Maps

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Initially, Team Fortress 2 launched with six official default maps with three modes (CP, CTF, TC). Currently, there are now thirty-four official Maps with seven different game modes (CP, CTF, TC, PL, ARENA, PLR, KOTH). Community maps (identified with an asterisk(*) after the name) are user-developed maps that were officially chosen by Valve due to their outstanding quality. See Custom Maps for information on unofficial maps.




Capture the Flag

ctf_2fort
Wave goodbye to ya secret crap, dumbass!
The Scout

Capture the Flag maps carry the ctf_ prefix. Capture the Flag features RED and BLU with their own Intelligence briefcase (known as the flag) where each team has to capture their enemy's Intelligence continuously until they have reached the game's capture limit (default limit is 3) whilst preventing their enemy from achieving the same.

Your enemy's Intelligence is typically located deep within enemy territory, usually in a symmetrical location to your own, known as the 'Intelligence Room'. To capture the Intelligence you must enter its 'capture zone', indicated by the yellow and black lines. Whilst holding the enemy's Intelligence, you must bring it to the location of your Intelligence in order to make a successful capture. After each successful capture, your team will be rewarded with ten seconds of crit boost.

If you are killed whilst carrying the Intelligence or you choose to drop it, the Intelligence will remain stationary for 60 seconds - the timer above the Intelligence will indicate how much time is left before it is returned home (it's Intelligence room). During that time, your team must re-capture it by walking over it in the same fashion of capturing it at it's home location. Each time the Intelligence is dropped, the timer is reset. The enemy cannot not move or reset the Intelligence themselves.

If no team completes the capture limit time runs out, the match will go into Sudden death mode.

Note that, unlike variants of Capture the Flag in other games, you can make a capture without actually having your Intelligence at your base.




Control Point

cp_dustbowl

See also: Control points

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

The control points in question are circular platforms with a team-colored light in the center (neutral points will have a white light). To capture a point owned by the enemy team, you simply stand on the point until the capture meter fills with your team color. The more people of the same team on a point, the faster it will capture, though only to a limited extent. Scouts count as 2 players when capturing points. 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:



There are two main types of control point maps – Standard Control Point and Attack/Defend maps:

cp_yukon

Standard Control Point

These maps play symmetrically. Both teams start with an equal 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 (or Stalemate) if no team captures all the points before times runs out. Control points close to a team's spawn point are captured more quickly by the enemy team. For example, on Well, a lone Scout can capture the final control point in a single second.

Attack/Defend

These maps play asymmetrically. RED begins with all the points in their control. BLU wins if it captures all of RED's points. Points may only be captured in a set order (though some maps, such as cp_gravelpit and cp_steel, may make exceptions). RED wins if it prevents BLU from capturing all points before the timer expires. Points captured by BLU are typically locked and cannot be taken back.

Attack/Defend maps can come in various styles. Some maps such as cp_dustbowl, and cp_egypt require BLU, the attacking team, to go through multiple stages before they can ultimately win the map. If the attacking team fails to win each stage, teams will switch and the defenders will then take turn to be the attackers. Other maps such as cp_gravelpit and cp_junction, allow the attacker to capture two points in no particular order (points A or B) before attacking the final point (point C). cp_steel is a unique Attack/Defend map in that capturing each minor capture point (points A,B,C and D) will allow better accessibility to the main point (point E), such as allowing more routes into point E or extending bridges to the point so that classes other than the Scout, Soldier or Demoman can capture it.




Territorial Control

tc_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 Traditional 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. When all points except for one team's home territory have been captured by the other team, the final round plays like an Attack/Defend map and the defending team must prevent their final point from being captured. Once a team's home territory is captured, the opposing team is awarded a point and the map resets.


Payload

pl_goldrush
Onward, great bomb-cart!
The Heavy

Payload maps carry the pl_ prefix. In Payload maps, BLU team must escort a cart full of explosives through a series of checkpoints and into RED's base within a certain amount of time. BLU team members move or 'push' the cart by standing next to it - the more people nearby the cart, the faster it moves. Any RED team member standing near the cart will stop it from venturing further. If no BLU player pushes the cart after 30 seconds have passed, the cart will start moving backwards slowly until it reaches a checkpoint/BLU spawn or a BLU player stands next to it again. The cart works as a dispenser for BLU team (and disguised enemy spies) to restore health and ammunition to those pushing it.

These maps traditionally have one-way routes from the BLU side, sometimes closed off until a specific point is taken. A good example are the two alternate routes between Stage A's first and second points in Goldrush.

Payload maps may or may not be split into multiple rounds.

Both Goldrush and Hoodoo maps are split in three stages - A, B and C - that BLU must advance through and win. Rounds A and B have 2 checkpoints, while stage C has 3 checkpoints for Gold Rush and 2 in Hoodoo, 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 payload explodes and destroys RED base, symbolizing BLU's victory.

Badwater Basin is a unique Payload map as it has a single round with 4 checkpoints, counting the final point as such.


Payload Race

plr_pipeline

Payload Race maps carry the plr_ prefix. Unlike standard Payload maps, Payload race maps feature both RED and BLU issued with a cart, thus teams are not defined to a attacking or defending role. To win, each team must simultaneously push their cart through enemy territory to reach the finishing point while preventing the enemy team from doing the same. As with Payload mode, team members push the cart by standing next to it, with more members increasing the speed of the cart and any opposing team member standing near the cart will stop it.

Unlike payload mode, the cart will not move backwards after any duration of time and there is no time limit; the map will only end when one team succesfully pushes their cart to the finish point. Each cart works as a dispenser for their team (and disguised enemy spies), restoring health and ammunition to those pushing the cart. Parts of the track may feature slopes, on which the cart will quickly roll back down to the bottom unless it is being constantly pushed.

Payload race maps may or may not be split into multiple rounds.


Arena

arena_lumberyard
I say this to you with the unvarnished factualism of plain talk: I love Arena Mode.
- Abraham Lincoln, Second Inaugural Address, 1865

Arena keeps the class diversity of Team Fortress 2 while focusing goals around combat between two teams. Whereas other game modes lean towards a broad overall strategy for the team over a number of lives, Arena concentrates on the specific tactical choices the teams make in a single fight. Arena maps carry the arena_prefix.

Arena features smaller maps that play out in shorter periods of time. The round ends once one team has no players left in the arena, or when the central capture point has unlocked and been captured. The central capture point unlocks after one minute has passed in the current round. Rounds tend to be very fast and highly competitive, with an emphasis on your team's class makeup and your plan to counter the opposing team's class choices. Arena mode is great for smaller matches of three vs. three players, while still comfortably supporting huge knockdown twelve-on-twelve brawls. Arena works much like Sudden Death - respawning is disabled and there are no resupply lockers, and there are usually very few health kits available, forcing teams to rely more on dispensers and Medics.

Players may have to sit out to balance keep team numbers equal if they were on the losing team, but players on the winning team never have to sit out the next round.

The First blood crit buff is unique to the Arena game mode.


King of the Hill

Since their discovery in 1895, hills have fascinated kings.
— The Classless Update
koth_viaduct

Similar in layout to an Arena map, King of the Hill focuses on a single control point at the center of the map, which is locked at the beginning of the round. Teams must make their way to the Control Point and capture it when it becomes available. Once the point is captured by a team, their team clock will start a three minute countdown. If the enemy team manages to capture the point back, their clock will start counting down while the other team’s clock freezes at the time the point was recaptured. King of the Hill maps carry the koth_ prefix.

Other modes

Highlander

There can be only one.
Highlander

Applicable to all existing game modes, Highlander mode restricts the maximum players to 18, with 9 players allowed to each team and only 1 player for each class. Highlander mode can be activated by entering mp_highlander 1 into the console.

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