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A complete list of game types for TF2

In Team Fortress 2, the objective of the game is defined by the game mode in use. Maps are prefixed with abbreviations for various game modes. For example, maps prefixed with “cp_” are for control point and “ctf_” are for capture the flag.

Capture the Flag (ctf)

Similar to the tradition style of capture the flag games, the objective for both teams is to obtain a briefcase of intelligence from the enemy team's base and return it to their own base while preventing the opposing team from doing the same.

Maps: 2fort, Well, Sawmill, Turbine

Control Point (cp)

Control point modes are more varied in their objectives, but share the common aim of capturing a particular point on the map. In some levels, the objective for both teams is to secure all the points on the map. On other levels, one team already holds all the points and must defend them from the other for a set amount of time. A third variation, introduced with the map "Hydro", is based on territory: each team must capture the other team's single active control point to secure that section of the map. Once one team has captured all sections, they are then able to attack the other team's base directly.

Maps: Badlands, Dustbowl, Fastlane, Granary, Gravelpit, Well, Yukon, Steel, Junction, Egypt

Territorial Control (tc)

Territorial control maps carry the tc_ prefix and are the most complex map type. Each round of a tc_ map plays like a small Traditional Control Point map with one point being controlled by each team. A team wins the round when they control both points. Each round is played between two adjacent territories. The starting territories, and thus the open routes, are randomized. When all points except for one team's home territory have been captured by the other team, the final round plays like an Attack/Defend map and the defending team must prevent their final point from being captured. Once a team's home territory is captured, the opposing team is awarded a point and the map resets.

Maps: Hydro

Payload aka Gold Rush (pl)

A further game mode, payload, was introduced in April 2008 with the map "Gold Rush". In payload maps, one team has to work to escort a rail cart carrying a bomb along a track through a series of checkpoints, eventually detonating the bomb in the other team's base. The other team has to defend their positions and prevent the cart from reaching the end within a set amount of time.

Maps: Goldrush, Badwater, Hoodoo

Arena (arena)

Arena features smaller maps that play out in shorter periods of time. The round ends once one team has no players left in the arena, or when the central capture point has unlocked and been captured. The central capture point unlocks after one minute has passed in the current round. Rounds tend to be very fast and highly competitive, with an emphasis on your team's class makeup and your plan to counter the opposing team's class choices. Arena mode is great for smaller matches of three vs. three players, while still comfortably supporting huge knockdown twelve-on-twelve brawls. Arena works much like Sudden Death - respawning is disabled and there are no resupply lockers, and there are usually very few health kits available, forcing teams to rely more on dispensers and Medics.

Maps: Lumberyard, Ravine, Badlands, Offblast, Sawmill, Well, Granary, Watchtower, Nucleus

Payload Race (plr)

Payload Race maps carry the plr_ prefix. Unlike standard Payload maps, payload race maps feature both teams issued with a payload bomb. As with Payload mode, team members push the cart by standing next to it, with more members increasing the speed. Any opposing team member standing near the cart will stop it. The teams must simultaneously push their cart through enemy territory while preventing the enemy team from doing the same. Unlike payload mode, the cart will not move backwards after any length of time and there is no time limit; the map only ends when one team succesfully pushes their cart to the finish point. Each cart works as a dispenser for its team (and disguised enemy spies), restoring health and ammunition. Parts of the track may feature slopes, on which the cart will roll back down to the bottom unless it is being constantly pushed.

Payload race maps may or may not be split into multiple rounds.

Maps: Pipeline

King of the Hill (koth)

Similar in layout to an Arena map, King of the Hill focuses on a single control point at the center of the map, which is locked at the beginning of the round. Teams must make their way to the Control Point and capture it when it becomes available. Once the point is captured by a team, their team clock will start a three minute countdown. If the enemy team manages to capture the point back, their clock will start counting down while the other team’s clock freezes at the time the point was recaptured. King of the Hill maps carry the koth_ prefix.

Maps: Harvest, Nucleus, Sawmill ,Viaduct

Sources: Wikipedia