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Caper: Difference between revisions

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|map-environment = Red Desert
|map-environment = Red Desert
|map-setting = Daylight
|map-setting = Daylight
}}{{Quotation|'''Caper''' publicity blurb|All good game modes need a 'multi-use industrial site in the desert'-type first map to set the tone, and Caper follows in that tradition. A barn-mounted space laser (off-yellow), relay dish (periwinkle) and water reservoir (#M410-7 "Perennial Green") are all ripe for the taking, as long as you don't take it too personally when they change hands ten times a round.
}}{{Quotation|'''Caper''' [https://tf2classic.com/fight_or_flight/day3 promotional blurb]|All good game modes need a 'multi-use industrial site in the desert'-type first map to set the tone, and Caper follows in that tradition. A barn-mounted space laser (off-yellow), relay dish (periwinkle) and water reservoir (#M410-7 "Perennial Green") are all ripe for the taking, as long as you don't take it too personally when they change hands ten times a round.
}}
}}
'''Caper''' is an official [[Territorial Domination]] map, and the first of its kind. It has three points contested by RED and BLU, and the points captured determine where they spawn. Each team starts out with one point captured. If one team controls all the points, they win. The map layout is triangular between the three points, with multiple interior and exterior routes allowing for a mix between open and cramped gameplay. It is set in an arid, red desert, within an industrial site of unclear purpose.
'''Caper''' is an official [[Territorial Domination]] map, and the first of its kind. It has three points contested by RED and BLU, and the points captured determine where they spawn. Each team starts out with one point captured. If one team controls all the points, they win. The map layout is triangular between the three points, with multiple interior and exterior routes allowing for a mix between open and cramped gameplay. It is set in an arid, red desert, within an industrial site of unclear purpose.