Difference between revisions of "Arena"

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(Related achievements)
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{{Quotation|'''Abraham Lincoln''', ''Second Inaugural Address, 1865''|I say this to you with the unvarnished factualism of plain talk: I ''love'' Arena Mode.}}
 
{{Quotation|'''Abraham Lincoln''', ''Second Inaugural Address, 1865''|I say this to you with the unvarnished factualism of plain talk: I ''love'' Arena Mode.}}
 
{{See also|Tips#Arena|l1=Arena tips}}
 
{{See also|Tips#Arena|l1=Arena tips}}
'''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.
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'''Arena''' has teams [[RED]] and [[BLU]] pitted against each other, in a battle to the death. The goal for both teams is to kill all of the opposing team's players, with no respawning during rounds. If both teams survive one minute of fighting, a control point will unlock, allowing a team to win by capping the point.
  
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.
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==Gameplay==
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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 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. 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. 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.
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Players may have to sit out to keep team numbers balanced 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.
 
The [[First Blood]] Critical buff is unique to the Arena game mode.

Revision as of 00:59, 12 November 2010

Lumberyard
I say this to you with the unvarnished factualism of plain talk: I love Arena Mode.
Abraham Lincoln, Second Inaugural Address, 1865
See also: Arena tips

Arena has teams RED and BLU pitted against each other, in a battle to the death. The goal for both teams is to kill all of the opposing team's players, with no respawning during rounds. If both teams survive one minute of fighting, a control point will unlock, allowing a team to win by capping the point.

Gameplay

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 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. 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. 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 keep team numbers balanced 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.

Related achievements

Scout

First Blood
First Blood
Get the first kill in an Arena or Competitive match.
First Blood, Part 2
First Blood, Part 2
Kill 5 enemies with the First Blood crit buff in an Arena match.

Arena maps

Arena maps carry the arena_ prefix.

Map File Name
Arenabadlands.jpg Badlands arena_badlands
Arenagranary.jpg Granary arena_granary
Arenalumberyard.jpg Lumberyard arena_lumberyard
100px Nucleus arena_nucleus
Offblast 01.jpg Offblast arena_offblast_final
Arenaravine.jpg Ravine arena_ravine
Sawmill.PNG Sawmill arena_sawmill
Watch 01.jpg Watchtower arena_watchtower
Tg arenawell.jpg Well arena_well