Team Fortress 2 Heavy Update: Arena Mode Detailed, Coming with Five New and Retooled Maps
by Aaron Linde, Aug 18, 2008 6:07pm PDTUpdate: The Heavy update is now available, with Valve issuing details and a new vignette on the third unlockable weapon, the Sandvich.
Original Story: New details on Team Fortress 2's Arena mode have been unveiled, shedding light on the multiplayer shooter's newest gametype set to arrive with tomorrow's release of the Heavy class update.
According to the update's website, the gametype "keeps the class diversity of Team Fortress 2 while focusing goals around combat between two teams." Rounds are won by eliminating every member of an opposing team, or securing a map's central capture point, which becomes unlocked after 60 seconds of play.
The gametype's debut is accompanied by five Arena-specific maps, including Lumberyard and Ravine, two maps built specifically for the mode. Moreover, three previously available TF2 maps—Well, Granary, and Badlands—have been remade to suit the mode's play style.
Arena rounds on these smaller maps feature shorter time limits, and are said to work well in both smaller, three-on-three skirmishes as well as full-scale 12-on-12 assaults.
As evidenced by the above screenshots, Lumberyard marks the first departure from TF2's familiar desert environs, taking the player to a new Alpine-themed backdrop.
The company stressed that it took "great care was taken to ensure the art style kept to the unique look and time period of the TF2 universe, while still feeling like a departure from the usual maps players are familiar with."
In addition to the new gameplay mode and above-mentioned additions, the Heavy class update will bring another new map, class-specific achievements and three new weapons for the Heavy, which include the K.G.B. and Natascha.
The final remaining weapon is expected to be unveiled alongside the update's release sometime tomorrow.
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Comments
Wow. Great work valve, what's next, an entire game mode centred around tc_hydro?
If 5% of the player base is playing 'arena' mode two weeks after it is released I will be surprised, it seems like a total non-starter to me. Crits will be even more annoying.
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I play TF2 in competition and we needed this...badly.
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Don't get me wrong, the new apline environment is a HUGE improvement over the desert theme, it looks like Grand Teton National Park. And yeah, it's cool to have a new gamemode.
But what happened to the things that made TF, TF? Where's the incredible flag based CP maps like Dustbowl and CanalZone? Where is a keycard map like Rock2? Where is Hunted?
Yeah, the new textures are great. But this feels a little cheap.
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This new "arena" mode makes half the TF2 classes usless. Why would Valve make half the classes useless when they could implement a new game mode that would allow all classes to be useful?
And please tell me crits are disabled for this? How lame would it be to have crit rockets enabled in this team deathmatch?
Why would Valve implement deathmatch(yes, this is deathmatch kids) over teamwork oriented flag based CP where you guard your teamates as they bring flags to various control points? Why would they splinter the teamwork aspect of TF2 by implementing DEATHMATCH over Hunted and flag based CP?
My guess is because they can't see that static control point CP maps (Hydro, Well, Granary, Badlands) are basically already DEATHMATCH maps where you stand over the same predictable static points and just shoot the other team over and over and over again. There is never any dynamic change in the battles because the action happens at the same exact boring andpredictable locations times and time again. Don't beleive me? Look at the Valve death maps for the static CP maps.
Sorry Valve, but team deathmatch is a lame and weak excuse of a gamemode.
BRING BACK flag based CP, which is what everyone wants. Afraid people will abandon the boring static CP maps you made that no one plays? Of course they will, it was an inferior design.
But rather than admit that mistake and fix it by adding flag based control point maps, you add a simplistic team deathmatch mode that makes half the classes useless.
Bizarre.
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Basically a "pure server" filter that only shows servers running the game with the assets and code it shipped with.
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Most of you would probably say WoW's arenas would be RPG deathmatch if you heard about them before they came out, and those ended up being one of the most tactical gaming experiences I've ever had. Healers (Medics), are important. Crowd control (pyro, heavy, demoman) is important. Stealth/mobility (scout, spy) is important. Territorial control is important (Engineer).
These fights are going to be more focused on individual tactics and small pairs of people working together. Valve suggested 3v3 - so imagine a backburner pyro, an invulnerability medic, and a Natascha heavy. (It even has "talent" builds like WoW...so it'll be easy to make small groups of classes that work well together like this.) In this group I'd actually have the medic on the Pyro...since he'll be closer to the enemies and the heavy can eat a sandvich if he gets low. The heavy snares the enemies from medium distance and the pyro whips around behind them and rapes them with medic backup.
Campers can't make this boring because a CP in the center of the map opens up after 60 seconds. If someone wants to camp they will lose.
Honestly I see this being much more tactical than your typical CP fragfest...especially in Shackmatches, and really - that's all that matters. :)
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http://www.shacknews.com/laryn.x?id=17680184#itemanchor_17680184
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i know i'm late to the party here but lol what the fuck is going on with this toolbar
yikes
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I can't believe so many people are complaining. They release a new, separate game mode that YOU DON'T HAVE TO PLAY IF YOU DON'T WANT TO - as well as updates for the core gametypes... and people are still bitching.
Welcome to the front page comments indeed.
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Valve, this is a huge step in the WRONG direction of what TEAM fortress is all about.
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Also the new mode sounds like it'll be not my cup of tea but it's Valve so I have faith.