Difference between revisions of "List of game modes/ko"

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Brandon Reinhart 는 간접적으로 TF2 공식 블로그에 2010년 7월 28일에 발표를 했다. Corey Peters는 현재 또다른 훈련맵들을 제작중이다.
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Brandon Reinhart 는 간접적으로 TF2 공식 블로그에 2010년 7월 28일에 발표를 했습니다. Corey Peters는 현재 또다른 훈련맵들을 제작중입니다.다음번 클래스는 알수없지만 6폴리카운트팩과 함깨 다음 업데이트에서 공개될것이라는 말도 있습니다.
다음번 클래스는 알수없지만 6폴리카운트팩과 함깨 다음 업데이트에서 공개될것이라는 말도 있습니다.
 
  
 
==또 다른 모드==
 
==또 다른 모드==

Revision as of 13:02, 21 April 2011

팀 포트리스 세계
For a full list of all maps, see List of maps.

팀 포트리스 2에는 현재 7개의 게임 모드 가 존재합니다. 게임 초기에는 세가지의 모드 를 지원했습니다: Capture the Flag, Control Point, 그리고 Territorial Control. 무수한 업데이트 로 네가지의 게임모드가 더 추가되었습니다. (Payload, Arena, 언덕의 왕, Payload Race) 그리고 두 훈련용 맵들. 이 게임 모드들은 41 가지 공식 맵들에 걸쳐서 퍼져있으며 maps 또한 팀 포트리스 2의 게임 속에서 다양한 플레이 스타일을 보여줍니다.

아레나

본문: Arena
arena_lumberyard
나는 꾸미지 않고 사실을 말하자면. 나는 아레나 모드가 좋아.
Abraham Lincoln, Second Inaugural Address, 1865
같이 보기: Arena tips

아레나 맵들은 이 두 팀 사이에 목표에 집중하면서 팀포트리스의 클래스의 다양성을 유지하도록 설계 되였습니다. 아레나 외에 다른 게임 모드는 전반적인 전략을 추구하는 반면, 아레나는 팀이 구체적인 전투 전략 선택에 집중하고 있습니다. 또한 아레나 맵들은 arena_ prefix 와 같습니다

아레나는 짧은 시간 동안 작은 맵에서 플레이합니다. 라운드의 끝은 아레나에서 플레이어가 없을경우와 중앙 점령 지점을 차지한 경우 경기가 종료됩니다. 아레나에서는 경기 시작후 1 분이 지나가게되면 중앙 점령 지점이 활성화됩니다. 라운드는 아주 빠른속도와 높은 경쟁력을 가진 경향이 있습니다. 당신의 팀은 상대방 팀에 대응하기 위해 클래스를 정해야합니다. 아레나 모드는 3 플레이어 vs 3 플레이어, 그리고 최대 12 플레이어 vs 12 플레이어까지 지원합니다. 아레나는 Sudden Death 와 같이 많은 모드들 처럼 재부활 이 비활성화 이며 재보급 상자가 있지만, 체력 회복 킷은 위험이 높은 지역에서 멀리 떨어져 있습니다. 이것은 디스펜서 와 메딕에게 의존하게 합니다.

서버의 인원이 짝수가 아닐경우에는, 지는팀의 플레이어들중 누군가 관전자로 들어가게 됩니다. 하지만, 다음라운드에 플레이 하게됩니다.

아레나에서 First Blood 를 발동했을 경우 치명타 버프 가 발동한 플레이어에게 적용됩니다. 그리고 첫번쨰 킬을 한 플레이어에게 점수가 수여됩니다.

아레나 맵:

깃발 뺏기

The bridge area in the center of ctf_2fort
본문: Capture the Flag
The bridge area over the crevice on ctf_doublecross
비밀스런 개소리에 작별이나 고하라고, 멍청아!
스카웃

Capture the Flag features both RED and BLU bases, each containing its own Intelligence briefcase (known as the flag). The goal for both teams is to capture the enemy's Intelligence until they have reached the game's capture limit (default limit is 3 captures) while preventing their enemy from achieving the same.

Both team's Intelligence are typically located deep within their territory, usually in a symmetrical location from each other, in an area known as the 'Intelligence room'. To pick up the Intelligence the player must touch the enemy's briefcase. While holding the enemy's Intelligence, the player must bring it to the location of their Intelligence where they must enter their 'capture zone' (indicated by the yellow and black lines) in order to successfully capture it. After each successful capture, your team will be rewarded with ten seconds of Crit boost.

If the Intelligence carrier is killed or the Intelligence is intentionally dropped, the Briefcase will remain stationary for 60 seconds, with a timer shown above the Intelligence indicating how much time is left before it is returned to the Intelligence room. During that time the Intelligence can be picked up as normal. Each time the Intelligence is dropped, the timer is reset. The enemy cannot move or reset the Intelligence themselves. The intelligence cannot be carried by players with an invulnerability buff (i.e. ÜberCharged players, Scouts under the effects of Bonk! Atomic Punch) and Intelligence carriers cannot receive an invulnerability buff. Cloaked Spies cannot pick up Intelligence until their Cloak has been turned off. However, if a Spy acquires the Intelligence they lose their disguise and can no longer change their disguise or Cloak.

If the Intelligence carrier dies in a normally inaccessible part of the map (i.e. falling into a pit) the Intelligence is immediately returned to its starting location in the Intelligence room. If no team completes the capture limit before time runs out, the match will enter Sudden death mode.

Unlike variants of Capture the Flag in other games, you can make a capture without actually having your Intelligence at your base.

Capture the Flag maps:

점령 지점

cp_dustbowl
본문: Control Point
This point ain't gonna cap itself! Get over here!
The Engineer

See also: Control points

Control point 의 맵들은 두가지의 점령방식을 가집니다.

Control points are circular platforms with a team-colored light and hologram in the center (중립 포인트는 하얀색 홀로그램과 빛이 나타남). To capture a point owned by the enemy team, the player simply stands on the point until the capture meter fills with his or her team color. The more players on a point, the faster it will capture, though only to a limited extent. Scouts and Soldiers or Demomen wielding a Pain Train count as 2 players when capturing points. No capture progress will be made when players of both teams are on the point. If all the capturing players are killed or driven off before the capture is completed, the capture progress will not reset immediately but instead will slowly fade away.

There are three states for a Capture Point:


There are two main types of control point maps – Standard Control Point and Attack/Defend maps:

cp_yukon

Standard control point

Standard control point (or Linear Control Point) maps play symmetrically. Both teams start with two controlled points, and a central point starts out neutral. The team that captures all control points wins. Traditional Control Point maps will go into Sudden death (or Stalemate) if no team captures all the points before times runs out. Control points closer to a team's spawn point are captured more quickly by the enemy team.

Standard control point maps:

cp_gravelpit

점령/방어

Attack/Defend maps play asymmetrically. RED begins with all the points in their control. BLU wins if it captures all of RED's points. Points may only be captured in a set order (though some maps, such as Gravel Pit and Steel, may make exceptions). RED wins if it prevents BLU from capturing all points before the timer expires. Points captured by BLU are typically locked.

Attack/Defend maps can come in various styles. Some maps such as Dustbowl and Egypt require BLU to capture three stages of two points each to win the game. If the attacking team fails to win any stage, teams will switch and the defenders will then take turn to be the attackers, beginning with stage 1. Other maps such as Gravel Pit and Junction allow the attacker to capture two points in any order (points A or B) before attacking the final point (point C). Steel is a unique Attack/Defend map in that capturing each minor capture point (points A,B,C and D) will allow better accessibility to the main point (point E), such as allowing more routes into point E or extending bridges to the point so that classes other than the Scout, Soldier, Demoman or sentry jumping Engineers can capture it.

Attack/Defend maps:

언덕의 왕

koth_viaduct
본문: King of the Hill
1895년에 그들이 발견된 이후로, 왕들은 언덕들에게 매료되었습니다.
클래스 무제한 업데이트

언덕의 왕은 아레나와 비슷합니다. King of the Hill focuses on a single control point at the center of the map, which is neutral 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:

페이로드

pl_goldrush
본문: Payload
Onward, great bomb-cart!
The Heavy

In Payload maps, BLU team must escort a cart full of explosives through a series of checkpoints and into RED's base within a certain amount of time. BLU team members move or 'push' the cart by standing next to it - the more people near the cart, the faster it moves. Any RED team member standing near the cart will stop it from venturing further. If no BLU player pushes the cart for 30 seconds, 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 functions as a level 1 Dispenser for BLU team (and disguised enemy Spies) to restore health and ammunition to those pushing it. Ammunition is not restored to players standing at the front of the cart.

Some maps 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), including the final point. Badwater Basin and Upward maps have a single round with 4 checkpoints, including the final point. 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's base, symbolizing BLU's victory.

Payload maps:

페이로드 경주

plr_pipeline
본문: Payload Race

Unlike standard Payload maps, Payload race maps feature both RED and BLU issued with a cart; in this way, teams are not defined to an attacking or defending role. To win, each team must simultaneously push their cart through enemy territory to reach the final 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 opposing team members halting 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:

Territorial Control

tc_hydro
본문: Territorial Control
We have you surrounded, at least from this side!
The Soldier

In Territorial Control the goal is to take over the entire map by capturing 'territories'. Each game is randomly selected from the six available layouts in a 'point against point' game where both teams must capture the opposite point while defending their own. After a team successfully captures the opposite point, the next round takes place in a different area of the map which is also randomly selected. After a team captures all four territories, that team must capture the enemy team's base. If the base point is captured (in Hydro, the Radar Dish for RED, The Power plant for BLU), the attacking team wins the game. When the next round begins, territories are reset and a new random layout is selected.

In any game in TC (except in RED/BLU base games), if a point is not captured within the eight minute time clock, the game then will go into Sudden Death mode.


Territorial control maps:

훈련 모드

tr_target
본문: Training mode
이건 쉬워보이는군.
The Sniper

훈련 모드는 게임 플레이와 진보된 기술을 훈련하는 모드 입니다. 훈련 모드는 Mac Update 떄 2개의 훈련맵들을 업데이트 했습니다.


Brandon Reinhart 는 간접적으로 TF2 공식 블로그에 2010년 7월 28일에 발표를 했습니다. Corey Peters는 현재 또다른 훈련맵들을 제작중입니다.다음번 클래스는 알수없지만 6폴리카운트팩과 함깨 다음 업데이트에서 공개될것이라는 말도 있습니다.

또 다른 모드

하이랜더

There can be only one!
The Demoman

하이랜더 모드는 한팀에 9팀, 전체 18명이 플레이 하는 모드입니다.한 클래스당 한 명씩 참가할 수 있는 재밌는 게임방식을 가집니다. 콘솔에서 mp_highlander 1 명령어를 입력하면 하이랜더모드가 시작됩니다..

The idea behind Highlander mode existed previous to its official inclusion in the game, and has been implemented in server mods. 하이랜더모드는 공식적으로 February 3, 2010 Patch에 업데이트 되었습니다.

듀얼-미니게임

The Dueling Guns
본문: Dueling Mini-Game

듀얼미니게임은 만코노미 업데이트때 릴리즈되었습니다. 듀얼미니게임은 만코 상점에서 현금으로 결제해서 얻거나, 게임중 가끔씩 드롭되는 아이템으로 할 수 있습니다. 듀얼미니게임은 로드아웃의 "액션"슬롯에 장착하여 사용합니다. 액션 슬롯에 장착된 아이템은 단축키를 이용하여 적에게 도전할 수 있습니다. Until the end of the round, points gained by killing the opponent are tracked until the end of the round, and the player with the most points wins the "duel". Currently, the item itself has a maximum of 5 uses, and can be used successfully on all official maps.

Unreleased

A new game mode was announced in the reveal of the Polycount Pack winners, which was supposed to be released alongside the Packs. However, this new game mode has been delayed with no estimation as to when it will be ready. Robin Walker has stated in an interview[1] that this game mode is to be released with the next major content patch, along with the new surprise Polycount pack. The two will somehow be linked. In a interview for PCGamer[1] Robin stated that: “We’ll probably start talking about that stuff soon once we’ve figured out how to talk about it.”

Community Game Mode Mods

In addition to the official game modes released by Valve, there are several community game modes. These include Dodgeball, Zombie Fortress, and Prophunt to name a few.

또다른 문서

참고