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2fagain basketball borderhl concmap_r kexbah_r mooncheese thekeep turkeyburgers turkeyburgers_tfc

2 Team CTF2fagain (Two Forts Again)by Wouter Boudry ("Bobje")
2fagain plays like any ordinary 2 team CTF map. There are two bases, which are actually small buildings with three stories and a roof, separated by a bridge of sorts. The proximity of the bases, as well as some well-placed slits in the bridge for concing, make this map a field day for medics and scouts. In the back of each base is a small entrance through which you can take a ladder to the top of the base. There are underground (underbridge) routes between the bases, and pools of water on either side of the bridge make for a safe escape. Since the bases are very close and pretty small, defense is difficult and gameplay is fast, especially when concs are used. The flag room is located on the third floor of the building, and the capture point is located on the roof of the base. 10 points are awarded to the team and the flag carrier for every capture. Another fun thing to do on this map is playing "duck hunt." A scout or medic concs from one roof to the other while snipers take aim. Simple entertainment for late night games. 2fagain
Size: 563 KB In-game Info Detailed Info Download: MapSpot TFC.

Ball Gamebasketballby ACE_340
Basketball -- the name is self-explanatory for the most part. All four teams are used in this map. Blue team and red team (all snipers with no ammo) are the actual basketball players. Yellow team, limited to one player, a medic, is the red team's coach; blue team's coach is the single green medic. Red and blue players are not allowed to go on the bleachers. The green and yellow coaches are not allowed to go on the court, only the bleachers. In order to score, the snipers must grab the ball from the center of the court, and use the jump pads located near the basket to leap through the basket. 2 points are awarded to the scoring team and 2 frags to the scoring player. Be careful -- if you take the ball out of bounds, you are killed. Wait for the ball to return to the center if it is on the boundary line. Snipers have quad damage at all times -- one or two good crowbar hits will take out an opponent. In the center of the top row of the bleachers there is one pack containing regular grenades and concussion grenades. The coaches can duel it out on the bleachers or try to kill the snipers on the opposing team. basketball
Size: 206 KB In-game Info Detailed Info Download: MapSpot TFC.

Civilian Featureborderhl (Taco Hell)by Mike 'Jizzy' Walker
BorderHL is based on the original Border Patrol from Quake TF. There are three teams: Blue team, the Mexicans (civilians), must cross the border and enter Taco Hell to score; Red team, the Taco Hell employees (scouts, snipers, soldiers and HWs), must make sure the Mexicans make it there so that they can spend all their money; and Yellow team, the border patrol (snipers, demos, HWs and pyros), must destroy the Mexicans before they can reach their goal. I swear, though, it looks like it says Taco Kell. Er, the red team is the only scoring team. They earn five points for every Mexican they bring to Taco Hell. Yellow team, therefore, must minimize Taco Hell profits while maximizing their frag count. Blue team gets nothing. Just tacos. And umbrella frags. A fast moving truck runs a circuit from the Mexican camp across the border and back. The truck stops at the barrier for 20 or 30 seconds, before leaving camp. This is the fastest way for the Mexicans to escape, but it can be camped by pipe bombs and/or snipers. There are no medics, and no health, so any health lost can only be regained by death. This is a fun map, all in all. Mmmm, chili pinto gordalita tostada supreme. borderhl
Size: 967 KB In-game Info Detailed Info Download: MapSpot TFC.

Concmapconcmap_rby [CSI]Union (revisions by an anonymous mapper)
Wow. What can I say? This map is not only really cool, but it basically started a whole new genre of mapmaking in the TFC community. The purpose of this map is to train players to conc, using seven different, progressively harder situations. The map was designed in ages past, when concs were much more potent. This means that, while the map is very much still playable and beatable, it requires a bit of creative thinking, patience, and lots of concs. Note that some jumps require using double concs (using one conc to get in the air and blowing another while in the air). One jump actually requires using three concs. And now, the jumps. The first one is simple enough: conc up a small ledge to proceed to the second -- conc over a deadly acid pit. In the third jump, you must get atop a small tower, and go down through the middle to the next jump: a much taller cliff (think double). Then there's number five. A long long long black pit. Yup. The sixth jump is from a pool of water to a small tunnel at the top of the wall in front of you. Finally, number seven: an exceedingly massive cliff (think triple). Expect an interesting surprise at the top. This is a very fun map and a good break from normal gameplay. concmap_r
Size: 354 KB Download: MapSpot TFC.

2 Team CTFkexbah_rby Kextrii
Well, this is basically a reworking of 2fort with a new theme and slightly altered gameplay, but since this IS my map, I'm going to plug it as best I can. It is beautiful and cohesive, and while the setup is mostly familiar it is a nice change from the dull and ordinary. What changed? There are no doors, just doorways (some with lasers). There is no elevator in the basement; instead there is a spiral ramp. On either side of the yard there is a walkway from battlements to battlements. The whole map is overall more roomy. What have these changes done? For the most part, it has made defense slightly more challenging. Any class can enter the base on the lower or upper levels. Any class can exit the basement by two different paths. More room means dodging space for offense. While the layout is nowhere near original, the map is a creative variation on a well-known theme. Kexbah is a fine reworking of a favorite classic. (Changes from the original Kexbah: Fixed textures, opted for lasers instead of turrets in spawns, added some lights and boxes, raised the sky outside.) kexbah_r
Size: 1.00 MB Download: MapSpot TFC.

Capture And Defendmooncheeseby [OGzr]Superdude
The United States and Russia have fallen out over possession of the moon and its valuable mooncheese. So, after much deliberation, the UN decided the best choice was to let the two countries go out and kill each other. The Americans and Russians both have bases near the spaceport on Earth. They must first get their flag and go to the rocket that will take them to the moon. After arriving on the moon, they must rush into the moonbase and head down to the very bottom, where they can stake their claim. After that, they must defend their captured territory from the enemy. When players die, they return to their base on Earth unless they have picked up a respawn suit in the moonbase. Once the suit has been used, it returns to the moonbase and must be picked up again. Players can return to Earth by using a teleporter station inside the moonbase. The best way to win this map is to get to the moon first, capture the base and defend it. While defense is fairly easy, it's possible for an organized offense to take over. Shh, don't tell anyone, but you can respawn on the moon after changing teams... Sneaky, eh? There are some bugs with the rocket, but otherwise it's a very well done map. mooncheese
Size: 1.80 MB In-game Info Detailed Info Download: MapSpot TFC.

2 Team CTFthekeepby PILLAKA
This is an open, clean, and uniquely styled capture the flag map. One of the first things you'll notice is that the two bases aren't exactly identical. They're mirrored, so that what might be on the left side in one base would be on the right in the other. Inside the base there is a flag at the end of a short narrow walkway over a small pit of acid. There are two ways to reach the flag: either you can take the stairs straight to the flag area, or you can take a ladder in the back of the base to reach the catwalks at the top. From there, you can jump down to the flag. Be careful, you'll need to land in a very small area and escape quickly across the tiny walkway. Between the bases are some large, open areas, leading to a middle area. Each base has a large mortar (which can be controlled by either team) aiming towards the middle area, and there is an APC (armored transport) at each base that may provide some protection as you move across the sand. From the middle you can jump down one of two holes to reach a base from the sewers. You can also access a machine gun pointing at one of the bases from the middle. Mortars and snipers play a large role in this map. All in all, a really fun map to play. thekeep
Size: 707 KB In-game Info Detailed Info Download: MapSpot TFC.

Deathmatchturkeyburgersby Steve Martin
Turkeyburgers is the best deathmatch map. Ever. This map is actually a conversion to Half-Life based on the Sin level 'sprydemo' by Levelord. The basis of the level is a small room with two bookcases, a couch with ash tray, a table, and a computer. The players are about four inches tall, so what would be a small room becomes a nice big deathmatch map. There are areas behind two of the walls as well. There are four teams (no team scores), and players spawn in one of eight spots, some in bookcases, some in back rooms, others elsewhere. It is notably evident that the little people rearranged some planks and books for mobility and protection. A praiseworthy characteristic of this map is that you can get from the floor to the top and then return to the floor without hurting yourself. It takes practice, but you can never get stuck in a high place because of your health. Another great thing about turkeyburgers is that you can get to any place in the level very quickly, using ladders and teleports. As for health and armor, they are scarce but not absent. Most fights on this map don't carry on long, but there are many ways to escape or outsmart the enemy. Great map. Really. turkeyburgers
Size: 239 KB Detailed Info Download: MapSpot TFC.

Deathmatchturkeyburgers_tfc
This map is identical to turkeyburgers in every way, except that there are many, many health and ammo backpacks floating all over the place. This is good if you like health and ammo; however, it usually lengthens battle times, slowing the frag meter. Not to mention it makes it very easy to set up a sentry gun. That's all. Oh, and all work and no play makes jack a dull boy all work and no play makes jack a dull boy all work and no play makes jack a dull boy all work and no play makes jack a dull boy all work and no play makes jack a dull boy all work and no play makes jack a dull boy all work and no play makes jack a dull boy all work and no play makes jack a dull boy all work and no play makes jack a dull boy all work and no play makes jack a dull boy all work and no play makes jack a dull boy all work and no play makes jack a dull boy all work and no play makes jack a dull boy all work and no play makes jack a dull boy all work and no play makes jack a dull boy all work and no play makes jack a dull boy all work and no play makes jack a dull boy all work and no play makes jack a dull boy all work and no play makes jack a dull boy all work and no play makes jack a dull boy. turkeyburgers_tfc
Size: 238 KB Download: MapSpot TFC.