User:Baker.cookie/sandbox

Work in progress.

Game Modes
Team fortress 2 contains many core game modes. These include Capture the Flag were 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. Control Point is a game mode where there are several control points laid around the map typically 3 or 5. For a team to win they must capture all the control points within the time limit. The time limit is reset on the capture of a control point by either team. Attack/Defend consists of the BLU team attempting to capture all RED teams capture points within a time limit. RED cannot recapture a point after BLU has captured it. Another core game mode like Attack/Defend is Payload, were BLU team must typically push a cart containing a bomb through all of RED team’s checkpoints within a time limit, and this time limit is extended upon BLU capturing a checkpoint. 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. King of the Hill is another core game mode, that contains a single control point that can be captured by both RED and BLU teams. 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.

There are also several alternate game modes within Team Fortress 2. 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. Territory Control consists of several capture points spread out across a single map. Like Control Point each point can be captured by either the RED or BLU teams. 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. Special Delivery is like Capture the Flag, but there is only one briefcase that can initially be picked up by either RED or BLU team, upon a team picking up the briefcase the opposing team is now unable to pick the briefcase up until it has stayed on the ground for 45 seconds and returned to its original location. A team wins by holding the briefcase on a loading platform until they reach the top of the platform. Arena is a special game mode where players do not re-spawn upon death, and to win must eliminate the enemy team, or after a duration, a capture point opens, that upon capture will win the game. Mannpower is another game mode like Capture the Flag where players have access to a grappling hook and an assortment of powers ups, laid around the map, that give unique abilities. Player Destruction is a unique game mode where upon a player's death a pickup (varies depending on the map) is dropped. 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. PASS Time is a unique game mode inspired by rugby, developed by Valve, Bad Robot Interactive, and Escalation Studios. 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. Medieval is a variation on the Attack/Defend game mode where players weapons are limited to all melee weapons and other weapons that fit the medieval theme.

Mann vs Machine (mvm) is a cooperative game mode where must defend their base from waves of robots, that look like all the nine playable classes, and slow-moving tanks carting bombs. 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. A payed version of this game mode called “Mann up” is also available where players buy tickets to play “Tours” with the chance to win unique cosmetics and weapon re-skins upon completion.

There also exists a Training mode and a Practice mode. 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 Practice mode is just like any other multiplayer match, but only consist of the player and bots. The number of bots, there difficulty, and the map can all be adjusted to a player’s preference.