Two teams, one large room. Need practice, need to be better? This is the place to learn. Practice jump shots, angles and basic dog-fighting with a friend. Perfect for 2 people looking to waste time.
Get your Flag to the Castle and place it on the raised plate. Protect the Castle from Enemy team. Scoring: 10 points for every 30 seconds you hold the Castle.
I have made a self-installing map-pack contains 6 of my maps. The maps included are: 2office.bsp 1930h.bsp coolfort2.bsp 2mannor.bsp crossfiretfc.bsp and xmaswell.bsp
Run through the thin tunnels, swim down and up to the flag. Then Swim down, and back upagain, run back through the tunnel down and up water to capture the enemy flag.
Mainly made for the Life-Line Team Fortress League, has been made for the purpose of OvD games and Clan Matches, but there's also decent sniper points as well and open areas for public play
This map has 2 capture points 1 gives you 30 points and the other gives u 20 points and 20 seconds of team quad damage. There is also a Green and Yellow team which are desgined for sniper/bridge wars they have there own arena designed like 2fort. Blue and Red can spectate there deathmatch via teleporters in main respawn room.
Take a key, and activate an Enemy Control Point. Control points are reset when all 4 points are activated. Activating a Control Point rewards you with a Token. Tokens can be exchanged at your Control Center for special abilities. Scoring: 2 Team points/5 personal frags per Control Point. 7 point bonus if all 4 are activated.
Take a key, and activate an Enemy Control Point. Control Points must be activated in numerical order. Control points are reset when all 4 points are activated. Activating a Control Point rewards you with a Token. Tokens can be exchanged at your Control Center for special abilities.
2 teams battle it out in a hedge maze. Each team gets 2 barracks for protection. Also, there are 4 turret bunkers on the sides and a sniper bunker in the center.
Back in the days of Quake, before TFC ruled, Three Wave ruled with a bad ass add-on called Three Wave CTF. This excellent mod changed online gaming. In honor of what Three Wave started I have tried to do a map conversion of Q1CTF1. This is a 2fort like map. Capture the enemies flag in 2 identical bases. It's not a perfect conversion but it is very close to the original.
This is a 4 arena Mulch map. there is an admin class who controls doors of the arenas to ensure fair starts and no interference. Admin also have gassing powers to kill un rulies.
The year is 2021, the central government is destroyed, and the country is in ruins. Small terrorist groups now rule whats left of the population. So two attack squadrons have been sent in. As part of that attack force it is your job to get inside the forgotten army base, retrieve the super-weapon and bring it back to a truck that's waiting to take it back to your HQ.
The objective of this level is to deactivate the enemy's reactor. You do this by taking keycards from the enemy base to the reactor's command points. Once a team's reactor is deactivated, they have 30 seconds to do a manual shutdown or else a meltdown will occur, flooding the area (including that teams base) with radioactive slime.
Ring Control. Red and Blue are scouts and medics fighting for the two rings that the Yellow snipers are defending. More info at http://www.trepid.net/maps/memnite.shtml
Ring Control. Blue and Red fight for control of the rings while Yellow snipes them to keep the rings under Yellow control. For more info, goto http://www.trepid.net/maps/memnite_r01.shtml
Blue and Red Objectives: Take control of rings. Jump through a ring to gain control. Rings can only be controlled for 30 seconds. After the 30 seconds, Yellow regains control. Yellow Objective: Defend the rings. Stop Blue and Red from controlling the rings. Rings return to Yellow control after 30 seconds.
Do You Like Livewire, but it's just too big for 3 people? The micro matrix is a hybrid of landtrainer and matrix. One large room, 2 small bases, both equipped with flags and cap points to shame your opponent. Learn how to fight from catwalks, and perfect your obstacle utilization.
An 18-hole Minigolf course with one team as Balls (Blue) and the other team as Golfers (Red). This map is similar to MiniGolf, and includes three revised holes as well at 15 new holes (7 by me, and 8 by Avatar-X). This map also features improved ball physics.
An 18-hole Minigolf course with one team as Balls (Blue) and the other team as Golfers (Red). This map also features a new method of identifying who's ball is who's, as they all have a uniquely colored spinning arrow above their head.
This map is made for rocket jumping but i left all classes open for any other experimenting. I made this map to be a more difficult rocket jump map, all jumps are possible.
If the enemy steals your flag, but drops it, you can return it to your base by running over it. Flags will also return after 60 seconds if they remain untouched. Designed for about 4vs4 or 5vs5 matches.
Grab the enemy flag, and take it to your capture point to score. You can only swim INTO the bases through the water, you can't use the water route to get out.
Once the dark age of the Cold War was over, all mankind lived in peaceful co-existence helping each other to create a better world. The end result of this collaboration was the construction of a joint space project, and the early colonization of the moon, with the creation of the first Moon base.
Turn off the lasers guarding the flag via the button near the sniper deck! Use the trains for quick transport. Dont fall into the lava! This is a bigger verion of Firefortress.
This is a very fun deathmatch/1v1 map. It was made to improve styles of Soldier and Demoman, but is fun with all classes. This is a revision of my last release "mud_pit", it has 2 more arenas and more textures.
This is a 5 v. 5 version of mulch_die, but it is Classic Capture the Flag. Simply put, your OWN flag is your cap point. When you get the enemy flag, you bring it to your flag to capture. If your flag is not there, you cannot cap until it returns. When you touch your dropped flag, it auto returns. In essence, it's more fun and takes more teamwork to get the flag since the defenders can return it if they touch it when it's dropped.
This is a 1 v. 1 level set in the clouds. Objective is to knock the other player off. You get 1 team point for doing so. This level is EXTREMELY fun! I'd recommend only 1 v. 1 though, due to the size.
Run to the center and grab the ball. Keep it as long as you can! You can go into any of the bases with it, but everyone will know your location! You and your team will gain a point for every 5 seconds you hold the ball. This map is designed to degenerate into complete chaos during larger games! This new version has all bugs fixed.
Brand new version of murderball, fully retextured and includes a couple new hiding spots..This is the final version of murderball1_3 with all the bugs out.
Nexus2: Strange Threats in a New World takes place in St. Louis 2058. The human troops of the west army battle in the streets for control of the city with the aliens of the Nexus army.
Nexus2_r (Nexus2: Strange Threats in a New World (Revised))
As the battle of St. Louis draws to a close, the Nexus aliens come out the victors, now declaring St. Louis as the first Nexus territory on Earth. The human East and West empires have now allied to fight the alien invasion.
Enter the enemy empty warehouse and make your way to the lower level where their flag is kept. Grab it and bring it back to your Warehouse. Place it on the area on top of your sniper nest to Capture it.
03/06/2139 AD Nightshift. The lonliest shift of them all. All those bigshot scientists never even have to worry about maintining the underbelly of this huge facility. But we do. And guess what ? We don't even know what goes on in here.
The red escort team must escort the demolitions man to the bridge. The demolitions man must then destroy the bridge with a detpack. The yellow team must eliminate the demolitions man.
Enter the enemy base and make your way to the basement where their flag resides in the back of a truck. Grab it and bring it back to your battlements. Place it on the raised square to capture it.
This is a variant of most 2fort maps - The variant being that there is no fort, just a bunch of floating walkways high above the ground. Because there are no forts, there are are no walls. And believe me, its a long way down
The map consists of two identical bases and a large underground silo complex. You have to take the enemy missile key to the control room located in the silo complex. The most straightforward way is to go through the main complex entrance located behind the loading dock in the middle of the map. Once inside the control room you will be safe, as only the key carrier can open the control room door from outside. In order to launch the nuke you will need to let one of your teammates into the control room. He will activate the launch confirmation switch allowing you to press the launch button. Watch out for the control room security system! Key carrier can activate control room security by pressing the panel in the main room. Everyone inside the control room will get killed.
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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.