遊戲模式&地圖

From Team Fortress Wiki
Jump to: navigation, search
絕地要塞2的世界

目前絕地要塞2擁有 7 種遊戲模式。雖然遊戲剛推出時只有三種,但隨著眾多的更新增加了新模式,像是彈頭車(Payload)、競技場(Arena)和山丘之王(KOTH)。 現在總共有 39 張官方地圖。


搶奪情報箱(CTF)

Ctf_2fort地圖中央的"橋樑通路"區域,亦通常是雙方的戰爭衝突前線
Ctf_doublecross地圖縫隙地區的橋樑


搶奪情報箱模式的特色就是藍隊紅隊之間都有各自的情報箱(作為被搶奪的旗幟)。雙方的目標都是不斷地搶奪對方的情報箱直至搶奪次數達到3次為止(預設數值為3)並同時阻止與自己有著同樣目標的敵隊。

雙方團隊的情報箱通常都會安置於雙方各自的據點深處的「情報間」,並且通常都與對方互相對稱。玩家必須操控角色去碰觸對方情報以拾取對方情報箱。當攜帶著敵方情報時,玩家必須將其攜帶入已方的「奪取區域」(由黃線與黑線示明)才算成功奪取情報。當成功奪取對方情報箱之後,成功奪得情報箱的該隊全部玩家都將會獲得數秒的暴擊時間作為獎勵,且奪得情報的玩家分數增加3。

若攜帶情報箱的玩家被殺死或是進入禁區(例如重生區域)而導致情報箱掉落,情報箱將會滯留原地60秒種,若這段時間內沒有其他已放玩家來將此情報箱奪走,此情報箱將會被自動歸還至對方「情報間」。而每次這個情報箱被玩家再次拾起時,無論持有多久,再次掉落後仍可以獲得60秒的滯留時間。在掉落期間,原本保護此情報箱的團隊是無法通過任何行為將此情報箱歸位的。無敵狀態的玩家也無法拾起情報箱(例如:ÜberCharge狀態之下的玩家與使用了BONK! 原子能量飲料Scout),而Spy在攜帶情報箱的狀態時也無法進行偽裝或隱形。

若攜帶情報箱的玩家在地圖不可及的部分死亡而掉落(例如:死亡跌落區域),情報箱將會立刻歸位至「情報間」中。若沒有任何一方在回合結束前成功奪取過一次情報箱,遊戲將進入驟死戰模式。

不同於其他遊戲中奪旗模式的變種,你可以不去搶奪情報箱也能得分。

官方地圖:

控制點(CP)

cp_dustbowl第2回合的激戰區

參見: 控制點

控制點模式主要分為兩類主要的分支模式。

控制點是一個圓形的平台,中間以顏色顯示該點的擁有者(紅藍色為隊伍,白色代表沒被任何隊伍佔領)。佔領敵方控制點的方法很簡單,玩家只要站點上直到HUD畫面下方的佔領計變成你的隊伍顏色。越多人在控制點上,佔領速度也會越快。

偵查兵和裝備天堂路的玩家有雙倍的佔領速度,如兩隊的玩家也在同一個控點上,攻方就不能佔領該控點。當在佔領中攻方的玩家都被殺掉後,佔領進度不會立即歸零,而是慢慢的下降(但在加時延長狀態,下降速度會大幅增加)。

每一個控點都有三個不同狀態:


控制點地圖主要有兩類主要分支:標準 5 控制點占領模式以及攻擊/防禦控制點模式(A/D)

File:03 screen a.jpg
cp_yukon的中央凹地

標準 5 控制點佔領模式

標準 5 控制點佔領模式,是雙方領地有對稱控制點的玩法。兩隊一開始皆有兩個屬於自己的點,中間的控制點一開始是屬於中立的無人區。佔領所有控制點的隊伍獲勝。預設的情況下,如果在時間限制內沒有隊伍佔領完所有的點,遊戲將會進入驟死戰模式(又稱Stalemate)。越是靠近原始重生區的控制點,敵方佔領的速度會越快。

官方地圖:

攻擊/防禦控制點模式(A/D)

攻擊/防禦控制點模式正如其名,紅隊一開始擁有所有的控制點,而藍隊則需佔領所有紅隊的控制點以贏得勝利。佔領的順序只能按照既定的路線走(有些地圖像是Gravel Pit和Steel例外)。紅隊如果能在時間到以前阻止藍隊佔領所有點,就能勝利。被藍隊佔領的點會被鎖定,紅隊無法佔領回來。

攻擊/防禦控制點地圖有多種不同的分支模式。有些地圖像是Dustbowl和Egypt可以讓藍隊(進攻方)有多種不同的進攻路線佔領所有的點。如果進攻方無法佔領所有點而輸掉,下回合就會被換至防守方,原本的防守方則變成進攻方。

其他地圖像是Gravel Pit和Junction可讓進攻方可以在進攻最終點C之前,先決定要先進攻A點或B點(當然兩點都得佔領才能去佔C點)。

至於Steel是個獨特的攻擊/防禦控制點地圖,佔領前面4個次要的A、B、C、D點可以讓進攻最終E點的路輕鬆一點,比方說開啟更多通往E點的路,或是開放通往E點的橋,讓偵查兵、火箭兵、爆破兵以外的兵種可以"走"過去佔領。

官方地圖:

地區控制模式(TC)

tc_hydro

地區控制模式中,隊伍必須要占領所有"地區"來取得勝利。每一回合會從6個地區中隨機挑出1個紅隊的地區、1個籃隊的來對戰(原先紅藍方各有3區)。隊伍必須去占領敵方的地區,同時防守自己那邊的。在其中一方成功奪下對方地區後,下一回合又會重新隨機選另一區繼續戰鬥。當其中一方奪下5:1的控制點後,優勢的那一隊就要打最後一回合,也就是進攻對方的地下基地,而弱勢的一方必須死守。成功攻下基地的那一方獲得這一場的勝利。下一場比賽開始所有的地區回到最初,地區將再度隨機挑選。

在任何地區控制模式地圖(except in RED/BLU base games),如果不能在預設的8分鐘內占領地區,遊戲會進入驟死戰模式。

官方地圖:

在地圖Tc_Hydro黑板上出現的控制點戰術示意圖。

彈頭車(Payload)

pl_goldrush
向前衝啊,彈頭車!
重裝兵
主條目: Payload

彈頭車地圖,藍隊必須護送裝滿炸藥的彈頭車經過一系列的關卡,在一定時間內推進紅隊的基地。籃隊成員必須要站在彈頭車旁,車子才會往前移動,而越多人站在車旁,就移動得越快。Any RED team member standing near the cart will stop it from venturing further. If no BLU player pushes the cart after 30 seconds have passed, the cart will start moving backwards slowly until it reaches a checkpoint/BLU spawn or a BLU player stands next to it again. The cart works as a level 1 Dispenser for BLU team (and disguised enemy Spies) to restore health and ammunition to those pushing it.

Payload maps may or may not be split into multiple rounds. Some maps traditionally have one-way routes from the BLU side, sometimes closed off until a specific point is taken.

Some maps such as Gold Rush, Hoodoo and Thunder Mountain are split in three stages that BLU must advance through and win. Stages one and two have 2 checkpoints and stage three has 3 checkpoints (2 for Hoodoo) , counting the final point as such. Badwater Basin and Upward maps have a single round with 4 checkpoints, counting the final point as such. Advancing the cart to the next checkpoint gives the BLU team extra time. Advancing it to the final point moves the map onto the next stage. When the cart reaches the final point on the final stage, the Payload explodes and destroys RED base, symbolizing BLU's victory.

Payload maps:


彈頭車競賽(Payload Race)

plr_pipeline

Unlike standard Payload maps, Payload race maps feature both RED and BLU issued with a cart, thus teams are not defined to a attacking or defending role. To win, each team must simultaneously push their cart through enemy territory to reach the finishing point while preventing the enemy team from doing the same. As with Payload mode, team members push the cart by standing next to it, with more members increasing the speed of the cart and any opposing team member standing near the cart will stop it.

Unlike Payload mode, the cart will not move backwards after any duration of time and there is no time limit; the map will only end when one team successfully pushes their cart to the finish point. Each cart works as a Dispenser for their team (and disguised enemy Spies), restoring health and ammunition to those pushing the cart. Parts of the track may feature slopes, on which the cart will quickly roll back down to the bottom unless it is being constantly pushed.

Payload race maps may or may not be split into multiple rounds.

Payload race maps:


競技場(Arena)

arena_lumberyard
I say this to you with the unvarnished factualism of plain talk: I love Arena Mode.
- Abraham Lincoln, Second Inaugural Address, 1865
參見: 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.

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.

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.

The First blood critical buff is unique to the Arena game mode.

Arena maps:


山丘之王(KOTH)

Since their discovery in 1895, hills have fascinated kings.
— The Classless Update
koth_viaduct

King of the Hill is similar to Arena. King of the Hill focuses on a single control point at the center of the map, which is unowned and locked at the beginning of the round. Teams must make their way to the Control Point and capture it when it becomes available. Once the point is captured by a team, their team clock will start a three minute countdown. If the enemy team manages to capture the point back, their clock will start counting down while the other team’s clock freezes at the time the point was recaptured. A team wins once they own the point and their three minutes is expired.

King of the Hill maps:


訓練模式(Training Mode)

主條目: Training mode

Training maps are made specifically for teaching people the basics of gameplay and advanced techniques. Training mode shipped with the Mac Update, which introduced two official training maps.


其他模式

"只限一人"模式(Highlander)

There can be only one!
The Demoman

Applicable to all existing game modes, Highlander mode restricts the number of players of each team to 9 players, and only allows one player per class on each team. It is applicable to any game mode, and can be activated by entering mp_highlander 1 into the console.

The idea behind Highlander mode existed previous to its official inclusion in the game, and has been implemented in server mods. Highlander mode was officially added in the February 3, 2010 Patch.

參見

Banner03.jpeg

外部連結