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Half-Life 2: The Orange Box (Xbox ): index-art.info: PC & Video Games. Featuring nine distinct roles Heavy, Spy, Scout, Demoman, Engineer, Medic. Oct 10, To celebrate 10 years of the Orange Box, we're publishing the original PC Gamer reviews from our If you've seen the Meet The Heavy or Soldier trailers, you've had a taste of this. and his call for a medic is “Mmphumph!. Oct 10, The first major content update for Team Fortress 2 brought a new map, a new mode called payload, three new medic weapons, and the “Meet.
May Learn how and when to remove this template message Team Fortress 2 contains many core game modes. These include Capture the Flag where the BLU and RED teams fight to steal each other's intelligence represented in game as a briefcase and return it to their base.
At the same time, each team must defend their own intelligence. When the intelligence is dropped because of the player dying or manually dropping it, the intelligence will stay on the ground for 1 minute and return to its original location, or until picked up again by an enemy player. The intelligence can only be picked up by the opposing team.
The first team to capture the intelligence three times wins. For a team to win they must capture all the control points within the time limit.
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The time limit is reset on the capture of a control point by either team. The BLU team wins by pushing the bomb cart to the last checkpoint, while RED team wins upon defending until the time limit runs out. Upon the capture of the control point, a team specific counter starts counting down and stops upon being captured by the opposing team.
The first teams' timer to finish counting down wins. Payload Race, like Payload, both RED and BLU teams push a team-colored cart to a checkpoint, unlike Payload there is only one checkpoint at the end of the track and no timer. The team to reach their checkpoint first wins.
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Unlike Control Point only two points are accessible at a single time, upon a team's successful capture of a point the "stage" ends and the accessible capture points change. When a team only has control of a single control point they are blocked from capturing the opposing team's control point, and the team must wait until the time limit is up and the accessible capture points change. A team wins by capturing all the control points. A team wins by holding the briefcase on a loading platform until they reach the top of the platform.
To win a team must deliver a set number of pickups to the drop-off point. The player on each team with the most pickups is highlighted for everyone to see and gives passive healing to themselves and the teammates around them.
To win each team must score 5 goals or have the most number of goals at the end of the timer. To score a goal, a single ball, the "jack", can be picked up and thrown. Robots and tanks drop cash upon their death, players can use this cash to buy upgrades for themselves or their weapons.
The players win upon successfully defending their base from the bomb until the last wave. Training mode exists to help new players get acquainted with basic controls, and how to play four of the nine classes.
It uses wood dummies and bots to teach players.The Orange Box -- Meet the Engineer
The number of bots, their difficulty, and the map can all be adjusted to a player's preference. For example, Halloween included an extremely difficult Mann vs.
Machine round involving destroying more than enemy forces. Offense The Scout Nathan Vetterlein is a cocky, fast-talking baseball fan and street runner from Boston, Massachusettswho practiced running to "beat his maddog siblings to the fray.
The Scout can double-jump and captures control points and pushes payloads twice as fast as other classes. As a tradeoff, he has low health. The Soldier Rick May is both the second-slowest class in the game and the class with the second-highest health after the Heavy Weapons Guy.
A jingoistic American military man hailing from the Midwest despite the fact that he was never actually in the Army the Soldier is armed by default with a rocket launchershotgunand a folding shovel. The Soldier can use his rocket launcher to rocket jump to higher positions at the cost of some health. The Pyro Dennis Bateman is a mentally unstable pyromaniac of unknown gender or origin, clad in a fire-retardant suit and a voice-muffling gas mask.
By default, they are armed with a shotgun, fire axeand a homemade flamethrower that can set players on fire. It can also produce a blast of compressed air that knocks away nearby enemies and projectiles, and extinguishes burning teammates. Though he is the slowest class, he can sustain and deal immense amounts of damage. His default weapons consist of his fists, a shotgun, and an enormous minigun that he affectionately refers to as "Sasha".
He can also remotely destroy his structures using his Destruction PDA. By default, the Medic is also equipped with an air-powered syringe gun and bonesaw for situations in which his teammates don't protect him. In a TF2 short, it is discovered that a dove is accidentally left inside the Scout's body.
The Sniper John Patrick Lowrie is a cheerful New Zealand ocker -style character raised in the Australian outback equipped by default with a laser-sighted sniper rifle to shoot enemies from afar as his weapon has no damage falloff or spread with guaranteed critical hits on a shot to an enemy's head though this may not be the case, depending on the rifle selected.
By default, he also carries a submachine gun and a kukri for close combat. Armed by default with a revolverthe Spy can also use his butterfly knife to stab enemies in the back or sides known as a backstabwhich instantly kills them unless the enemy has an invincibility effect on them, such as the Bonk! In the video announcement for the "Jungle Inferno" update, Mann Co. May Learn how and when to remove this template message Team Fortress 2 is played competitivelythrough multiple leagues.
Highlander nine players per team, one of each class6v6 usually in teams consisting of two Scouts, two Soldiers, one Demoman, and one Medic with the other classes used as alternatives in certain situationsor 4v4 one Scout, one Soldier, one Demoman, and one Medic, with other classes, used more often than 6v6.
While formalized competitive gameplay is very different from normal Team Fortress 2, it offers an environment with a much higher level of teamwork than in public servers also known as "pubs". Prolander teams also exist which are 7v7 matches except with only one of each class allowed at one time. Most teams use a voice chat to communicate, and use a combination of strategy, communication, and aiming ability to win against other teams.
Bring on the third. But here we are. This is the trouble with a dream job: Look what they did to it. Every class is so tightly focused on doing its thing that TF2 feels like nine different games fighting each other. Valve have remodelled their class-based multiplayer FPS after the work of turn-of-the-last-century illustrator JC Leyendecker. It sounds like a small thing, to be able to tell what class someone is as surely and as clearly as you can see them at all. To have an immediate sense of the heft and power of a Heavy, rather than an abstract notion of his hitpoints.
But stuff like this has an intensifying effect on your moment-to-moment experience: It makes all the relationships instantly clear and the importance of your actions explicit. Cooperation means more, victory is sweeter, betrayal is more bitter, defeat more humiliating. The image of a Scout circle-strafing a Heavy quickly enough to smack him into a stupor with a tiny baseball bat is inherently funny.
But it only really gets a belly-laugh when the Scout is a scampering stickboy in knee-high socks, and his victim a meat-headed brickheap of a man. They were already funny, but TF2 just brings it out beautifully, every round.
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All that stuff—gloating, humiliation, snuff slapstick—is best with friends. They might not be friendships exactly, but they add an edge of human interest to every interaction.
The same goes for Robin Walker after he and I—as Engineers—constructed an elaborate ecosystem of killing machines that reaped dozens of enemy lives. Each time you die the game freeze-frames on your killer after a short delay, and that delay is calculated very cynically to catch him in the middle of an offensive taunt animation.
Worse, the game then invites you to save this lewd image of your murderer for posterity.
Valve know we like to mock the dead, dance on graves, hump corpses. The taunts, and the lines uttered alongside them, are part of the persona Valve have given each class. See the disc for the most recent.
But the idea that your character is a character, with his own personality, is only as relevant as you make it. So I run everywhere garbling incomprehensible insults, rocking out on my fireaxe over my crispy fallen foes, and waving my bent petrol-pump flamethrower exultantly over my head after every match; win or lose.
The result is two rows of people jeering, singing, laughing, braying, dancing and whooping at each other in a cacophony of clashing voices. TF2 comes with six maps; three are new, three are remakes. Hydro, a control-point map split into six zones, restructures itself between rounds to put teams into one of 16 different configurations. The others are mostly a linear series of control points—all except Gravelpit, which gives attackers a choice of two to assault, and 2Fort, which remains stubbornly Capture The Flag.
Capture The Intelligence, sorry. All are heartbreakingly gorgeous. The soft lines, gentle shading, warm palettes and wonky edges set off the gaudy action magnificently. Team Fortress 2 is the most beautiful game ever made. Sorry about that, every other videogame artist in the world. This was not your lifetime. Granary and Well are a little straightforward flow-wise, but TF2 sometimes benefits from a simpler arena.
A linear series of control points might not sound like a lot of fun, but the simplicity shifts the focus to tactics and clever use of classes. My team won a round when another player crept behind the enemy lines to camp their locked-off control point, capturing it the moment it came into play.
I need a raft. Gravelpit is a more interesting equation: Dustbowl, meanwhile, is sure to be a cult favourite all over again: The initial confusion of Hydro does highlight a real shortcoming of TF2, though: Only the most co-ordinated, voice-communicating hardcore clan has any useful notion of where their team-mates are.
He can disguise himself impeccably as any class of enemy, and now he can also render himself temporarily invisible to slip into their base. That gives rise to a hilarious mindgame: That means that every now and then, you experience the alarming existential crisis of encountering someone with your own name.
I like to dress up as a Heavy, because his reassuringly enormous size makes it hard for anyone to believe he could be a slinky Spy in disguise. It also means you get healed by enemy Medics—a peculiar sensation—and that can lead to an utterly bizarre psychological dance.
The Spy, you see, needs to get behind his victim for a one-hitkill backstab. The Medic, meanwhile, should always stay behind a Heavy for protection while he heals. So the two of you run in circles trying to get behind each other, until the Medic realises—with an almost visible pang of horror—who you really are. He draws his bonesaw, you draw your butterfly knife, and the duel commences. The other class highlights are more obvious: I have to admit that this, and the minimap problem, bothered me less and less the more I played.