Difference between revisions of "Capture the Flag"
Edgeamacated (talk | contribs) m (Fix redirect to Game modes page.) |
|||
Line 1: | Line 1: | ||
− | + | ==Capture the Flag== | |
+ | [[Image:TF2 2fort map.jpg|thumb|right|300px|The bridge area in the center of ctf_2fort]] | ||
+ | |||
+ | [[Image:Dc01.jpg|thumb|right|300px|The bridge area over the crevasse on ctf_doublecross]] | ||
+ | |||
+ | {{Quotation|'''The Scout'''|Wave goodbye to ya secret crap, dumbass!|sound=Scout_specialcompleted05.wav}} | ||
+ | |||
+ | '''Capture the Flag''' features both [[RED]] and [[BLU]] with their own [[Intelligence]] briefcase (known as the flag). The goal for both teams is to capture their enemy's [[Intelligence]] continuously until they have reached the game's capture limit (default limit is 3) whilst preventing their enemy from achieving the same. | ||
+ | |||
+ | Both team's Intelligence are typically located deep within their territory, usually in a symmetrical location from each other, in an area known as the 'Intelligence room'. To take the Intelligence the player must touch their enemy's Intelligence. Whilst holding the enemy's Intelligence, the player must bring it to the location of their Intelligence where they must enter their 'capture zone' (indicated by the yellow and black lines) in order to make a successful capture. After each successful capture, your team will be rewarded with ten seconds of [[crit|Crit boost]]. | ||
+ | |||
+ | If the Intelligence carrier is killed or the Intelligence is intentionally dropped, the Briefcase will remain stationary for 60 seconds, with a timer shown above the Intelligence indicating how much time is left before it is returned to the Intelligence room. During that time the Intelligence can be re-captured by walking over it in the same fashion of capturing it at its starting location. Each time the Intelligence is dropped, the timer is reset. The enemy cannot move or reset the intelligence themselves. The intelligence cannot be carried by players with an invulnerability buff (i.e. [[ÜberCharge]]d players, Scouts under the effects of [[Bonk! Atomic Punch]]) and intelligence carriers cannot receive an invulnerability buff. | ||
+ | |||
+ | If the intelligence carrier dies in a normally inaccessible part of the map (i.e. falling into a pit) the Intelligence is immediately returned to its starting location in the Intelligence room. If no team completes the capture limit before time runs out, the match will enter [[Sudden death]] mode. | ||
+ | |||
+ | Unlike variants of Capture the Flag in other games, you ''can'' make a capture without actually having your Intelligence at your base. | ||
+ | |||
+ | ==Capture the Flag maps== | ||
+ | Capture the Flag maps carry the ctf_ prefix. | ||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | | ||
+ | ! class="header" | Map | ||
+ | ! class="header" | File Name | ||
+ | |- | ||
+ | | [[File:TF2 2fort map.jpg|100px|link=2fort]] | ||
+ | | '''[[2Fort]]''' | ||
+ | | ctf_2fort | ||
+ | |- | ||
+ | | [[File:Dc01.jpg|100px|link=Double Cross]] | ||
+ | | '''[[Double Cross]]''' | ||
+ | | ctf_doublecross | ||
+ | |- | ||
+ | | [[File:Ctf sawmill0000.jpg|100px|link=Sawmill (Capture the Flag)]] | ||
+ | | '''[[Sawmill (Capture the Flag)|Sawmill]]''' | ||
+ | | ctf_sawmill | ||
+ | |- | ||
+ | | [[File:Ctf turbine v30024.jpg|100px|link=Turbine]] | ||
+ | | '''[[Turbine]]‡''' | ||
+ | | ctf_turbine | ||
+ | |- | ||
+ | | [[File:Well ctf.jpg|100px|link=Well (Capture the Flag)]] | ||
+ | | '''[[Well (Capture the Flag)|Well]]''' | ||
+ | | ctf_well | ||
+ | |} | ||
+ | |||
+ | [[Category:Game modes]] |
Revision as of 17:40, 12 September 2010
Capture the Flag
“ | Wave goodbye to ya secret crap, dumbass!
Click to listen
— The Scout
|
” |
Capture the Flag features both RED and BLU with their own Intelligence briefcase (known as the flag). The goal for both teams is to capture their enemy's Intelligence continuously until they have reached the game's capture limit (default limit is 3) whilst preventing their enemy from achieving the same.
Both team's Intelligence are typically located deep within their territory, usually in a symmetrical location from each other, in an area known as the 'Intelligence room'. To take the Intelligence the player must touch their enemy's Intelligence. Whilst holding the enemy's Intelligence, the player must bring it to the location of their Intelligence where they must enter their 'capture zone' (indicated by the yellow and black lines) in order to make a successful capture. After each successful capture, your team will be rewarded with ten seconds of Crit boost.
If the Intelligence carrier is killed or the Intelligence is intentionally dropped, the Briefcase will remain stationary for 60 seconds, with a timer shown above the Intelligence indicating how much time is left before it is returned to the Intelligence room. During that time the Intelligence can be re-captured by walking over it in the same fashion of capturing it at its starting location. Each time the Intelligence is dropped, the timer is reset. The enemy cannot move or reset the intelligence themselves. The intelligence cannot be carried by players with an invulnerability buff (i.e. ÜberCharged players, Scouts under the effects of Bonk! Atomic Punch) and intelligence carriers cannot receive an invulnerability buff.
If the intelligence carrier dies in a normally inaccessible part of the map (i.e. falling into a pit) the Intelligence is immediately returned to its starting location in the Intelligence room. If no team completes the capture limit before time runs out, the match will enter Sudden death mode.
Unlike variants of Capture the Flag in other games, you can make a capture without actually having your Intelligence at your base.
Capture the Flag maps
Capture the Flag maps carry the ctf_ prefix.
Map | File Name | |
---|---|---|
2Fort | ctf_2fort | |
Double Cross | ctf_doublecross | |
100px | Sawmill | ctf_sawmill |
100px | Turbine‡ | ctf_turbine |
100px | Well | ctf_well |