Two Fortresses |
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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.
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CanalZone 2 |
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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.
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The Well |
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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.
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The Rock |
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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.
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Hunted |
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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.
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Push |
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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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