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%%In any game mode, a player has a chance to score a CriticalHit on any given shot. The crit chance rises with the amount of damage dealt recently, to encourage aggressive playstyles, and melee weapons have a higher chance. For instance, all the comedic melee weapons have an elevated chance to crit, giving players a legitimate reason to choose them when they are in range. Some weapons replace random crits with the ability to crit or mini-crit when certain critera are fulfilled, but usually only for a short time (for example, the Sniper's [[http://wiki.teamfortress.com/wiki/Jarate "Jarate"]], which causes players coated in it to recieve mini-crits for a short period)

%%Why do we need an entire section on crit mechanics in the lead?
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''MMEEEEEDDDDDIIIIICCCC!''

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''MMEEEEEDDDDDIIIIICCCC!''''MMEEEEEDDDDDIIIIICCCC!''
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Misuse


''Team Fortress 2'' is about a group of nine [[PunchClockVillain average, everyday, working-class mercenaries]]. Some of them work for the demolition company Reliable Excavation & Demolition (RED), founded by Redmond Mann; some work for the Builders League United (BLU), a construction company founded by [[ThemeNaming Redmond's twin brother]], Blutarch. Both [[MegaCorp Mega-Corps]] are, in actuality, fronts for two opposing intelligence organizations, which each control one-half of the world's governments. Both organizations are given combat intel by the same [[EvilOverlord Administrator]], who supplies them with weapons provided by Mann Co. (a company which the twins' father left to the [[TestosteronePoisoning Australian Hale family]]), [[WarForFunAndProfit which is a subsidiary of The Administrator's own company,]] [=TF Industries=]. The Administrator is heavily implied to be [[LetsYouAndHimFight masterminding the entire conflict]], all in a ThanatosGambit by the brothers' deceased father as punishment for their imbecility. Other developments include Australium, a strange element mined in Australia that turns those exposed to it into manly, ridiculously strong geniuses, and Gray Mann, the long-lost third brother who's actually ''not'' [[MadScientist a]] [[VideoGame/Portal2 moron.]]

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''Team Fortress 2'' is about a group of nine [[PunchClockVillain average, everyday, working-class mercenaries]]. Some of them work for the demolition company Reliable Excavation & Demolition (RED), founded by Redmond Mann; some work for the Builders League United (BLU), a construction company founded by [[ThemeNaming Redmond's twin brother]], Blutarch. Both [[MegaCorp Mega-Corps]] are, in actuality, fronts for two opposing intelligence organizations, which each control one-half of the world's governments. Both organizations are given combat intel by the same [[EvilOverlord Administrator]], who supplies them with weapons provided by Mann Co. (a company which the twins' father left to the [[TestosteronePoisoning Australian Hale family]]), [[WarForFunAndProfit which is a subsidiary of The Administrator's own company,]] [=TF Industries=]. The Administrator is heavily implied to be [[LetsYouAndHimFight [[PlayingBothSides masterminding the entire conflict]], all in a ThanatosGambit by the brothers' deceased father as punishment for their imbecility. Other developments include Australium, a strange element mined in Australia that turns those exposed to it into manly, ridiculously strong geniuses, and Gray Mann, the long-lost third brother who's actually ''not'' [[MadScientist a]] [[VideoGame/Portal2 [[EvilGenius moron.]]
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There are ten basic gameplay types so far spread across a variety of different maps: [[note]] Some of the maps are only accessible during holiday events such as Scream Fortress and Smissmas for a limited time. All map prefixes start with the game mode type followed by the official name. Such as ctf_2fort or cp_Dustbowl. [[/note]]

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There are ten sixteen basic gameplay types so far spread across a variety of one hundred different maps: [[note]] Some of the maps are only accessible during holiday events such as Scream Fortress and Smissmas for a limited time. All map prefixes start with the game mode type followed by the official name. Such as ctf_2fort or cp_Dustbowl. [[/note]]
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* '''Versus Saxton Hale''' is an [[AscendedFanfic ascended]] [[GameMod mod]] that has been around for many years before the 2023 Summer Update, but was officially implemented in said update. It's a Arena-esque asymmetrical game mode where a team of up to 23 RED mercs face off against [[AwesomeAussie Saxton Hale]] himself (after Gray Mann has taken over Mann Co. and has ordered the mercs to kill him) without the ability to respawn, with each round swapping around players playing as Saxton. Saxton loses if he either dies, doesn't kill the mercs within 4 minutes, or if the mercs successfully capture the control point at the center of the map, while his objective is to either kill all the mercs or capture the control point himself. Saxton's standard melee does ''195 damage'' (enough to kill every class at regular full health in one hit aside from the Soldier or Heavy, though he only does 77 damage to buildings), has multiple abilities that enable him to get around and fight the mercs, and has an insane health pool, while the mercs have some changes to their abilities to give them a fighting chance, and the ability to wall-climb and launch themselves into the air by hitting surfaces with their melee weapon. When there are 3 mercs left, they all deal mini-crits, and if there's only one merc left they will always deal critical hits. In general, the odds are stacked against the mercs, but winning is still achievable, if difficult.

to:

* '''Versus Saxton Hale''' is an [[AscendedFanfic ascended]] [[GameMod mod]] that has been around for many years before the 2023 Summer Update, but was officially implemented in said update. It's a Arena-esque asymmetrical game mode where a team of up to 23 RED mercs face off against [[AwesomeAussie Saxton Hale]] himself (after Gray Mann has taken over Mann Co. and has ordered the mercs to kill him) without the ability to respawn, with each round swapping around players playing as Saxton. Saxton loses if he either dies, doesn't kill the mercs within 4 minutes, or if the mercs successfully capture the control point at the center of the map, while his objective is to either kill all the mercs or capture the control point himself. Saxton's standard melee does ''195 damage'' (enough to kill every class at regular full health in one hit aside from the Soldier or Heavy, though he only does 77 damage to buildings), has multiple abilities that enable him to get around and fight the mercs, and has an insane health pool, while the mercs have some changes to their abilities to give them a fighting chance, and the ability to wall-climb and launch themselves into the air by hitting surfaces with their melee weapon. When there are 3 three mercs left, they all deal mini-crits, and if there's only one merc left they will always deal critical hits. In general, the odds are stacked against the mercs, but winning is still achievable, if difficult.



* '''[[ZombieApocalypse Zombie Infection]]''' is another community game mode that was introduced in the 2023 Scream Fortress Update and is only officially available during the Scream Fortress Events. The RED survivor mercs face off against BLU zombified mercs that only use melee attacks, unique powers and passive abilities for each individual class. The round begins with the RED mercs setting up defences before a certain number of players become BLU zombified mercs. The RED mercs must survive until time runs out whilst the BLU zombified mercs must eliminate all the RED mercs to win the round. Like in '''Versus Saxton Hale''', when 3 RED mercs are left, they will all deal mini-crits and if only one RED merc is left, they will always deal critical hits.

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* '''[[ZombieApocalypse Zombie Infection]]''' is another community game mode that was introduced in the 2023 Scream Fortress Update and is only officially available during the Scream Fortress Events. The RED survivor mercs face off against BLU zombified mercs that only use melee attacks, unique powers and passive abilities for each individual class. The round begins with the RED mercs setting up defences before a certain number of players become BLU zombified mercs. The RED mercs must survive until time runs out whilst the BLU zombified mercs must eliminate all the RED mercs to win the round. Like in '''Versus Saxton Hale''', when 3 three RED mercs are left, they will all deal mini-crits and if only one RED merc is left, they will always deal critical hits.
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* '''Versus Saxton Hale''' is an [[AscendedFanfic ascended]] [[GameMod mod]] that has been around for many years before the 2023 Summer Update, but was officially implemented in said update. It's a Arena-esque asymmetrical game mode where a team of up to 23 RED mercs face off against [[AwesomeAussie Saxton Hale]] himself (after Gray Mann has taken over Mann Co. and has ordered the mercs to kill him) without the ability to respawn, with each round swapping around players playing as Saxton. Saxton loses if he either dies, doesn't kill the mercs within 4 minutes, or if the mercs successfully capture the control point at the center of the map, while his objective is to either kill all the mercs or capture the control point himself. Saxton's standard melee does ''195 damage'' (enough to kill every class at regular full health in one hit aside from the Soldier or Heavy, though he only does 77 damage to buildings), has multiple abilities that enable him to get around and fight the mercs, and has an insane health pool, while the mercs have some changes to their abilities to give them a fighting chance, and the ability to wall-climb and launch themselves into the air by hitting surfaces with their melee weapon. When there are three mercs left, they all deal mini-crits, and if there's only one merc left they will always deal critical hits. In general, the odds are stacked against the mercs, but winning is still achievable, if difficult.

to:

* '''Versus Saxton Hale''' is an [[AscendedFanfic ascended]] [[GameMod mod]] that has been around for many years before the 2023 Summer Update, but was officially implemented in said update. It's a Arena-esque asymmetrical game mode where a team of up to 23 RED mercs face off against [[AwesomeAussie Saxton Hale]] himself (after Gray Mann has taken over Mann Co. and has ordered the mercs to kill him) without the ability to respawn, with each round swapping around players playing as Saxton. Saxton loses if he either dies, doesn't kill the mercs within 4 minutes, or if the mercs successfully capture the control point at the center of the map, while his objective is to either kill all the mercs or capture the control point himself. Saxton's standard melee does ''195 damage'' (enough to kill every class at regular full health in one hit aside from the Soldier or Heavy, though he only does 77 damage to buildings), has multiple abilities that enable him to get around and fight the mercs, and has an insane health pool, while the mercs have some changes to their abilities to give them a fighting chance, and the ability to wall-climb and launch themselves into the air by hitting surfaces with their melee weapon. When there are three 3 mercs left, they all deal mini-crits, and if there's only one merc left they will always deal critical hits. In general, the odds are stacked against the mercs, but winning is still achievable, if difficult.



* '''[[ZombieApocalypse Zombie Infection]]''' is another community game mode that was introduced in the 2023 Scream Fortress Update and is only officially available during the Scream Fortress Events. The RED survivor mercs face off against BLU zombified mercs that only use melee attacks, unique powers and passive abilities for each individual class. The round begins with the RED mercs setting up defences before a certain number of players become BLU zombified mercs. The RED mercs must survive until time runs out whilst the BLU zombified mercs must eliminate all the RED mercs to win the round. Like in '''Versus Saxton Hale''', when three RED mercs are left, they will all deal mini-crits and if only one RED merc is left, they will always deal critical hits.

to:

* '''[[ZombieApocalypse Zombie Infection]]''' is another community game mode that was introduced in the 2023 Scream Fortress Update and is only officially available during the Scream Fortress Events. The RED survivor mercs face off against BLU zombified mercs that only use melee attacks, unique powers and passive abilities for each individual class. The round begins with the RED mercs setting up defences before a certain number of players become BLU zombified mercs. The RED mercs must survive until time runs out whilst the BLU zombified mercs must eliminate all the RED mercs to win the round. Like in '''Versus Saxton Hale''', when three 3 RED mercs are left, they will all deal mini-crits and if only one RED merc is left, they will always deal critical hits.
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* '''[[ManVersusMachine Mann vs. Machine]]''' is a six player co-op defense mode. Here, RED and BLU must [[EnemyMine team up]] and take down [[TheWarSequence massive waves of robots]] ([[MoneySpider which drop money when defeated]]) in order to keep the robots from blowing up [[ArmsDealer Mann Co.]][[note]]In-game, however, only RED team is playable, [[ColorCodedForYourConvenience with the robots being BLU]].[[/note]] The robot horde is armed with basic stock weaponry, but there are special robots with unique capabilities (mostly due to their loadout) and a [[GiantMook giant robot]] every now and then. Each of the official Mann vs. Machine maps have a variety of missions.

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* '''[[ManVersusMachine Mann vs. Machine]]''' is a six player 6-player co-op defense mode. Here, RED and BLU must [[EnemyMine team up]] and take down [[TheWarSequence massive waves of robots]] ([[MoneySpider which drop money when defeated]]) in order to keep the robots from blowing up [[ArmsDealer Mann Co.]][[note]]In-game, however, only RED team is playable, [[ColorCodedForYourConvenience with the robots being BLU]].[[/note]] The robot horde is armed with basic stock weaponry, but there are special robots with unique capabilities (mostly due to their loadout) and a [[GiantMook giant robot]] every now and then. Each of the official Mann vs. Machine maps have a variety of missions.



* '''Versus Saxton Hale''' is an [[AscendedFanfic ascended]] [[GameMod mod]] that has been around for many years before the 2023 Summer Update, but was officially implemented in said update. It's a Arena-esque asymmetrical game mode where a team of up to twenty three RED mercs face off against [[AwesomeAussie Saxton Hale]] himself (after Gray Mann has taken over Mann Co. and has ordered the mercs to kill him) without the ability to respawn, with each round swapping around players playing as Saxton. Saxton loses if he either dies, doesn't kill the mercs within 4 minutes, or if the mercs successfully capture the control point at the center of the map, while his objective is to either kill all the mercs or capture the control point himself. Saxton's standard melee does ''195 damage'' (enough to kill every class at regular full health in one hit aside from the Soldier or Heavy, though he only does 77 damage to buildings), has multiple abilities that enable him to get around and fight the mercs, and has an insane health pool, while the mercs have some changes to their abilities to give them a fighting chance, and the ability to wall-climb and launch themselves into the air by hitting surfaces with their melee weapon. When there are three mercs left, they all deal mini-crits, and if there's only one merc left they will always deal critical hits. In general, the odds are stacked against the mercs, but winning is still achievable, if difficult.

to:

* '''Versus Saxton Hale''' is an [[AscendedFanfic ascended]] [[GameMod mod]] that has been around for many years before the 2023 Summer Update, but was officially implemented in said update. It's a Arena-esque asymmetrical game mode where a team of up to twenty three 23 RED mercs face off against [[AwesomeAussie Saxton Hale]] himself (after Gray Mann has taken over Mann Co. and has ordered the mercs to kill him) without the ability to respawn, with each round swapping around players playing as Saxton. Saxton loses if he either dies, doesn't kill the mercs within 4 minutes, or if the mercs successfully capture the control point at the center of the map, while his objective is to either kill all the mercs or capture the control point himself. Saxton's standard melee does ''195 damage'' (enough to kill every class at regular full health in one hit aside from the Soldier or Heavy, though he only does 77 damage to buildings), has multiple abilities that enable him to get around and fight the mercs, and has an insane health pool, while the mercs have some changes to their abilities to give them a fighting chance, and the ability to wall-climb and launch themselves into the air by hitting surfaces with their melee weapon. When there are three mercs left, they all deal mini-crits, and if there's only one merc left they will always deal critical hits. In general, the odds are stacked against the mercs, but winning is still achievable, if difficult.
Is there an issue? Send a MessageReason:
None


* '''Versus Saxton Hale''' is an [[AscendedFanfic ascended]] [[GameMod mod]] that has been around for many years before the 2023 Summer Update, but was officially implemented in said update. It's a Arena-esque asymmetrical game mode where a team of up to 23 RED mercs face off against [[AwesomeAussie Saxton Hale]] himself (after Gray Mann has taken over Mann Co. and has ordered the mercs to kill him) without the ability to respawn, with each round swapping around players playing as Saxton. Saxton loses if he either dies, doesn't kill the mercs within 4 minutes, or if the mercs successfully capture the control point at the center of the map, while his objective is to either kill all the mercs or capture the control point himself. Saxton's standard melee does ''195 damage'' (enough to kill every class at regular full health in one hit aside from the Soldier or Heavy, though he only does 77 damage to buildings), has multiple abilities that enable him to get around and fight the mercs, and has an insane health pool, while the mercs have some changes to their abilities to give them a fighting chance, and the ability to wall-climb and launch themselves into the air by hitting surfaces with their melee weapon. When there are three mercs left, they all deal mini-crits, and if there's only one merc left they will always deal critical hits. In general, the odds are stacked against the mercs, but winning is still achievable, if difficult.

to:

* '''Versus Saxton Hale''' is an [[AscendedFanfic ascended]] [[GameMod mod]] that has been around for many years before the 2023 Summer Update, but was officially implemented in said update. It's a Arena-esque asymmetrical game mode where a team of up to 23 twenty three RED mercs face off against [[AwesomeAussie Saxton Hale]] himself (after Gray Mann has taken over Mann Co. and has ordered the mercs to kill him) without the ability to respawn, with each round swapping around players playing as Saxton. Saxton loses if he either dies, doesn't kill the mercs within 4 minutes, or if the mercs successfully capture the control point at the center of the map, while his objective is to either kill all the mercs or capture the control point himself. Saxton's standard melee does ''195 damage'' (enough to kill every class at regular full health in one hit aside from the Soldier or Heavy, though he only does 77 damage to buildings), has multiple abilities that enable him to get around and fight the mercs, and has an insane health pool, while the mercs have some changes to their abilities to give them a fighting chance, and the ability to wall-climb and launch themselves into the air by hitting surfaces with their melee weapon. When there are three mercs left, they all deal mini-crits, and if there's only one merc left they will always deal critical hits. In general, the odds are stacked against the mercs, but winning is still achievable, if difficult.
Is there an issue? Send a MessageReason:
None


* '''[[ManVersusMachine Mann vs. Machine]]''' is a 6-player co-op defense mode. Here, RED and BLU must [[EnemyMine team up]] and take down [[TheWarSequence massive waves of robots]] ([[MoneySpider which drop money when defeated]]) in order to keep the robots from blowing up [[ArmsDealer Mann Co.]][[note]]In-game, however, only RED team is playable, [[ColorCodedForYourConvenience with the robots being BLU]].[[/note]] The robot horde is armed with basic stock weaponry, but there are special robots with unique capabilities (mostly due to their loadout) and a [[GiantMook giant robot]] every now and then. Each of the official Mann vs. Machine maps have a variety of missions.

to:

* '''[[ManVersusMachine Mann vs. Machine]]''' is a 6-player six player co-op defense mode. Here, RED and BLU must [[EnemyMine team up]] and take down [[TheWarSequence massive waves of robots]] ([[MoneySpider which drop money when defeated]]) in order to keep the robots from blowing up [[ArmsDealer Mann Co.]][[note]]In-game, however, only RED team is playable, [[ColorCodedForYourConvenience with the robots being BLU]].[[/note]] The robot horde is armed with basic stock weaponry, but there are special robots with unique capabilities (mostly due to their loadout) and a [[GiantMook giant robot]] every now and then. Each of the official Mann vs. Machine maps have a variety of missions.
Is there an issue? Send a MessageReason:
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** Control Point Map List:

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** Control '''Control Point Map List:List:'''



** Territorial Control Map List:

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** Territorial '''Territorial Control Map List: List:'''



** Attack/Defense Map List:

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** Attack/Defense '''Attack/Defense Map List:List:'''



** Medieval Mode Map List:

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** Medieval '''Medieval Mode Map List:List:'''



** Capture The Flag Map List:

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** Capture '''Capture The Flag Map List:List:'''



** Mannpower Map List:

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** Mannpower '''Mannpower Map List:List:'''



** Attack/Defend Capture The Flag Map List:

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** Attack/Defend '''Attack/Defend Capture The Flag Map List:List:'''



** Payload Map List:

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** Payload '''Payload Map List:List:'''



** Payload Race Map List:

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** Payload '''Payload Race Map List:List:'''



** Arena Map List:

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** Arena '''Arena Map List:List:'''



** King of the Hill Map List:

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** King '''King of the Hill Map List:List:'''



** Special Delivery Map List.

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** Special '''Special Delivery Map List. List:'''



** Mann vs. Machine Map List:

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** Mann '''Mann vs. Machine Map List: List:'''



** Player Destruction Map List:

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** Player '''Player Destruction Map List:List:'''



** Robot Destruction Map List:

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** Robot '''Robot Destruction Map List:List:'''



** PASS Time Map List.

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** PASS '''PASS Time Map List. List:'''



** Versus Saxton Hale Map List:

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** Versus '''Versus Saxton Hale Map List:List:'''



** Zombie Infection Map List:

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** Zombie '''Zombie Infection Map List:List:'''
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* '''Player Destruction''' is a mode introduced in the Invasion update. In this mode, every time a player dies, they drop a map-specific pickup item[[labelnote:*]]a beer bottle on Watergate, their soul on Pit of Death and Cursed Cove, a bucket of gibs on Monster Bash, and fish in Selbyen[[/labelnote]] that can be picked up by any other player. If a player is killed while holding one or more pickups, they drop those in addition to the one standard pickup. The player on each team with the most pickups (the first to reach that number if tied) becomes "team leader" and acts as a dispenser, but has a number above their head (indicating the number of items they're carrying) that anyone can see, even through walls, making them a target for the enemy team. Every so often, a control point opens up, and the players have to deliver their pickups to the control point while blocking the other team from doing the same. The first team to a predetermined number of pickups delivered (depending on the number of people playing at the start of the round) wins.

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* '''Player Destruction''' is a mode introduced in the Invasion update. In this mode, every time a player dies, they drop a map-specific pickup item[[labelnote:*]]a beer bottle on Watergate, their soul on Pit of Death and Cursed Cove, a bucket of gibs on Monster Bash, and fish in Selbyen[[/labelnote]] Selbyen and a gas canister on Galleria.[[/labelnote]] that can be picked up by any other player. If a player is killed while holding one or more pickups, they drop those in addition to the one standard pickup. The player on each team with the most pickups (the first to reach that number if tied) becomes "team leader" and acts as a dispenser, but has a number above their head (indicating the number of items they're carrying) that anyone can see, even through walls, making them a target for the enemy team. Every so often, a control point opens up, and the players have to deliver their pickups to the control point while blocking the other team from doing the same. The first team to a predetermined number of pickups delivered (depending on the number of people playing at the start of the round) wins.
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*** Sinshine. [[note:]]Halloween exclusive event map.[[/note]]

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*** Sinshine. [[note:]]Halloween exclusive event map.[[/note]]
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*** Sinshine. [[note:]] Halloween exclusive event map.[[/note]]

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*** Sinshine. [[note:]] Halloween [[note:]]Halloween exclusive event map.[[/note]]
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*** Sinshine. [[note: Halloween exclusive event map.]]

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*** Sinshine. [[note: [[note:]] Halloween exclusive event map.]][[/note]]
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*** Sinshine.

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*** Sinshine. [[note: Halloween exclusive event map.]]

Added: 247

Changed: 4

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*** SnowVille.

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*** SnowVille.[=SnowVille=].


Added DiffLines:

** PASS Time Map List.
*** Brickyard.
*** District.
*** Timbertown.


Added DiffLines:

** Versus Saxton Hale Map List:
*** Distillery.
*** Nucleus VSH.
*** Skirmish.
*** Tiny Rock.


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** Zombie Infection Map List:
*** Atoll.
*** Devastation.
*** Murky.
*** Sanitarium.
*** Woods.

Added: 685

Changed: 546

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*** Cactus Canyon.



* '''Robot Destruction''' is a unique mode currently still in beta, and is limited to one official map. Each team starts with three tiers of defenseless robots in their base, which must be destroyed for their collectable Power Cores until one team acquires enough. However, players also have the power to steal the enemy's points by holding the reactor core spawn area; holding the area for longer means more points will be stolen. This mode, along with its first map Asteroid, debuted as part of the Mann Co. Beta Maps program, an in-game beta test function.

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** Player Destruction Map List:
*** Cursed Cove.
*** Farmageddon.
*** Galleria.
*** Mannslyvania.
*** Monster Bash.
*** Pit Of Death.
*** Selbyen.
*** SnowVille.
*** Watergate.
* '''Robot Destruction''' is a unique mode currently still in beta, and is limited to one official map.beta. Each team starts with three tiers of defenseless robots in their base, which must be destroyed for their collectable Power Cores until one team acquires enough. However, players also have the power to steal the enemy's points by holding the reactor core spawn area; holding the area for longer means more points will be stolen. This mode, along with its first map Asteroid, mode debuted as part of the Mann Co. Beta Maps program, an in-game beta test function.function.
** Robot Destruction Map List:
*** Asteroid.

Added: 124

Changed: 98

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*** Carnival of Carnage. [[note]] Replaces the Australium with a bag of tickets and the rocket with a gigantic strongman machine. [[/note]].
* '''[[ManVersusMachine Mann vs. Machine]]''' is a 6-player co-op defense mode. Here, RED and BLU must [[EnemyMine team up]] and take down [[TheWarSequence massive waves of robots]] ([[MoneySpider which drop money when defeated]]) in order to keep the robots from blowing up [[ArmsDealer Mann Co.]][[note]]In-game, however, only RED team is playable, [[ColorCodedForYourConvenience with the robots being BLU]].[[/note]] The robot horde is armed with basic stock weaponry, but there are special robots with unique capabilities (mostly due to their loadout) and a [[GiantMook giant robot]] every now and then. There are six[[labelnote:*]]seven if you count the reskin map Ghost Town[[/labelnote]] official Mann vs. Machine maps, each of which have a variety of missions.

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*** Carnival of Carnage. [[note]] Replaces the Australium with a bag of tickets and the rocket with a gigantic strongman machine. [[/note]].
[[/note]]
* '''[[ManVersusMachine Mann vs. Machine]]''' is a 6-player co-op defense mode. Here, RED and BLU must [[EnemyMine team up]] and take down [[TheWarSequence massive waves of robots]] ([[MoneySpider which drop money when defeated]]) in order to keep the robots from blowing up [[ArmsDealer Mann Co.]][[note]]In-game, however, only RED team is playable, [[ColorCodedForYourConvenience with the robots being BLU]].[[/note]] The robot horde is armed with basic stock weaponry, but there are special robots with unique capabilities (mostly due to their loadout) and a [[GiantMook giant robot]] every now and then. There are six[[labelnote:*]]seven if you count Each of the reskin map Ghost Town[[/labelnote]] official Mann vs. Machine maps, each of which maps have a variety of missions.missions.
** Mann vs. Machine Map List:
*** Bigrock.
*** Coal Town.
*** Ghost Town.
*** Decoy.
*** Mannhattan.
*** Mannworks.
*** Rottenburg.

Added: 182

Changed: 230

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* '''Special Delivery''' is a mode that could be considered a combination of Capture the Flag and Payload. The objective of this game is to transport a suitcase full of volatile Australium to the space shuttle of Poopy Joe, the all-American monkeynaut. Naturally, the enemy team wants to deliver the Australium as well in order to "make history", and you have to ride an incredibly slow elevator to reach Joe's rocket. Good luck. There is currently only two official maps with this mode: Doomsday and its Halloween reskin, Carnival of Carnage[[note]]which replaces the Australium with a bag of tickets and the rocket with a gigantic strongman machine[[/note]].

to:

* '''Special Delivery''' is a mode that could be considered a combination of Capture the Flag and Payload. The objective of this game is to transport a suitcase full of volatile Australium to the space shuttle of Poopy Joe, the all-American monkeynaut. Naturally, the enemy team wants to deliver the Australium as well in order to "make history", and you have to ride an incredibly slow elevator to reach Joe's rocket. Good luck. There is currently only two official maps with this mode: Doomsday and its Halloween reskin,
** Special Delivery Map List.
*** Doomsday.
***
Carnival of Carnage[[note]]which replaces Carnage. [[note]] Replaces the Australium with a bag of tickets and the rocket with a gigantic strongman machine[[/note]].machine. [[/note]].
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There are ten basic gameplay types so far spread across a variety of different maps: [[note]] Some of the maps are only accessible during holiday events such as Scream Fortress and Smissmas for a limited time. All map prefixes start with the game mode type followed by the official name. Such as Ctf_2fort or Cp_Dustbowl. [[/note]]

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There are ten basic gameplay types so far spread across a variety of different maps: [[note]] Some of the maps are only accessible during holiday events such as Scream Fortress and Smissmas for a limited time. All map prefixes start with the game mode type followed by the official name. Such as Ctf_2fort ctf_2fort or Cp_Dustbowl.cp_Dustbowl. [[/note]]
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There are ten basic gameplay types so far spread across a variety of different maps: [[note]] Some maps are only accessible during holiday events such as Scream Fortress and Smissmas. All the Map prefixes start with game mode type followed by the official name. [[/note]]

to:

There are ten basic gameplay types so far spread across a variety of different maps: [[note]] Some of the maps are only accessible during holiday events such as Scream Fortress and Smissmas. All the Map Smissmas for a limited time. All map prefixes start with the game mode type followed by the official name.name. Such as Ctf_2fort or Cp_Dustbowl. [[/note]]
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There are ten basic gameplay types so far spread across a variety of different maps:

to:

There are ten basic gameplay types so far spread across a variety of different maps:
maps: [[note]] Some maps are only accessible during holiday events such as Scream Fortress and Smissmas. All the Map prefixes start with game mode type followed by the official name. [[/note]]
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** King of the Hill Map List:
*** Badlands.
*** Brazil.
*** Cascade.
*** Cauldron.
*** Eyeaduct.
*** Ghost Fort.
*** Harvest.
*** Harvest Event.
*** Highpass.
*** Kong King.
*** Krampus.
*** Laughter.
*** Lazurus.
*** Los Muertos.
*** Maple Ridge Event.
*** Megalo.
*** Moldergrove.
*** Moonshine Event.
*** Nucleus.
*** Probed.
*** Rotunda.
*** Sawmill.
*** Sharkbay.
*** Sinthetic.
*** Slasher.
*** Slime.
*** Snowtower.
*** Soul-Mill.
*** Sujin.
*** Viaduct.
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** Variants include '''[[RiskStyleMap Territorial Control]]''', where the map is divided into mini-maps with two control points each.

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** * Variants include '''[[RiskStyleMap Territorial Control]]''', where the map is divided into mini-maps with two control points each.



** '''[[HoldTheLine Attack/Defense]]''', where RED owns all the control points from the start, and wins if [[HoldTheLine time runs out before the other side captures all the control points]]. This isn't always as simple for RED as it sounds, because they can't retake control points that BLU has managed to capture, plus BLU gets time extensions for every point they capture.

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** * '''[[HoldTheLine Attack/Defense]]''', where RED owns all the control points from the start, and wins if [[HoldTheLine time runs out before the other side captures all the control points]]. This isn't always as simple for RED as it sounds, because they can't retake control points that BLU has managed to capture, plus BLU gets time extensions for every point they capture.



** '''[[NoItemUseForYou Medieval Mode]]''' is an alternative Attack/Defense Control Point map set in a castle in the distant past ([[AWizardDidIt the Soldier angered a magician]]). What makes this mode special is that, like in ''{{Franchise/Terminator}}'', guns (and other weapons too futuristic for the 10th century, except grenades) can't be brought back in time. Thus, all characters can only fight with melee weapons (with the exception of arrows and the like). Unlike ''Terminator'', clothes can be brought back in time because Robin Walker wanted hats to be in the game mode. [[AscendedMeme He wants hats everywhere.]]

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** * '''[[NoItemUseForYou Medieval Mode]]''' is an alternative Attack/Defense Control Point map set in a castle in the distant past ([[AWizardDidIt the Soldier angered a magician]]). What makes this mode special is that, like in ''{{Franchise/Terminator}}'', guns (and other weapons too futuristic for the 10th century, except grenades) can't be brought back in time. Thus, all characters can only fight with melee weapons (with the exception of arrows and the like). Unlike ''Terminator'', clothes can be brought back in time because Robin Walker wanted hats to be in the game mode. [[AscendedMeme He wants hats everywhere.]]



** '''Mannpower''' is a variant of Capture the Flag. Its most notable features include powerups and a {{grappling hook|Pistol}} for all classes to use. The rules are slightly altered. Like many other games with Capture the Flag, the intel must be in one team's base before the other can capture, and touching a dropped friendly intel sends it back to the base. Random critical hits on non-melee weapons are disabled, melee weapons are 30% stronger and respawn times are much shorter (2 seconds). Capture limits are significantly higher, requiring seven captures to win compared to three for normal Capture the Flag.

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** * '''Mannpower''' is a variant of Capture the Flag. Its most notable features include powerups and a {{grappling hook|Pistol}} for all classes to use. The rules are slightly altered. Like many other games with Capture the Flag, the intel must be in one team's base before the other can capture, and touching a dropped friendly intel sends it back to the base. Random critical hits on non-melee weapons are disabled, melee weapons are 30% stronger and respawn times are much shorter (2 seconds). Capture limits are significantly higher, requiring seven captures to win compared to three for normal Capture the Flag.



** '''[[ArrangeMode Attack/Defend Capture The Flag]]''' is another variant of Capture the Flag that combines Attack/Defense with Capture the Flag mechanics. BLU must deliver the intelligence briefcase to the capture point and secure all the control points to win. RED owns all the control points at the start and must hold out until time runs out in order to win. If the intelligence briefcase is dropped by BLU, RED must defend the briefcase until the timer elapses, during which BLU can pick up the briefcase again.

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** * '''[[ArrangeMode Attack/Defend Capture The Flag]]''' is another variant of Capture the Flag that combines Attack/Defense with Capture the Flag mechanics. BLU must deliver the intelligence briefcase to the capture point and secure all the control points to win. RED owns all the control points at the start and must hold out until time runs out in order to win. If the intelligence briefcase is dropped by BLU, RED must defend the briefcase until the timer elapses, during which BLU can pick up the briefcase again.



** '''[[WackyRacing Payload Race]]''' is a variation of Payload, introduced in the Sniper/Spy update, that is [[ShapedLikeItself Payload times two]]: Both teams have a bomb, and the first team to get their bomb to the other team's base wins. Things get crazy when you factor in the little fact that each team can interfere with the other's progress. This has a tendency to stall if the two carts end up adjacent, as the lines tend to criss-cross and meet at bottlenecks and tunnels. Furthermore, unlike in standard Payload, there are no checkpoints and carts only roll backwards if unattended on a hill or ramp, which sends them to the bottom.

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** * '''[[WackyRacing Payload Race]]''' is a variation of Payload, introduced in the Sniper/Spy update, that is [[ShapedLikeItself Payload times two]]: Both teams have a bomb, and the first team to get their bomb to the other team's base wins. Things get crazy when you factor in the little fact that each team can interfere with the other's progress. This has a tendency to stall if the two carts end up adjacent, as the lines tend to criss-cross and meet at bottlenecks and tunnels. Furthermore, unlike in standard Payload, there are no checkpoints and carts only roll backwards if unattended on a hill or ramp, which sends them to the bottom.
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** Payload Race Map List:
*** Banana Bay.
*** Bonesaw.
*** Hacksaw.
*** Helltower.
*** Hightower.
*** Nightfall.
*** Pipeline.


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** Arena Map List:
*** Badlands.
*** Byre.
*** Granary.
*** Lumberyard.
*** Graveyard.
*** Nucleus.
*** Offblast.
*** Perks.
*** Ravine.
*** Sawmill.
*** Watchtower.
*** Well.
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** Payload Map List:
*** Badwater Basin.
*** Barnblitz.
*** Bloodwater.
*** Borneo.
*** Bread Space.
*** Brimstone.
*** Cactus Canyon.
*** Camber.
*** Cashworks.
*** Chilly.
*** Corruption.
*** Emerge.
*** Enclosure.
*** Frontier.
*** Frostcliff.
*** Ghoulpit.
*** Goldrush.
*** Gravestone.
*** Hassle Castle.
*** Hellstone.
*** Hoodoo.
*** Phoenix.
*** Pier.
*** Polar.
*** Precipice.
*** Rumford.
*** Snowycoast.
*** Spineyard.
*** Swiftwater.
*** Terror.
*** Thunder Mountain.
*** Upward.
*** Venice.
*** Wutville.
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** Capture The Flag Map List:
*** 2Fort.
*** 2Fort Invasion.
*** Crasher.
*** Double Cross.
*** Doublefrost.
*** Frosty.
*** Helltrain.
*** Landfall.
*** Pelican Peak.
*** Sawmill.
*** Snowfall.
*** Turbine.
*** Turbine Center.
*** Well.


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** Mannpower Map List:
*** Foundry.
*** Gorge.
*** Hellfire.
*** Thunder Mountain.


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** Attack/Defend Capture The Flag Map List:
*** Haarp.
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*** DeGroot Keep.

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*** DeGroot [=DeGroot=] Keep.
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'''[[HoldTheLine Attack/Defense]]''', where RED owns all the control points from the start, and wins if [[HoldTheLine time runs out before the other side captures all the control points]]. This isn't always as simple for RED as it sounds, because they can't retake control points that BLU has managed to capture, plus BLU gets time extensions for every point they capture.

to:

** '''[[HoldTheLine Attack/Defense]]''', where RED owns all the control points from the start, and wins if [[HoldTheLine time runs out before the other side captures all the control points]]. This isn't always as simple for RED as it sounds, because they can't retake control points that BLU has managed to capture, plus BLU gets time extensions for every point they capture.

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Changed: 1039

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** Variants include '''[[RiskStyleMap Territorial Control]]''', where the map is divided into mini-maps with two control points each, and '''[[HoldTheLine Attack/Defense]]''', where RED owns all the control points from the start, and wins if [[HoldTheLine time runs out before the other side captures all the control points]]. This isn't always as simple for RED as it sounds, because they can't retake control points that BLU has managed to capture, plus BLU gets time extensions for every point they capture.
** '''[[NoItemUseForYou Medieval Mode]]''' is an alternative Attack/Defense Control Point map set in a castle in the distant past ([[AWizardDidIt the Soldier angered a magician]]). What makes this mode special is that, like in ''{{Franchise/Terminator}}'', guns (and other weapons too futuristic for the 10th century, except grenades) can't be brought back in time. Thus, all characters can only fight with melee weapons (with the exception of arrows and the like). Unlike ''Terminator'', clothes can be brought back in time because Robin Walker wanted hats to be in the game mode. [[AscendedMeme He wants hats everywhere.]] Currently, there is only one official map in this mode.

to:

** Variants include '''[[RiskStyleMap Territorial Control]]''', where the map is divided into mini-maps with two control points each, and each.
** Territorial Control Map List:
*** Hydro.
'''[[HoldTheLine Attack/Defense]]''', where RED owns all the control points from the start, and wins if [[HoldTheLine time runs out before the other side captures all the control points]]. This isn't always as simple for RED as it sounds, because they can't retake control points that BLU has managed to capture, plus BLU gets time extensions for every point they capture.
** Attack/Defense Map List:
*** Altitude.
*** Brew.
*** Carrier.
*** Coal Pit.
*** Dustbowl.
*** Egypt.
*** Erebus.
*** Frostwatch.
*** Gorge.
*** Gorge Event.
*** Gravel Pit.
*** Hardwood.
*** Junction.
*** Lava Pit.
*** Mann Manor.
*** Mercenary Park.
*** Mossrock.
*** Mountain Lab.
*** Sandcastle.
*** Snowplow.
*** Spookyridge.
*** Steel.
*** Sulfur.
** '''[[NoItemUseForYou Medieval Mode]]''' is an alternative Attack/Defense Control Point map set in a castle in the distant past ([[AWizardDidIt the Soldier angered a magician]]). What makes this mode special is that, like in ''{{Franchise/Terminator}}'', guns (and other weapons too futuristic for the 10th century, except grenades) can't be brought back in time. Thus, all characters can only fight with melee weapons (with the exception of arrows and the like). Unlike ''Terminator'', clothes can be brought back in time because Robin Walker wanted hats to be in the game mode. [[AscendedMeme He wants hats everywhere.]] Currently, there is only one official map in this mode.]]
** Medieval Mode Map List:
*** DeGroot Keep.

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