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Arena Mode

Categories: PC
Written By: Daniel Roswell

Today Valve teases us with the penultimate update on the Heavy update for Team Fortress 2. Called Arena Mode, it is effectively a stripped down variation on your standard control point game, involving just one capture point, shorter rounds and only life per player.

A win is awarded to the team left standing at the end, or to who captures the point as a result the game incredibly quick and can be won or lost depending which classes are in your team, or depending on the tactics chosen. And even though the maps are quite small they can still comfortably support anywhere between three vs three or twelve-on-twelve brawls.

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CLASS STRATEGIES

Health pick-ups are limited in TF2 Arena (some levels don’t have any Health packs at all) so being careful is a good strategy for any class. As well, with so little health available, having a Medic or a Health dispenser-building Engineer on your team can be a crucial element to success. With their reconnaissance abilities, the Scout and Spy play a far more vital role in Arena than in other game modes. Knowing the location of the enemy team can often mean the difference between a win and a loss. The Soldier and Demoman will find many areas in Arena specifically designed for them to get a vertical advantage. Traditional Heavy/Medic pairings will still be highly useful as the anchor to a good Arena team. However, commit too far in this direction and the enemy can quickly overwhelm you with Snipers and Spies. In Arena, water is as scarce as Health. This makes the Pyro a much deadlier class, as any enemy player he sets on fire with his flamethrower or flare gun will be unable to put out the flames. Igniting enemies quickly, then retreating to safety, can be an effective strategy for the Pyro.

MAPS

The first release of TF2 Arena comes with five playable maps. Two never-before-seen maps (Lumberyard, Ravine) have been built specifically for Arena, and a further three (Well, Granary, Badlands) have been remade with Arena’s unique play style in mind. Additionally, with the Lumberyard map, Arena takes TF2 from its familiar desert backdrop to a new Alpine-themed environment. 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.

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LUMBERYARD
Lumberyard has an unbalanced structure, with one half of the map climbing up towards a large mountain peak, while the other dips down into a valley. A series of rooftops at the map’s center serves as the key battleground area, with lateral flanking being the key manoeuvre at ground level. When the capture point becomes active after 60 seconds, multiple entrances open up into the central control point, which becomes the focus of the fighting as the match nears its end. Lumberyard is one of the few Arena maps without water, and contains only a single health kit. The kit sits on a log above a deadly pit, making it a great ambush spot for Pyros, Demomen, and Soldiers to send unwary enemies to their deaths.

RAVINE
In contrast to Lumberyard, Ravine has a far more open ground level with emphasis on control of four key choke points. A series of canals in Ravine’s lower level provide an excellent opportunity for stealth kills and flanking manoeuvres. Like all arena maps, the capture point in the middle becomes active after 60 seconds.

WELL GRANARY BADLANDS
The middle capture point fighting area for each of these three existing maps has been extensively reworked and customized for TF2 Arena play.

Source Steam updates

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