2Fort
The popular TFC map makes a comeback for TF2 with the same formula that made it so successful first time round. Essentially there are two bases or forts opposite each other, connected by a bridge and a sewer network. Deep within each fort lie each team’s intelligence which must be picked up and returned to their own base to score. This map offers gritty close combat within the forts and intelligence rooms as well as an opportunity for sniping from the battlements in each fort.
Badlands
Also an old map making reappearance for TF2 with drastic changes to it. Badlands was released a couple of months after Team Fortress 2 was unlocked and provided a fresh gaming experience for the ‘control point’ game mode, with a CP point situated at high altitude. The map also provides great open expanses for sniper game play and various routes for spies to sneak into enemy territory.
Dustbowl
One of the most remembered maps from TFC, beautifully re-mastered in TF2. Dustbowl provides lots of close fighting which suits the pyro and soldier greatly. These areas are mixed up with open arenas where the action really kicks off, until you reach the confines of CP points usually well guarded by sentries and heavies. A hugely enjoyable map with a great deal of emphasis on medic and engineer support.
Granary
This map involves getting up and close with the enemy fairly often as the corridors become extremely busy and the demoman throw grenades in every direction. Granary requires a team with the ability to push forward tactically, sweeping as they go. A good map in which the tie can swing very quickly in either direction.
Gravelpit
A favourite with the TF2 community, gravelpit really requires a good game plan to win. With 3 control points (A,B and C) the attacking team must secure A and B before even getting a shot at C. Will thinly spread defence across both points be the way to win, or an all out team rush on single point overwhelm the enemy? Once both points have been taken, the showdown for C is a spectacular battle.
Hydro
This is the only territorial control map on Team Fortress 2 currently, and can be a little confusing to understand (see game overviews for a clear description). Each section of Hydro varies hugely, with expansive satellite arenas, to small rocky caves and open control points. The scout is perhaps the only class which enjoys more success in the open areas.
Well
The last of the maps to make the jump from TFC to TF2. Well is an extremely well balanced map with 2 control points hidden away in the opposing team’s bases, with a central point above a busy train crossing. This point is where games are won and lost as it provides the incentive to push on into an opponent’s base. A variety of combat in this map makes it a typical all round TF2 experience. (Also please note, Valve have also introduced a CTF version of this map too)
Goldrush (unreleased)
Release expected soon. What we do know is that the map introduces a new game play mode - one team must escort a small mining cart through a series of Dustbowl-like map segments. The cart moves faster the more Blue players are near it, but stops entirely if even one Red player is in range. Blue have to escort the cart all the way to Red's headquarters within a certain time limit.
The popular TFC map makes a comeback for TF2 with the same formula that made it so successful first time round. Essentially there are two bases or forts opposite each other, connected by a bridge and a sewer network. Deep within each fort lie each team’s intelligence which must be picked up and returned to their own base to score. This map offers gritty close combat within the forts and intelligence rooms as well as an opportunity for sniping from the battlements in each fort.
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Also an old map making reappearance for TF2 with drastic changes to it. Badlands was released a couple of months after Team Fortress 2 was unlocked and provided a fresh gaming experience for the ‘control point’ game mode, with a CP point situated at high altitude. The map also provides great open expanses for sniper game play and various routes for spies to sneak into enemy territory.
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One of the most remembered maps from TFC, beautifully re-mastered in TF2. Dustbowl provides lots of close fighting which suits the pyro and soldier greatly. These areas are mixed up with open arenas where the action really kicks off, until you reach the confines of CP points usually well guarded by sentries and heavies. A hugely enjoyable map with a great deal of emphasis on medic and engineer support.
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This map involves getting up and close with the enemy fairly often as the corridors become extremely busy and the demoman throw grenades in every direction. Granary requires a team with the ability to push forward tactically, sweeping as they go. A good map in which the tie can swing very quickly in either direction.
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A favourite with the TF2 community, gravelpit really requires a good game plan to win. With 3 control points (A,B and C) the attacking team must secure A and B before even getting a shot at C. Will thinly spread defence across both points be the way to win, or an all out team rush on single point overwhelm the enemy? Once both points have been taken, the showdown for C is a spectacular battle.
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This is the only territorial control map on Team Fortress 2 currently, and can be a little confusing to understand (see game overviews for a clear description). Each section of Hydro varies hugely, with expansive satellite arenas, to small rocky caves and open control points. The scout is perhaps the only class which enjoys more success in the open areas.
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The last of the maps to make the jump from TFC to TF2. Well is an extremely well balanced map with 2 control points hidden away in the opposing team’s bases, with a central point above a busy train crossing. This point is where games are won and lost as it provides the incentive to push on into an opponent’s base. A variety of combat in this map makes it a typical all round TF2 experience. (Also please note, Valve have also introduced a CTF version of this map too)
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Release expected soon. What we do know is that the map introduces a new game play mode - one team must escort a small mining cart through a series of Dustbowl-like map segments. The cart moves faster the more Blue players are near it, but stops entirely if even one Red player is in range. Blue have to escort the cart all the way to Red's headquarters within a certain time limit.
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