Maps

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Team Fortress 2 launched with six official default maps across three types (CP, CTF, TC). Half of the maps are new versions of Team Fortress Classic maps and half are entirely new. Currently, there are eighteen^ Official Maps across five types (CP, CTF, TC, PL, ARENA). See Custom Maps for information on unofficial maps.

^Three of them are the remake of the existing maps to play arena maps normal (Arena Well, Arena Granary, Arena Badlands)



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, 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:



Traditional Control Point Maps: 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 Maps: 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.

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 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

Payload maps carry the pl_ prefix. They require the BLU team to 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 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 spies) to restore health and ammunition.

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.

Goldrush has three rounds - A, B and C - that BLU must advance through. Rounds A and B have 2 checkpoints, while C has 3 checkpoints, 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 base will explode, symbolizing BLU's victory.

Badwater Basin has a single round with 4 checkpoints, counting the final point as such.

Arena

TF2 Arena keeps the class diversity of Team Fortress 2 while focusing goals around combat between two teams. Where 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 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.

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, and was an attempt at creating Payload maps without the tools that are required. 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 a way 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"



Official Maps
Arena Capture the Flag Control Point Territorial Control Payload
BadlandsGranaryLumberyardRavineWell 2fortTurbineWell BadlandsDustbowlFastlaneGranaryGravelpitSteelWell Hydro Badwater BasinGold Rush


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