Difference between revisions of "Match outcomes"
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− | {{hatnote|See [[Control point timing]] for a detailed list of exact capture timings for [[List of game modes#Control Point| | + | {{hatnote|See [[Control point timing]] for a detailed list of exact capture timings for [[List of game modes#Control Point|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: | The two most common match outcomes are '''victory''' and '''defeat''', and occur when the team succeeds or fails respectively in their objective: | ||
{| class="wikitable grid" | {| class="wikitable grid" | ||
− | ! class="header" | Game | + | ! class="header" | Game mode |
− | ! class="header" | Win/Loss | + | ! class="header" | Win/Loss conditions |
|- | |- | ||
|[[Capture the Flag]] | |[[Capture the Flag]] | ||
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|One team wins upon capturing every control point on the map. If they succeed in doing this, the other team loses. | |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) | + | |[[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. | |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. | ||
|- | |- | ||
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== Humiliation == | == Humiliation == | ||
{{youtube tn|F9HcJWnZXMw}} | {{youtube tn|F9HcJWnZXMw}} | ||
+ | |||
{{Quotation|'''The Medic''' on humiliation|Can you feel ze Schadenfreude?|sound=Medic_specialcompleted11.wav}} | {{Quotation|'''The Medic''' on humiliation|Can you feel ze Schadenfreude?|sound=Medic_specialcompleted11.wav}} | ||
+ | |||
'''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 <code>mp_bonusroundtime</code>. | '''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 <code>mp_bonusroundtime</code>. | ||
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 Gun]]s are deactivated, and losing [[Spy|Spies]] will drop their cloaks (but retain their [[disguise]]s if worn already or by using the last disguise command). [[Suicide|Suiciding]] and the use of [[Respawn#Resupply|resupply lockers]] are also disabled for the losing team. | 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 Gun]]s are deactivated, and losing [[Spy|Spies]] will drop their cloaks (but retain their [[disguise]]s if worn already or by using the last disguise command). [[Suicide|Suiciding]] and the use of [[Respawn#Resupply|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#Taunt | + | All players in humiliation, both losers and winners, retain the ability to [[taunt]] and use [[taunt#Taunt attacks|taunt attacks]], although [[Taunts#Related Achievements|taunt achievements]] will not be unlocked. |
=== Animations === | === Animations === | ||
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|} | |} | ||
− | Humiliation poses have a few other uses including the animation when a player is [[stun]]ned | + | Humiliation poses have a few other uses, including the animation when a player is [[stun]]ned and its use by the [[Pyro]] for the [[Thunder Mountain#Easter eggs|Easter egg]] in the BLU spawn area on [[Thunder Mountain]]. |
=== Gallery === | === Gallery === | ||
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{{Quotation|'''The Heavy''' when Stalemate starts |We ''lose'', but they do not ''win''?|sound=Heavy_autodejectedtie01.wav}} | {{Quotation|'''The Heavy''' when Stalemate starts |We ''lose'', but they do not ''win''?|sound=Heavy_autodejectedtie01.wav}} | ||
− | 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 | + | 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 [[Weapons#Special weapons|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 the [[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. | When a Stalemate occurs, all players' models appear as if they are not equipping a [[hat]]. For example, if a player is wearing the [[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. | ||
+ | |||
<gallery> | <gallery> | ||
File:stalemate.png|Stalemate screenshot | File:stalemate.png|Stalemate screenshot | ||
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==Bugs== | ==Bugs== | ||
− | * During | + | * During Humiliation, whenever the Sniper moves, both his hand and head will clip with any non-default hat worn. |
* If the Medic has any secondary weapon out, his right arm will appear twisted and bent. | * If the Medic has any secondary weapon out, his right arm will appear twisted and bent. | ||
** The arm will reset if the player quick-switches to another weapon. | ** The arm will reset if the player quick-switches to another weapon. | ||
==Trivia== | ==Trivia== | ||
− | * During Humiliation, the losing team cannot use {{code|kill}} or {{code|explode}} command in console to kill themselves. | + | * During Humiliation, the losing team cannot use the {{code|kill}} or {{code|explode}} command in the console to kill themselves. |
[[Category:Gameplay]] | [[Category:Gameplay]] |
Revision as of 07:44, 7 September 2011
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.
Contents
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 |
---|---|
Capture the Flag | 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?
Click to listen
— 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 or by using the last disguise command). 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, sucking his thumb | Exaggerated running, leaning backward | Template:W |
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 | Template:W | Hands covering face | On one knee, hand on face |
Humiliation poses have a few other uses, including the animation when a player is stunned and its use by the Pyro for the Easter egg in the BLU spawn area on Thunder Mountain.
Gallery
Sudden Death
Sudden Death mode is activated if neither team scores enough points to win the map and the timer runs out. Sudden Death is a server-side CVAR (control variable) and by default is disabled on the PC version.
Stalemate
“ | We lose, but they do not win?
Click to listen
— The Heavy when Stalemate starts
|
” |
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 the 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 Kill 3 defenseless players after a single match has ended. |
Bugs
- During Humiliation, whenever the Sniper moves, both his hand and head will clip with any non-default hat worn.
- If the Medic has any secondary weapon out, his right arm will appear twisted and bent.
- The arm will reset if the player quick-switches to another weapon.
Trivia
- During Humiliation, the losing team cannot use the
kill
orexplode
command in the console to kill themselves.