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Team Fortress Classic
Team Fortress Classic


Maps

There are six maps included with Team Fortress Classic, each with its own goals and objectives. Some offer straightforward Capture the Flag gameplay, while others require you to control specific areas or protect or assassinate a certain player. Here's a quick look at the five maps included with Team Fortress Classic.


Two Fortresses

Two Fortresses

map name:  2fort.bsp
type of map: Capture the Flag

A remake of the classic "2Forts" map, Two Fortresses offers up standard Capture the Flag gameplay. Each team has their own base and a flag, and your objective is to steal the opponent's flag and place it on your team's "capture point".  Each time you can do this, your team scores 10 points.

The layout of the map is pretty straightforward. There are two identical bases, separated by a body of water spanned by a bridge. There are two main entrances in the front of each base, and a water entrance as well. There are two routes to the flag room in the basement, but one is via an elevator that will not work for the enemy team, making escape with the flag difficult.

The capture point for each team is located outside on the balcony of each base, facing the bridge. Unlike many forms of CTF, you do not need to have your own team's flag to capture - simply touch the flag to the capture point to score.  Also, if you kill an enemy flag carrier, you cannot return the flag to your base by simply touching it - it will only return to base after it has been untouched for 60 seconds. What this means is that your defense may have to relocate on occasion to recover the flag.


CanalZone 2

Canal Zone 2

map name:  cz2.bsp
type of map:  territorial control

CanalZone 2 is another map updated from the original Team Fortress. The new version tinkers with some of the architecture and layout, but manages to hold on to the same addicting, fierce gameplay as the original. 

The map layout consists of a control center for each team, as well as 5 command points, all separated by a system of canals.  Two command points lie in each team's areas, while the fifth is placed in a central area. Your team goal is to take control of these 5 command points by placing a flag within them.  The more command points you control, and the longer you control them, the more points you rack up.  It is also possible to infiltrate the enemy base and destroy the control center, which removes all of the enemy flags from any command points they hold. 

This is easily one of the best maps for in-your-face style fighting, and it requires much teamwork.  The flag carrier is slowed by half while carrying a flag, making escorts an absolute must.  Command points under your team's control will require guarding, while assaults need to be launched against enemy-held command points.


The Well

The Well

map name: well.bsp
type of map:  Capture the Flag

The Well is the second "pure" CTF map included with Team Fortress Classic, one which snipers are bound to love.

The map layout consists of 2 bases facing each other over a broad expanse of real estate. In the middle of the map is a smaller building that players must pass through to get to the opposing base, which also provides water routes into the bases.

The bases themselves each contain a flag room that is located atop a tower towards the back of the base. This tower is accessable from either the first floor via lifts, or directly via a bridge. The flag room itself, however, is can only be reached through a single door.  The capture point for each team is located at the base of the tower. 

Each base also can be reached via water routes, but are blocked at the beginning of the map and must be opened by the Demoman's detpack. Snipers will be key on this map, as the top of each base houses a sniper deck, giving a clear shot to almost the entire outside area of the map as well as some of the interior of the opposing base.


The Rock

The Rock

map name:  rock2.bsp
type of map:  Capture the Flag variant

The Rock presents an interesting twist on Capture the Flag gameplay. Set in opposing prisons, the flags have been replaced with key cards that must be stolen from the Warden's Office in each prison. Once accomplished, teams need to take the card to the opposing team's Gas Chamber, where you can release deadly nerve gas, resulting in the mass extermination of the opposing team. 

The bases themselves are a fairly simple design, with plenty of signs and landmarks to tell you where you are. Major landmarks include The Yard, the Cellblock, and of course the Wardens Office and the Gas Chamber. There is also a sweet sniper's balcony, and other ledges and such to ambush from. One nice touch are the floodlights that automatcially flip on whenever enemies enter your courtyard. 

Unlike many other 2fort-style maps, The Rock contains no bridge connecting the bases. Access to the prisons is gained either by swimming across a small pond, or entering the basement of the base via an underwater tunnel. The underwater tunnel, however, is blocked at the beginning of gameplay, and must be cleared out by a demo man.  

Luckily, there are a couple of ways to avoid getting gassed to death after the other team activates the gas chamber. One way is to beat feet to the pond in the middle of the map and get underwater! The other is to locate one of the many suits spread around the base. Put one on, and you're home free.


Hunted

Hunted

map name: hunted.bsp
type of map:  assassination / escort

Hunted houses a type of gameplay that will be new to many players, called "assassination / escort" - or "Kill the President", as many are referring to it. The map is based on the later stages of the "Surface Tension" episode from Half-Life's single-player game, and is perfect for this wild style of gameplay, quickly becoming a favorite of those who have had a chance to play it.

Gameplay is pretty simple: there are three teams, the "Hunted", "Assassins" and "Bodyguards". The Hunted needs to make his way from one end of the map to the other without getting killed, while a team of Assassins (a team of up to 5 Snipers) are out to stop him. The Bodyguards'  job is to keep the Hunted from getting killed and help him to the SUV at the end of the level.

If the Hunted is successful, both he and all the Bodyguards get 50 points. If he is killed, each Assassin gets 25 points. The Hunted is basically unarmed and easy to kill, so the Bodyguards will have to work closely to keep him protected. The map offers multiple routes to the end of the map, but there are also plenty of hiding spots for the Assassins, meaning the Hunted is almost never safe.


Push

Push

map name:  push.bsp
type of map:  football

Push is the latest map to be added to Team Fortress Classic. The object is simple: take the ball from midfield and bring it to the opponent's base to score. There is a raised square with the team's logo on it that acts as the goal.

There are indicators around the level indicating whether the ball is currently being carried, and by which team, and you can play as any class except the engineer or spy - imagine how different real sports would be if you could wear the other team's uniform...or set up a big sentry gun in front of your goal. :-)



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