![]() The Blu team has to capture each point in sequential order, twisting around a canyon and mine shafts on a march toward Red's rocket pad. If no one has pushed the cart forward after 30 seconds, the cart will begin to move backward until it is pushed forward again.ĭustbowl Control Points, Fast Capture Speeds The Red team must defend 6 control points spread across three territories. Blu pushes the cart through the level by standing near it, with the cart moving faster when more people are close by. The goal for the Blu team is to push the bomb payload through the level until it reaches the next capture point, eventually destroying all three of Red's major bases. The teams are split between offense (Blu) and defense (Red) similar to Dustbowl. The level is split into three separate areas with intermediate capture zones inside of each major chapter. Goldrush Payload Gold Rush is an entirely new level featuring a new gameplay style called Payload. The arena-style control points require solid teamwork to capture and hold. Its symmetrical layout provides for high-speed and well balanced gameplay, while the multiple indoor routes, connected to larger outdoor arenas, provide a wide set of interesting and varied combat spaces. Competitive teams and players have already popularized this one.įastlane Control Points A control point map with five points, in the style of Badlands. It's clean and straightforward, making it easy to learn, but its well balanced layout ensures there are still a wide variety of strategic choices for teams to make, and for individual classes to shine. Turbine Capture the Flag A CTF map inside a large industrial compound. Should they use Scouts and Soldiers to rush the final point with only the routes they start with? Should they go for the side control points and open up more routes to the final? Should they capture extra points to shut down the defender's routes? The many choices keep the map interesting for a long time, providing a wide variety of experiences in a game. As a result, the offensive team has a wide variety of tactical choices around how they'd like to assault the final point. Unlike most TF2 maps, capturing a control point modifies the layout of the map, opening and closing routes for each team. Steel Control Points A complex Attack/Defense control point map, with some unique gameplay. Like all arena maps, the capture point in the middle becomes active after 60 seconds. A series of canals in Ravine’s lower level provide an excellent opportunity for stealth kills and flanking maneuvers. Ravine Arena In contrast to Lumberyard, Ravine has a far more open ground level with emphasis on control of four key choke points. The kit sits on a log above a deadly pit, making it a great ambush spot for Pyros, Demomen, and Soldiers to send unwary enemies to their deaths. Lumberyard is one of the few Arena maps without water, and contains only a single health kit. When the capture point becomes active after 60 seconds, multiple entrances open up into the central control point, which becomes the focus of the fighting as the match nears its end. A series of rooftops at the map’s center serves as the key battleground area, with lateral flanking being the key maneuver at ground level. Lumberyard Arena Lumberyard has an unbalanced structure, with one half of the map climbing up towards a large mountain peak, while the other dips down into a valley. Some of the maps featured in TF2 are remakes of TFC maps, such as Dustbowl and 2Fort, but the difference between the originals is night and day. The Source engine allows for far more detail for not only the models, but the maps as well. The biggest difference between Team Fortress 2 and Team Fortress Classic is graphical.
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