Difference between revisions of "Control Point (game mode)/zh-hans"
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[[File:CP Yukon overview.png|thumb|right|300px|[[Yukon]]]] | [[File:CP Yukon overview.png|thumb|right|300px|[[Yukon]]]] | ||
− | === | + | === 对称型 === |
− | ''' | + | '''对称型控制点(Symmetric Control Point)''' maps play symmetrically. Both teams start with an equal number of controlled points and must [[Capping (competitive)|capture]] all the points on the map to win. Due to its wide range of action, Symmetric Control Point maps place an emphasis on team movement and may be difficult for inexperienced players and those not used to playing in a coordinated group. |
Symmetric maps come in two styles: | Symmetric maps come in two styles: | ||
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! class="header" | Examples | ! class="header" | Examples | ||
|- | |- | ||
− | | ''' | + | | '''线型''' |
| Both teams start with an equal number of two controlled points and a central point that starts out controlled by neither team. At the beginning of the round, each team's control points are locked while the center point is unlocked and can be taken. Once a team takes the center point, the opponent's nearest point unlocks and can now be taken as well. From then on, no more than two points can be unlocked at a time; taking a point locks the point behind it and unlocks the one in front of it if it exists. Control points close to a team's spawn point are captured more quickly by the enemy team. Symmetric control point maps go into [[Sudden Death]] (or [[Match outcomes#Stalemate|Stalemate]]) if no team captures all the points before time runs out, but if time runs out with a capture in progress, [[Overtime]] occurs, allowing play to extend should a capture be completed. | | Both teams start with an equal number of two controlled points and a central point that starts out controlled by neither team. At the beginning of the round, each team's control points are locked while the center point is unlocked and can be taken. Once a team takes the center point, the opponent's nearest point unlocks and can now be taken as well. From then on, no more than two points can be unlocked at a time; taking a point locks the point behind it and unlocks the one in front of it if it exists. Control points close to a team's spawn point are captured more quickly by the enemy team. Symmetric control point maps go into [[Sudden Death]] (or [[Match outcomes#Stalemate|Stalemate]]) if no team captures all the points before time runs out, but if time runs out with a capture in progress, [[Overtime]] occurs, allowing play to extend should a capture be completed. | ||
| [[Badlands]], [[Granary (Control Point)|Granary]], [[Process]], [[Foundry (Control Point)|Foundry]] | | [[Badlands]], [[Granary (Control Point)|Granary]], [[Process]], [[Foundry (Control Point)|Foundry]] | ||
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== 策略 == | == 策略 == | ||
− | {{main|Community Control Point strategy}} | + | {{main|Community Control Point strategy|l1=社区控制点策略}} |
== 地图 == | == 地图 == | ||
− | {{see also|List of maps}} | + | {{see also|List of maps/zh-hans|l1=地图列表}} |
控制点的地图文件都有'''cp_'''前缀;社区地图的前缀将用斜体标出。 | 控制点的地图文件都有'''cp_'''前缀;社区地图的前缀将用斜体标出。 | ||
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== 参见 == | == 参见 == | ||
− | * [[Capping (competitive)]] | + | * [[Capping (competitive)/zh-hans|占领(竞技模式)]] |
{{Maps Nav}} | {{Maps Nav}} | ||
[[Category:Game modes/zh-hans]] | [[Category:Game modes/zh-hans]] |
Revision as of 07:19, 14 May 2023
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控制点 (Control Point 也可简称 CP) 是游戏中的核心模式,游戏发布时的6张地图内有4张都是控制点模式。该模式有多种围绕着占领和/或防守控制点的变种。
模式玩法
进攻
Control points are captured by standing on top of them. The speed at which a control point is captured depends on how many players from the capturing team are present on the point: two BLU players capturing a RED point capture that point faster than only one BLU player would. Scouts count as two players, as do Soldiers and Demomen wielding the Pain Train. There is a limit on how fast a Control Point can be captured (see Control point timing).
防守
If players from both teams are on the same, unlocked control point, that point is said to be contested, which means no progress is made toward the point changing team control. When players from the offensive team are removed from the point, all of their progress is lost gradually over time, not immediately.
恢复占领
When both teams are trying to capture a neutral point, captures can be reverted. If a team begins to capture a neutral point and then is driven off before capture is completed, the other team must first "revert" the progress that the first team had made before they can begin to make progress of their own.
兵种限制
- Disguised Spies can only capture control points while disguised as their own team.
- Cloaked Spies cannot defend or capture a control point.
- ÜberCharged players cannot capture points but can block enemy captures.
- Scouts under the effects of the Bonk! Atomic Punch can neither block enemy captures nor capture points themselves.
游戏模式
对称型
对称型控制点(Symmetric Control Point) maps play symmetrically. Both teams start with an equal number of controlled points and must capture all the points on the map to win. Due to its wide range of action, Symmetric Control Point maps place an emphasis on team movement and may be difficult for inexperienced players and those not used to playing in a coordinated group.
Symmetric maps come in two styles:
Style | Description | Examples |
---|---|---|
线型 | Both teams start with an equal number of two controlled points and a central point that starts out controlled by neither team. At the beginning of the round, each team's control points are locked while the center point is unlocked and can be taken. Once a team takes the center point, the opponent's nearest point unlocks and can now be taken as well. From then on, no more than two points can be unlocked at a time; taking a point locks the point behind it and unlocks the one in front of it if it exists. Control points close to a team's spawn point are captured more quickly by the enemy team. Symmetric control point maps go into Sudden Death (or Stalemate) if no team captures all the points before time runs out, but if time runs out with a capture in progress, Overtime occurs, allowing play to extend should a capture be completed. | Badlands, Granary, Process, Foundry |
压制型 | Both teams start with no controlled points; all points are neutral and unlocked for capture. Once a point is taken by a team, the other team can attempt to take it back; all points are available for capture at any time and have equivalent capture times. Domination maps enter Sudden Death or Stalemate if time runs out before a team has taken all the points. They do not enter Overtime; once a team has all three points, they win regardless of how much capture progress the other team has. | Standin |
进攻/防御
进攻/防御 maps, also known as Asymmetric Control Point maps, play asymmetrically, with BLU attacking and RED defending. RED begins with control of all of the points. BLU wins if they capture all of RED's points; RED wins if they prevent BLU from capturing all of the points before the timer expires. Control points may only be captured in a set order (with the exception of some maps, such as Gravel Pit and Steel). Points captured by BLU are locked and cannot be taken back by RED, and time is added after each capture. Because of its simpler format that concentrates on one point at a time, Attack/Defend is easier for newcomers to play.
Attack/Defend maps can come in various styles:
Style | Description | Examples |
---|---|---|
Linear single-stage | BLU must capture all control points in a set order. | Gorge, Mountain Lab, Mann Manor |
Linear multi-stage | BLU must capture a group of control points in a set order to move to the next stage. Reaching the final stage and succeeding is required to ultimately win the map. If BLU fails to win a stage, then the map is reset to stage 1 and the teams switch. | Dustbowl, Egypt, Snowplow |
金字塔型 | BLU must capture three points. The first two points may be captured in either order. Once both points are captured, the final point is unlocked. | Gravel Pit, Junction |
集中型 | BLU's objective is to capture the central control point, which can be done at any time. There is another set of control points available, one of which is open for capture at a time in a set order. Capturing these auxiliary points makes it easier to capture the final point. | Steel |
中世纪模式 | Similar in principle to pyramid-style, with the main difference being that once the final point is unlocked, it must be taken within a specific time limit; otherwise, the final point relocks and the initial points reset to RED's ownership. Time is not awarded upon recapturing the initial points. | DeGroot Keep |
策略
地图
控制点的地图文件都有cp_前缀;社区地图的前缀将用斜体标出。
更新历史
- 添加控制点模式。
- 添加地图: Granary,Well,Dustbowl,和Gravel Pit。
- 添加地图: Badlands。
- Added Stopwatch Mode to Tournament Mode which is automatically used on Attack/Defense maps.
- 修复控制点占领时更改阶段导致客户端崩溃的罕见错误。
- 添加地图: Fastlane。
- 添加地图: Steel。
- 添加地图: Egypt 和 Junction。
- 添加地图: Yukon。
- 添加地图: Gorge。
- 添加地图: Freight。
- 添加地图: Coldfront。
- 添加地图: Mann Manor 和 Mountain Lab。
- 添加地图: DeGroot Keep。
- 添加地图: 5Gorge。
- 添加地图: Gullywash。
- 添加地图: Foundry。
- 修复在攻/防地图上丢失的HUD素材(Materials)。
- 修复有关攻/防地图上HUD的客户端崩溃错误。
- 添加地图: Standin 和 Process。
- 添加地图: Powerhouse 和 Snowplow。
- 添加地图: Gorge Event 和 Sinshine。
- 添加地图: Vanguard。
- 添加地图: Sunshine 和 Metalworks。
2017年10月20日补丁 (Jungle Inferno Update)
- 添加地图: Mercenary Park 和 Mossrock。
- 添加地图: Erebus。
- 添加地图: Altitude。
- 添加地图: Spookeyridge。
- 添加地图: Coal Pit 和 Frostwatch。