Difference between revisions of "Territorial Control"

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{{Redirects here|TC|Team Captain}}
 
[[File:Hydro Dam.png|thumb|right|300px|[[Hydro]] is a somewhat-cramped map that forces swift and calculated TC tactics.]]
 
[[File:Hydro Dam.png|thumb|right|300px|[[Hydro]] is a somewhat-cramped map that forces swift and calculated TC tactics.]]
 
{{Quotation|'''The Soldier''' on strategic dominance|We have you surrounded, at least from this side!|sound=Soldier_taunts12.wav}}
 
{{Quotation|'''The Soldier''' on strategic dominance|We have you surrounded, at least from this side!|sound=Soldier_taunts12.wav}}
  
'''Territorial Control''' is a [[game mode]] introduced from the initial game release. The objective is to take over the entire map by capturing designated areas known as "territories". A Territorial Control map is split into several different territories, each possessing a [[Control Point (objective)|Control Point]]. One territory on each end of the map represents one of the team's bases; the others are split equally between the teams. Each round in a Territorial Control match consists of a point-versus-point skirmish between adjacent territories. The configuration to be played is chosen randomly each round, with the condition that each team is in control of one of the points. Once the round begins, each team tries to seize the opposing point while preventing the enemy from doing the same to theirs. When a team seizes the enemy's Control Point, they win the round and seize the territory. The match then continues with another configuration based on the new territorial controls. If a team is down to their base point, the next round will pit the base against an adjacent territory. The offending team must now capture the enemy team's base while the other defends it. If the attacking team seizes the base, that team wins the game, and a new game will begin with the territories reset.
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'''Territorial Control''' is a [[List of game modes|game mode]] introduced from the initial game release. The objective is to take over the entire map by capturing designated areas known as "territories". A Territorial Control map is split into several different territories, each possessing a [[Control point (objective)|Control Point]]. One territory on each end of the map represents one of the team's bases; the others are split equally between the teams. Each round in a Territorial Control match consists of a point-versus-point skirmish between adjacent territories. The configuration to be played is chosen randomly each round, with the condition that each team is in control of one of the points. Once the round begins, each team tries to seize the opposing point while preventing the enemy from doing the same to theirs. When a team seizes the enemy's Control Point, they win the round and seize the territory. The match then continues with another configuration based on the new territorial controls. If a team is down to their base point, the next round pits the base against an adjacent territory. The offending team must now capture the enemy team's base while the other defends it. If the attacking team seizes the base, that team wins the game, and a new game begins with the territories reset.
  
Rounds always last for eight minutes. Normally, standard [[Control Point (game mode)|Control Point]] rules apply; if time expires with neither point seized, [[sudden death]] will ensue. When a base is being attacked, [[Control Point (game mode)#Attack/Defend|Attack/Defend]] rules apply instead; the defending team will automatically re-seize the attacking team's point if time expires before the enemy can seize the base. [[Overtime]] is also in effect and will activate when the time expires with a control point capture in progress.
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Rounds always last for eight minutes. Normally, standard [[Control Point (game mode)|Control Point]] rules apply; if time expires with neither point seized, [[sudden death]] ensues. When a base is being attacked, [[Control Point (game mode)#Attack/Defend|Attack/Defend]] rules apply instead; the defending team automatically re-seizes the attacking team's point if time expires before the enemy can seize the base. [[Overtime]] is also in effect and activates when the time expires with a control point capture in progress.
  
 
== Strategy ==
 
== Strategy ==
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Territorial Control synthesizes aspects of Control Point and Attack/Defend style gameplay — while being more fast-paced and of the dominating spirit of [[King of the Hill]] — and therefore careful strategy must consider both offense and defense. Given the nature of the game mode, each class ought to utilize their best assets that advance speed in general and aggression or defense depending on the team. Assertive yet cautious tactics are recommended, and wise teamwork can particularly shine in this mode.
 
Territorial Control synthesizes aspects of Control Point and Attack/Defend style gameplay — while being more fast-paced and of the dominating spirit of [[King of the Hill]] — and therefore careful strategy must consider both offense and defense. Given the nature of the game mode, each class ought to utilize their best assets that advance speed in general and aggression or defense depending on the team. Assertive yet cautious tactics are recommended, and wise teamwork can particularly shine in this mode.
 
   
 
   
==Territorial Control maps==
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== Maps ==
 
{{main|List of maps}}
 
{{main|List of maps}}
Territorial control maps carry the '''tc_''' prefix.
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{| class="wikitable" cellpadding=2 style="text-align:center;"
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Territorial Control maps carry the '''tc_''' prefix.
|- style="height: 20px;"
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{{Maps table|Territorial Control}}
! class="header"  |Name
 
! class="header"  |Picture
 
! class="header"  |File name
 
|-
 
|style="background-color:#F9D483;" width="50px"|'''[[Hydro]]'''
 
| [[File:TF2 Hydro Map.jpg|160px|link=Hydro]]
 
| width="60px" |{{code|tc_hydro}}
 
|}
 
  
 
== Update history ==
 
== Update history ==
'''October 10, 2007''' ([[Team Fortress 2|Initial Game Release]])
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'''{{Patch name|10|10|2007|no-link=yes}}''' ([[Team Fortress 2|Initial Game Release]])
 
* Added Territorial Control mode.
 
* Added Territorial Control mode.
 
* Added map: Hydro.
 
* Added map: Hydro.
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== Bugs ==
 
== Bugs ==
* Timers for capture points in Territorial Control have sometimes been observed as inconsistent, with lag or disappearing [[HUD]] elements during gameplay.
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* Timers for capture points in Territorial Control have sometimes been observed as inconsistent, with lag or disappearing [[Heads-up display|HUD]] elements during gameplay.
  
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{{Maps Nav}}
  
{{maps}}
 
 
[[Category:Game modes]]
 
[[Category:Game modes]]

Latest revision as of 20:17, 6 March 2024

"TC" redirects here. You may have been looking for Team Captain.
Hydro is a somewhat-cramped map that forces swift and calculated TC tactics.
We have you surrounded, at least from this side!
The Soldier on strategic dominance

Territorial Control is a game mode introduced from the initial game release. The objective is to take over the entire map by capturing designated areas known as "territories". A Territorial Control map is split into several different territories, each possessing a Control Point. One territory on each end of the map represents one of the team's bases; the others are split equally between the teams. Each round in a Territorial Control match consists of a point-versus-point skirmish between adjacent territories. The configuration to be played is chosen randomly each round, with the condition that each team is in control of one of the points. Once the round begins, each team tries to seize the opposing point while preventing the enemy from doing the same to theirs. When a team seizes the enemy's Control Point, they win the round and seize the territory. The match then continues with another configuration based on the new territorial controls. If a team is down to their base point, the next round pits the base against an adjacent territory. The offending team must now capture the enemy team's base while the other defends it. If the attacking team seizes the base, that team wins the game, and a new game begins with the territories reset.

Rounds always last for eight minutes. Normally, standard Control Point rules apply; if time expires with neither point seized, sudden death ensues. When a base is being attacked, Attack/Defend rules apply instead; the defending team automatically re-seizes the attacking team's point if time expires before the enemy can seize the base. Overtime is also in effect and activates when the time expires with a control point capture in progress.

Strategy

Main article: Community Territorial Control strategy

Territorial Control synthesizes aspects of Control Point and Attack/Defend style gameplay — while being more fast-paced and of the dominating spirit of King of the Hill — and therefore careful strategy must consider both offense and defense. Given the nature of the game mode, each class ought to utilize their best assets that advance speed in general and aggression or defense depending on the team. Assertive yet cautious tactics are recommended, and wise teamwork can particularly shine in this mode.

Maps

Main article: List of maps

Territorial Control maps carry the tc_ prefix.

Name Picture File name
Hydro TF2 Hydro Map.jpg tc_hydro

Update history

October 10, 2007 Patch (Initial Game Release)

  • Added Territorial Control mode.
  • Added map: Hydro.

April 25, 2016 Patch

Bugs

  • Timers for capture points in Territorial Control have sometimes been observed as inconsistent, with lag or disappearing HUD elements during gameplay.