This guide was originally written by RainingMetal. A big thank you to RainingMetal for permission to use his work.
Onto the big parts of this guide, the list of characters! When choosing, try to pick a Class no one else on the team is using. Please not that all damage for each weapon is recorded for each bullet, swing, bomb, particle, etc., and that all Speeds apply when moving FORWARD. Reloading can be cancelled by firing.
Offence Classes include the Scout, Soldier, and Pyro. Their primary strengths are to create chaos and destruction, as well as rattle the enemy's cages. They are also quite mobile, making them prime candidates for seizing objectives.
Defence Classes include the Demoman, Heavy, and Engineer. These classes often stay put or hardly move, and can deal a lot of damage at once. They are also ideal for defending objectives.
Support Classes include the Medic, Sniper, and Spy. Support Classes can turn tide of the battle in seconds, whether it be providing health and invulnerability, or assassinating certain targets.
The Scout, a teenage punk from the east USA, likes to torment his opponents and ridicule n00bs. He also scoffs at slow characters like the Heavy, who he also enjoys to tease (though he also loathes the rest of his enemies).
In TFC, the Scout was made for Capturing the Flag, Getting the Flag to the Control Point, and little else! In TF2, he can do much more than that. Thanks to his newer and more useful weaponry, he's deadly at close range. Those who like to rush their victims and getting up close will enjoy playing as the perky vandal. In addition, he can double-jump, and while doing so, can change directions. Last, but not least, he can Capture Control Points twice as fast. His set of unlockable weapons are capable of enhancing the Scout's mobility, or imparing the mobility of his enemies.
The Soldier just wishes to be in the Second World War, just look at his uniform! He always likes to boss people around, courtesy to the inspiration he got from his instructor.
The Soldier hasn't changed much from TFC. Since he's got the second most health, he's a good buddy for the Medic if a Heavy Weapons Guy isn't around. As well as besieging enemy bases, he's also capable of defending one in a jiffy. The Soldier also has an ability known as Rocket Jumping. Aim at the ground (with the Rocket Launcher), and while firing, crouch and jump. This costs health though. All of the Soldier's unlockable weapons can enhance his performance (and the performance of his allies) on the battlefield.
From the Official TF2 Wiki, his bio states: "Though he wanted desperately to fight in World War 2, the Soldier was rejected from every branch of the U.S. military. Undaunted, he bought his own ticket to Europe. After arriving and finally locating Poland, the Soldier taught himself how to load and fire a variety of weapons before embarking on a Nazi killing spree for which he was awarded several medals that he designed and made himself. His rampage ended immediately upon hearing about the end of the war in 1949."
The Pyro is an enigma. Nobody knows who he is, what the colour of his skin is, or even if he's a guy! The only thing we know about this person is that he/she's obsessed with fire.
The Pyro is a deadly up-close fighter. One moment in front of a hostile Pyro's face and then prepare to have a plan to find some water! Since the Pyro is deadly up close, the maniac dislikes being out in the open. Because the Pyro plays with fire, the Pyro's effectiveness is decreased in the water. The Pyro can use the Compression Blast to reflect explosive projectiles away, making the Pyro more effective against Soldiers and Demomen these days. The Air Blast can also be used against enemy Ubercharges and other Pyros, and can be used to extinguish fires on teammates. The Pyro's unlockable weapons enhance the Pyro's fighting skills in extremely close or far ranges.
What else makes a Pyro a Pyro? In the early stages of fire-starting, people began to note the weaknesses of the Riller Flamethrower; being vulnerable to explosives being too fast. The Air Blast was added in later productions of Flamethrowers, capable of reflecting large projectiles, as well as doing other things.
The Flamethrower is pretty much self explanatory. The lethal insturment of destruction lights its victims on fire, and makes them lose damage over time. In TFC, it only lit people on fire. In TF2, using the Flamethrower on a person already on fire not only prolongs their period of insanity, but also gives them incredible damage! This weapon is also useful for Spy-Checking. A Flamethrower combined with Critical Hits is very effective. Whenever the Fires from the Flamethrower hit an enemy, it will make a sizzling sound. Additionally, the Flamethrower features the Compression Blast, which uses up 20 Flamethrower cells (30 cells for the Backburner). The Compression Blast can also blow other players away, without doing damage, as well as certain projectiles and Ubercharged players. Projectiles repelled by the Air Blast turn into Mini- Crits.
Whenever someone is on fire, they also glow as their colour on their team. This also applies to Disguised Spies, so be sure to Spy-Check whenever possible to reveal any traitors' true colours!
A Black, Scottish, Cyclops warrior, the Demoman is always jealous of many of his opponents, often because they have two eyes! He may be drunk, but he also knows where to "Set up them the Bomb", being drunk or sober!
The Demoman excells at making traps. Planting Sticky Bombs on the right places can turn the tide of the battle! Regular Grenades can also hold the enemy off for a while, as well as making certain Engineers angry. Like the Soldier, the Demoman can jump to amazing heights with his Sticky Bombs, and is quite durable. The Demoman is also one of the prime candidates for destroying enemy Sentry Guns, thanks to his Sticky Bombs. Arguably, the Demoman proves to be one of the most versitale Classes in the game. With his new unlockable gear, the Demoman can either choose to be a direct warrior, or a sneaky trapster.
A huge, jolly Russian, the Heavy likes his Minigun, and he likes to go on crazy killing sprees. He even named his guns "Sasha" and "Natascha" and will pummel anybody who dares to touch them.
The Heavy is a "Point and Kill" Class. In tight areas, he's deadly, and in the open, he can block an entry point. Being the Class with the most Health, biggest size, and slow speed, he's a good friend with the Medic. Because of his simple deeds, he's a good character for beginners to learn the basics of TF2. The Heavy's unlockable equipment will make him more or less reliant on teammates, or force him to think quickly.
Sasha and the Heavy have always been together, even during childhood. The pair have been best friends, and are now becoming soul mates to one another. Sasha has saved the Heavy's life numerous times, and the Heavy to Sasha's life just as often. One can wonder how one will react if one of them is to pass away...
Sasha is a Machine Gun. Self-Explanatory, this weapon consumes its ammunition at an alarming rate. To keep the gun spinning, hold right-click. This allows the Heavy to react more quickly to enemeis without having to revolve Sasha again. When spinning the Minigun, the Heavy's speed decreases dramatically.
Hailing from the west, the Engineer likes to sing folk songs while his Sentry Guns protect him. He often dislikes vandals (especially Spies) that destroy his machines. His answer to anything? Use a gun. He also hates the Middle Ages, calling it "superstitious" and "illogical".
Engineers truly define Defence (although they shouldn't be forsaken on Offence either). He can set up a Mini-Base far from his main spawn points, as well as keeping the enemy busy with his Sentry Guns. He can also give his troops infinite rations of Ammunition with his Dispensers. The bane of the Engineer is, of course, explosives and Spies. Engineers can also be used on offence, as his Teleporters and Dispensers can prevent most trips to and from the resupply area, and their Sentries can pin down any Defenders. Recently, TF Industries granted the Engineer the ability to move his Structures. Go figure!
A German Doctor, the Medic always likes to stick with his teammates. Because he sticks around his buddies, he's pretty much to blame for many kills. He's also a bit crazy, so refuse any of his offers for free injections. His best friend is the Heavy Weapons Guy.
The Medic is a dedicated Support Class. With his Healing Power, he can prolong the lives of his mates, and when the moment arrives, he can team up with a tough player to advance through the most lethal obstacles. In TFC, he was able to poison enemies as well as heal teammates, but he had to get up close. This hampered his healing ability and made him little more than a heavy Scout. In TF2, he's now a dedicated healer, and is not meant for fighting. The Medic can also perform what's called an "Ubercharge", which makes him and his Healing target invulnerable for some time. Another unique trait to the Medic is that he can heal over time when not in combat (very slowly). The best teams always have a Medic. The Medic's unlockable gear enhances his fighting ability, and can also enhance the firepower of his teammates (in exchange for their invulnerability).
The Australian Rifleman enjoys fighting from large distances, and has a knack for looking at people's heads. The Crocodile Hunter wannabe wears his trusty Akubra, and has an adventurous attitude.
The Sniper, of course, is a Long-Range destroyer. Unlike most Snipers in games, he needs to charge up his Rifle for maximum firepower. He also has a few other Weapons if anybody tries to attack him from up close. In TFC, he had to hold the trigger to charge his shots. In TF2, he simply needs to use his scope, resulting in less sore index fingers for the Commonwealth Marksman. The Sniper's alternate set of equipment allow him to fare better at shorter (but still relatively long) ranges, and even provides him a way to help out his teammates.
The French Master of Espionage and suave tactics makes his debut in TF2. He may not be the legendary 007 Agent, but he's pretty damn close. Known to practically shapeshift as other people, he's a master of disguise, and vandalism. Sometimes it's not wise to trust him.
The Spy is the master of disguise. Get into some clothing, and he'll start acting accordingly. With only a Revolver and a Knife for self defence, he's not very good at direct combat, with his low Health only making the job worse. He's more professional at infiltration and causing trouble within enemy territory. He's also got a new trick up his sleeve: The Cloak. The Spy's newest gadgets allow the Spy to use different tactics getting in or out of combat, as well as another way to pick off his targets.
Here's some more Strategies when actually being in the Battlefields of TF2.
Here are the styles of gameplay in TF2.
This mode contains two Intelligence Boxes that must be captured by the opposing teams and brought back to their base. The team that captures the enemy Intelligence enough times wins the round. Should the Intelligence be captured, the team who captured it will be granted with ten seconds of critical shots!
Maps:
These maps are always included in the game. Expect to see many servers using these maps.
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 MiniBase 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.
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. Like Well, the majority of layout in this map has changed drastically from its predecessor in TFC.
Like Goldrush, Badwater Basin is another Payload map, except this map only has one phase, and is more open than Goldrush. With its many turns, who will win this fight?
Nothing but barns in this rural, snowy Payload campaign! BLU will need to push the bomb from barn to barn, towards the centre of the farmland.
The chilliest Push Map yet! RED and BLU must capture a lonely cabin before they can advance to each others' Warehouses and Home Bases. A Map now included in the official Map set!
RED must defend this large and ancient Degroot artefact from the BLU raiders. Braziers on the wall will increase the efficiency of longbows, and the castle walls are ideal for holding off a large invasion. There are two Control Points located outside of the castle that must be captured in order to gain access to the inner courtyard. The courtyard itself must be captured to ensure BLU's victory. Should BLU fail to capture the courtyard in time, the gates will close and they must secure the outer perimeter again.
The bridge is the only thing standing between RED and BLU in this CTF map (minus the track underneath). There are multiple entrances to the insides of both bases, and there's more than one way to actually reach the bases.
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!
Set in the ancient desert, RED must defend an ancient tomb from the BLU grave robbers. Much like Dustbowl, Egypt is divided into three sections, each with two Control Points. BLU must capture the forward Control Point before the second Control Point in each phase of the mission. A mix of tight corners, dark hallways, and open sunny areas make this place a level of both ambushing and direct combat. Egypt also has a lot of vertical action, giving Soldiers, Demomen, and Scouts an advantage. Now an official map as of the Scout Update.
A custom map turned into an official map, this is a wide push CP map with many hills, twists, turns, and pathways.
With its exclusive Achievements in high demand, industry in the Foundry just became a lot bigger! This Control Point region houses several warehouses and forges, as well as a train yard in the middle, and a cauldron inside each main headquarters.
More trains! In this map, however, the tracks are much longer, and span throughout the entire map! The trains are capable of running over anyone's plans, so watch out! Meanwhile, RED and BLU must battle their way into their enemies' warehouse for victory.
A Payload Map that takes place in the woods in the mountains, BLU must escort a locomotive through the forest to the RED headquarters. There are tons of buildings to the sides of the rails. At the end, the locomotive will simply fall into the pit below the tracks and into the RED base.
The first Payload map, the areas around the tracks are very linear. Like Dustbowl, this map consists of three phases. There's plenty of alternate ways around the track, but certainly not enough! It's a difficult assault for BLU!
A simple map in the middle of the forest. In the shorter mission, BLU team must take this small outpost from RED by seizing its two Control Points. In the longer version, both teams must overwhelm the enemy and capture all five Control Points. Features many twists, turns, and open areas.
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.
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 centre 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!
Usually in this universe, there's hardly any excuse for these battlefields. Not here. RED and BLU are fighting over the only water source in this county. Because of its nominal importance (or because its gameplay balance), this territory is often used for tournament matches.
Boo! Ghosts, Pumpkins, and a creepy sense doesn't stop RED and BLU from fighting in this farmland! Sometimes, during the night hours of this map, the ghost of Zepheniah Mann may appear throughout the area to scare a few RED and BLU members! It is also a popular place to steal Gibus Hats and obtaining Halloween masks. Beware of those explosive pumpkins!
Push the Cart towards the enemy base before the enemy does the same! Of course, there's going to be a bit of crossing between both Carts within the game! Reach the Hightower first and ride the elevator to victory! The fighting area is tight and verticaloriented. There are no other sections in the map, making victory all the more important!
First as a homemade custom Payload map, the BLU team must move the Cart though some formerly fertile farmland, through buildings, all the way to the RED HQ, a garage. Hoodoo has its share of twists, turns, and the usual gore and violence.
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.
An indoor facility with three Control Points. Much like Gravelpit's layout, BLU must Capture the first two Control Points before assaulting RED's final Control Point. Another custom map with the Valve seal of quality.
For many years, this site has once been a quiet and respectable graveyard for the Oasis Pharoahs. Now, generations later, it has become an open battlefield for brainless mercenaries. Don't worry, they won't be offended.
A forest with three cabins, this place is anything but cozy!.
Another violent uprising in the once peaceful forest lands. BLU must seize all three Control Points in the field leading to the RED mountain lab.
Redmond Mann thought it was a good idea to model off some personal classy grounds based off his mountain lab. He was wrong. Not only are the BLU forces on the march against his estate, the region is also haunted by the wicked soul of the late Silas Mann, now going by the name of the Horseless Headless Horsemann! The dangerous Halloween Treats and Explosive Pumpkins don't make the situation much better
Not too far away from the local sawmill, the two teams must (like in other Payload Race maps) push their own cart to the enemy lines. Each rail can be reached by various hallways and arenas, all of them wide enough to prevent unnecessary trapping.
A base with a doomsday device, and a bottomless pit below. The Arena's Control Point is located beneath the core of the device. This truly defines Arena and King of the Hill mode!
Another former communitymade map, Offblast is located at the peak of a mountain. A secret compound is located within the mountain, and there's no getting back up the edges of the cliffs!
The first Paylaod Race map. Dark and gloomy, the Pipeline railroad is divided into three sections. The first two involve the Carts moving in opposite directions. The last phase involve both Carts moving up a steep ramp up to the final destination.
A dry Arena map, has a tower and two tight areas.
A sawmill on a stormy mountain, there's also a secret underground base, (along with two leaky underground rooms in CTF). Watch out for the sawblades!
Another custom map that's now official. It is an assault map with 5 Control Points. While the BLU Team must capture the central CP from RED, they can also capture the other surrounding CPs in order to be able to capture the central point faster. It's an evil genius' base come true!
Another madcap Payload assault! Along with the usual pushing and shoving, BLU must also deal with other obstacles (not including RED) to accomplish their mission, such as lowering the bridge for the Cart to get across. There's a lot of things to spot within the spawn rooms too!
Another custom map turned official, this CTF Map takes place completley indoors, and has many vents, and tight spots.
A singlestage scenario where the BLU Cart moves along the track located on a dangerous mountain. As the name suggests, the BLU team must push the Cart upward to the RED base. Don't fall off the edges, and watch out for ambushes in the tunnels!
A snowy hill with a base on top, each team must rush to the hill and seize it from the enemy! Try not to freeze to death!
Thought it would be safer to visit the Viaduct before winter? Wrong! Not only are there Ghosts and traps set around the fields, Monoculus wreaks havoc on anyone audacious enough to bring battle here! The Underworld can also be accessed at this time, which consists of a frantic run to the Portal leading back home, and Loot Island, which contains the sacred Bombinomicon.
A fanmade Arena map in the mountains. This crater includes a tower and lots of pipes, with lots of vertical action. Snipers, Scouts, Soldiers, and Demomen will have the edge here.
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. There's also various canals, and many hallways to ambush victims in. In the CTF version, the Intelligence Case is located in each of the bases.
Contents
- The Classes
- Scout
- Soldier
- Pyro
- Demoman
- Heavy
- Engineer
- Medic
- Sniper
- Spy
- Multiplayer
- Modes
- Capture the Flag (CTF)
- Control Point Push
- Control Point Assault (CP)
- Territorial Control (TC)
- Payload (PL)
- Payload Race (PLR)
- Arena (Arena)
- King of the Hill (KOTH)
- Official Maps
- 2Fort
- Badlands
- Badwater Basin
- Barn Blitz
- Cold Front
- Degroot Keep
- Doublecross
- Dustbowl
- Egypt
- Fastlane
- Foundry
- Freight
- Frontier
- Goldrush
- Gorge
- Granary
- Gravelpit
- Gullywash
- Harvest
- Hightower
- Hoodoo
- Hydro
- Junction
- Lakeside
- Lumberyard
- Mountain Lab
- Mann Manor
- Nightfall
- Nucleus
- Offblast
- Pipeline
- Ravine
- Sawmill
- Steel
- Thunder Mountain
- Turbine
- Upward
- Viaduct
- Eyeaduct
- Watchtower
- Well
- Yukon
The Classes(top)
Onto the big parts of this guide, the list of characters! When choosing, try to pick a Class no one else on the team is using. Please not that all damage for each weapon is recorded for each bullet, swing, bomb, particle, etc., and that all Speeds apply when moving FORWARD. Reloading can be cancelled by firing.
Offence Classes include the Scout, Soldier, and Pyro. Their primary strengths are to create chaos and destruction, as well as rattle the enemy's cages. They are also quite mobile, making them prime candidates for seizing objectives.
Defence Classes include the Demoman, Heavy, and Engineer. These classes often stay put or hardly move, and can deal a lot of damage at once. They are also ideal for defending objectives.
Support Classes include the Medic, Sniper, and Spy. Support Classes can turn tide of the battle in seconds, whether it be providing health and invulnerability, or assassinating certain targets.
Scout(top)
| Scout | |
|
|
| Default Max Health: | 125 |
| Default Max Overheal: | 185 |
| Default Speed: | 133% |
| Suggested Players: | 1-2 |
| Item Sets: | Special Delivery, #1 Fan, Curse-A-Nature |
| Tutorial Video | |
The Scout, a teenage punk from the east USA, likes to torment his opponents and ridicule n00bs. He also scoffs at slow characters like the Heavy, who he also enjoys to tease (though he also loathes the rest of his enemies).
In TFC, the Scout was made for Capturing the Flag, Getting the Flag to the Control Point, and little else! In TF2, he can do much more than that. Thanks to his newer and more useful weaponry, he's deadly at close range. Those who like to rush their victims and getting up close will enjoy playing as the perky vandal. In addition, he can double-jump, and while doing so, can change directions. Last, but not least, he can Capture Control Points twice as fast. His set of unlockable weapons are capable of enhancing the Scout's mobility, or imparing the mobility of his enemies.
Soldier(top)
| Soldier | |
|
|
| Default Max Health: | 200 |
| Default Max Overheal: | 300 |
| Default Speed: | 80% |
| Suggested Players: | 2-3 |
| Item Sets: | Tank Buster, General's Formals, Airborne Armaments, Dr. Grordbort's Victory Pack, Tin Soldier |
| Tutorial Video | |
The Soldier just wishes to be in the Second World War, just look at his uniform! He always likes to boss people around, courtesy to the inspiration he got from his instructor.
The Soldier hasn't changed much from TFC. Since he's got the second most health, he's a good buddy for the Medic if a Heavy Weapons Guy isn't around. As well as besieging enemy bases, he's also capable of defending one in a jiffy. The Soldier also has an ability known as Rocket Jumping. Aim at the ground (with the Rocket Launcher), and while firing, crouch and jump. This costs health though. All of the Soldier's unlockable weapons can enhance his performance (and the performance of his allies) on the battlefield.
From the Official TF2 Wiki, his bio states: "Though he wanted desperately to fight in World War 2, the Soldier was rejected from every branch of the U.S. military. Undaunted, he bought his own ticket to Europe. After arriving and finally locating Poland, the Soldier taught himself how to load and fire a variety of weapons before embarking on a Nazi killing spree for which he was awarded several medals that he designed and made himself. His rampage ended immediately upon hearing about the end of the war in 1949."
Pyro(top)
| Pyro | |
|
|
| Default Max Health: | 175 |
| Default Max Overheal: | 260 |
| Default Speed: | 100% |
| Suggested Players: | 1-3 |
| Item Sets: | Gas Jockey, Infernal Imp |
| Tutorial Video | |
The Pyro is an enigma. Nobody knows who he is, what the colour of his skin is, or even if he's a guy! The only thing we know about this person is that he/she's obsessed with fire.
The Pyro is a deadly up-close fighter. One moment in front of a hostile Pyro's face and then prepare to have a plan to find some water! Since the Pyro is deadly up close, the maniac dislikes being out in the open. Because the Pyro plays with fire, the Pyro's effectiveness is decreased in the water. The Pyro can use the Compression Blast to reflect explosive projectiles away, making the Pyro more effective against Soldiers and Demomen these days. The Air Blast can also be used against enemy Ubercharges and other Pyros, and can be used to extinguish fires on teammates. The Pyro's unlockable weapons enhance the Pyro's fighting skills in extremely close or far ranges.
What else makes a Pyro a Pyro? In the early stages of fire-starting, people began to note the weaknesses of the Riller Flamethrower; being vulnerable to explosives being too fast. The Air Blast was added in later productions of Flamethrowers, capable of reflecting large projectiles, as well as doing other things.
The Flamethrower is pretty much self explanatory. The lethal insturment of destruction lights its victims on fire, and makes them lose damage over time. In TFC, it only lit people on fire. In TF2, using the Flamethrower on a person already on fire not only prolongs their period of insanity, but also gives them incredible damage! This weapon is also useful for Spy-Checking. A Flamethrower combined with Critical Hits is very effective. Whenever the Fires from the Flamethrower hit an enemy, it will make a sizzling sound. Additionally, the Flamethrower features the Compression Blast, which uses up 20 Flamethrower cells (30 cells for the Backburner). The Compression Blast can also blow other players away, without doing damage, as well as certain projectiles and Ubercharged players. Projectiles repelled by the Air Blast turn into Mini- Crits.
Whenever someone is on fire, they also glow as their colour on their team. This also applies to Disguised Spies, so be sure to Spy-Check whenever possible to reveal any traitors' true colours!
Demoman(top)
| Demoman | |
|
|
| Default Max Health: | 175 |
| Default Max Overheal: | 260 |
| Default Speed: | 93% |
| Suggested Players: | 1-3 |
| Item Sets: | Expert's Ordinance, 1001 Demoknights, Swashbuckler's Swag, Highland Hound |
| Tutorial Video | |
A Black, Scottish, Cyclops warrior, the Demoman is always jealous of many of his opponents, often because they have two eyes! He may be drunk, but he also knows where to "Set up them the Bomb", being drunk or sober!
The Demoman excells at making traps. Planting Sticky Bombs on the right places can turn the tide of the battle! Regular Grenades can also hold the enemy off for a while, as well as making certain Engineers angry. Like the Soldier, the Demoman can jump to amazing heights with his Sticky Bombs, and is quite durable. The Demoman is also one of the prime candidates for destroying enemy Sentry Guns, thanks to his Sticky Bombs. Arguably, the Demoman proves to be one of the most versitale Classes in the game. With his new unlockable gear, the Demoman can either choose to be a direct warrior, or a sneaky trapster.
Heavy(top)
| Heavy | |
|
|
| Default Max Health: | 300 |
| Default Max Overheal: | 450 |
| Default Speed: | 77% |
| Suggested Players: | 1-2 |
| Item Sets: | Hibernating Bear, Black Market Business, Frankenheavy |
| Tutorial Video | |
A huge, jolly Russian, the Heavy likes his Minigun, and he likes to go on crazy killing sprees. He even named his guns "Sasha" and "Natascha" and will pummel anybody who dares to touch them.
The Heavy is a "Point and Kill" Class. In tight areas, he's deadly, and in the open, he can block an entry point. Being the Class with the most Health, biggest size, and slow speed, he's a good friend with the Medic. Because of his simple deeds, he's a good character for beginners to learn the basics of TF2. The Heavy's unlockable equipment will make him more or less reliant on teammates, or force him to think quickly.
Sasha and the Heavy have always been together, even during childhood. The pair have been best friends, and are now becoming soul mates to one another. Sasha has saved the Heavy's life numerous times, and the Heavy to Sasha's life just as often. One can wonder how one will react if one of them is to pass away...
Sasha is a Machine Gun. Self-Explanatory, this weapon consumes its ammunition at an alarming rate. To keep the gun spinning, hold right-click. This allows the Heavy to react more quickly to enemeis without having to revolve Sasha again. When spinning the Minigun, the Heavy's speed decreases dramatically.
Engineer(top)
| Engineer | |
|
|
| Default Max Health: | 125 |
| Default Max Overheal: | 185 |
| Default Speed: | 100% |
| Suggested Players: | 2-3 |
| Item Sets: | Brundle Bundle |
| Tutorial Video | |
Hailing from the west, the Engineer likes to sing folk songs while his Sentry Guns protect him. He often dislikes vandals (especially Spies) that destroy his machines. His answer to anything? Use a gun. He also hates the Middle Ages, calling it "superstitious" and "illogical".
Engineers truly define Defence (although they shouldn't be forsaken on Offence either). He can set up a Mini-Base far from his main spawn points, as well as keeping the enemy busy with his Sentry Guns. He can also give his troops infinite rations of Ammunition with his Dispensers. The bane of the Engineer is, of course, explosives and Spies. Engineers can also be used on offence, as his Teleporters and Dispensers can prevent most trips to and from the resupply area, and their Sentries can pin down any Defenders. Recently, TF Industries granted the Engineer the ability to move his Structures. Go figure!
Medic(top)
| Medic | |
|
|
| Default Max Health: | 150 |
| Default Max Overheal: | 225 |
| Default Speed: | 107% |
| Suggested Players: | 1-3 |
| Item Sets: | Medieval Medic, Clinical Trial, Mad Doktor |
| Tutorial Video | |
A German Doctor, the Medic always likes to stick with his teammates. Because he sticks around his buddies, he's pretty much to blame for many kills. He's also a bit crazy, so refuse any of his offers for free injections. His best friend is the Heavy Weapons Guy.
The Medic is a dedicated Support Class. With his Healing Power, he can prolong the lives of his mates, and when the moment arrives, he can team up with a tough player to advance through the most lethal obstacles. In TFC, he was able to poison enemies as well as heal teammates, but he had to get up close. This hampered his healing ability and made him little more than a heavy Scout. In TF2, he's now a dedicated healer, and is not meant for fighting. The Medic can also perform what's called an "Ubercharge", which makes him and his Healing target invulnerable for some time. Another unique trait to the Medic is that he can heal over time when not in combat (very slowly). The best teams always have a Medic. The Medic's unlockable gear enhances his fighting ability, and can also enhance the firepower of his teammates (in exchange for their invulnerability).
Sniper(top)
| Sniper | |
|
|
| Default Max Health: | 125 |
| Default Max Overheal: | 185 |
| Default Speed: | 100% |
| Suggested Players: | 1-2 |
| Item Sets: | Croc-o-Style, Lawrence of Australia, Camper Van Helsing |
| Tutorial Video | |
The Australian Rifleman enjoys fighting from large distances, and has a knack for looking at people's heads. The Crocodile Hunter wannabe wears his trusty Akubra, and has an adventurous attitude.
The Sniper, of course, is a Long-Range destroyer. Unlike most Snipers in games, he needs to charge up his Rifle for maximum firepower. He also has a few other Weapons if anybody tries to attack him from up close. In TFC, he had to hold the trigger to charge his shots. In TF2, he simply needs to use his scope, resulting in less sore index fingers for the Commonwealth Marksman. The Sniper's alternate set of equipment allow him to fare better at shorter (but still relatively long) ranges, and even provides him a way to help out his teammates.
Spy(top)
| Spy | |
|
|
| Default Max Health: | 125 |
| Default Max Overheal: | 185 |
| Default Speed: | 100% |
| Suggested Players: | 1-2 |
| Item Sets: | Saharan Spy, Man of Honor, Invisible Rogue. |
| Tutorial Video | |
The French Master of Espionage and suave tactics makes his debut in TF2. He may not be the legendary 007 Agent, but he's pretty damn close. Known to practically shapeshift as other people, he's a master of disguise, and vandalism. Sometimes it's not wise to trust him.
The Spy is the master of disguise. Get into some clothing, and he'll start acting accordingly. With only a Revolver and a Knife for self defence, he's not very good at direct combat, with his low Health only making the job worse. He's more professional at infiltration and causing trouble within enemy territory. He's also got a new trick up his sleeve: The Cloak. The Spy's newest gadgets allow the Spy to use different tactics getting in or out of combat, as well as another way to pick off his targets.
Multiplayer(top)
Here's some more Strategies when actually being in the Battlefields of TF2.
Modes(top)
Here are the styles of gameplay in TF2.
Capture the Flag (CTF)(top)
This mode contains two Intelligence Boxes that must be captured by the opposing teams and brought back to their base. The team that captures the enemy Intelligence enough times wins the round. Should the Intelligence be captured, the team who captured it will be granted with ten seconds of critical shots!
Maps:
- 2Fort
- Doublecross
- Sawmill
- Turbine
- Well
Control Point Push(top)
There are often five Control Points, two already belonging to the REDs and the BLUs. The objective is to control all five Control Points. Time is added whenever a Control Point switches sides. Control Points at the frontlines will be capturable by the opposing team, while Control Points near the spawn points will be locked until the Control Point in front of it is captured.
Maps:
Maps:
- Badlands
- Cold Front
- Fastlane
- Foundry
- Freight
- Gorge
- Granary
- Gullywash
- Well
- Yukon
Control Point Assault (CP)(top)
In this Control Point mode, the BLU team must attack RED's base by capturing the Control Points. Time is added whenever BLU siezes a CP from RED. When time runs out, RED wins. Control Points captured by BLU cannot be taken back by RED. Some Control Points can only be captured when BLU has captured other certain Control Points (in most cases, the Control Points must be captured consecutively).
Maps:
Maps:
- Dustbowl
- Egypt
- Gorge
- Gravelpit
- Junction
- Mann Manor
- Mountain Lab
- Steel
Territorial Control (TC)(top)
The map in this mode consists of multiple areas where RED and BLU duke it out. Each phase has two CPs, and the team that manages to take the enemy CP and hold their own wins the round. Then that area becomes theirs. Victory is achieved by controlling all areas on the map.
Maps:
Maps:
- Hydro
Payload (PL)(top)
In these maps, 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. If BLU doesn't get to the cart before the time indicated on the cart runs out, the cart will begin to move backwards slowly.
Maps:
Maps:
- Badwater Basin
- Barn Blitz
- Frontier
- Goldrush
- Hoodoo
- Thunder Mountain
- Upward
Payload Race (PLR)(top)
Like Payload, this alternative involves the advance of a Cart towards the enemy base to gain victory. However, both teams must push their respective Cart to the enemy base while preventing the enemy team from getting their Cart to the base (which means there are two separate sets of tracks). Although neither Cart will automatically move backwards when its according team members do not try to push it soon enough, the Carts will fall down ramps rather quickly if not pushed. Winning in one round allows the Cart to have a head start over the other at the start of the next round.
Maps:
Maps:
- Hightower
- Nightfall
- Pipeline
Arena (Arena)(top)
Arena mode is much like CounterStrike; the round ends when one team runs out of its players, and the other team wins. Unlike CounterStrike, there's a lone Capture Point in the middle of the map that is activated when enough time has passed. If a team manages to control that point, they win. The player who kills another player gets a bonus known as "First Blood". First Blood allows the player who received the first kill to have 100% Critical Shots for a brief period.
Maps:
Maps:
- Badlands
- Granary
- Lumberyard
- Nucleus
- Offblast
- Ravine
- Sawmill
- Watchtower
- Well
King of the Hill (KOTH)(top)
The objective of King of the Hill is to hold out a certain area for three minutes. The Control Point starts out neutral, so it's up for the taking of both teams! Each team has a timer that they need to tick by holding the Point. Should the Control Point fall under the control of a different team, that team's timer will start ticking and the other team's will freeze. When the Control Point becomes contested near the end of the round, the Announcer may become so excited that she'll keep saying "Overtime!".
Maps:
Maps:
- Badlands
- Eyeaduct
- Harvest
- Lakeside
- Nucleus
- Sawmill
- Viaduct
Official Maps(top)
These maps are always included in the game. Expect to see many servers using these maps.
2Fort(top)
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 MiniBase 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.
Badlands(top)
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. Like Well, the majority of layout in this map has changed drastically from its predecessor in TFC.
Badwater Basin(top)
Like Goldrush, Badwater Basin is another Payload map, except this map only has one phase, and is more open than Goldrush. With its many turns, who will win this fight?
Barn Blitz(top)
Nothing but barns in this rural, snowy Payload campaign! BLU will need to push the bomb from barn to barn, towards the centre of the farmland.
Cold Front(top)
The chilliest Push Map yet! RED and BLU must capture a lonely cabin before they can advance to each others' Warehouses and Home Bases. A Map now included in the official Map set!
Degroot Keep(top)
RED must defend this large and ancient Degroot artefact from the BLU raiders. Braziers on the wall will increase the efficiency of longbows, and the castle walls are ideal for holding off a large invasion. There are two Control Points located outside of the castle that must be captured in order to gain access to the inner courtyard. The courtyard itself must be captured to ensure BLU's victory. Should BLU fail to capture the courtyard in time, the gates will close and they must secure the outer perimeter again.
Doublecross(top)
The bridge is the only thing standing between RED and BLU in this CTF map (minus the track underneath). There are multiple entrances to the insides of both bases, and there's more than one way to actually reach the bases.
Dustbowl(top)
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!
Egypt(top)
Set in the ancient desert, RED must defend an ancient tomb from the BLU grave robbers. Much like Dustbowl, Egypt is divided into three sections, each with two Control Points. BLU must capture the forward Control Point before the second Control Point in each phase of the mission. A mix of tight corners, dark hallways, and open sunny areas make this place a level of both ambushing and direct combat. Egypt also has a lot of vertical action, giving Soldiers, Demomen, and Scouts an advantage. Now an official map as of the Scout Update.
Fastlane(top)
A custom map turned into an official map, this is a wide push CP map with many hills, twists, turns, and pathways.
Foundry(top)
With its exclusive Achievements in high demand, industry in the Foundry just became a lot bigger! This Control Point region houses several warehouses and forges, as well as a train yard in the middle, and a cauldron inside each main headquarters.
Freight(top)
More trains! In this map, however, the tracks are much longer, and span throughout the entire map! The trains are capable of running over anyone's plans, so watch out! Meanwhile, RED and BLU must battle their way into their enemies' warehouse for victory.
Frontier(top)
A Payload Map that takes place in the woods in the mountains, BLU must escort a locomotive through the forest to the RED headquarters. There are tons of buildings to the sides of the rails. At the end, the locomotive will simply fall into the pit below the tracks and into the RED base.
Goldrush(top)
The first Payload map, the areas around the tracks are very linear. Like Dustbowl, this map consists of three phases. There's plenty of alternate ways around the track, but certainly not enough! It's a difficult assault for BLU!
Gorge(top)
A simple map in the middle of the forest. In the shorter mission, BLU team must take this small outpost from RED by seizing its two Control Points. In the longer version, both teams must overwhelm the enemy and capture all five Control Points. Features many twists, turns, and open areas.
Granary(top)
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(top)
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 centre 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!
Gullywash(top)
Usually in this universe, there's hardly any excuse for these battlefields. Not here. RED and BLU are fighting over the only water source in this county. Because of its nominal importance (or because its gameplay balance), this territory is often used for tournament matches.
Harvest(top)
Boo! Ghosts, Pumpkins, and a creepy sense doesn't stop RED and BLU from fighting in this farmland! Sometimes, during the night hours of this map, the ghost of Zepheniah Mann may appear throughout the area to scare a few RED and BLU members! It is also a popular place to steal Gibus Hats and obtaining Halloween masks. Beware of those explosive pumpkins!
Hightower(top)
Push the Cart towards the enemy base before the enemy does the same! Of course, there's going to be a bit of crossing between both Carts within the game! Reach the Hightower first and ride the elevator to victory! The fighting area is tight and verticaloriented. There are no other sections in the map, making victory all the more important!
Hoodoo(top)
First as a homemade custom Payload map, the BLU team must move the Cart though some formerly fertile farmland, through buildings, all the way to the RED HQ, a garage. Hoodoo has its share of twists, turns, and the usual gore and violence.
Hydro(top)
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.
Junction(top)
An indoor facility with three Control Points. Much like Gravelpit's layout, BLU must Capture the first two Control Points before assaulting RED's final Control Point. Another custom map with the Valve seal of quality.
Lakeside(top)
For many years, this site has once been a quiet and respectable graveyard for the Oasis Pharoahs. Now, generations later, it has become an open battlefield for brainless mercenaries. Don't worry, they won't be offended.
Lumberyard(top)
A forest with three cabins, this place is anything but cozy!.
Mountain Lab(top)
Another violent uprising in the once peaceful forest lands. BLU must seize all three Control Points in the field leading to the RED mountain lab.
Mann Manor(top)
Redmond Mann thought it was a good idea to model off some personal classy grounds based off his mountain lab. He was wrong. Not only are the BLU forces on the march against his estate, the region is also haunted by the wicked soul of the late Silas Mann, now going by the name of the Horseless Headless Horsemann! The dangerous Halloween Treats and Explosive Pumpkins don't make the situation much better
Nightfall(top)
Not too far away from the local sawmill, the two teams must (like in other Payload Race maps) push their own cart to the enemy lines. Each rail can be reached by various hallways and arenas, all of them wide enough to prevent unnecessary trapping.
Nucleus(top)
A base with a doomsday device, and a bottomless pit below. The Arena's Control Point is located beneath the core of the device. This truly defines Arena and King of the Hill mode!
Offblast(top)
Another former communitymade map, Offblast is located at the peak of a mountain. A secret compound is located within the mountain, and there's no getting back up the edges of the cliffs!
Pipeline(top)
The first Paylaod Race map. Dark and gloomy, the Pipeline railroad is divided into three sections. The first two involve the Carts moving in opposite directions. The last phase involve both Carts moving up a steep ramp up to the final destination.
Ravine(top)
A dry Arena map, has a tower and two tight areas.
Sawmill(top)
A sawmill on a stormy mountain, there's also a secret underground base, (along with two leaky underground rooms in CTF). Watch out for the sawblades!
Steel(top)
Another custom map that's now official. It is an assault map with 5 Control Points. While the BLU Team must capture the central CP from RED, they can also capture the other surrounding CPs in order to be able to capture the central point faster. It's an evil genius' base come true!
Thunder Mountain(top)
Another madcap Payload assault! Along with the usual pushing and shoving, BLU must also deal with other obstacles (not including RED) to accomplish their mission, such as lowering the bridge for the Cart to get across. There's a lot of things to spot within the spawn rooms too!
Turbine(top)
Another custom map turned official, this CTF Map takes place completley indoors, and has many vents, and tight spots.
Upward(top)
A singlestage scenario where the BLU Cart moves along the track located on a dangerous mountain. As the name suggests, the BLU team must push the Cart upward to the RED base. Don't fall off the edges, and watch out for ambushes in the tunnels!
Viaduct(top)
A snowy hill with a base on top, each team must rush to the hill and seize it from the enemy! Try not to freeze to death!
Eyeaduct(top)
Thought it would be safer to visit the Viaduct before winter? Wrong! Not only are there Ghosts and traps set around the fields, Monoculus wreaks havoc on anyone audacious enough to bring battle here! The Underworld can also be accessed at this time, which consists of a frantic run to the Portal leading back home, and Loot Island, which contains the sacred Bombinomicon.
Watchtower(top)
A fanmade Arena map in the mountains. This crater includes a tower and lots of pipes, with lots of vertical action. Snipers, Scouts, Soldiers, and Demomen will have the edge here.
Well(top)
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. There's also various canals, and many hallways to ambush victims in. In the CTF version, the Intelligence Case is located in each of the bases.








