Team Fortress Classic Map Strategies
Click on a map below to view a strategy guide for it.
|
2fort
2fort is made of two forts, which only differ in color schemes. A
bridge connects them over a pool of water with tunnels leading into it.
There are two respawn rooms, a sniper nest and a flag room per team.
|
|
avanti
An attack / defend map with an Italian flair, this night-time map
forces the attackers to fight an uphill battle to secure four capture
points spread across the sprawling hillside town. Offense and defense
switch places after the round ends.
|
|
badlands
Badlands is a large capture the flag map set in a desert. Each
team's flag is at the bottom of a tall cylindrical silo which leads to
one of the main doors. A large bridge spanning a deep canyon connects
both bases.
|
|
casbah
Casbah is a capture the flag map set in an Algerian town. The map
features an asymmetrical layout with plenty of interweaving routes and
balconies. Open areas mixed with tight corridors provide for varied
combat.
|
|
crossover2
Crossover2 is a run-of-the-mill ctf map. There are many routes for
the offense to make use of, many places for the defense to set up at and
enough resupplies to keep everyone happy.
|
|
cz2
The aim of cz2 is to capture all of the command points by taking
flags from your base to the points and securing them. You score for
every minute that your team controls the command point(s); get your
flags on all five and your team will score a large bonus.
|
|
dustbowl
Dustbowl is an attack/defend map split into three distinct sections.
Limited grenades balance out the plethora of chokepoints, while the
sunny desert setting keeps players feeling happy as they frag their way
to the capture points.
|
|
epicenter
Epicenter is a brightly lit, symmetrical map that has quite a large
tactical slant on it. The objective is to pick up your flag from your
base and capture it in the enemy APC near the enemy team's base.
|
|
flagrun
Flagrun is a symmetrical desert map with a unique objective. To
win, a team must bring all four flags to the capture points in their
flag room. Each steam starts with one flag in their flagroom, while two
flags can be found in the map's center.
|
|
hunted
Hunted is an assassination/escort map set in a military compound. A
team of coordinated medics, soldiers, and heavy weapons guys must help
an unarmed civilian escape a team of determined snipers via a jeep in a
garage.
|
|
push
Similar to the game of soccer, in push your team's objective is to
run a ball to the enemy's goal. The ball starts at the middle of the map
and stays where it is when it's dropped. When a goal is scored, all
players return to their starting positions.
|
|
ravelin
Ravelin is a reverse CTF map with a unique twist. A demoman can
destroy the enemy generator with a detpack to shutdown lasers and open
up a new route to the capture point. The generator can only be repaired
by an engineer.
|
|
rock2
Rock consists of a pair of prisons facing each other. Between the
bases is a large body of water, containing tunnels that lead to
secondary entrances in the bases. The goal is to bring the enemy's key
to their gas chamber and activate it.
|
|
warpath
Warpath is a sequential territorial control map. A total of five
command points lie between the bases, and each must be captured in
order. If your team pushes ahead to the enemy base and takes the final
point, you win the round and the map is reset.
|
|
well
Well is a large ctf map, with a "no man's land" consisting of a moat
in front of each base and a large bunker that stretches from one side
of the map to the other in the middle. Each team's flag resides at the
top of a well-like structure in their base.
|
|