Difference between revisions of "Capture the Flag"

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(Merged Intelligence into this article.)
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{{Quotation|'''The Scout'''|Wave goodbye to ya secret crap, dumbass!|sound=Scout_specialcompleted05.wav}}
 
{{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.  
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'''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.  If no team completes the capture limit before time runs out, the match will enter [[Sudden death]] mode.
  
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]].
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Unlike variants of Capture the Flag in other games, you ''can'' make a capture without actually having your Intelligence at your base.
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== Intelligence ==
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{{cleanup}}
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[[File:Carried Intel.png|thumb|250px|right|A [[Scout]] carrying Intelligence]]
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The '''Intelligence''', also known as the '''Intel''' or '''Briefcase''', is the eponymous flag and objective of the [[Capture the Flag]] game mode. It appears as a team coloured briefcase, sporting a complicated numbered lock pad on the front and papers protruding out of its joints. Once picked up by an enemy, the case loses its color partially and will trail paper particles and a long team coloured tail.
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=== Role ===
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During a Capture the Flag round, each team is given their own Intelligence, located within their section of the map. It must be retrieved from this location by the opposite team and returned to a defined point, usually the opposing team's 'capture zone' where their Intelligence is stored.
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The Intelligence can be taken by any enemy player that walks up to it. It will then appear on their back and the Announcer will notify both teams that the Intelligence has been taken. The Intelligence Indicator located on the [[HUD]] will then point in the direction of the carrier who must make their way out of the enemy base and back to their own.
  
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.
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While carrying the intelligence, several disdvantages become in play. Firstly, A player cannot use [[Teleporter]]s. A [[Medic]]'s [[ÜberCharge]] cannot be used on the Intelligence carrier, nor can a player pick up the Intelligence while under its effects. [[Scout]]s are also unable to drink [[Bonk! Atomic Punch]] while holding the Intelligence, and may not pick it up while under its effects. [[Spy|Spies]] are unable to pick up the Intelligence while [[Cloak]]ed, but can pick it up while in [[disguise]], although this is automatically removed. Furthermore, the Spy cannot disguise or Cloak while carrying the Intelligence, and will automatically drop it if they do. Finally, the Intelligence is dropped automatically if the carrier is killed or enters a [[resupply area]].
 
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.
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Once the Intelligence is returned to a capture point, the successful team will gain one point shown in the Intelligence Indicator, and will recieve ten seconds of [[Crit boost]].
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The Intelligence can be dropped manually if the player carrying it presses the drop-item button. Once dropped, a clock-like timer ring will appear over the Intelligence. When the default 60 seconds have passed without an enemy picking it up again, it is automatically returned to its original position in the team's base. If an enemy picks up and subsequently drops the intelligence, this timer will reset. Teams are required to defend the dropped Intelligence during this period or face losing it. Should the Intelligence carrier is killed by certain environmental hazards that prevent the dropped Intelligence from being touched, like the bottomless pits on [[Double Cross]], it will be forcibly returned to its original position. This functionality is inherent to the map's code and not the intelligence itself, and thus has to be added to the map manually by its creator. Thus, while [[Valve]] [[List of maps|Official Maps]] all share this for specific bottomless hazards, not all [[custom maps]] may utilize this function.
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===Intelligence skins===
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<gallery perrow=3>
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file:Intel neutral idle.png|The neutral Intelligence briefcase.
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file:Intel red idle.png|The RED Intelligence briefcase.
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file:Intel blu idle.png|The BLU Intelligence briefcase.
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file:Intel neutral pickedup.png|The neutral Intelligence briefcase (picked up).
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file:Intel red pickedup.png|The RED Intelligence briefcase (picked up).
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file:Intel blu pickedup.png|The BLU Intelligence briefcase (picked up).
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</gallery>
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'''Note:''' The Neutral Intelligence briefcase is a white colored version of the Intelligence briefcase which can be found in the game files. Although never used in an official game mode to-date, Valve included this model for community developers to use in custom Single Flag CTF game modes.
  
 
{{anchor|Capture the Flag maps}}
 
{{anchor|Capture the Flag maps}}
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| {{Show achievement|Sniper|Robbin' Hood}}
 
| {{Show achievement|Sniper|Robbin' Hood}}
 
}}
 
}}
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==Trivia==
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*As placeholders during early stages, Valve used modified versions of [[Team Fortress Classic]]'s [[unused flags|flags]], which can be still be seen in the game files, featuring the faces of TF2's development team.
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*When carried on a player's back, the Intelligence will leave a literal 'paper trail'.
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*With the [[August 13, 2009 Patch|Classless Update]], intelligence visuals when being carried by a player were improved to make detecting the carrier easier.
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*There is an option that allows servers to specify the length of a Crit-boost on a succesful capture, or even to remove it entirely.
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*If [[sudden death]] occurs, the Intelligence is automatically restored to its original position (PC version only).
  
 
== See also ==
 
== See also ==
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[[Category:Game modes]]
 
[[Category:Game modes]]
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[[Category:Game play]]

Revision as of 14:17, 27 September 2010

The bridge area in the center of 2Fort
The bridge area over the crevasse on Double Cross
Wave goodbye to ya secret crap, dumbass!
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. 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.

Intelligence

A Scout carrying Intelligence

The Intelligence, also known as the Intel or Briefcase, is the eponymous flag and objective of the Capture the Flag game mode. It appears as a team coloured briefcase, sporting a complicated numbered lock pad on the front and papers protruding out of its joints. Once picked up by an enemy, the case loses its color partially and will trail paper particles and a long team coloured tail.

Role

During a Capture the Flag round, each team is given their own Intelligence, located within their section of the map. It must be retrieved from this location by the opposite team and returned to a defined point, usually the opposing team's 'capture zone' where their Intelligence is stored.

The Intelligence can be taken by any enemy player that walks up to it. It will then appear on their back and the Announcer will notify both teams that the Intelligence has been taken. The Intelligence Indicator located on the HUD will then point in the direction of the carrier who must make their way out of the enemy base and back to their own.

While carrying the intelligence, several disdvantages become in play. Firstly, A player cannot use Teleporters. A Medic's ÜberCharge cannot be used on the Intelligence carrier, nor can a player pick up the Intelligence while under its effects. Scouts are also unable to drink Bonk! Atomic Punch while holding the Intelligence, and may not pick it up while under its effects. Spies are unable to pick up the Intelligence while Cloaked, but can pick it up while in disguise, although this is automatically removed. Furthermore, the Spy cannot disguise or Cloak while carrying the Intelligence, and will automatically drop it if they do. Finally, the Intelligence is dropped automatically if the carrier is killed or enters a resupply area.

Once the Intelligence is returned to a capture point, the successful team will gain one point shown in the Intelligence Indicator, and will recieve ten seconds of Crit boost.

The Intelligence can be dropped manually if the player carrying it presses the drop-item button. Once dropped, a clock-like timer ring will appear over the Intelligence. When the default 60 seconds have passed without an enemy picking it up again, it is automatically returned to its original position in the team's base. If an enemy picks up and subsequently drops the intelligence, this timer will reset. Teams are required to defend the dropped Intelligence during this period or face losing it. Should the Intelligence carrier is killed by certain environmental hazards that prevent the dropped Intelligence from being touched, like the bottomless pits on Double Cross, it will be forcibly returned to its original position. This functionality is inherent to the map's code and not the intelligence itself, and thus has to be added to the map manually by its creator. Thus, while Valve Official Maps all share this for specific bottomless hazards, not all custom maps may utilize this function.

Intelligence skins

Note: The Neutral Intelligence briefcase is a white colored version of the Intelligence briefcase which can be found in the game files. Although never used in an official game mode to-date, Valve included this model for community developers to use in custom Single Flag CTF game modes.

Maps

Capture the Flag maps carry the ctf_ prefix.

Map File Name
TF2 2fort map.jpg 2Fort ctf_2fort
Dc01.jpg Double Cross ctf_doublecross
100px Sawmill ctf_sawmill
100px Turbine ctf_turbine
100px Well ctf_well

Related Achievements

Scout

Belittled Beleaguer
Belittled Beleaguer
Kill an opposing player that has your intelligence while holding theirs.


No-Hitter
No-Hitter
Steal and then capture the enemy intelligence without firing a shot.
Round-Tripper
Round-Tripper
Capture the enemy intelligence 25 times.


Triple Steal
Triple Steal
Capture the enemy intelligence 3 times in a single CTF round.

Pyro

Cooking the Books
Cooking the Books
Ignite 5 enemies carrying your intelligence.


Heavy

Crime and Punishment
Crime and Punishment
Kill 10 enemies carrying your intelligence.


Engineer

Trade Secrets
Trade Secrets
Kill 20 players carrying the intelligence.


Sniper

Have a Plan
Have a Plan
Capture the flag in CTF.


Robbin' Hood
Robbin' Hood
Take down an intelligence carrier with a single arrow.


Trivia

  • As placeholders during early stages, Valve used modified versions of Team Fortress Classic's flags, which can be still be seen in the game files, featuring the faces of TF2's development team.
  • When carried on a player's back, the Intelligence will leave a literal 'paper trail'.
  • With the Classless Update, intelligence visuals when being carried by a player were improved to make detecting the carrier easier.
  • There is an option that allows servers to specify the length of a Crit-boost on a succesful capture, or even to remove it entirely.
  • If sudden death occurs, the Intelligence is automatically restored to its original position (PC version only).

See also