are outdoors and susceptible to theft from many directions. Players with power-ups will receive a penalty when transferring speed grapple Intelligence and players without a single gain health regeneration. After successfully capturing the Intelligence, will both capture zones to be banned for 30 seconds. If the imbalance is detected, the losing team will get "Revenge" power-up, provide them with temporary Crits, increased frequency of fire, and increased clip size.
Mannpower maps'
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== == Payload
Main article: Payload
In Payload maps, BLU that must accompany Cart full of explosives through a series of checkpoints and into RED 's base within a certain amount of time. The team members BLU move or "push" the vehicle by standing next to it - the more people beside the cart, the faster it moves (to a maximum of procured three). Each member of the team RED stood at truck stops them from venturing further regardless of the number of team members BLU in a wheelchair. If no BLU player push car for 30 seconds, the truck starts running backwards slowly until reaches the checkpoint, BLU spawn, the slope upwards (in some maps), or is printed team members BLU again, which will also reset the counter, this trolley works as a Level 1 Dispenser for BLU team (and changed spies enemies), to restore health ammunition and thereby presses. Ammo is not renewed player standing in front of the vehicle.
Some of the maps are lining the roads that open when it is taken specific point.
There are two different types Payload missions; depending on the type of the map. Certain maps, namely, Gold Rush, Hoodoo, and Thunder Mountain play like Dustbowl dividing the mission into three sections, each of the two control points, with the exception of the final stage on the Gold Rush and Thunder Mountain where the two control points and end caps, resulting in blowing up the base of the BLU is red. Time is added whenever BLU captures non-stage winning point. Another kind Payload Mission (at Badwater Basin, Barnblitz, Borneo, Frontier and above) is similar to Mountain Lab that all check points in one big stage, with larger time bonus for BLU after a successful cap. There are also quite less checkpoints, resulting in three control points and the last point where the BLU can win the game and blow up the base is red, often with flashy explosions destroy all the bombs around the truck.
The data of the map '
{{}} CLR
race
=== === Payload Race
Main article: Payload Race
Unlike standard Payload maps, Payload Race 'maps have both RED and BLU teams issued with a cart; None of the opponent is limited to offensive or defensive role, both teams are provided the characteristics of the two reels. To win, each team must simultaneously pursue their cart through enemy territory to reach the final point while preventing the enemy team from doing the same. As in Payload mode, team members push the cart by standing next to it, with more members increasing the speed of the vehicle, and team members stop it.
Unlike Payload mode, the truck does not move back after any duration of time and there is no time limit; map ends only when one team successfully pushes their cart to the target. Each cart works as a Level 1 Dispenser for their team (and disguised enemy Spies), restoring health and ammunition to those pushing the cart. Part of the line may pose slopes where the truck will quickly revert back to the bottom, if ever printed. In many maps are pushing up the hill. If the shunting trolley to be killed or to a distance from the truck, the vehicle will slide down the ramp in its original condition.
Payload Race maps may or may not be divided into more laps.
The data of the Race maps'
{{}} CLR
Special Delivery
== Player == Destruction
Main article: [[ | ]]
player Destruction
Player Destruction is a community-created the Game Mode added as part of the Invasion update. This game mode focuses on teams, collecting beer bottles by killing enemy players and then throw themselves into the UFO trailing beam in the center of the map to be added to the team score. Whenever a player is killed, they will all drop their currently held by beer which can be picked up by both teams.
The player on each team, with the largest amount of beer will provide health and ammo equivalent to level 1 Tray for himself and teammates, but will also constantly visible to both teams, along with the number of beers held.
Player Destruction maps'
{{}} CLR
== == Special Delivery
Main article: Special Delivery (Game Mode)
Special Delivery Game Mode is enabled as part of the Pyromania update. In this game mode initially neutral case of Australium must be transported to Poop Joe rocket before the opposing team can do the same.
If a player picks up Australium and is killed while holding it, they can only players from the same team as the recently deceased Australium carrier it again. If it fails to do so within 45 seconds Australium is sent back to its original position and returns to the neutral position.
The player who holds Australium must stand on the platform, which will be increased in area located on the nose cone of the rocket. The player has to stay on the platform until it is fully open hatch area and is ready to take Australium. Once the Australium stored in a space rocket launches off a team wins the round.
Special Delivery maps'
- Carnival of Carnage (Doomsday event)
- Doomsday
{{}} CLR
Control territorial == ==
Main article: Territorial Control
V 'territorial proceedings' ', the aim 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 you must both teams capture the opposite view and while protecting your own. After successfully captures the opposite point, the next round is set in a different part of the map which is also randomly selected. After that captures all four territories, the team must capture the opposing team base. If the reference point is captured (in Hydro, the Radar Dish red, plant for BLU), the attacking team wins the game. When the next round begins, territories are reset and a new random layout is selected. Zoning Control mode the game is not very popular among the players.
In each game in TC (except for RED / BLU base game), if the control point is not captured within the eight minute time clock, the game then will go into Sudden Death mode.
'Territorial control maps'
{{}} CLR
== == Training Mode
Main article: Training Mode
Training maps are intended to teach basics and advanced techniques of objectives and wooden robots. Training mode shipped with the Mac update, which introduced two official training maps. The Offline Practice allows new and unknown players to train on specific game modes, along with selectable difficulty range of robots to suit the player.
- Training maps
Brandon Reinhart indirectly announced on the TF2 Official Blog July 28, 2010 that Corey Peters is currently working on another official training map, <ref name = "newtraining"> http://www.teamfortress.com/post.php?id = ~~ = HEAD pobj 4130 </ ref> though details are as of yet unknown for which class or what gameplay mechanics it focuses on.
Current training courses are:
Other modes == ==
=== === Highlander
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 typing mp_highlander 1 </ code> to the console.
The idea Highlander mode existed previous to its official inclusion in the game, and has been implemented in server mods. Highlander mode was officially added in Template:Name Patch.
Game Mode name is a reference to Highlander film series where the expression "There can only be one" was often repeated; It refers to the limitation of one player per class.
Battles === === Mini-Game
Main article: Dueling Mini-Game
Mini-game released in Mann-conomy update, the Dueling Mini-Game is Action Item, which can be purchased in Mann Co. Shop received via the trading, or found through drop system. When loaded into the action slot, the item can be triggered by the user against one person to grab the team, provided they accept the challenge. Until the end of the round points are obtained by killing or assisting in the killing. Kills of the two players dueling are tracked and the player with the most points wins the "duel" When wheel ends. If one of the players disconnects or leaves the match it will be a short duel ban is issued for this player. The product itself has a maximum of 5 uses, and can be used on all official maps. After participating in the first round, Bronze Dueling Badge will be granted which will level up to Silver, Gold, Platinum and finally, as you get more wins. For every 10 wins, plus Dueling Minigame is granted.
Tournament Mode === ===
Main article: Tournament mode
The tournament mode is mainly used for competing servers. This allows you to create your own teams, and the ability to track the success of a particular team over multiple games. The user interface is available for naming teams, and once team members were organized, teams must say they are ready to start the game. In tournament mode, there is no limit to team player limits and no autobalancing.
=== === Mods Community
Main article: Custom Mods
Gaming community mode mods are custom, unofficial game modes, produced by talented community members. They differ from remakes Team Fortress Classic game modes completely original modes, such as Saxton Hale, and may vary somewhat on how the class works from their basic mechanics of weapons that bear. Some modes even add new enemies for RED and BLU teams fight or put the player in the shoes of someone or something they could not play in official mode. Some game mode mods have been honorably mentioned by Valve on TF2 official blog.
== == Unused content
- There was a planned regime Courier game in development, which for unknown reasons was fired.