
These maps may feature barriers and obstacles to prevent the teams from closing to use weapons other than scoped rifles.Ī less common form of deathmatch is one-on-one duelling where players agree to one-on-one combat using agreed rules. They can make for an enjoyable change of pace and also allow players to sharpen their combat skills without worrying about flags or other objectives.Ī variation of this mode is Sniper Wars, in which each team consists only of snipers. Most regular Half-Life DM maps can also be played as TFC deathmatch maps. In team deathmatch maps (in Team Fortress parlance, DMs), players are split into two or more teams, introducing Yellow and Green teams if necessary, who have no objective other than to kill as many opponents as possible. Fun maps may also contain secrets hidden by the map authors.

Such maps often take advantage of the Half-Life engine's powerful entity scripting language to create unique minigames that can mimic other games such as tic-tac-toe, Pac-Man and skee-ball. They are not used for normal competitive play.įun maps are levels created as novelties and usually have no real goals other than exploring the environment created by the map author.


Practice maps, also called skill maps, are designed for perfecting certain skills, such as concussion grenade jumping, rocket jumping, strafe-jumping, and climbing. The flag-blocking objective typically resets at regular intervals. Shutdown is a variation of capture the flag where the players must first complete an objective (such as disabling a laser by pressing a button) before gaining access to the flag. The Bodyguards must defend the VIP, and win if the VIP manages to successfully escape. The Assassins win if they manage to kill the VIP and prevent him from reaching the escape zone. The VIP team consists of a single player who must traverse the map to reach an escape zone. The players are split into three teams - Assassins, Bodyguards and VIP (or Civilian). Most maps reset once a team has captured all command points, which earns the team bonus points.įor attack and defend maps, one team defends a base and another team tries to capture that base by bringing a flag to multiple capture points situated deep inside the base. Teams are awarded points at set intervals for each command point they control. Territorial control maps consist of several command points that must be captured, typically either by standing on the command point or bringing a flag to the command point. Variants on CTF exist, such as where players instead have to take their flag to the enemies' base, and modes with multiple flags.

The game's most popular "map", 2fort, is a two-team capture the flag scenario. Bases are typically identical for fair play, and the game lasts for a specified amount of time or until a certain score has been achieved by one team. The game relies heavily on teamwork between players of different classes.Īlthough TFC is arguably best known for its Capture the Flag game mode, the game supports numerous types of play.Ĭapture the flag (CTF) is a simple mode where players must take a flag from the enemy base and return it to a capture point in their own base. Players who are killed reappear at their team's respawn point, and may select a different class each time they spawn, as tactically appropriate. Players select a 'class', such as Sniper or Medic, which determines important attributes such as equipment and special abilities. Typically there are two equal teams, Red and Blue, although certain game modes may allow for more. Unlike most deathmatch games of its generation, players in Team Fortress Classic join one of two or more teams. A Screenshot of "2fort," one of TFC's most popular maps.
