![]() The very edge of the bridge roof is bugged if a Scout attempts to jump from the very edge, in terms of game mechanics, they will be "falling" and thus have only one jump to use, rather than two. Commonly, Scouts will have no problem jumping onto the bridge, but will sometimes falter on the second jump to the opposing Battlement landing short in front of one of the doors. The roof also provides cover for advancing players and generally moves the map's action into the bases. However, Medics and Spies are also able to get onto the bridge by jumping from the edge nearest to the window of the battlements. The bridge is covered, allowing Scouts to double-jump, Pyros to use the Thermal Thruster, Demomen to sticky-jump, and Soldiers to rocket jump from the top of the one battlement, run across the bridge roof, to then propel themselves onto the opposing Battlement. Bridge: The bridge connecting the two forts.Note: If you're having trouble with finding the locations listed here, you can scroll down to the Helpful overview section to see their exact position marked on the map. Every capture will require a substantial amount of team coordination, especially when the player count is high. It can also be accessed by a Medic equipping the Quick-Fix who is healing a Soldier or Demoman.ĢFort's bases are the easiest to defend of all stock CTF maps due to the long, easily-blocked passages leading to and from the enemy team's flag room. The third entrance is the battlements of each base, which can generally only be accessed by using special jumping maneuvers as a Scout, Soldier, Pyro, Demoman, or Engineer. The entryway between the sewers and the base features a stairway and a pool of water this area is a viable chokepoint. The second entrance is through the sewers which run underneath each base. These ramps allow defenders to attack intruders from above. There are short ramps leading up to each entrance, and the entrances converge under an open grate. ![]() The primary entrances are the two openings on the ground level. There are three entrances into each fort, however, not all of them are accessible to every class. To win, a team must repeatedly capture the opposing team's Intelligence by picking it up from deep within their fort and carrying it all the way to its own base until reaching the game's capture objective (3 captures on Valve servers), while preventing the enemy from achieving that same goal. A covered bridge spans the stream and battlements exist on each fort, providing excellent positions to assault oncoming players, particularly for Snipers. Two similar forts face each other, separated by a contaminated canal of deep water. 2Fort was the first official CTF map for Team Fortress 2, and was one of the six initial maps included with the game's release. It is possible to make a completely new set of rules, pick a new map and other parameters in a custom game mode.2Fort has multiple variations, including Invasion.ĢFort is a Capture the Flag map and the subsequent remake of the Team Fortress Classic map of the same name these maps are both based on the Team Fortress map 2Fort5. The players have the ability to create custom games. The game features several game modes each with their own rules and differences. The player wins when the opposing team is killed and at least one friendly worm survives. During a turn, the player can move around the map, attack the enemy and so on. Weapons and bonuses can also be picked up. Health can be regenerated using medkits which are dropped down from the sky every several turns. If a worm is attacked by an enemy, injures itself or falls down from high altitude, the health points are taken away. Each worm has a specific amount of health points. The game revolves around two opposite teams of worms that use everything in their power to eliminate each other.Īt the beginning of the round, the worms spawn across the map. The gameplay is not much different from the other installments in the series. Worms Reloaded is a two-dimension game developed by Team17.
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