Map name prefixes

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All maps and nearly all user created maps in Team Fortress 2 have a indicative prefix on their filename. This prefix separates maps that have a fundamental difference in the way they are played or constructed. They are useful to quickly identify what kind of game play you are going to encounter on the map.

Anatomy of a map name

Looking at a full filename, the group of letters that come before the first underscore is the prefix of the map name. The remaining characters make up the name of the map. (ex. prefix_mapname) Consider this map: ctf_2fort. In this case the prefix of the map is ctf and the name of the map is 2fort. Even with the convention prefix_mapname players will refer to a map with it's full name, complete with prefix.

Official map prefixes

Main article: Maps

User created map prefixes

ccp
These are cyclic capture point maps. Cyclic capture poin maps are a control point 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.
duel
These maps usually have no victory condition. They often are very small and simple, consisting only of resupply areas, and a large empty room to fight in. Most servers that play these type of maps enforce a melee weapons only policy. Usually there is no or a low respawn time. Example: duel_arena.
dm
The prefix dm stands for deathmatch. By very nature of the deathmatch gameplay there is no victory condition other than timer and number of kills a team has achieved. They consist of larger arenas than duel maps, and all weapons are allowed to be used. As such, these maps have features that are conductive to each classes abilities, such as sniper decks, to make gameplay more interesting. Usually there is no or a low respawn time. Example: dm_store.
es
Maps beginning with the es prefix are known as escort maps. They consist of a stage with a long cart track leading through it. There are usually several paths the cart can take, but they all end up in Red's base. The objective of this map is for Blu to move the cart into Red's base within a time limit. This is accomplished by the Blu team standing next to the cart. The more Blu team members standing by the cart, the faster in moves down the track. Example: es_cave5. Most Escort maps were created before the tools for creating Payload maps were fully available. Escort maps are meant to simulate Payload maps, and today, several Escort maps have been converted into Payload maps.
fy
Fight yard maps feature gameplay similar to deathmatch maps. Example: fy_iceworld_advanced.
gas
Gas maps start with the enemy's intelligence briefcase inside your base. The objective is to bring the intelligence into the enemy's base, where the capture area is located. Upon capturing, that base will flood to gas, killing the enemy team. Usually the capture area is protected, as to not kill the played who had just secured the intelligence. Example: gas_kaboom_beta2.
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. In error, some map makers have named this type of map with the cp or ctf prefix (cp_skyscraper). Example: jump_cellshaded_b2.
koth
Standing for king of the hill, the objective of these maps is to capture and defend the hill, a specific area or capture point, from the enemy team for a set amount of time. Example: koth_farm_05a.
melee
Melee maps are built to be played with melee weapons only. They may be as simply built as duel maps, or they may have complex arenas and spawn points that are meant for 1v1 fighting. There is no victory condition other than a map timer, and a team with the most kills. Usually there is no or a low respawn time. Example: melee_ringking.
pu
Maps of this type feature one common intelligence briefcase for both teams. The objective of the game is to bring the intelligence into the other teams base where a capture area is located. Example: pu_jinxed_b2.
surf
Surf maps consist of slanted ramps that you surf on, by strafing into the side of the ramp. Surfing is accomplished by manipulating the source physics engine. The maps usually consist of the surf ramps, an ending area, and a jail. The jail is the location players are teleported to when they fall off the ramps. Surf maps can contain many ramps, secret areas and can be quite large. Example: surf_legends_lite.

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