Difference between revisions of "User:Easimer/2Fort/hu"

From Team Fortress Wiki
Jump to: navigation, search
(Created page with "{{trans}} {{DISPLAYTITLE:2Fort}} {{Map infobox | game-type=Capture the Flag | file-name=ctf_2fort | map-image=Ctf 2fort bridge ss.png | map-environment = Farmland | map-setting ...")
 
m (moved User:Easimer/2Fort hu test to User:Easimer/2Fort/hu: Localized templates not working)
(No difference)

Revision as of 07:40, 26 May 2013


Easimer/2Fort
Ctf 2fort bridge ss.png
Alapvető információk
Fejlesztő(k): {{{map-developer}}}
Pálya információk
Környezet: Farmland
Díszlet: Daylight, sunny
Pálya képek
Loading screen photos.
Ez a terület nem elég nagy kettőnk számára!
The Scout on adjacent bases

2Fort egy Zászlórablásos pálya és a klasszikus 2fort remake-je; ezek mind az eredeti "2fort5"-on alapulnak. 2Fort az első hivatalos CTF pálya volt Team Fortress 2-ben valamint a legelső 6 pálya egyike volt. A két erőd hasonlít egymásra, és egy vízfolyam választja el őket. A fedett híd összekapcsolja a két erődöt és az előttük lévő csatateret, így biztosítva megfelelő pozíciót az érkező játékosok megöléséhez, legfőbbképpen a mesterlövészeknek.

3 bejárat létezik az erődökbe, de nem mindegyik elérhető bizonyos osztályok számára. A főbejárat az alul lévő két bejárat. Kis feljárók vezetnek fel ide. Ezeket felhasználva a fent lévő védők le tudnak csapni az ellenségre könnyen. A második bejárat a vízfolyamnál lévő csatornabejárat. A bázis és a csatorna közötti résznél van egy lépcső valamint sok víz; ez a terület egy jó támadási pont. A harmadik bejárat a folyó felett lévő híd teteje, amit csak különleges ugrással lehet elérni amire csak a Felderítő, a Katona, a Piró, a Robbantós, és a Gépész képes. A Szanitéc is feltud jutni ha a Gyorsbeavatkozással gyógyít Katonát vagy Robbantóst.

Az összes CTF pálya közül ebben a legkönnyebb megvédedeni a bázisokat az ellenséges táskához vezető, hosszú, könnyen blokkolható folyosók miatt. Minden foglaláshoz szükséges a profi csapatmunka, főleg ha sokan játszanak a szerveren.

A győzelemhez el kell lopni a ellenség táskáját egészen addig amíg el nem éri a limitet (alapból 3), miközben megakadályozva azt, hogy az ellenség is megtegye ezt.

Bemutató videó

Helyszínek

Kültér

  • A Híd: A híd köti össze a két bázist. Az előző változataival ellentétben a híd be van fedve, így a Felderítők dupla-ugrással, a Robbantósok tapadó-ugrással és a Katonák rakétaugrással rátudnak jutni, átfutni a tetőn, így bejutva az ellenséges bázisra. A tető még meg is védi az azalatt mozgó játékosokat a Mesterlövészektől.
2Fort felülnézetből
    • Általában a Felderítőknek nem akadály átugrani a hídra, de gyakran elbaltázhattják a második ugrást az ellenséges erődre, és az egyik felszíni ajtó elé eshetnek. A legvége a hídnak hibás; Ha egy felderítő a legeslegszélén ugrik, a játék mechanikája miatt, le fognak "esni" és kettő helyett csak egyszer ugorhatnak. Ha az ugrás fél másodperccel hamarabb történik vagy a közelharci fegyver az Atomizáló, akkor nincs probléma.
Felderítők, Robbantósok és Katonák a híd tetején könnyen Mesterlövészek áldozatai lehetnek, így emelve újabb akadályt a támadó osztályok számára.
  • Entrance: After crossing the bridge, there are two ground entrances into the base. The "Entrance" extends from those two doorways into the base a short distance. From here, the layout of the entrance is a T-shape. Turning left brings the player to the stairs that leads down to the sewers, as well as the narrow corridor linking the Battlement Resupply room to both the entrance and the Courtyard (there is a trapdoor in the ceiling allowing players to drop down from the Resupply room). Turning right leads you into a medium-sized room with a door at the opposite end which also provides access to the courtyard. This room is heavily trafficked by both teams, as it is the most direct way to reach the courtyard from the main entrance. Engineers can set up small camps in here if the enemy is attempting to push through the entrance. In addition, because the room is large, it is often a hiding place for Spies. In many other parts of 2Fort, corridors are too narrow to provide much cover for an invisible Spy, but this room is an exception, allowing them to move past battles occurring in the entrance undetected.
  • Battlements: The Battlements are on the front of the second floor of each base and have a center "bunker" section. This section has large glass-less windows and is a roofed structure. The windows allow almost unbroken lines of sight into the area. In TF2, the battlements are also often referred to as the "balcony," as well as the "Sniper ledge," or "Sniper deck," due to their main purpose as a platform or vantage point for Snipers. Snipers generally camp the ledges, which give them an excellent view of most of the exterior of 2Fort, with the exception of the bridge and the water beneath it.

Fort locations

  • The Sewers: The tunnels under each base, leading from the water beneath the bridge to the "Entrance", are generally referred to as "The Sewers". They are severely dog-legged, creating numerous extra blind corners around which to fight, giving Pyros a defensive edge. In each sewer, there is a room recessed into a corner in such a way that it is impossible to gain line of sight to 100% of the room from inside the tunnels. On the water-side of the room, the tunnel has two 90 degree bends, but on the base-side of the room there is one long unbroken stretch of tunnel. The long tunnel provides a long-range line of sight between the room and the sewer exit. The rooms in the sewers are often camped by Engineers, who use Teleporters to allow their team to quickly access the enemy base. Otherwise, the sewers are generally used as a way of entering the enemy base free from the attention of the Snipers above. The narrowness of the sewers makes it difficult for Spies to sneak past enemies who are also using the tunnels.
  • Courtyard: The Courtyard is the main means of transition between the ground floor and the second floor in each base. It is an enclosed, roofless space inside each base, next to the main spawn room and on the player's right when they come through the entrance. It is bounded on three sides by high ledges, and there are doors connecting to the spawn room, a staircase leading down to the Intelligence room on the second floor, and a door from the entrance and from the balcony spawn corridor on the ground floor. Two staircases allow access from below to the upper level. Engineers often use the space as a major defensive point, as it provides the only means of access to the Intelligence for most classes. By setting up a Sentry Gun, an Engineer can successfully provide effective defense against assaults on the intelligence, particularly if positioned so as to cover the Battlements' doorway.
  • Grate: This is the small room with the grated floor right above the entrance of each base. It is connected directly to the upstairs area, and as a result is often used by players to gain quick access to battles in the entrance. Demomen, Soldiers, Engineers, Scouts and Pyros can jump up to the second story through this, providing another means of access to the second floor. Classes such as the Engineer and Demoman can also camp above the grate, limiting enemy access through the front entrance. Splash damage can be dealt through the grate.
  • Upstairs: This is the large room on the second floor, adjacent to the main resupply room. The Upstairs area has an exit to the Battlements, "Grate", "top of the Spiral", and "Courtyard". This room is heavily trafficked as it is a major crossroads in the map, connecting practically every area of the base. It is often used by Scouts who have jumped to the balcony, as it provides a direct route to the Intelligence via the spiral ramp. The Upstairs area is also commonly referred to as the "hay room" or "hayloft" (due to the large piles of hay on the floor,) or simply the "upstairs lobby".

Main base locations

  • Spiral: The Spiral ramp that leads from the Basement up and out of the base is one of only two access points to the Intelligence room. Like the Sewers, the Spiral is a narrow corridor with frequent right-angles. This tends to result in close quarters fighting, and due to the confined space it is fairly easy to block enemy access with a Dispenser, Sentry Gun, or Heavy. At the top, the Spiral connects to the upstairs area via a small room in which there is a small Health Pack and Ammo Pack, as well as two small corners in which Spies often hide. A direct line of sight can be drawn from the upstairs area along the top length of the Spiral, allowing Snipers to eliminate enemies with the Intelligence as they climb the Spiral.
  • L-Shaft: This room is a long ramp running from the back of the courtyard into the basement. It is the other egress point for a stolen Intelligence. It is named the "L-Shaft" because it contained an elevator in previous incarnations of the 2Fort map. It is often called the "back stairs", "long stairs", "straight stairs", "stairs", or simply "straight".
  • Basement: This is the space downstairs between the Spiral ramp and the L-Shaft. It leads to the Intelligence room and a resupply point exists at the end nearest to the L-Shaft. There is a Health pack and Ammo box in the middle of the Basement - added in the 2008. Április 29-i Javítás. The addition of these pickups has made camping the Intelligence harder, and attacking the Intelligence slightly easier.
  • Intelligence room: This is the room that has the Intelligence. It has two entrances from the Basement. This is the primary defensive point of 2Fort, and as such it is frequently camped by Engineers, Demomen, and other classes. To successfully capture your opposition's Intelligence, you must return it to the Intelligence room in your own base. The Intelligence is on top of a desk in the opposite corner to both entrances. The way the room is laid out makes it very simple for campers to entrench themselves, and successfully removing them can be almost impossible without an ÜberCharge.


Stratégia

See Közösségi 2Fort stratégia

Öszefüggő teljesítmények

Achieved.png General

Támadó-erőmű
Támadó-erőmű
Nyerj a 2Fort-on kizárással.


Világutazó
Világutazó
Játszd végig a 2Fort, Dustbowl, Granary, Gravel Pit, Hydro és Well (CP) pályákat.


Frissítési előzmények

2008. Április 29-i Javítás (Gold Rush Update)

  • Közepes lőszer- és életcsomag hozzáadva a pincékhez.
  • Mini lőszer- és életcsomag hozzáadva a spirállépcső előtti helyiséghez.
  • A Mesterlövész-erkélynél lévő clipping hiba kijavítva.
  • Kijavítva hogy a "2"-es overlay a RED bázisnál nincs hozzárendelve a brush oldalához.

2010. Február 23-i Javítás

  • Fixed BLU players being able to block the BLU spawn room doors to lock in teammates.
  • Moved the BLU team Sniper wall down to match the RED team Sniper wall.

2011. Július 18-i Javítás

2011. December 15-i Javítás (Ausztrál Karácsony 2011)

2012. Június 28-i Javítás

  • Kijavítva az, hogy a Mesterlövészek átláttak a kerítéseken ha Piróvízió módban voltak

2012. Augusztus 10-i Javítás

Hibák

  • Currently, a Dispenser placed in the doorway to the Spiral Ramp will completely block enemy players and the owning Engineer on the BLU side of the map. A Dispenser placed in a similar position on the RED side of the map can always be bypassed by crouch-jumping over it.
  • Players can jump in and out of the Sniper battlement window frames when playing 2Fort on the Xbox 360 and PlayStation 3 version.
  • On the corner of the top of the building near spawn near the BLU battlements there is an invisible clipping that allows Soldiers and Demomen to jump up to and see through the map.
  • Demomen are able to sky walk above the RED battlements tower via sticky jumping to shoot grenades into the left and right battlements.
  • If both teams are carrying the others' intelligence and one scores the winning point, the other carrier will drop the briefcase as Humiliation begins. During subsequent rounds, the briefcase's team-colored silhouette will remain on the map.
  • The resupply area doors may remain open even when no player is passing through them.

A kulisszák mögött

Map of Badlands

Galéria

Lásd még