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Day of Defeat |
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Team Fortress |
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Azer |
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Team Fortress 2 Maps
The biggest difference between Team Fortress 2 and Team Fortress
Classic is graphical. The Source engine allows for far more detail for
not only the models, but the maps as well. 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.
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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. 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. 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. Lumberyard is one
of the few Arena maps without water, and contains only a single health
kit. 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. |
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Ravine
Arena
In contrast to Lumberyard, Ravine has a far more open ground level
with emphasis on control of four key choke points. A series of canals in
Ravine’s lower level provide an excellent opportunity for stealth kills
and flanking maneuvers. Like all arena maps, the capture point in the
middle becomes active after 60 seconds. |
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Steel
Control Points
A complex Attack/Defense control point map, with some unique
gameplay. Unlike most TF2 maps, capturing a control point modifies the
layout of the map, opening and closing routes for each team. As a
result, the offensive team has a wide variety of tactical choices around
how they'd like to assault the final point. 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. |
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Turbine
Capture the Flag
A CTF map inside a large industrial compound. 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. Competitive teams and
players have already popularized this one. |
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Fastlane
Control Points
A control point map with five points, in the style of Badlands. 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. The
arena-style control points require solid teamwork to capture and hold. |
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Goldrush
Payload
Gold Rush is an entirely new level featuring a new gameplay style
called Payload. The level is split into three separate areas with
intermediate capture zones inside of each major chapter. The teams are
split between offense (Blu) and defense (Red) similar to Dustbowl. 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. Blu pushes the cart through the level by standing
near it, with the cart moving faster when more people are close by. If
no one has pushed the cart forward after 30 seconds, the cart will begin
to move backward until it is pushed forward again. |
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Dustbowl
Control Points, Fast Capture Speeds
The Red team must defend 6 control points spread across three
territories. 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. Confusing passages and lots of tight corners make for some intense
fights over the control points, which only require a Blu Scout seconds
to capture. |
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Granary
Control Points, Progressively Faster Capture Speeds
Each team must capture five control points, the map starting with
two on each side and one up for grabs in the middle. That middle control
point has a medium capture speed, but then each point closer to a
team's base takes significantly less time than the last. All control
points remain locked except for the Red and Blu points next to each
other and are thus being contested. |
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Gravelpit
Control Points, Slow Capture Speeds Until End
The Red team must defend their radio tower (Point A), radar dish
(Point B) and laser gun (Point C). The Blu team has to capture both the
tower and the radar before they can go after the laser, but they can go
after either point first (or both at once), and they're locked after a
capture so Red can't take them back. Points A and B take a long time or
several players to capture, but Point C takes a Blu scout mere seconds.
So far this is the one TF2 map that has more than one control point to
go after or defend at a time. |
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Well
Control Points, Progressively Faster Capture Speeds
TF2 takes the TFC classic, Well, and converts it from a capture the
flag to a control point map. Like Granary, each team must capture five
control points, starting with two on each side and one up for grabs in
the middle and all control points remain locked except for the Red and
Blu points next to each other. Be aware that the train tracks in the
middle of the map are active and deadly! |
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2Fort
Capture the Flag
TF2 takes the TFC classic, 2fort, and... recreates it almost
exactly, only this time around it's loaded with eye candy. Blu and Red
occupy identical bases differing only in color scheme and building
materials and only separated by a short bridge. Their goal is to capture
each other's intelligence briefcases. Dropped cases return to their
base after one minute. If you're a veteran TFC player, all you need to
know is that the flag room elevator's been replaced with stairs, and
that's all that's changed. |
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Hydro
Territory Control, Fast Capture Speeds
Hydro is a slightly confusing and unique map comprised of six stages
with two control points each. Unlike Dustbowl, however, Blu and Red are
both attacking and defending in each stage, and the stages don't get
locked upon a win. Therefore, a particularly aggressive match can see
teams moving back and forth around the middle territories multiple times
before one team is backed up to its home base. |
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Категория: Team Fortress 2 | Добавил: demon304dima (28.09.2011)
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