Difference between revisions of "Match outcomes"

From Team Fortress Wiki
Jump to: navigation, search
(Animations)
(Gallery)
Line 97: Line 97:
 
|-
 
|-
 
|}
 
|}
===Gallery===
+
=== Gallery ===
 +
<gallery perrow=3>
 +
Image:ScoutHumiliation.png|[[Scout]]
 +
Image:SoldierHumiliation.png|[[Soldier]]
 +
Image:PyroHumiliation.png|[[Pyro]]
 +
Image:Demo juju.png|[[Demoman]]
 +
Image:HeavyHumiliation.png|[[Heavy]]
 +
Image:EngiHumiliation.png|[[Engineer]]
 +
Image:MedicHumiliation.png|[[Medic]]
 +
Image:SniperHumiliation.png|[[Sniper]]
 +
Image:SpyHumiliation.png|[[Spy]]
 +
</gallery>
  
 
== Sudden Death ==
 
== Sudden Death ==

Revision as of 04:39, 27 December 2010

See Control point timing for a detailed list of exact capture timings for control point maps.

There are a number of different possible match outcomes in Team Fortress 2, and the conditions will vary depending on the game mode being played.

Victory / Defeat

The two most common match outcomes are victory and defeat, and occur when the team succeeds or fails respectively in their objective:

Game Mode Win/Loss Conditions
CTF One team wins upon capturing the intelligence the required number of times. The team that fails to do so first loses.
Control Point (Traditional) One team wins upon capturing every control point on the map. If they succeed in doing this, the other team loses.
Control Point (Attack Defend) The attacking team wins upon capturing every control point on the map. The defending team wins by preventing the attacking team from capturing every control point until the timer runs down.
Territorial Control One team wins upon capturing every control point on the map. If they succeed in doing this, the other team loses. The team that ultimately captures all territories is the overall victor.
Payload The attacking team wins upon pushing the cart to the final terminus of the map. The defending team wins by preventing the attacking team from moving the cart to the final terminus until the timer runs down.
Payload Race One team wins upon pushing the cart to the opposing terminus. The team that fails to do so first loses.
Arena One team wins upon killing all members of the opposing team or by capturing the center control point once the timer runs down. The team that is wiped out or concedes the central point loses.
King of the Hill One team wins upon capturing the central control point and keeping it for a total of 3 minutes.

Humiliation

Can you feel ze Schadenfreude?
The Medic on humiliation

Humiliation occurs following a victory. During humiliation, all classes on the victorious side receive a 10% increase to their speed and all attacks become Critical hits for the purpose of hunting down any surviving opponents unlucky enough to stand in their way. Players on the victorious side are also able to enter enemy respawn areas to kill anyone inside. Typically humiliation lasts for 15 seconds, however, this can be altered by server owners with the command mp_bonusroundtime.

During humiliation, the losing side is unable to attack and moves 10% slower. Losing players also take on a third-person perspective, which displays special animations of their class fleeing, cowering or thoroughly disappointed. During humiliation, the losing team's Sentry Guns are deactivated, and losing Spies will drop their cloaks (but retain their disguises if worn already). Suiciding and the use of resupply lockers are also disabled for the losing team.

All players in humiliation, both losers and winners, retain the ability to taunt and use taunt attacks, although taunt achievements will not be unlocked.

Animations

Class Standing Running Crouching
Scout Hunched over, trying to hide Exaggerated running, leaning backward Sitting, hugging his legs
Soldier Cowering, arms raised defensively Arms raised in surrender Defensive crouch, covering head
Pyro Tapping foot, disappointed Jogging mockingly, leaning backward Genuflecting on one knee
Demoman Legs together, hands protecting crotch Exaggerated jogging, leaning backward Curled up in a defensive crouch
Heavy Cowering, hunched over Hands raised, as if begging for mercy Curled up in a ball, as if hiding
Engineer Cowering, hands raised in surrender Hands raised in surrender On one knee, hands raised in surrender
Medic Cowering, arms raised in surrender Arms raised in surrender Crouched, arms raised in surrender
Sniper Arms raised in surrender One hand on head protectively Crouched, arms raised in surrender
Spy Double Face Palming (Wikipedia) Hands covering face On one knee, hand on face

Gallery

Sudden Death

Main article: Sudden death

Stalemate

We lose, but they do not win?
The Heavy

When a round goes into Sudden death, and neither team manages to kill the other or complete the objectives within the final time limit, the game is a Stalemate, and neither team receives a point. This also produces an effect similar to Humiliation, except that both teams lose their weapons and can only run around and taunt until the round ends a few seconds later. It is possible to kill opposing members with taunt attacks but they do not count toward achievements. Switching weapons in stalemate is not allowed, however, quick switching is still allowed. Therefore, you are only able to taunt with the weapon you had out when Stalemate began, or the weapon that you are able to quick switch to. When a Stalemate occurs, all players' models appear as if they are not equipping a hat. For example, if a player is wearing a Texas Ten Gallon and the round becomes a Stalemate, then the hat would no longer be visible to anyone. Instead, the default Engineer's helmet would be shown. When the next round starts, the hats are returned to normal.

Related Achievements

Soldier

Geneva Contravention
Geneva Contravention
Kill 3 defenseless players after a single match has ended.