Grab the enemy key from their ground floor key room, then take it to the lift room on level 2. There is a cap point there. Cap the keycard on the raised platform under the sign "generator control" to take down the enemy teams security. Then, take their flag from the flag room and capture it on the cap point on the TOP of your teams base.
The Red and Blue teams must take their flag from the center arena and bring it to the capture point deep in the enemy base. The Yellow team does everything in their power to stop either team from capturing the flag.
A 9 vs 9 CTF map that is allready in league play. When a memeber of your team caps, you and your entire team gets full health and grens 10 points each.
Dogs: blast open vault door and take loot to garage area for 50 points. Guards and Supercop: Stop them!, If all 4 dogs are in jail at once then 100 points awarded.
Dogs must detpack open vault door and steal loot by bringing it back to garage for 50 points. Guards and Supercop must stop them, If all 4 dogs are imprisoned at one time 100 points are given to both the Guards and Supercop.
Red and Blue Teams: Capture all five command points in the map in sequential order. Move onto a capture point to capture. Rebellian Team: Capture 3 command points in sequential order. Move onto capture point to capture.
Rebels is the next part after warpath. The teams start in a small town now to take their actions. But there is something new. Some people living in this town, start to defend it by building a rebellion organisation. These rebels (yellow team) try to strike with maximum power to defend their town.
Objective: enter the enemy base and make your way to where their flag resides in the basement. Grab it and bring it back to your base. Place it on the raised square to capture it. Stop the enemy team from capturing your flag.
You (the prez guy) are a GMan, called in to eliminate your predecessor who has appearantly lost control of the situation at the Black Mesa Research Facility. He has let one rampaging scientist interfere with the experiment and is recklessly throwing away the lives of government soldiers. But it can't be easy, can it? No. Somehow he found out you were coming... On the way in your Osprey is shot down and crashes just outside the Black Mesa Training Course. As luck would have it, patriotic soldiers have agreed to get you to your goal on the other side of the dam. Meanwhile, soldiers loyal to the GMan have taken arms and will go to any length to stop you.
Each team must get the flag from the other team's basement and bring it to their team's attic. If you destroy the other team's command center, with a detpack, you will get 2 points while the other team will loss 2 points.
Old school rocket jumping, the only as of now for TFC that will teach you the real basics of rocket jumping, not those other maps like rjumptfc or 2001. Essential for all TFCers who want to be REAL rocket jumpers.
A sniper map for the "new age" snipers or "snipers with depth"....no more jumping out from behind walls in an enclosed area. If you liked sniping in bounce..then you will LOVE this map!!! Not sniper-specific but is much more fun that way..For the true skilled snipers ONLY!!!
Assault the enemy base, and steal the Keycard from their Warden's Office. Take it across to the other side of the enemy base, where you can gain access to their Gas Chamber and release the Nerve Gas.
Get the flag from the enemy base and return it to your own base. Rooftops can be a easy way to get the flag but falling off the bridges can be painfull!
This is a simple but effective TFC map. It features a medium sized football field, with end zone scoring as well as field goals. This is a fast paced game good for more than 6 players.
This map is Basicly a Dm, YOu have 2 respawns,sidewalks and a arena Raised High in the air. Makeing in dificult to play. Same Mulch Rules. Also the Spectator's team can mak arena spin makeing it even harder to play
Objective: Blue team (Attackers) must bring their flag to the Command Point inside the Red base. Red team (Defenders) tries to defend the Command Point as long as possible. Once the Attackers succeed, the flag is reset and all players are moved back to their starting positions.
Get the yellow flag from the Generator room and take it to the Loading Dock behind the warehouse. The green flag will now be available, take it back the Generator. And so on.
Get to the jet to escape. The escape route is through the hanger. The assassins have spies, watch out! I find that the pyro soon flushes them out though.
Steal the Keycard from the enemy reactor room. Take it across to the other side of the enemy Base and hit the switch to overload the reactor. Don't bring the Keycard back to your own Base. Scoring: 10 points for each overload.
Each team must take the flag in their base to the capture point outside the other teams base.
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Installation
Unzip and place the (mapname).BSP and (mapname).txt files into your C:\Sierra\HalfLife\Tfc\Maps directory. Create the maps subdirectory within C:\Sierra\HalfLife\Tfc if required.