Maps

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Team Fortress 2 launched with six official default maps across three types. Half of the maps are new versions of Team Fortress Classic maps and half are entirely new. Currently, there are eleven Official Maps. See Custom Maps for information on unofficial maps.



Capture the Flag

Capture the flag maps carry the ctf_ prefix and involve capturing your enemy's intelligence briefcase (the flag) and returning it to your base (typically to the same spot your intelligence is held). The game is won when one team completes the set ammount of captures (3 by default). If no team completes three captures before time runs out, the match goes into Sudden death mode.




Control Point

Dustbowl Control Point
Dustbowl Control Point
On Control Point maps, BLU is on attack (left) and RED is on defense (right)
On Control Point maps, BLU is on attack (left) and RED is on defense (right)

Control point maps carry the cp_ prefix and contain between two and five control points.

To capture a point owned by the enemy team, one simply stands on the point until the capture meter fills with his team color. The more people of the same team on a point, the faster it will capture. Scouts count as 2 players. No capture progress will be made when players of both teams are on the point. If all the capturing players are killed or driven off before the capture is completed, the capture progress will not reset immediately but instead will slowly fade away.

There are three statuses for a Capture Point:



Traditional Control Point Maps: These maps play symmetrically. Both teams start with an even number of controlled points and a central point starts out controlled by neither team. The team to capture all the points wins. Traditional Control Point maps will go into Sudden death if no team captures all the points before times runs out. Control points close to a teams spawn point are captured faster by the enemy team. Example, in Granary the last control point takes less than a second to capture by a single enemy scout.

Attack/Defend Maps: These maps play asymmetrically. The red team begins with all the points in their control. The blue team wins if it captures all of red's points. The red's points may only be captured in a set order with some minor exeptions like on cp_gravelpit. The red team wins if it prevents the blue team from capturing all red's points before the timer expires. Points captured by blue may not be reclaimed by red.

Territorial Control

Hydro
Hydro

Territorial control maps carry the tc_ prefix and are the most complex map type. Each round of a tc_ map plays like a small Control point map with one point being controlled by each team. A team wins the round when they control both points. Each round is played between two adjacent territories. The starting territories, and thus the open routes, are randomized. Each team has a home territory and when one team captures their enemy's home territory the map is won. A team only has the opportunity of capturing the enemies home territory once they have captured all the rest.




Payload

Payload maps carry the pl_ prefix. They require the BLU team to escort a cart full of explosives through a series or checkpoints and into the RED's base within a certain amount of time. BLU team members push the cart by standing next to it, the more people, the faster it moves. Any RED team member standing near it will stop it. If no BLU player is near the cart in 30 seconds, the cart will start moving backwards slowly until it reaches a checkpoint/BLU spawn or a BLU player gets near it again. The cart works as a dispenser for BLU team (and disguised enemy spy's) to restore health and ammunition.

There are three stages - A, B and C - that BLU must advance through and each stage has a number of checkpoints (for example on pl_goldrush there are 2 points on A and B stages and 3 on the C stage) counting the final point as such. Advancing the cart to the next checkpoint gives the BLU team extra time. Advancing it to the final point moves the map onto the next stage. When the cart reaches the final point on the final stage, the RED's base will explode symbolizing BLU's victory.

User-Created Map Types

Using the Hammer map creator, several new map types have been created, mostly based on the above, built in map types.

Cyclic Capture Point ("ccp_")
A CP map where capture points are laid out in a circular arrangement, with each point needing the previous point owned to capture. Example: ccp_circle_jerk. More information is on the Valve Developer Community: Cyclic Capture points.
Death Match or Duel ("dm_" or "duel_")
These (usually) have no "victory condition". They often are very simple, consisting only of resupply areas, and a large room to fight in. Examples: "Duel_duel", "Duel_Arena", "DM_Hans". "Duel_" and "DM_" seem interchangeable for maps of this type. The Actual name for this map type should be Team Death Match (TDM_). In games other than TF2, Death Match means that there are no teams and you have to kill everyone you see.
Dominator ("dom_")
A gamemode using a scoring method similar to battlefield 2. Each team's "domination level" starts out at 0%. The more of the 7 open control points on the map that a team has, the faster their "domination level" rises. Example: dom_complex[1]
Escort ("es_")
A map type similar to Payload, the exceptions being that the cart doesn't roll back, there are no checkpoints, and the cart doesn't give health. This map type was used before Goldrush came out. Examples: es_cave7, es_demolition
King of the Hill ("koth_")
In KOTH maps, the objective is to capture and defend "The Hill" from the enemy team for a set amount of time, the hill, being a specific area or Capture point. Examples: "KotH_Twisted" and "koth_Barn".
Jump ("jump_")
"Jump" maps place players at the bottom of a series of widely placed platforms, and are made primarily for the Demoman and Soldier classes to Sticky jump or Rocket jump their way to the top. These maps have used the "CP_" or "CTF_" tags in the past, but the "Jump_" tag is also used. Examples: "CP_Skyscraper", "Jump_Darkness", "Jump_Cellshaded".
Melee ("melee_")
Similar to Duel or Deathmatch maps, however through scripting in the map, only melee weapons are able to be used. Examples: "Melee_ringking", "Melee_mountain_top".
Sniper ("sniper_")
Maps where every class except Snipers are either disallowed through the map's scripting, or the level is created in such away that playing as other classes would be hard or impossible. These maps usually have two battlements facing each other with a large, open space between them, or some form of impassible object or trench. They are specifically for Snipers to duel against other Snipers. Examples: "Sniper_brawl", "sniper_2fort", "Sniperwars".
Soccer ("soccer_")
Maps where the map itself is very simplistic, and that only melee weapons are allowed. There are two goal posts, one soccer ball. You can kill each other with melee hits, but the point to win is to score a goal. 3 goals (by default) win the match.
Toy or Rats ("toy_" or "rats_")
These maps are designed to make the player seem toy sized in a relatively giant room. Examples: "CP_Rats", "CP_Toy_fort". The TF2 mod, "Toy Soldiers"[2] is also being made with this concept in mind.
Random Capture ("rc_")
Similar to a regular Capture Point ("cp_") map, however when the map loads, the capture points are randomly assigned to either team (or no team). Examples: "rc_overwatch"

There are several other currently used map prefixes including: dz, fy, gf, hs, sd, tr, pz, rj

Map concepts that could be expanded

There are several map types that have yet only been used by one map, but are new game types that could be expanded to new maps.

Murderball
A CTF variant where the goal is to pickup the soccer ball and keep possession for as long as possible.
Gas_Kaboom (or simply, "Gas_")
This is a modified version of a CTF map where, upon capturing the Intelligence, the enemy base doors close and everyone inside is killed (by poison gas). Example: "gas_kaboom"
Engineer_Climb
A simpler version of jump maps made for Engineer/Medic teams, or for solo Engineers using their Dispensers to climb and build a Teleporter. Example: "Engineer_climb"


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