Thursday, August 23, 2012

TEAM FORTRESS 2 - GAME MODES

TEAM FORTRESS 2 - GAME MODES 




1- Payload:



In this type of game, the BLU team must push the cart on rails for various areas of checkpoints to reach the RED base. For that to happen, the BLU team members must push the cart getting near it, the more people near the basket, the faster it moves.
Team members should turn RED stop the cart path on rails, using the strategy team for this to happen. It is interesting to put together a good defensive system sentry guns duly supported by well localized, and the utilization rate of stamp defensive classes. If no player BLU push the cart in 30 seconds, the cart will start back slowly until it reaches a checkpoint, the BLU base.




The cart works as a Dispenser for BLU team members, thereby replenishing ammo and lives of those who are pushing (it is interesting to build partnership Heavy + Medic such times, making them almost unbeatable)
Some maps include routes via single side BLU, which sometimes are closed until a specific point is captured.
For the RED team is interesting concentrate the defense on crucial points and greater range.
Some maps, like Gold Rush, Hoodoo Mountain and Thunder, are divided into three stages that the BLU team must advance to and win. Stages one and two are composed of two checkpoints and stage three is composed of three checkpoints (2 for Hoodoo), including the final point. The Badwater Basin and Upward maps have a single round with 4 checkpoints, including the final point. Next the cart to the next checkpoint gives the BLU extra time. Advancing it until the last point of a stage leads to the next stage of the map. When the cart reaches the last point of the last stage Payload explodes and destroys the RED base, indicating the victory of BLU.




Immortals of Aveum swaps weapons for magic in a shooting game.

An FPS that replaces traditional guns with spells that, er, feel mostly like traditional guns, Immortals of Aveum   should be commended for ...