Maps

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Initially, Team Fortress 2 launched with six official default maps (Dustbowl, Granary, Gravel Pit, Well, 2Fort, and Hydro) with three modes (CP, CTF, TC). Currently, there are now 35 official Maps with seven different game modes (CP, CTF, TC, PL, ARENA, PLR, KOTH). Community maps (identified by italics) are user-developed maps that were officially chosen by Valve due to their outstanding quality. See Custom Maps for information on unofficial maps.

The Team Fortress world



Contents

Capture the Flag

The bridge area in the center of ctf_2fort
The bridge area over the crevasse on ctf_doublecross
Wave goodbye to ya secret crap, dumbass!
The Scout

Capture the Flag maps carry the ctf_ prefix. It is a standard gamemode of many popular FPS titles. On this gamemode, RED and BLU both hold an Intelligence briefcase (the flag) typically located in an Intelligence Room deep within their territory. Usually, ctf maps are designed symmetrically to avoid giving one team an unfair advantage. Both teams must attempt to infiltrate the enemy base and capture their Intelligence until they have reached the game's capture limit (default limit is 3) while preventing their enemy from achieving the same.



To capture the Intelligence, a player must enter the enemy team's 'capture zone', indicated by the yellow and black lines. Then, while holding the enemy's Intelligence, they must bring it to the location of their team's Intelligence Room. After each successful capture, the team will be rewarded with ten seconds of crit boost.

If the Intelligence carrier is killed or the Intelligence is intentionally dropped, the Briefcase will remain stationary for 60 seconds - a timer above the Intelligence will show how much time is left before it is returned to the Intelligence room. During that time the Intelligence can be re-captured by walking over it in the same fashion of capturing it at its home location. Each time the Intelligence is dropped, the timer is reset. The enemy cannot move or reset the intelligence themselves. The intelligence cannot be carried by players with an invulnerability buff (i.e. Ubercharged players, Scouts under the effects of Bonk) and intelligence carriers cannot receive an invulnerability buff.

If the intelligence carrier dies in a normally inaccessible part of the map, (i.e. falling into the pit in Doublecross) the Intelligence is immediately returned to its starting location in the Intelligence room.

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

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

Map File Name Setting(s)
TF2 2fort map.jpg 2Fort ctf_2fort Farmland
Dc01.jpg Double Cross ctf_doublecross Alpine / Industrial
Ctf sawmill0000.jpg Sawmill ctf_sawmill Alpine
Ctf turbine v30024.jpg Turbine ctf_turbine Industrial
Well ctf.jpg Well ctf_well Industrial

Control Point

Stage 2, Point 2 on cp_dustbowl

See also: Control points

This point ain't gonna cap itself! Get over here!
The Engineer

Control point maps carry the cp_ prefix and have two main types of gamemode (explained below). The control points are circular platforms with a team-colored light in the center projecting a hologram of the logo of the team currently occupying the point. Control points are typically located on, in or near points of interest.

To capture a point owned by the enemy team, the offensive players must simply stand on the point until the capture meter fills with their team color. The more people of the same team on a point, the faster it will capture, though only to a limited extent. Scouts have double the capture rate of any other class, although a Soldier or Demoman with the Pain Train equiped will also count as two people. No capture progress can be made when players of both teams are on the point. If all 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. Control points cannot be captured or defended by invulnerability buffed players.

There are three statuses for a Control Point:

Standard Control Point

The central control point on cp_yukon

These maps are designed in a symmetrical fashion to avoid giving either team an unfair advantage, similar to the Capture The Flag maps. Both teams start with an equal number of controlled points with the central point in neutral status. Once a point is captured, the timer resets and the next respective control point is unlocked for capture. 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 or Badlands, a lone Scout can capture the final control point in a single second.


Control point maps carry the cp_ prefix.

Map File Name Setting(s)
CP 5Gorge.jpg 5Gorge cp_5Gorge Alpine
Badlands.jpg Badlands cp_badlands Desert
Cp coldfront0010.jpg Coldfront cp_coldfront Snow
Cpfastlane.jpg Fastlane cp_fastlane Desert
Cpfreight.jpg Freight cp_freight_final1 Desert
TF2 Granary Map.jpg Granary cp_granary Farmland
TF2 Well Map.jpg Well cp_well Industrial
03 screen a.jpg Yukon cp_yukon_final Alpine

Attack/Defend

The final capture point on cp_gravelpit

These maps are designed asymmetrically, contrary to the standard control point maps. RED begins with all the points in their control and defend against BLU, whose goal is to capture all RED's points. 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 an 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.

Map File Name Setting(s)
TF2 Dustbowl Map.jpg Dustbowl cp_dustbowl Desert
Egypt 01.jpg Egypt cp_egypt_final Egyptian
Error creating thumbnail: Unable to run external programs, passthru() is disabled.
Gorge cp_gorge Alpine
Tf2 gravelpit.jpg Gravel Pit cp_gravelpit Industrial
Junct 01.jpg Junction cp_junction_final Spytech
01 cpSteel 2.jpg Steel cp_steel Industrial
Degrootkeep.jpg Degroot Keep cp_degrootkeep medieval

Territorial Control

The dam territory on tc_hydro

Territorial control maps carry the tc_ prefix and are arguably 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 has 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.

Territorial control maps carry the tc_ prefix.

Map File Name Setting(s)
TF2 Hydro Map.jpg Hydro tc_hydro Industrial

Payload

The first checkpoint on stage 3 of 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. There is a limit of 3 BLU players (x3) for purposes of making the cart move faster, and adding more players (x4 or more) does not make the cart speed up further. (Video Link) Additionally, even a single RED team member standing near the cart will stop it from venturing further at all. 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 level 1 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 that unlock once the first checkpoint is taken on stage 1.

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


Payload maps carry the pl_ prefix.

Map File Name Setting(s)
Plbadwater.jpg Badwater Basin pl_badwater Desert
Goldrush.jpg Gold Rush pl_goldrush Desert
Plhoodoo.jpg Hoodoo pl_hoodoo_final Desert
PL Thunder Mountain.png Thunder Mountain pl_thundermountain Alpine
Engineer Update Upward.png Upward pl_upward Desert

Payload Race

The final stage of 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 an 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 members standing near the cart will stop it.

Unlike payload mode, the cart will not move backwards after any duration 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.

Payload race maps carry the plr_ prefix.

Map File Name Setting(s)
Pipeline.jpg Pipeline plr_pipeline Industrial
Engineer Update Hightower.png Hightower plr_hightower Desert

Arena

See also: Arena tips
The outdoor area of arena_lumberyard
The ground level of arena_ravine
I say this to you with the unvarnished factualism of plain talk: I love Arena Mode.
— Abraham Lincoln, Second Inaugural Address, 1865

Arena maps carry the arena_ prefix and was designed to keep 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, Arena concentrates on the specific tactical choices the teams make in a single fight.

Arena features smaller maps that play out for shorter periods of time. The round ends once one team has no players left in the arena, or when the central capture point has 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. There are usually very few health kits available, often located far away from the action and/or near high-risk hazards. This forces teams to rely more on dispensers and Medics.

Players may have to sit out to 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.

Arena maps carry the arena_ prefix.

Map File Name Setting(s)
Arenabadlands.jpg Badlands arena_badlands Desert
Arenagranary.jpg Granary arena_granary Farmland
Arenalumberyard.jpg Lumberyard arena_lumberyard Alpine
Arenanucleus.jpg Nucleus arena_nucleus Spytech
Offblast 01.jpg Offblast arena_offblast_final Desert
Arenaravine.jpg Ravine arena_ravine Desert
Sawmill.PNG Sawmill arena_sawmill Alpine
Watch 01.jpg Watchtower arena_watchtower Alpine
Tg arenawell.jpg Well arena_well Industrial

King of the Hill

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

King of the Hill maps carry the koth_ prefix and uses a similar layout to an Arena map. King of the Hill focuses on a single control point at the center of the map, which is locked and neutral 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.

Map File Name Setting(s)
Koth harvest both.jpg Harvest koth_harvest_final
/ koth_harvest_event
Farmland / Hallowe'en
Nucleus.PNG Nucleus koth_nucleus Spytech
Kothsawmill.jpg Sawmill koth_sawmill Alpine
Viaduct 01.jpg Viaduct koth_viaduct Snow

Training

Main article: Training mode

Not really considered a true game type, Training maps are made specifically for teaching people the basics of gameplay and advanced techniques. Whilst this was initially consisting of maps made by the community, during the Mac Update training mode was added with official training maps.

Training maps carry the tr_ prefix.

Image Name File Name Game Mode Theme
Tr dustbowl0003.jpg Dustbowl tr_dustbowl Training Mode Desert
Map TR Training.png Target tr_target Training Mode Industrial

Other modes

Highlander

There can be only one!
The Demoman

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.

Zombie Fortress

A survival mode with Zombie Vs. Humans For more info on zombie fortress, click here

Saxton Hale mod

A survival mode with all players on one team excluding one player to play as a 'Saxton Hale' character.

Tower Defense

A mod where red team (bots) must capture one control point and you must defend it from them by using engi buildings and bot towers. For more info click here

Advanced Weaponiser

Advanced Weaponiser adds new weapons to TF2 - without you needing to install a thing! For more info click here

See Also


Mapsend.jpg


External Links

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