Difference between revisions of "List of game modes/zh-hans"
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Revision as of 14:19, 3 November 2010
目前军团要塞2拥有 7 种游戏模式。最初游戏只有三种,但随着众多的更新增加了新模式,像是推车(Payload)、竞技场(Arena)和山丘之王(KOTH)。 现在总共有 41 张官方地图,极大程度丰富玩家体验军团要塞2。
目录
抢夺情报箱(CTF)
“ | 挥手告别后说没用的悄悄话,蠢透了!Wave goodbye to ya secret crap, dumbass!
点击试听
— The Scout
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'抢夺情报箱模式的特色就是蓝队与红队基地里都有个自的谍报箱(作为被抢夺的旗帜)。双方的目标都是不断地抢夺对方的情报箱直至抢夺次数打倒3次为止(服务器默认此数值为3)并同时阻止与自己有着同样目标的敌人。
双方团队的情报箱通常都会安置于双方各自的据点深处一个被命名为「情报间」的房间,并且通常都与对方相对称。玩家必须操控角色去碰触对方情报以拾取对方情报,当携带着敌方情报时,玩家必须将其携带入已方的「夺取区域」(由黄线与黑线示明)从而成功夺得对方情报。当成功夺得对方情报箱之后,成功夺得情报箱的全队玩家都将会获得数秒的暴击时间作为奖励。
若携带情报箱的已方玩家被杀死或是由于进入禁区(例如起始保护间)而导致情报箱掉落,情报箱将会滞留原地60秒种,若这段时间内没有其他已放玩家来将此情报箱夺走,此情报箱将会被自动归还至对方「情报间」。而每次一旦这个情报箱被已方玩家再次拾起,无论持有多久,再次掉落后任然获得60秒的重记归还时间。在掉落期间,原本保护此情报箱的团队是无法通过任何行为将此情报箱归位的。无敌状态的玩家无法携带或拾起情报箱(例如:ÜberCharge状态保护之下的玩家与使用了呯! 原子暴击的Scout)
若情报箱由于携带玩家在地图的不可及部分死亡而掉落(例如:死亡跌落区域),情报箱将会立刻归位至「情报间」中。若没有任何一方在回合终止前成功夺取过一次情报箱,游戏将进入骤然死亡模式。
不同于其他游戏中夺旗模式的变种,你可以不去抢夺情报箱也能获得据点得分。
控制点(CP)
“ | This point ain't gonna cap itself! Get over here!
点击试听
— The Engineer
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参见: 控制点
控制点模式主要分为两类主要的分支模式。
已经被控制的据点会出现相应队伍的颜色(中立点显示白色). 为了夺取已经属于对手的据点, 玩家需要站在该据点上并等待颜色完全变换. 在一个据点上已放的人越多, 占领的速度越快, 但这个速度有最大限制 limited extent. Scouts and those wielding a Pain Train count as 2 players when capturing points. 当双方队员都在同一个据点上的时候不会发生变化. 当完全占领据点前由于其他原因使得据点上没有人的时候,据点的颜色会慢慢的退却,而不是一下子就变成白色.
据点有3种状态:
控制点地图主要有两类主要分支:标准 5 控制点占领模式以及攻击/防御控制点模式(A/D)
标准 5 控制点占领模式
标准控制据点 (或者说线性控制据点) 地图是对称的. 两个队伍会在平等的情况下开始游戏,双方要为了争取中间的据点而战斗. 占领所有据点的队伍将获胜. 传统据点地图会出现突然死亡模式 Sudden death (or Stalemate) 在游戏时间结束前没有任何队伍获得胜利的话会导致突然死亡模式的出现. 在据点模式里,越接近对方的据点,占领时候的速度越快.
标准 5 控制点占领模式地图:
攻击/防御控制点模式(A/D)
攻击/防御 地图是不对称的. RED 红队在一开始会获得所有据点. BLU 蓝队在占领所有红队的据点后获胜. 大多数情况下据点只能按顺序占领 (虽然有些地图,例如 as Gravel Pit 和 Steel, 可能有例外). 当游戏时间结束的时候,如果红队成功阻挡蓝队占领所有据点的话,红队将获胜. 已经被蓝队占领的据点,红队无法重新占领据点.
攻击/防御地图有各种风格. 例如 Dustbowl, 和Egypt 需要作为攻击方的蓝队在获得最终胜利前经过多个游戏场景. 如果进攻方没有占领据点,双方队伍将调换,这时候上一场的进攻方将变成防守方. 另外的地图例如Gravel Pit 和 Junction, 允许进攻方同时进攻2个据点 (points A or B) 但是最后一个据点需要在前2个据点都占领的情况下才可以进攻(point C). Steel i是一个独特的攻击/防御地图,玩家在占领4个次要据点之后 (points A,B,C and D)更方便的占领最后的据点 (point E), 这样一来会有更多通向E点的道路,方便侦察兵,士兵,威胁者去占领它.
Attack/Defend maps:
地区控制模式(TC)
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 preventing their own. After a team successfully captures their opposite point, the next round takes place in a different area of the map which is also randomly generated. After a team captures all four territories, the offending team must now capture the enemy team's base while the other defends it. If the base point is captured the team wins the round, the offending team loses their closest point to the base (in Hydro, the Radar Dish for RED, The Power plant for BLU). When the next round begins, territories are reset and a new random game is selected.
In any game in TC (except in RED/BLU base games), if a point is not captured within the eight minute time clock, the game then will go into Sudden Death mode.
Territorial control maps:
弹头车(Payload)
“ | Onward, great bomb-cart!
— The Heavy
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In Payload maps, BLU team must escort a cart full of explosives through a series of checkpoints and into RED's base within a certain amount of time. BLU team members move or 'push' the cart by standing next to it - the more people nearby the cart, the faster it moves. Any RED team member standing near the cart will stop it from venturing further. If no BLU player pushes the cart after 30 seconds have passed, the cart will start moving backwards slowly until it reaches a checkpoint/BLU spawn or a BLU player stands next to it again. The cart works as a level 1 Dispenser for BLU team (and disguised enemy Spies) to restore health and ammunition to those pushing it.
Payload maps may or may not be split into multiple rounds. Some maps traditionally have one-way routes from the BLU side, sometimes closed off until a specific point is taken.
Some maps such as Gold Rush, Hoodoo and Thunder Mountain are split in three stages that BLU must advance through and win. Stages one and two have 2 checkpoints and stage three has 3 checkpoints (2 for Hoodoo) , counting the final point as such. Badwater Basin and Upward maps have a single round with 4 checkpoints, counting the final point as such. Advancing the cart to the next checkpoint gives the BLU team extra time. Advancing it to the final point moves the map onto the next stage. When the cart reaches the final point on the final stage, the Payload explodes and destroys RED base, symbolizing BLU's victory.
Payload maps:
弹头车竞赛(Payload Race)
Unlike standard Payload maps, Payload race maps feature both RED and BLU issued with a cart, thus teams are not defined to a attacking or defending role. To win, each team must simultaneously push their cart through enemy territory to reach the finishing 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 any opposing team member standing near the cart will stop it.
Unlike Payload mode, the cart will not move backwards 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 finish point. Each cart works as a 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.
Payload race maps may or may not be split into multiple rounds.
Payload race maps:
竞技场(Arena)
“ | I say this to you with the unvarnished factualism of plain talk: I love Arena Mode.
— - Abraham Lincoln, Second Inaugural Address, 1865
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Arena maps are designed to keep the class diversity of Team Fortress 2 while focusing goals around combat between two teams. Whereas other game modes lean towards a broad, overall strategy for the team, Arena concentrates on the specific tactical choices the teams make in a single fight. Arena maps carry the arena_prefix.
Arena features smaller maps that play out for shorter periods of time. The round ends once one team has no players left in the arena, or when the central capture point has unlocked and been captured. The central capture point unlocks after one minute has passed in the current round. Rounds tend to be very fast and highly competitive, with an emphasis on your team's class makeup and your plan to counter the opposing team's class choices. Arena mode is suitable for smaller matches of three vs. three players, while still comfortably supporting huge knockdown twelve-on-twelve brawls. Arena works much like Sudden Death - respawning is disabled and there are no resupply lockers. There are usually very few health kits available, often located far from the main action and/or near high-risk hazards. This forces teams to rely more on Dispensers and Medics.
Players may have to sit out to balance keep team numbers equal if they were on the losing team, but players on the winning team never have to sit out the next round.
The First blood critical buff is unique to the Arena game mode.
Arena maps:
山丘之王(KOTH)
“ | Since their discovery in 1895, hills have fascinated kings.
— The Classless Update
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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 unowned 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 and their three minutes is expired.
King of the Hill maps:
训练模式(Training Mode)
Training maps are made specifically for teaching people the basics of gameplay and advanced techniques. Training mode shipped with the Mac Update, which introduced two official training maps.
其他模式
"只限一人"模式(Highlander)
“ | There can be only one!
点击试听
— The Demoman
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Applicable to all existing game modes, Highlander mode restricts the number of players of each team to 9 players, and only allows one player per class on each team. It is applicable to any game mode, and can be activated by entering mp_highlander 1 into the console.
The idea behind Highlander mode existed previous to its official inclusion in the game, and has been implemented in server mods. Highlander mode was officially added in the February 3, 2010 Patch.