---------------
>Official Maps<
---------------
-----
2Fort
-----
One of the most popular Maps in the Team Fortress Series, the 2Forts have made
some drastic changes in TF2. There are two identical bases, separated by a pool
and a bridge with a roof. There are also underground entrances to both bases,
which are no longer full of water, but instead, shallow entrances with a good
place to construct a Mini-Base within. There is a Sniper’s ledge on the bases,
and the vital Intelligence boxes are located in the underground Lobby. There’s
three restoration rooms, and many corridors that can be baited with traps.
--------
Dustbowl
--------
Another popular Map from TFC, this one is about Assault. There are three stages
that the Reliable Excavation & Demolition (RED) Faction must defend from the
takeover of the Builder’s League United (BLU) Organization. For every stage,
there are two Capture Points that RED must defend against BLU. When the first
is Captured, the Defenders must defend the second Control point. Each stage has
lots of action, so be prepared for a violent gunfight!
----
Well
----
This Map, by far, has the most changes from its TFC counterpart. While the
basic layout is slightly similar, its size is not. In the Control Point Mode,
the two Teams must take over all of the Control Points, meaning that the Teams
have to assault each others’ base! The action starts at the central Control
Point, which is inside a Train Tunnel. Noobs must be aware of the train lights.
In the CTF version, the intelligence case is located in each of the bases.
-------
Granary
-------
The first of the new Maps, the open fields is another equally balanced CP Map.
There’s many buildings for cover, and many bridges and catwalks for Snipers.
There’s nothing much else to say about this map.
---------
Gravelpit
---------
There are three Control Points that RED must protect against BLU. Two are
available for grabs against BLU, but the third cannot be taken over until both
of the first two Control Points have been Captured. One of the first ones
overlook a cliff while the other one is in the center of a field. The third is
a tall tower which is difficult to defend and besiege. It’s going to be a
difficult battle for RED!
-----
Hydro
-----
In this Hydroelectric Map, the two Teams must secure the entire Map, which is
divided into four sectors. On each round, two opposing sectors are controlled
by each of the Teams, and the goal is to control the enemy sector. No two
battles are ever the same! Victory occurs when a Team captures the final
Control Point from the other Team. This is the only official, and perhaps just
the only Territorial Control map to date.
--------
Badlands
--------
In this map, the action takes place in the Arizona. Two Bases oppose each
other, with a capturable Spire outside. The only thing standing between these
two Bases is a lone Bridge.
--------
Goldrush
--------
In this new map, the BLU team must escort a cart full of explosives along a
track towards the RED HQ. The cart acts like a mobile dispenser, and the map is
separated into 3 phases. The cart must be escorted to different checkpoints in
order for BLU to gain more time before it runs out. The cart moves faster if
there are more BLU players next to it, and it will stop if there’s a RED player
next to it.
-----------------
>Unofficial Maps<
-----------------
------
Convoy
------
This map consists of two large vehicles (trains, maybe?) driving quickly across
a desert. The intel is located inside the driving terminal area, while the
spawn points are in the middle of the vehicles. Only a few catwalks and bridges
connect the two trucks together.
--------
Orange X
--------
A symmetrical map that has only Orange textures, this map is a Sniper’s dream.
There’s a tower in the middle of the battlefield, which is often difficult to
Capture. There are many versions of this map.
-------
Warpath
-------
A remake of the classic Warpath in TFC, this is a tired-but-true CP map. The
map is quite linear and dusty.
------
Mach_4
------
Another exciting CTF map that includes two huge bases. There are many twists
and turns in each of the bunkers, as well as a defunct sewer system and many
Sniper ports.
--------------
Melee Mountain
--------------
A pointless but still fun melee-only map that consists of a mountain with
Boxing rings on it.
----
Wolf
----
The BLU team tries to take the RED radar station in this map. There are three
CPs (like in Gravelpit), and there are many alternative paths to take.
------------------
3.2 >Achievements<
------------------
This is the list of all of the rewards in TF2 when completing a certain task.
General:
-Hard to Kill: Get five kills in a row without dying.
-Master of Disguise: Trick an opposing Medic into Healing a Spy.
-Grey Matter: Get 25 Headshots as a Sniper.
-Powerhouse Offense: Win 2Fort with a Shutout.
-Lightning Offense: Win Well in less than 5 Minutes.
-Head of the Class: Play a complete round with every Class.
-World Traveler: Play a complete Game on every Map.
-Team Doctor: Accumulate 25000 Heal Points as a Medic.
-Flamethrower: Set five enemies on fire in 30 seconds.
-Sentry Gunner: Kill 10 people with a single Sentry Gun.
-Nemesis: Get Five Revenge Kills.
-With Friends Like these...: Play with 8 Friends on the Friends List.
-Dynasty: Win 20 Games.
-Hardcore: Get a total of 1000 kills.
-Relentless Offense: Win Hydro without giving up a Capture.
-Impenetrable Defense: Defend Dustbowl without giving up a Capture.
-Impossible Defense: Defend Gravelpit without giving up a Capture.
Medic:
-Ubi Concordia, Ibi Victoria: Assist in killing five enemies on an enemy
Control Point in a single life.
-Medical Breakthrough: Assist in destroying five enemy Engineer Buildings with
a single Ubercharge on a Demoman.
-Blunt Trauma: Assist in punching two enemies with a single Ubercharge on a
Heavy.
-Big Pharma: Assist a Heavy in killing 20 enemies without dying.
-Consultation: Assist a fellow Medic in killing five enemies in a single life.
-Autoclave: Assist in burning five enemies with a single Ubercharge on a Pyro.
-You’ll Feel a Little Prick: Assist in killing three enemies with a single
Ubercharge on a Scout.
-Blast Assist: Assist in exploding five enemies with a single Ubercharge on a
Soldier.
-Doctor Assisted Homicide: Assist in killing twenty Nemeses.
-Peer Review: Kill fifty Medics with the Chainsaw.
-Sawbones: Hit enemies with the Chainsaw five times in a row without dying or
missing.
-FYI I am a Medic: Use the Chainsaw to kill five enemy Spies who have been
calling for Medic.
-Preventative Medicine: Block the enemy from Capturing a Control Point with an
Ubercharged teammate.
-Family Practice: Ubercharge ten Steam Community Friends.
-Second Opinion: Ubercharge two teammates at once (Note that this means
simultaneously, which can be achieved by changing rapidly between two targets
with Ubercharge in effect).
-Double Blind Trial: Deploy an Ubercharge within eight seconds of a nearby
enemy Medic deploying his.
-Infernal Medicine: Extinguish one hundred burning teammates.
-Autopsy Report: Provide an enemy with a freezecam shot of you taunting above
their corpse.
-Bedside Manner: Be healing a teammate as he achieves an Achievement of his
own.
-Grand Rounds: Heal 200 teammates after they have called for Medic.
-Midwife Crisis: Heal an Engineer as he repairs his Sentry Gun while it’s under
enemy fire .
-Chief of Staff: Accumulate one million total health points.
-Specialist: Accumulate ten thousand heal points in a single life.
-Intern: Accumulate seven thousand heal points in a single life .
-Quadruple Bypass: Heal a teammate who is taking fire form four enemies at
once.
-House Call: Join a game with a Steam friend and then deploy an UberCharge on
him.
-Hypocritical Oath: Kill an enemy Spy that was being healed.
-Placebo Effect: Kill five enemies in a single life, while having an Ubercharge
ready but undeployed.
-Trauma Queen: Deploy three Ubercharges in less than five minutes and assist in
five kills during that time.
-Medical Intervention: Save a falling teammate from dying on impact.
-Triage: Deploy an Ubercharge on a teammate less than a second before they are
hit by a Critical explosive.
-Surgical Prep: Have an Ubercharge ready before the set up phase ends.
-Group Health: Work with two other Medics to deploy three simultaneous
Ubercharges.
-Play Doctor: In a team with no Medics, be first to switch to Medic after a
teammate calls Medic and heal 500 health.
-Does It Hurt When I Do This?: Kill fifty Scouts with the Syringe Gun.
-First Do No Harm: Play a full round without killing any enemies and score the
highest on a team of six or more players.
------------
3.3 >Taunts<
------------
Here are the available Taunts, and Taunt Quotes for each Class and Weapon. Note
that it’s possible to be able to use a Taunt for a certain Weapon, but be
arming another. Use Quickswitch (Q) to swtich Weapons just before Taunting.
-----
Scout
-----
Scattergun: Slaps his thigh like he’s riding a horse.
-"WHOOO!"
-"WHOO HOO HOO HOO!"
-"That’s what I’m talking about!"
Pistol: Puts his Pistol away and runs on the spot.
-"Alright, I feel good!"
-"I’m running circles around ya!"
-"I’m not even winded!"
Bat: Leans Backward, stretches his arms, and then points.
-"Yeah, why don’t you come over and say that to my face tough guy! BONK!"
-"Hey Knucklehead, I’m talking to you! BONK!"
-"Hey, is someone keeping track of my heads batted in? BOIK!"
-"Who wants some-a this? BONK!"
-"BONK!"
-"BOIK!"
-------
Soldier
-------
Bazooka: Stands up straight and does a Loser Sign with his hand in a mock
salute.
-"Leeeft-HUT!"
-"Maggots!"
-"Chuh-Ribbed!"
Shotgun: Puts his Shotgun away, then juggles his Rocket and Grenade Ammo.
-"Ahha ha ha ha hah!"
-"Screamin’ Eagles!’
Spade: Screams with his war cry and bangs himself on the helmet.
----
Pyro
----
Flamethrower: Thrusts his Flamethrower in the air and laughs.
-"Mhmph Mhmph Mphmph Mphm!"
-"Mmmmph Mphm!"
Shotgun: Performs Hadouken.
-"Mphmph, mpmmm mm!"
Axe: Plays a guitar with his Axe.
-"Mppm... mphm!"
-------
Demoman
-------
Grenade Launcher: Lifts his groin armor, showing a taped smiley face.
-"KA-BOOM!"
Sticky Grenade Launcher: Spins around, thumps his chest twice, and does the
Victory sign.
Bottle: Takes a drink from the Bottle, then burps.
-"Cheers, Mate!"
-----------------
Heavy Weapons Guy
-----------------
Minigun: Hugs his Minigun.
-"We make good Team!"
-"You did well!"
-"Kiss Me!"
Shotgun: Spins his Shotgun and does the cutthroat gesture.
-"You, yes you! You are dead!"
-"All of you are dead!"
Fists: Mimicks quick-draw.
-"Pow! Ha ha!"
-"HA!"
--------
Engineer
--------
Shotgun: Dances.
-"He hee! YEEE HAW!"
-"WOO HOO!"
-"Yippie-yai-yay kee yeah!"
Pistol: Twirls his gun and laughs quietley.
Wrench: Laughs evilly and manically.
-"Heheheheh... Hahahahah... MUHAHAHAHAH!!"
-----
Medic
-----
Syringe Gun: Pulls his rubber glove and snaps.
-"Another sucessful proceedure!"
-"Whoops! That was not medicine!"
-"That, was doctor-assisted homocide!"
-"Did that sting? Sorry!"
Medigun: Puts his Medigun away and bows.
-"Danke, Dummkopfs!"
Chainsaw: Plays his Chainsaw like a violin.
------
Sniper
------
Sniper Rifle: Waves.
-"Thanks for staying still, Wanker!"
-"Dudey!"
-"Wave goodbye to your head, Wanker!"
-"There you go!"
-"G’Day!"
SMG: Kicks his heels, then punches.
-"God save the Queen!"
-"YEAH!"
Kukri: Takes off his hat and holds it across his chest.
-"You got blood on my knife, mate."
-"You’d best keep lying down."
-"That funeral ’ain’t going to be open casket."
---
Spy
---
Revolver: Brushes his suit and adjusts his tie.
-"Well, this was a disappointment!"
-"You got blood on my suit!"
-"Oh dear, I’ve made quite a mess."
-"Ahem."
-"I never really was on your side."
Disguise Kit: Flicks his cigarette and gets a new one from the case.
-"Cheers."
-"Oh Please!"
-"Fine Job!"
-"Hahhahah!"
Knife: Puts the Knife in his left hand and uses it as a Rapier.
-"I’m going to gut you like a Cornish Game Hen!"
-"Just put your Weapons down and walk away."
---------------
3.4 >More Tips<
---------------
Here are some more tips for the Game.
In General:
-When Ubercharged, don’t be afraid to go into dirty combat, even if it means
using a Melee Weapon.
-Use the voice commands often, especially the "Incoming" and "Medic" commands.
As a Scout:
-Use Speed. While he’s also deadly at close range, don’t forget his ultimate
goal: Control Points and the Enemy Intelligence!
-Try to Double-Jump to places most other Classes can’t get to quickly.
-Attack from the back rather than the front.
-Keep running and hopping.
As a Soldier:
-Aim towards the ground with the Bazooka.
-Reload often, since all of the Soldier’s Weapons reload gradually.
-Try to use cover. Fire the Bazooka and head back to cover often.
As a Pyro:
-Avoid fighting near water.
-Try to fight indoors, or in tight areas..
-Use the element of suprise.
-Use the Flamethrower to "Mark" an enemy Spy.
-If fighting against another Pyro, use the Shotgun (the Pyro is immune to burn
effects).
As a Demoman:
-Use the Grenades stragetically. The Grenades can bounce off walls and
ceilings, so use them against enemy Sentry Guns.
-Setting up Sticky Bombs when out of the public’s eye is better than setting up
Bombs in an easy to notice area.
-Reload often.
-Try to secure as many entry points as possible.
-While on the run, plant Stickies on the places the enemy may pursue.
As a Heavy:
-Try to refill on ammunition often.
-Upon locating a Medic, stay close together.
-Don’t try to take a Sentry Gun head on, even with a Medic.
-Avoid open and wide areas.
-Upon spotting an enemy Sniper, take cover!
-Keep an eye out for Spies.
-When on the move, keep the Shotgun out in case of an emergency.
As an Engineer:
-Build the Sentry Gun, Dispenser, and Teleporter Exit close to each other.
-Build the Teleporter Entrance near a Spawn Point.
-Engineers should stick with their Equipment to ensure their safetey.
-Try to get Metal through destroyed Equipment and Dispensers rather than Ammo
boxes.
-Try to help other Engineers with developing their Equipment.
-When a Spy is spotted, kill him first before repairing any Sapped Equipment.
-Strafing while upgrading or repairing equipment may help prevent a Spy from
getting a sucessful Backstab.
As a Medic:
-Choose the more heavily armored targets for Ubercharge.
-Avoid Ubercharging Snipers, Spies, Scouts, and other Medics.
-The Healing range of the Medigun can bend, use this to find cover.
-When using Ubercharge, the Medic’s Ubercharge target can change. Use the
Medigun on another target.
-Look for Heavies or Soldiers to stick around.
-Move around often and use as much cover as possible.
-Uber a Heavy or a Pyro when attacking large groups of enemies. Uber a Soldier
or a Demoman when trying to destroy an Engineer’s Sentry position.
As a Sniper:
-Be aware of Spies and sneaky Scouts and Pyros.
-Medics are the highest-priority targets, next to the Heavies and Snipers.
-Don’t be afraid to abandon a fully charged Sniper Shot when the action is
occuring up close.
-Avoid Soldier Rockets and Demoman Grenades.
-Hide the Sniper Dot in somewhere that the enemy can’t see.
-Snipe near a Sentry Gun so that when a Spy goes to that location, he’ll have
to Sap the Sentry first. This will allow the Sniper to react to the Spy’s
presence.
-Try to stay near a wall or a corner.
As a Spy:
-Be sure to Cloak, then run to and then Uncloak at the enemy’s blind spots.
-Backstab starting with the guy in the back, not the front.
-Avoid Pyros like the plague.
-Never attempt to Backstab a Scout.
-Don’t Disguise as a Scout, Medic, or Heavy.
-The most convincing Disguises are the Sniper, Engineer, and Demoman.
-Diguise as a Class the enemy has. A Spy disguised as a Pyro, where, say, the
enemy team does not have any Pyros, will always get busted!
-After Backstabbing a victim, Disguise as the victim’s Class.
-Press "B" after Backstabbing for a quick redisguising.
Helping a Scout:
-Defend the Scout while he’s carrying the Intelligence or Capturing a Point.
-Press L to drop the Intelligence (when carrying it) to let the Scout carry it
instead.
Helping a Soldier:
-Flank two ways together.
-Cover him while he reloads.
Helping a Pyro:
-Locate nearby enemy Spies to inform the Pyro to light him up, alerting other
teammates.
-When an enemy gets lit up by the Pyro’s fire and attempts to run to safety,
kill him with a longer-range weapon to finish him off.
Helping a Demoman:
-Tell him whenever some enemies are coming through the point where he laid his
traps.
-Don’t let his Sticky Bombs get shot away.
Helping a Heavy:
-Cover his back.
-Keep enemy Snipers at bay.
Helping an Engineer:
-Alert the Engineer if there’s a Spy around, and who is the Spy.
-Try to kill the Spy while the Engineer gets the Sappers off of his Equipment.
-Try to get ammunition from Dispensers rather than ammo boxes or fallen
weapons.
-Tell him where to place his Equipment.
Helping a Medic:
-Cover him while he Heals.
-When injured, go to the Medic. Medics get Ubercharge faster when healing
wounded opponents.
-Let him take the Medpacks on the field.
Helping a Sniper:
-Cover the closer areas while he takes care of the far areas.
-Warn him of Spies whenever necessary.
Helping a Spy:
-Tell him that there’s a Sentry ahead to get him to Sap it.
-Make a distraction while he does the Backstabbing.
-Kill the Pyros first.
Against a Scout:
-Fire a little bit ahead of him, since the bullets will actually hit his body.
Against a Soldier:
-Use any usual tactic available.
-Fight from afar.
Against a Pyro:
-Fight near water.
-Stay out of his/her Flamethrower’s range.
Against a Demoman:
-Get someone to go into his field of Sticky Bombs to force him to detonate
them, then run in when he’s got no trap!
-His Sticky Bombs can be shot away to unintended areas.
Against a Heavy:
-Outflank him, or outsmart him.
-Take him out from behind or from afar.
Against an Engineer:
-The best countermeasure against Sentry Guns are Sappers and Explosives, as
well as being out of sight.
-Don’t be afraid to take an Engineer head on unless he’s near his Sentry Gun.
-When he is, try to kill him before his equipment.
-Use indirect combat.
-Try to attack him and his equipment outside the range of his Sentry.
Against a Medic:
-When a Medic is among a group of enemy individuals, kill him first to cease
the Healing.
-An Ubercharge makes people invulnerable, but not impervious to the physical
force of projectiles. A well-defended Sentry Gun can prevent the Ubercharged
enemies from advancing directly.
-Kill Medics with Ubercharges ready at all costs.
-An Ubercharged pair can still be blown away with Sticky Bombs.
Against a Sniper:
-Sniper Dots are indicated by the team’s colour. Avoid the general area when
there’s an enemy Dot, and if the area is vacant.
-Engage them up close, or from behind.
Against a Spy:
-When the Spy is Disguised, he always carries a certain gun as a certain
character. He always shows the Scout’s Scattergun, Soldier’s Bazooka, Pyro’s
Flamethrower, Demoman’s Grenade Launcher, Heavy’s Minigun, Engineer’s Shotgun,
Medic’s Syringe Gun, Sniper’s Rifle, and Spy’s Revolver when he’s undercover.
Take advantage of this when there’s an enemy Spy around.
-If he Cloaks, try to shoot wherever paths he may use to get around.
-A Reddish Cloak indicates a RED Spy, a Blueish Cloak indicates a BLU Spy.
-Watch for the name he uses.
-A teammate may be suspicous when he’s heading towards an Engineer’s Equipment.
-When Healing a Heavy, he’s a Spy when his Health recharges faster than usual.
-Spies often appear to start off with half Health when disguised.
-Spies disguised as Medics do not show an Ubercharge Meter.
In 2Fort:
-Scouts can jump onto the bridge’s roof to get to the enemy Sniper ledge.
-There are only two ways out of the Intelligence room, and only two ways out of
the Basement.
-The Intelligence Room is cramped. Set up Sentry Guns for a tough defense.
-Underwater tunnels into the bases can provide Engineers with probable foreward
Mini-Bases.
In Dustbowl:
As Defenders:
-Plant Sticky Bombs directly on the CP.
-Construct Teleporter Entrances near the Spawn Point.
-Use Spies with Sappers to destroy Attacking foreward Mini-Bases.
As Attackers:
-Always try to start getting the Ubercharge charged before the Game begins.
-At point 2, get Engineers to start pumping out Teleporters!
Phase 1, Point 1:
As Defenders:
-Build in the CP Building, even though it’s cramped.
-Also build in the corridor inacessible from the second point.
-Get Snipers to guard the ravine.
-Use Demomen to guard the two higher entry points.
As Attackers:
-Use explosives to destroy the SGs that defend this cramped point.
-Attack from all fronts.
Phase 1, Point 2:
As Defenders:
-Stay in this CP point.
-Prevent the enemy from building in the Mine ajacent to the CP area.
As Attackers:
-There are many ways for BLU to enter to this area. Try to outflank RED.
-Build in the mine ajacent to the CP area. Build a Sentry Gun facing the entry.
Phase 2, Point 1:
As Defenders:
-Build the SG, Dispenser, and Teleporter Exit in the CP Building.
As Attackers:
-Try to find alternate ways into the CP Building.
Phase 2, Point 2:
As Defenders:
-Build a SG next to the Ammunition/Health spawn area.
As Attackers:
-Sometimes, Engineers build their Equipment near each other’s. As a Spy, Sap
them all at once!
Phase 3, Point 1:
As Defenders:
-Build Teleporter Exits in the Point 1 shortcut. When the Attackers secure
Point 1, this shortcut will be closed. This is also a good place to build a SG
and a Dispenser.
-Get an Ubercharged Pyro to rush the attackers once the gate is open.
As Attackers:
-Fire Grenades in the bunker windows.
Phase 3, Point 2:
As Defenders:
-Defend the Bridge AND the Tunnel.
-Use the Tunnel to outflank the Attackers.
As Attackers:
-Don’t let the Defenders build Teleporter Exits in the shortcut.
-Don’t let the Defenders try to outflank the Attackers through the Tunnel.
In Well:
-At the middle Control Point, be sure to look at the lights before crossing the
rails!
-Also, listen for the Train.
-Underwater Tunnels can be used to infiltrate the Bases.
-There’s always a Bulletproof glass window at the outer Control Points.
-The Sniper windows need to be carefully watched.
In Gravelpit:
As Defenders:
-Try to stick together! Don’t let both points A and B be taken by the Attackers
due to careless defense!
-Avoid building at the top of point C. Instead, guard the entry points.
As Attackers:
-Agree to attack A or B. Don’t try to attack both.
-Attack the weaker point first.
In Hydro:
-Don’t forget to defend the Point! A Spy can easily infiltrate a Capture Point
without any Sentries or Traps around.
In Badlands:
-The Spires are difficult to both defend and attack. Use cover from the metal
plates on the spire.
In Goldrush:
As Defenders:
-Plant Sentries in areas overlooking the tracks.
-Plant Teleporters in the buildings away from the tracks.
-Step near the Cart to make it stop when there are enemies next to it.
-Plant Sticky Bombs on the Cart or on the tracks.
As Attackers:
-When moving the Cart, stick next to it.
-Use the Cart for cover if necessary.
Phase One:
As Defenders:
-Sneak up behind the enemy and strike them from behind.
As Attackers:
-After capturing the first point, use the buildings to outflank the Defenders.
Phase Two:
As Defenders:
-Secure the spawn points.
As Attackers:
-After capturing the first point, go to the upper building overlooking the
second area to pin down the Defenders.
Phase Three:
As Defenders:
-Plant Sticky Bombs and Sentries throughout the buildings next to the tracks.
-Use cover.
As Attackers:
-Find alternate routes to secure the tracks.
--------------
3.5 >Glossary<
--------------
Critical Hit: A shot (or burst of shots) where the projectile does more damage
than usual. A Sniper’s Headshot is always a Critical Hit.
Headshot: A Headshot caused by the Sniper’s Rifle.
Backstab: A Melee attack caused by a Spy’s Knife from behind.
Spy Checking: The process of checking for enemy Spies within a team. Pyros
excell at this.
SG: Sentry Gun.
Solly: Soldier.
CP: Capture/Control Point.
Mini-Base: Location where a Sentry Gun, Dispenser, and Teleporter Exit are in
the same general location.
Fatty: Heavy Weapons Guy.
Steam Friend: Steam friends can invite each other to be friends. The Steam
program will tell a player if one of his/her friends are playing on a Steam
game (including TF2). Some achievements can only be fullfilled through getting
many Steam Friends.
Metal: Another type of ammunition collected by Engineers to build their
Equipment.
Assist: If a player damages a player and another player manages to kill the
victim player, both players get credit (more so to the finishing player).
Ubercharge: The Special Ability for Medics and his target to become
invulnerable for 10 seconds.
Knock Back: Force created by strong projectiles that push back targets or makes
them fly. Explosives, Minigun Bullets, and Sentries are examples of Knock Back
weapons.
Domination: If a player kills another certain player three times without being
killed by that player, the target player is being dominated by the other
player. Domination ends when the target player kills the Dominating player.
Nemesis: The opposite of domination, it will appear when a player is being
killed by another player for at least three times without getting killed by the
player. When Domination occurs, the target player sees the Dominating player as
their Nemesis (I’m always determined to get Revenge (see below)).
Revenge: The occurance where the Dominated player kills the Dominating player.
A Revenge Kill will score the Dominated player double points (as well as giving
satisfaction). Revenge, Nemesis, and Domination events occur even with assists.
Sudden Death: The point where time runs out on a CTF/Symetrical CP Map. Nobody
respawns here!
Overtime: A peroid of time where the Game is extended and ends whenever the
person attempting to Capture a Point is killed or suceeds in the Capture.
Humiliation: The peroid of time where a Team wins and they get to kill the
losing Team with all Critical Hits and preventing the enemy Team from
retaliating.
===================
4.0 >And the Rest!<
===================
All of this will cover up the rest of the guide.
===========
4.1 >F.A.Q<
===========
Q: Why are the Classes divided into Offense, Defense, and Support?
A: It’s just easier to identify what the Classes are for, but a Soldier can
still be able to Defend as well (for example).
Q: What are some good custom-made maps?
A: CP_Orange X, CP_Warpath, and CP_Wolf are some good maps.
Q: I only want to get a certain part of this guide! What can I do?
A: Select what’s necessary and then right click and click on copy (or select
and then press control C). Then go to some other word document, right click,
and paste (or press control V). Print away!
Q: I want to contribute to this guide by writing some information for it!
A: Go right ahead. E-mail me at Boocatcher5@hotmail.com.
Be free to e-mail me some more questions. Rules for it are explained below.
=================
4.2 >Email Guide<
=================
Here are some ground rules for making e-mails.
1. Spam is stupid. Never EVER write that kind of stuff.
2. Spell correctly with good grammar.
3. Don’t ask something that’s already inside this guide.
4. Try to make your strategy neat, because I will directly take your strategy
from your E-mail. Also, pressing enter at the end of each line would help.
5. Don’t forget about the subject (Team Fortress 2)! Then I will know what the
topic is about.
6. Don’t ever try to contact me through a messenger program. Ever.
Just give me these things if you want to contact me about the guide.
1. Strategies on incomplete stuff.
2. Expansions on current walkthroughs.
3. Additional FAQs.
4. Other stuff to make this guide interesting.
=============
4.3 >Credits<
=============
-Me, the Author.
-Additional info by Thomas Page and Michael "EN4CER420" Bilberry.
-Valve for the game itself.
----------------------
4.4 >Legal Disclaimer<
----------------------
Copyright 2008 Brett Sim
This may be not be rewritten under any circumstances except for
personal, private use. It may not be placed on any web site or
otherwise distributed publicly without permission before so. Use of
this guide on any other web site or as a part of any public display is
strictly, indisputably prohibited, and a violation of copyright.
Failure to comply with the above terms can result in a lawsuit.
All trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.
If you wish to get some information from this guide, they must be
confirmed and chosen by the author, Raining Metal.
If you do not agree with the terms here, you should not use this guide
any further.
Thank You.
This guide reposted to The GameReviews.com by permission of the author.
Author’s note: This guide is not to be copied from this site without advance permission.