Point de contrôle (mode de jeu)
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« | This point ain't gonna cap itself! Get over here!
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— L'Engineer
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Point de Contrôle (PC) est le "principal" mode de jeu de Team Fortress 2, composant 4 des 6 cartes d'origine. Le jeu consiste à capturer et défendre différents points de contrôle.
Sommaire
Gameplay
Offense
Les points de contrôle sont capturés en se tenant dessus. La vitesse à laquelle un point de contrôle est capturé dépend du nombre de joueurs de l'équipe capturante sont présents sur le point : deux joueurs BLU capturant un point RED vont capturer ce point plus vite qu'un seul joueur BLU. Les Scouts comptent comme deux joueurs, tout comme les Soldiers et les Demomen portant le Pain Train. Il y a une limite à la vitesse de capture d'un Point de Contrôle (voir Timing des points de contrôle).
Défense
Si des joueurs des deux équipes sont présents sur un même point de contrôle débloqué, le point est dit contesté, ce qui signifie qu'aucun progrès n'est fait pour le changement d'équipe. Quand les joueurs de l'équipe attaquante sont retirés du point leur prgrès est graduellement perdu, et non immédiatement.
Effacer la capture
Quand un point est neutre et que les deux équipes essaient de le capturer, la capture peut être effacée. Si une équipe commence, mais ne finit pas, de capturer un point neutre et est repoussée, quand l'autre équipe commence à capturer ce point, il faudra d'abord "effacer" le progrès de l'autre équipe avant de pouvoir capturer.
Limitations
- Les Spies déguisés ne peuvent pas bloquer une capture s'ils sont déguisés comme l'équipe capturant le point, et ne peuvent pas capturer un point s'ils sont déguisés comme l'équipe ennemie.
- Les Spies invisibles ne peuvent pas défendre ou capturer un point de contrôle.
- Les joueurs ÜberChargés ne peuvent pas capturer de points, mais peuvent bloquer les captures ennemies.
- Les Scouts sous les effets du Bonk! Atomic Punch ne peuvent pas bloquer les captures ennemies ou capturer eux-même les points.
Game modes
Standard Control Point
Standard Control Point, also known as Linear or Symmetric Control Point, maps play symmetrically. Both teams start with an equal number of two controlled points and a central point that starts out controlled by neither team. The team that captures all the points wins. In standard Control Point maps, control points must be taken in an unbroken line (thus the "linear" in Linear Control Point). At the beginning of the round, each team's control points are locked while the center point is unlocked and can be taken. Once a team takes the center point, the opponent's nearest point unlocks and can now be taken as well. From then on, no more than two points can be unlocked at a time; taking a point locks the point behind it and unlocks the one in front of it if it exists. Control points close to a team's spawn point are captured more quickly by the enemy team. Standard control point maps will go into Sudden Death (or Stalemate) if no team captures all the points before time runs out, but if time runs out with a capture in progress, Overtime will occur, allowing play to extend should a capture be completed.
Attack/Defend
Attack/Defend, also known as Asymmetric Control Point, maps play asymmetrically, with BLU being the attackers and RED the defenders. 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 and cannot be taken back, and BLU adds to the mission timer each time they capture a point.
Attack/Defend maps can come in various styles:
Style | Description | Examples |
---|---|---|
Linear single-stage | BLU must capture all control points in a set order. | Gorge, Mountain Lab, Mann Manor |
Linear multi-stage | BLU must capture a set of control points in a set order to move to the next stage. Reaching the final stage and suceeding is required to ultimately win the map. If BLU fails to win a stage, then the map is reset to stage 1 and the teams switch. | Dustbowl, Egypt |
Pyramid-style | BLU must capture three points. The first two points may be captured in either order. Once both points are captured, the final point is unlocked. | Gravel Pit, Junction |
Centralized-style | BLU's objective is to capture the central control point. There is another set of control points available, one of which is open for capture at a time in a set order. Capturing these auxillary points makes it easier to capture the final point. | Steel |
Medieval-style | Similar in principle to pyramid-style, with the main difference being that once the final point is unlocked, it must be taken within a specific time limit; otherwise the final point relocks and the initial points reset to RED's ownership. Time is not awarded upon recapturing the initial points. | DeGroot Keep |
Strategy
Maps
Control point maps carry the cp_ prefix; community maps are identified with italic font.
Standard Control Point
Name | Picture | File name |
---|---|---|
5Gorge | cp_5gorge
| |
Badlands | cp_badlands
| |
Coldfront | cp_coldfront
| |
Fastlane | cp_fastlane
| |
Foundry | cp_foundry
| |
Freight | cp_freight_final1
| |
Granary | cp_granary
| |
Gullywash | cp_gullywash
| |
Well | cp_well
| |
Yukon | cp_yukon_final
|
Attack/Defend
Name | Picture | File name | Style |
---|---|---|---|
DeGroot Keep | cp_degrootkeep
|
Medieval | |
Dustbowl | cp_dustbowl
|
Linear multi-stage | |
Egypt | cp_egypt_final
|
Linear multi-stage | |
Gorge | cp_gorge
|
Linear single-stage | |
Gravel Pit | cp_gravelpit
|
Pyramid | |
Junction | cp_junction_final
|
Pyramid | |
Mann Manor | cp_manor_event
|
Linear single-stage | |
Mountain Lab | cp_mountainlab
|
Linear single-stage | |
Steel | cp_steel
|
Centralized |
Update history
Patch du 29 avril 2008 (Gold Rush Update)
- Added Stopwatch Mode to Tournament Mode which is automatically used on Attack/Defense maps.
- Spies disguised as their own team can now capture control points.
- Fixed rare client crash on level change during control point capturing.
See also
- Territorial Control, a game mode featuring a dynamic Standard Control Point map that changes depending on which team wins each round.
- King of the Hill, a game mode that utilizes a single control point.
- Arena, a game mode that utilizes a control point as a secondary objective.
- Capping (competitive), user guide to capturing efficiently.