Difference between revisions of "Parkour Fortress/pt-br"
m (soon) |
m (Auto: WordFilter(Fists → Punhos), (Content filters applied to links) (Review RC#2079541)) |
||
Line 13: | Line 13: | ||
The objective for most parkour fortress maps is completing a course in the shortest time possible using a number of techniques such as wallrunning, wall jumping, ledge grabbing, crouch-sliding, and double jumping. The player gains momentum by performing smoothly, which keeps the running speed at an elevated level and as such rewarding those who can maneuver the course easily. Momentum can be lost by stopping, running into walls, sliding too long, or falling from extended heights, although the latter can be avoided by holding control upon landing to perform a roll. Hazards are common features in the maps, the most common of which being cliffs and heights. Other hazards include poisoned water, saw blades, and sometimes even open doors, which can kill nearby players when shutting themselves. | The objective for most parkour fortress maps is completing a course in the shortest time possible using a number of techniques such as wallrunning, wall jumping, ledge grabbing, crouch-sliding, and double jumping. The player gains momentum by performing smoothly, which keeps the running speed at an elevated level and as such rewarding those who can maneuver the course easily. Momentum can be lost by stopping, running into walls, sliding too long, or falling from extended heights, although the latter can be avoided by holding control upon landing to perform a roll. Hazards are common features in the maps, the most common of which being cliffs and heights. Other hazards include poisoned water, saw blades, and sometimes even open doors, which can kill nearby players when shutting themselves. | ||
− | In the pf_points map, the objective is to capture three intelligence cases scattered around the map and bring all carriers to a single location. Unlike other parkour maps, players are equipped with | + | In the pf_points map, the objective is to capture three intelligence cases scattered around the map and bring all carriers to a single location. Unlike other parkour maps, players are equipped with Punhos to pummel opponents. Momentum in this game mode, besides granting the usual speed, will guarantee [[Critical Hit|crits]] if the player is using the Punhos. Weapons such as the [[Machina]] and [[Pistola]] spawn at predetermined locations, which players can pick up by walking over them. These weapons allow the players to use ranged weaponry at the cost of close-range power and specifically speed for the Machina. The ever-present hazard of falling to the player's death is more common in this game mode, since the map is situated on top of industrial skyscrapers. |
== Manobras e habilidades == | == Manobras e habilidades == |
Revision as of 16:18, 7 April 2016
Esta página está no processo de tradução (em inglês) para português do Brasil. Fluente em inglês e português? Ajude-nos a terminar a tradução deixando uma mensagem na página de discussão ou entrando em contato com quem já contribuiu para a tradução (disponível no histórico da página). |
"Tem que mexer nisso aqui!" Este artigo pode conter conteúdo desatualizado. Você pode ajudar a melhorá-lo atualizando o conteúdo conforme necessário. Consulte o guia de estilos (em inglês) da wiki. Observações: Image of gameplay, Gameplay Demonstration, generally clean up. |
“ | Ei-ei, eu tô voando!
Clique para escutar (em inglês)
— O Scout sobre corrida livre
|
” |
Parkour Fortress é uma modificação de servidor criada por Mecha the Slag para o Team Fortress 2, que foi fortemente influenciada por Mirror's Edge, na qual o jogador pode fazer free running em mapas criados por usuários. Enquanto no Parkour Fortress, velocidade, timing e precisão são utilizadas para a vantagem do jogador (ou, em alguns casos, a desvantagem do mesmo) para realizar acrobacias e truques, enquanto mantendo o impulso para chegar ao fim do percurso ou trazer as bandeiras, assim ganhando a rodada. Em alguns mapas de Parkour Fortress, o tempo de conclusão do percurso é contado, e caso o jogador bata o tempo de outro, seu nome substituirá o antigo no placar.
Jogabilidade
The objective for most parkour fortress maps is completing a course in the shortest time possible using a number of techniques such as wallrunning, wall jumping, ledge grabbing, crouch-sliding, and double jumping. The player gains momentum by performing smoothly, which keeps the running speed at an elevated level and as such rewarding those who can maneuver the course easily. Momentum can be lost by stopping, running into walls, sliding too long, or falling from extended heights, although the latter can be avoided by holding control upon landing to perform a roll. Hazards are common features in the maps, the most common of which being cliffs and heights. Other hazards include poisoned water, saw blades, and sometimes even open doors, which can kill nearby players when shutting themselves.
In the pf_points map, the objective is to capture three intelligence cases scattered around the map and bring all carriers to a single location. Unlike other parkour maps, players are equipped with Punhos to pummel opponents. Momentum in this game mode, besides granting the usual speed, will guarantee crits if the player is using the Punhos. Weapons such as the Machina and Pistola spawn at predetermined locations, which players can pick up by walking over them. These weapons allow the players to use ranged weaponry at the cost of close-range power and specifically speed for the Machina. The ever-present hazard of falling to the player's death is more common in this game mode, since the map is situated on top of industrial skyscrapers.
Manobras e habilidades
- Wallrunning: A player can wallrun by holding W and A or D (depending on which side the wall is) and pressing space, allowing the player to temporarily run along a vertical surface. Pressing space while wallrunning will cause the player to jump off the wall. Due to the complicated inputs, this ability is notoriously difficult to perform for beginners.
- Wall jumping: By jumping directly at a wall, a player can climb up the wall for a short distance, allowing the player to reach a ledge that is slightly out of jump range. During the climbing, the player can face away from the wall and press space again, making the character jump off the wall. This allows players to reach areas that are not otherwise accessible.
- Ledge grabbing: A player can grab an adjacent ledge by facing it. Pressing space after grabbing the ledge will push the Scout over the ledge and onto solid ground. Pressing control will make the character let go of the ledge.
- Pipe climbing: By pressing W, a player can ascend an adjacent pipe. Although a pipe is a secure means of ascending or descending heights, climbing it is quite slow and using other means to cut out time spent on the pipe can shave a few seconds off of a run.
- Sliding: Pressing control while running on the ground will make the player slide. If the player is not on a descending slope, the slide will eventually halt and, if the player had momentum, remove it. If a stationary player presses control, the player will crouch, not slide.
- Double jumping: Pressing space in the air will initiate a double jump, if the player hasn't done one already. Note that after falling a certain distance, the mod will bar the player from performing the double jump.
- Zipline: Touching a zipline will allow the player to grab and slide to the posterior end at a very fast pace. One can choose to let go of the zipline by pressing control at any time during the descent.
Slagchievements
Slagchievements | ||||
---|---|---|---|---|
Classe | Imagem | Título | Autor(es) | Critério |
Scout |
End Of The Road | Mecha the Slag | Make it to the end of a time run | |
Intellectual Movement | Mecha the Slag | Capture the intelligence on the Points map | ||
Only Death Below | Mecha the Slag | Fall to your inevitable death | ||
The Kijun Challenge | Mecha the Slag | Complete the Kijun map |
Links externos
|