Difference between revisions of "List of game modes"

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m (Moved Robot Destruction out of unused content, as it is not unused content. Unlike the other game modes listed in unused content, this is fully playable and fully usable in servers.)
 
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{{Featured article tag}}<!--
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-->{{Other uses|for=a full list of all maps|List of maps}}<!--
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-->[[File:Wellconceptart.png|thumb|right|500px|The world of ''Team Fortress 2'' — concept art for [[Well (Control Point)|Well]], depicting a factory and train track.]]
  
[[Image:. Wellconceptart.png | thumb | right | 500px | World '' Team Fortress 2 '']]
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This is a '''list of game modes''' in ''[[Team Fortress 2]]''. Initially, the game shipped with only three game modes: [[#Capture the Flag|Capture the Flag]], [[#Control Point|Control Point]], and [[#Territorial Control|Territorial Control]]. Numerous [[Patches|updates]] have added 13 more game modes ([[#Payload|Payload]], [[#Arena|Arena]], [[#King of the Hill|King of the Hill]], [[#Payload Race|Payload Race]], [[#Medieval Attack/Defend|Medieval Mode]], [[#Special Delivery|Special Delivery]], [[#Mann vs. Machine|Mann vs. Machine]], [[#Robot Destruction|Robot Destruction]], [[#Mannpower|Mannpower]], [[#PASS Time|PASS Time]], [[#Player Destruction|Player Destruction]], [[#Versus Saxton Hale|Versus Saxton Hale]], and [[#Zombie Infection|Zombie Infection]]) making 16 official game modes, along with 2 training maps. These game modes are spread across over 100<!-- The wiki never needed an exact count of the patched maps, Valve only calls their maps official, non-Valve maps they add they Community map. --> [[List of maps|maps]] within the game and offer a great variety of play styles and games in ''Team Fortress 2''.
  
{{hatnote | For a full list of all maps, see [[List Maps]]}.}
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== {{anchor|arena}} Arena ==
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[[File:Gametype_arena.png|right|400px]]
  
This is the '' list of game modes '' in '' [[Team Fortress 2]] ''. Initially, the game comes just three game modes: [[#Capture the Flag | Capture the Flag]], [[#Control point (Game Mode) | Control Point]] and [[#Territorial Control | Territorial Control]] Numerous [[update]] added eleven new game modes ([[#Payload | payload]], [[#Arena | Arena]], [[#King of the Hill | King of the Hill]] [[#Payload race | Payload race]], [[Medieval Mode]], [[Special Delivery (Game Mode) | Special Delivery]], [[#Mann vs. Machine | Mann vs. Machine]], [[ Robot destruction]], [[#Mannpower | Mannpower]], [[PASS Time]] and [[#Player Destruction | Destruction player]]) so that the fourteen official game modes, along with two educational programs. These game modes are spread over 86 Official [[List of maps | maps]] and offers a great variety of game styles and games in 'Team Fortress 2' '.
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{{Main|Arena}}
  
{{Anchor | Arena}}
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{{See also|Tips#Arena|l1=Arena tips}}
  
== == Arena
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{{Quotation|'''Abraham Lincoln''', ''Second Inaugural Address, 1865''|I say this to you with the unvarnished factualism of plain talk: I ''love'' Arena Mode.}}
[[Image: Arenalumberyard.jpg | thumb | right | 300px | [[industry]]]]
 
  
{{Main | Arena}}
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'''Arena''' maps are designed to keep the [[Classes|class]] diversity of ''Team Fortress 2'' while focusing goals around combat between two teams. Whereas other game modes lean towards a broad, overall strategy for the team, Arena concentrates on the specific tactical choices the teams make in a single fight. Arena maps carry the <code>arena_</code> prefix.
  
{{See also | Tips # Arena | L1 = Tips Arena}}
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Arena Mode features smaller maps to ensure shorter matches because players do not respawn after death. When a player dies in Arena Mode, they enter [[spectate]] mode until the round is finished. The maps usually feature a control point in their center and tend to be just normal King of the Hill maps with no respawn.
  
{{Quote | '' Abraham Lincoln '', '' another picks up speech, 1865 '' | I say this to you with unvarnished simple discussion of facts: Even '' love '' Arena Mode}.}
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Sometimes, if the teams are unbalanced, a message appears to two people, reading "Careful! If you lose this round you might have to sit out the next!", and if their team loses that round, the player becomes a spectator until the upcoming round.
  
'' 'Arena' 'maps are designed to classroom diversity' Team Fortress 2 ', focusing goals around combat between two teams. While other game modes lean towards a broad, overall strategy for the team, Arena concentrates on the specific tactical options teams make in a single fight. Arena maps carry the <code> arena _ </ code> prefix.
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Loadouts changed during the countdown before the match do not do so in-game unless the player commits suicide. Changing classes and back also works if done before the countdown ends.
  
Arena mode is smaller maps to ensure shorter matches, because you do not respawn after death. When he died in Arena mode, enter the spectate until the wheel is completed. Maps usually given control point in the middle of the map and tend to be just a normal, King of the Hill maps with no-respawn.
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The [[First Blood]] buff is unique to Arena Mode. If a player gets the first kill of a round, they are temporarily awarded full critical hits.
  
Sometimes, if teams are unbalanced report appears two people saying "careful, if you lose this round, you will have to sit out" and if their team loses, the player will wheel the viewer to the next round.
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Arena Mode is not found in Casual map selection.
  
Loadouts changed during the countdown before the game will not do so in the game, if a player commits suicide by means of explosions or '' kill '' or '' explode '' commands from the console. Changing class and back will also work.
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'''Arena maps''':
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{{Maps list|arena_}}
  
The [[First Blood]] buff is unique to Arena Mode, where the player gets the first Frag which are awarded with full critical hit for dealing large amounts of damage.
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{{clr}}
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== {{anchor|CTF|ctf|capture the flag}} Capture the Flag ==
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[[File:Gametype_ctf.png|right|400px]]
  
'' 'Arena maps' ''
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{{Main|Capture the Flag}}
* [[Badlands (Arena) | Badlands]]
 
* [[Byre]]
 
* [[Granary (Arena) | Granary]]
 
* [[Pile]]
 
* [[Nucleus (Arena) | Nucleus]]
 
* [[Offblast]]
 
* [[Ravine]]
 
* [[Sawmill (Arena) | saw]]
 
* [[Watchtower]]
 
* [[Well (Arena) | No]]
 
  
{{}} CLR
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{{Quotation|'''The Scout'''|Wave goodbye to ya secret crap, dumbass!|sound=Scout_specialcompleted05.wav}}
{{Anchor | CTF | CTF | Capture the Flag}}
 
  
== == Capture the Flag
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'''Capture the Flag''' features both [[RED]] and [[BLU]] bases, each containing its own [[Capture the Flag#Intelligence|Intelligence]] briefcase (also known as the "flag"). The goal for both teams is to capture the enemy's Intelligence until they have reached the game's capture limit (default limit is 3 captures) while preventing the enemy team from achieving the same.
[[Image: Gamemode ctf.png | right | 300px]]
 
  
{{Main | Capture the Flag}}
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Both teams' Intelligence briefcases are typically located deep within their territory, usually in a symmetrical location from each other, in an area known as the "Intelligence Room". To pick up the Intelligence, the player must touch the enemy's briefcase. While holding the enemy's Intelligence, the player must bring it to the location of their Intelligence, where they must enter their 'capture zone' (indicated by the yellow and black lines) in order to successfully capture it. After each successful capture, the team that captured the opposing team's intelligence is rewarded with ten seconds of [[Critical hits|crit boost]].
  
{{Quote | '' Scout '' '| Wave goodbye to ya secret crap, dumbass |! Sound Scout_specialcompleted05.wav =}}
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If the Intelligence carrier is killed or the Intelligence is intentionally dropped, the Administrator informs the teams over the loudspeaker and the Briefcase remains stationary for 60 seconds, with a timer shown above the Intelligence indicating how much time is left before it is returned to the Intelligence room. During that time, the Intelligence can be picked up as normal. Each time the Intelligence is picked up, and then dropped, the timer is reset back to 60 seconds. The enemy is unable to reset or move the Intelligence themselves. The Intelligence cannot be carried by players with an invulnerability buff (i.e. players under the [[Medi Gun]]'s [[ÜberCharge]] and [[Scout]]s under the effects of [[Bonk! Atomic Punch]]) and Intelligence carriers cannot receive an invulnerability buff or use [[Teleporters]]. [[Engineer]]s wielding the [[Eureka Effect]] can teleport, but drop the Intelligence at the spot they teleported from. The Intelligence also may not be picked up by a [[Soldier]] wielding the [[Rocket Jumper]] or a [[Demoman]] using the [[Sticky Jumper]]. [[Cloak]]ed [[Spy|Spies]] cannot pick up the Intelligence until their Cloak has been turned off. However, if a Spy does acquire the Intelligence, they lose their disguise and are no longer able to change their disguise or Cloak. An exception to this is the [[Dead Ringer]], which, upon taking damage, forces the Spy to drop the Intelligence and Cloak as normal.
  
'' Capture the Flag '' offers as [[RED]] and [[BLU]] bases, each containing its own [[Capture the Flag # Intelligence | Intelligence]] briefcase (also known as the "flag" and "intelligence"). The objective of both teams is to capture the enemy intelligence until they reach the game capture limit (default limit is 3 captures) while preventing their enemy from reaching the same.
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If the Intelligence carrier dies in a normally inaccessible part of the map, such as [[Environmental death#Pitfall|falling into a pit or off a cliff]], the Intelligence is immediately returned to its starting location in the Intelligence room. If no team completes the capture limit before time runs out, the match enters [[Sudden Death]] mode.
  
Both teams Intelligence are typically located deep within their territory, usually in a symmetrical location from each other in an area known as a "news room". To pick up intelligence player must touch the enemy's briefcase. While holding the enemy's Intelligence, the player must bring it to the seat of their intelligence, where they must enter their 'capture zone' (indicated by yellow and black lines) in order to successfully capture. After each successful capture, your team will be rewarded with ten seconds [[Critical Hits | increase crit]].
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The map [[Crasher]] uses a unique spin on this game mode, in which the teams must instead take their own "intelligences" (reskinned as explosive barrels) to the enemy base.
  
If the Intelligence carrier is killed or the Intelligence is intentionally dropped, the inspector teams over the loudspeaker and the Briefcase will remain at rest for 60 seconds, with a timer shown above the Intelligence indicating how much time is left as it is returned to the Intelligence room. During this time the Intelligence can be picked up as normal. Every time the Intelligence is dropped, the timer is reset. The enemy can not move or reset the intelligence themselves. News can be performed players of invulnerability buff (ie [[ÜberCharge]] D player and lift under the influence of [[Bonk Atomic Punch!]]) And Intelligence carriers can not receive invulnerability buff. News also not be picked up by [[soldier]] to control the [[Rocket Jumper]] or a [[Demoman]] with [[Sticky Jumper]]. Cloaked Spies can not pick up Intelligence until their mantle was turned off. However, if a Spy does acquire Intelligence then lose disguise and you can no longer change their disguise or Cloak. The exception is dead Ringer, which forced Spy to drop intelligence and cloak than normal.
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The map [[Haarp]] also plays differently from standard Capture the Flag maps, using an Attack/Defend format with RED having to defend a control point that BLU must carry their own Intelligence to in order to capture.
  
If the Intelligence carrier dies in a normally inaccessible part of the map, ie falling into a pit or on a cliff, intelligence is immediately returned to its starting position in the news room. If no team completes the capture limit before time runs out, the match will enter [[Death] Abruptly] mode.
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Unlike variants of Capture the Flag in other games, players may make a capture without actually having Intelligence at their base.
  
Unlike variant Capture the Flag in other games, you '' may '' make a capture without needing to their intelligence at its base.
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'''Capture the Flag maps''':
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{{Maps list|ctf_1}}
  
'' Capture the Flag maps' ''
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{{clr}}
* [[2Fort]]
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== {{anchor|comp|competitive mode}} Competitive Mode ==
* [[2Fort invasion]] (2Fort event)
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[[File:Meet Your Match.png|right||300px|]]
* [[Double Cross]]
 
* [[Landfall]]
 
* [[Sawmill (Capture the Flag) | saw]]
 
* [[Turbine]]
 
* [[Well (Capture the Flag) | No]]
 
  
{{}} CLR
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{{Main|Competitive Mode}}
{{Anchor | KP | KP | }} checkpoint
 
  
== == Control Point
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{{Quotation|'''The Administrator'''|At least you didn't disappoint me more than usual.|sound=Cm_admin_outlier_no_04.mp3}}
[[File: Gamemode cp.png | right | 300px]]
 
  
{{Main | Control Point (game mode)}}
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'''Competitive Mode''' is an official game mode released for ''Team Fortress 2''. The mode is accessible only by having a [[Account types|Premium]] ''TF2'' account and [https://store.steampowered.com/mobile Steam Guard Mobile Authenticator] enabled, owning a [[Competitive Matchmaking Pass]], or owning a [[Community (quality)|Community]] or [[Self-Made]] quality item. If a player has a Premium account but has had a [[Valve Anti-Cheat|VAC]] ban on it, the only way to obtain access to Competitive Mode is to buy a pass from the Mann Co. Store. Like regular matches, there are no restrictions on any weapons and/or classes that can be used.
  
{{See also | Control point (objective)}}
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'''Competitive Mode maps''':
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{{Maps list|comp}}
  
{{Quote | '' Engineer '' '| This point is not gonna cap itself! Come here |! Sound Engineer_helpmecapture02.wav =}}
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{{clr}}
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== {{anchor|CP|cp|control point}} Control Point ==
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[[File:Gametype_cp.png|right|400px]]
  
'' Control Point '' maps have two main types of game modes.
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{{Main|Control Point (game mode)}}
  
Control points are circular platforms with a team-colored light and hologram in the center (neutral points have a white light and hologram). To capture point ownership enemy team, the player simply stands on the site until the capture meter fills his or her team color. The more players on a point, the faster it will capture, though only to [[checkpoint timing | limited extent]]. [[Scout]] s and [[Soldier]] s / [[Demoman | Demomen]] with [[Pain Train]] equipped, count as 2 players when capturing control points. Capture progress will not be made as soon as the players of both teams to the checkpoint. If all the players capture killed or controlled before the capture is completed, the capture progress not recover but instead will gradually diminish.
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{{See also|Control point (objective)}}
  
'' There are three states for a capture point '' '
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{{Quotation|'''The Engineer'''|This point ain't gonna cap itself! Get over here!|sound=Engineer_helpmecapture02.wav}}
  
<Gallery>
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'''Control Point''' maps have two main types of game modes.
File: CP neutral.png | '' Neutral '' ': The control point can be adopted either team (usually the central point in a symmetrical CP map).
 
File: CP photographed red.png | '' Made '' ': The control point is currently owned by the Red Team, but can be occupied BLU team.
 
File: CP Locked red.png | '' Locked '' ': The control point is currently owned by Red team and not (yet) be repeated BLU team.
 
</ Gallery>
 
  
'' There are four main types of Control Point maps' '' & ndash; Symmetric Control Point, Domination Control Point, Attack / Defend, and Medieval Attack / Defend.
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Control points are circular platforms with a team-colored light and hologram in the center (neutral points have a white light and hologram). To capture a point that is currently neutral or owned by the enemy team, the player simply stands on the point until the capture meter fills with their team color. The more players on a point, the faster they capture it, though only to a [[Control point timing|limited extent]]. Scouts, as well as Soldiers/Demomen with the [[Pain Train]] equipped, count as 2 players when capturing control points. Capture progress is not made when players of both teams are on the control point. If all the capturing players are killed or driven off before the capture is completed, the capture progress does not reset immediately, but instead slowly fades away.
  
=== === Symmetric Control Point
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'''There are three states for a capture point''':
[[Image: CP_Yukon_overview.png | thumb | right | 300px | [[Yukon]]]]
 
  
In '' Symmetrical control point '' or '' Linear Control Point '' 'Both teams start with two controlled points and a central point starts to neutral. The team that captures all control points wins. Traditional Control Point maps will go into [[Sudden Death]] (or [[Match Results # stalemate | Pat]]), unless it captures all the checkpoints before time runs out. Checkpoints closer to spawn team captured even faster enemy team.
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<gallery>
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File:CP Neutral.png|'''Neutral''': The control point can be taken by either team (usually the central point in a symmetrical CP map).
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File:CP Captured RED.png|'''Captured''': The control point is currently owned by the RED team but can be retaken by the BLU team (or vice-versa).
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File:CP Locked RED.png|'''Locked''': The control point is currently owned by the RED team and cannot (yet) be retaken by the BLU team (or vice-versa).
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</gallery>
  
'' Symmetric Control Point map '' '
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'''There are five types of Control Point maps in total''' &ndash; Symmetrical Control Point, Domination Control Point, Attack/Defend, Medieval Attack/Defend, and End of the Line Attack/Defend.
* [[5Gorge]]
 
* [[Badlands (Control Point) | Badlands]]
 
* [[Coldfront]]
 
* [[Fastlane]]
 
* [[Foundry]]
 
* [[Freight]]
 
* [[Granary (Control Point) | Granary]]
 
* [[Gullywash]]
 
* [[Powerhouse]]
 
* [[Process]]
 
* [[Snakewater]]
 
* [[Vanguard]]
 
* [[Well (Control Point) | No]]
 
* [[Yukon]]
 
  
=== === Domination Control Point
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=== {{anchor|Standard Control Point}} Symmetrical Control Point ===
[[Image: Cp_standin_B.jpg | thumb | right | 300px | [[stand]]]]
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[[File:CP_Yukon_overview.png|thumb|right|300px|{{map link|Yukon}}]]
'' Dominance checkpoint '', maps play symmetrically. Both teams begin no controlled points, and all points start neutral. The team that captures all control points wins. Traditional Control Point maps will go into Sudden Death (or footer), unless it captures all the checkpoints before time runs out. Unlike the symmetrical control point once it has all three points to win no matter how much capture the other team has to follow.
 
  
'' Domination Control Point map '' '
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In '''Symmetrical Control Point''', or '''Linear Control Point''', both teams start with at least 1 controlled point, and a central point starts out neutral. The team that captures all control points wins. Traditional Control Point maps go into Sudden Death (or [[Match outcomes#Stalemate|Stalemate]]) if no team captures all the control points before time runs out. Control points closer to a team's spawn point are captured more quickly by the enemy team.
* [[Stand in]]
 
  
{{}} CLR
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'''Symmetrical Control Point maps''':
{{Anchor | attack / defense | Attack / Defend}}
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{{Maps list|cp_1}}
  
=== Attack / Defend ===
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{{clr}}
[[Image: Gamemode_attackdefend.png | right | 300px]]
 
  
{{Quote | '' The Demoman '' '| hell next time you ask before you stand in my place. | Sound Demoman_specialcompleted06.wav =}}
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=== Domination Control Point ===
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[[File:Cp_standin_B.jpg|thumb|right|300px|{{map link|Standin}}]]
  
'' Attack / Defend '' Maps Play asymmetrically. [[RED]] begins with all the points in their control. [[BLU]] wins if it captures all the red points. Points can be captured only in the order (though some maps, such as Gravel Pit and Steel, may make exceptions). RED wins if prevents BLU from capturing all points before the timer expires. Points captured by BLU are typically locked and can not be captured again RED.
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'''Domination Control Point''' maps play symmetrically. Both teams start with no controlled points, and all points start out neutral. The team that captures all control points wins. Traditional Control Point maps go into Sudden Death (or Stalemate) if no team captures all the control points before time runs out. Once a team has all three points, they win regardless of how much capture progress the other team has.
  
Attack / Defend maps can come in different styles. Some maps such as Dustbowl and Egypt, require the BLU team to capture three stages of two control points each to win the game. If the attacking team has not won any stage, teams will be energized, defenders then turning to the attackers, beginning with stage 1. Other maps such as Gravel Pit and Junction allow the attacker to capture two points in any order (points A or B) before the attack the final point (point C). Steel is a unique Attack / Defend map in that capturing each secondary capture point (points A, B, C and D) will allow better access to the main point (point E), such as allowing multiple routes into point E or extension bridge to the extent to attend lessons without special [[skip]] s can capture. Thus it means that one unnoticed by Scout can capture and win the game without even realizing it.
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'''Domination Control Point maps''':
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{{Maps list|cp_2}}
  
'' Attack / Defend maps' ''
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{{clr}}
* [[Dustbowl]]
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=== {{anchor|attack/defend|Attack/Defend}} Attack/Defend ===
* [[Egypt]]
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[[File:Gametype_ad.png|right|400px]]
* [[Gorge]]
 
* [[Gravel Pit]]
 
* [[Junction]]
 
* [[Snowplow]]
 
* [[Steel]]
 
* [[Mountain Lab]]
 
* [[Mann Manor]] (Mountain Lab events)
 
  
=== Medieval Attack / Defend ===
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{{Quotation|'''The Demoman'''|Next time you'll bloody ask before you stand on my point.|sound=Demoman_specialcompleted06.wav}}
[[Image:! Getty's Önne .png | right | 200px | Getty is Onne]]
 
  
{{Quote | '' 'Valve' '' | As the manly men of Team Fortress 2 will appear in the tenth century battlement? Easy. [http://tvtropes.org/pmwiki/pmwiki.php/Main/AWizardDidIt '' Soldier angered a magician ''.]}}
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'''Attack/Defend''' maps play asymmetrically. RED begins with all the points in their control. BLU wins if it captures all of RED's points. Points may only be captured in a set order (though some maps, such as Gravel Pit and Steel, may make exceptions). RED wins if it prevents BLU from capturing all points before the timer expires. Points captured by BLU are locked and cannot be captured again by RED.
  
'' Medieval Attack / Defend '' 'is part of the [[Medieval Mode]], added during the [[Australian Christmas]] updates. Plays like regular Attack / Defend, but with one major twist: all guns are removed, and only [[Medieval Mode # allowed guns | Olde weapons]] may be used and also causes dead players to drop small health kits instead of their weapon, text chat is filtered (Olde English) to resemble language era (though with considerable inaccuracy) and the map is in medieval style.
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Attack/Defend maps can come in various styles. Some maps, such as Dustbowl and Egypt, require the BLU team to capture three stages of two control points each to win the game. If the attacking team fails to win any stage, teams switch and the defenders then take a turn as the attackers, beginning with stage 1. Other maps, such as Gravel Pit and Junction, allow the attacker to capture two points in any order (points A or B) before attacking the final point (point C). Steel is a unique Attack/Defend map in that capturing each minor capture point (points A, B, C, and D) allows better accessibility to the main point (point E), such as allowing more routes into point E or extending bridges to the point so that classes without special [[jumping]] techniques can capture it. This means that one unnoticed Scout can capture and win games without the team even realizing.
  
'' Medieval Attack / Defend maps' ''
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'''Attack/Defend maps''':
* [[DeGroot Keep]]
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{{Maps list|cp_3}}
  
{{}} CLR
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=== {{anchor|Medieval}} Medieval Attack/Defend ===
{{Anchor | Köthe | Koth | King of the Hill | King of the Hill}}
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[[File:Gette it Onne!.png|right|200px|Gette It Onne!]]
  
== King of the Hill ==
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{{Main|Medieval Mode}}
[[File: Gamemode koth.png | right | 300px]]
 
  
{{Main | King of the Hill}}
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{{Quotation|'''Valve'''|How did the manly men of Team Fortress 2 appear at a tenth-century battlement? Simple. [https://tvtropes.org/pmwiki/pmwiki.php/Main/AWizardDidIt '''The Soldier angered a magician.''']}}
  
{{Quote | '' Classless update '' '| Since their discovery in 1895, hills fascinate King}.}
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'''Medieval Attack/Defend''' is a part of Medieval Mode, added during the {{update link|Australian Christmas}} update and given to dedicated Valve Servers in the {{Patch name|4|25|2016}}. It plays like regular Attack/Defend, but with one major twist: all guns are removed, and only [[Medieval Mode#Allowed weapons|Olde weapons]] can be used. Players also drop small health kits on death, in addition to a medium ammo crate. Text chat is filtered (to Olde English) to resemble the language of the era (though with considerable inaccuracy) and the map is Medieval-themed. Another main (non-cosmetic) feature about this game mode is the added feature of flaming torches located in strategic points; these torches can set [[Huntsman]] ([[Fortified Compound]]) arrows on fire on contact (before shooting the arrow).
  
'' King of the Hill '' is similar to Arena. King of the Hill focuses on a single control point in the middle of the map, which is neutral and locked at the beginning of the round. Teams must make its way to the checkpoint and capture it when it becomes available. Once the point is captured by a group, their team clock will start countdown three minutes. If the enemy can capture the point back, their time will count down clock starts, while the second team in the frost when the question was captured. The team won after their own point and three minutes has expired.
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'''Medieval Attack/Defend maps''':
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{{Maps list|cp_4}}
  
'' King of the Hill map '' '
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=== End of the Line Attack/Defend ===
* [[Badlands (King of the Hill) | Badlands]]
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[[File:Cp_snowplow.jpg|thumb|right|300px|{{map link|Snowplow}}]]
* [[Eyeaduct]] (Viaduct event)
 
* [[Spirit Fort]] (Lakeside event)
 
* [[Harvest]]
 
* [[Harvest Event]]
 
* [[High pass]]
 
* [[King Kong]]
 
* [[Lakeside]]
 
* [[Nucleus (King of the Hill) | Nucleus]]
 
* [[Probed]]
 
* [[Sawmill (King of the Hill) | saw]]
 
* [[Suijin]]
 
* [[Viaduct]]
 
  
{{}} CLR
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'''End of the Line Attack/Defend''' was added during the {{update link|Gun Mettle Update}}. Unlike traditional Attack/Defense maps, the map objective centers around a train carrying a Payload, though it does not function like a Payload map. The BLU team's goal is to escort the train to the end of the map by capturing three control points on each stage, for a total of six. At each control point, the train is impeded by a buffer stop, where a RED device attacks it every 35 seconds that it is stationary. This countdown is paused whenever the control point is being actively contested, and resets when the control point is captured by BLU.
{{Anchor | MVM | Mann vs. Machine | Co-op}}
 
  
== Mann vs. Machine ==
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For every 35 seconds that BLU fails to capture or contest the active control point, the train loses 10% of its health. When BLU successfully captures a control point, the train restores 10% of its health, destroys the buffer stop, and proceeds to the next control point, where the next countdown begins. The train's health carries over between stages, so it is not refreshed upon completing the first stage. BLU wins if they successfully capture all control points on each stage before the train is destroyed, while RED wins if they hold the control points long enough for the devices to destroy the train.
{{Main | Mann vs. Machine (game mode)}}
 
[[Image: Gamemode mvm.png | right | 350px]]
 
  
{{Quote | '' Heavy '' '| More rubble, less trouble |! Sound Heavy_specialcompleted03.wav =}}
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'''End of the Line Attack/Defend maps''':
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{{Maps list|cp_5}}
  
'' 'Mann vs. Machine '' Game Mode, which was released in [[Mann vs. Machine (update) | updating of the same name]]. In this game mode, the three to six players must fend off hordes of robots trying to carry a bomb on one of the strongholds of Mann Co .. Upgrade and [[Power Up Menza | Dining room]] power-ups can be purchased at the spawn point using the cash to pick players to destroy the robot (not every robot falls cash). Bonus amount of cash will be awarded to the team when all the cash from the waves picked up.
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{{clr}}
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== {{anchor|KOTH|koth|King of the hill|king of the hill}} King of the Hill ==
 +
[[File:Gametype_koth.png|right|400px]]
  
All classes and most of the weapons have different upgrade skills, such as speed of movement, duration of payment and the amount of ammunition the player can hold the gun. Survive all the waves will complete the mission. After completion of the player's first mission will receive canteen.
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{{Main|King of the Hill}}
  
Currently, there are five [[Tour of Duty | operations]] and 29 [[Mann vs. Machine mission | Mission]] (some missions are not part of any operation) in Mann vs. Machine.
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{{Quotation|'''The {{update link|Classless Update}}'''|Since their discovery in 1895, hills have fascinated kings.}}
  
'' 'Mann vs. Machine maps' ''
+
'''King of the Hill''' is similar to Arena. King of the Hill focuses on a single control point at the center of the map, which is neutral and 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 starts a three-minute countdown. If the enemy team manages to capture the point back, their clock starts counting down while the other team's clock freezes at the time the point was recaptured. A team wins once they own the point, the three minutes countdown expires, and the other team's capture progress is gone.
* [[Bigrock]]
 
* [[Coal Town]]
 
* [[Decoy]]
 
* [[Ghost Town]]
 
* [[Mannhattan]]
 
* [[Mannworks]]
 
* [[Rottenburg]]
 
  
 +
'''King of the Hill maps''':
 +
{{Maps list|koth_}}
  
{{}} CLR
+
{{clr}}
{{Anchor | CTF | CTF | mannpower}}
+
== {{anchor|MVM|mvm|Mann vs. Machine|Co-op}} Mann vs. Machine ==
 +
[[File:Main_menu_button_mvm.png|right|400px]]
  
== == Mannpower
+
{{Main|Mann vs. Machine}}
[[File: Gamemode powerup.png | right | 300px]]
 
  
{{Main | Mannpower}}
+
{{Quotation|'''The Heavy'''|More rubble, less trouble!|sound=Heavy_specialcompleted03.wav}}
  
{{Quote | '' The Demoman '' '| I hope I scare you with my husband in the face Fightin |! Sound Demoman_dominationspy03.wav =}}
+
'''Mann vs. Machine''' is a game mode that was released in [[Mann vs. Machine (update)|the update of the same name]]. In this game mode, a team of three to six players must fend off a horde of robots attempting to carry a bomb to one of Mann Co.'s strongholds. Upgrades and [[Power Up Canteen|Canteen]] power-ups can be purchased at the spawn point using cash picked up by the players upon destroying a robot (not every robot drops cash, and the amount of cash dropped may vary according to the robot type). A bonus amount of cash is awarded to the team if all or almost all of the cash from a wave is picked up.
  
'' Mannpower '' 'is a modified version of Capture the Flag, in which teams must capture the enemy [[Intelligence]] briefcase specified number of times (The default limit is 10 captures) while preventing the enemy from doing the same. Game mode is characterized by the use of hooks and twelve unique power-ups.
+
All classes and most [[weapons]] have different upgrade abilities, such as movement speed, charge duration, or the amount of ammo the player can hold. Surviving all the waves completes the mission. Upon the completion of a player's first mission, they receive a Canteen.
  
Hooks, useful in passing on them or pressing the action key, will latch onto the surface of the player looking for, whether it's wall, floor, ceiling, or even an enemy. While the player is automatically reeled in, air travel in a straight path to the desired location. If the hook is attached to the enemy, the enemy will continue to bleed injury until the player dies or release the hook. Players can jump while anchoring, giving them an incentive to range ledge. When a player with the hook, they can not shoot their weapons.
+
There are currently 5 [[Tour of Duty|operations]] and 29 [[Mann vs. Machine mission|missions]] (some missions are not part of any operation) in Mann vs. Machine.
  
Power-ups provide passive buffs (except Supernova) players to pick them up. These enthusiasts range from increasing the speed of movement reflects damage back to the enemy. At the beginning of each round, set a series of power-ups to rub all over the map and can pick players from each team. When the power-up player killed, elongation will power-up in the color of the enemy team, limiting their mates from claiming directly after the death of player. If colored power-ups are not picked up after a certain period of time, they will respawn in base to the team. Players can intentionally drop power-ups with the same key used to drop Intelligence briefcase. If you do, the power-up neutral place team in color.
+
'''Mann vs. Machine maps''':
 +
{{Maps list|mvm_}}
  
Mannpower currently running on modified versions ctf_ [[Foundry (Capture the Flag) | Foundry]], [[Gorge (Capture the Flag) | Gorge]] and [[Thunder Mountain (Capture the Flag) | Thunder Mountain]], as well as maps for a particular regime, [[Hellfire]]. Whenever players respawn, will be a few seconds of invulnerability. Unlike standard CTF maps, which are reporting cases located in the "secret rooms" briefcase mode Mannpower are outdoors and susceptible to theft from many directions. Players with power-ups will receive a penalty when transferring speed grapple Intelligence and players without a single gain health regeneration. After successfully capturing the Intelligence, will both capture zones to be banned for 30 seconds. If the imbalance is detected, the losing team will get "Revenge" power-up, provide them with temporary Crits, increased frequency of fire, and increased clip size.
+
{{clr}}
 +
== {{anchor|CTF|ctf|mannpower}} Mannpower ==
 +
[[File:Gametype_mannpower.png|right|400px]]
  
 +
{{Main|Mannpower}}
  
'' Mannpower maps' ''
+
{{Quotation|'''The Demoman'''|I hope I didn't scare you with my face-to-face man fightin'!|sound=Demoman_dominationspy03.wav}}
* [[Foundry (Capture the Flag) | Foundry]]
 
* [[Gorge (Capture the Flag) | Gorge]]
 
* [[Hellfire]]
 
* [[Thunder Mountain (Capture the Flag) | Thunder Mountain]]
 
  
{{}} CLR
+
'''Mannpower''' is a modified version of Capture the Flag in which teams must capture the enemy's [[Intelligence]] briefcase a set number of times (default limit is 7 captures) while preventing the enemy from doing the same. The game mode is characterized by its usage of grappling hooks and twelve unique Powerups.
  
{{Anchor | PL | pl | payload}}
+
[[Grappling Hook]]s, usable by switching to them or by pressing the action key, latch onto the surface the player is looking at, whether it be a wall, floor, ceiling, or even an enemy. Once attached, players are automatically reeled in, traveling through the air in a straight path to the desired location. If the grappling hook is attached to an enemy, the enemy takes [[Bleeding|bleed]] damage until the player dies or releases the hook. Players can jump while grappling, giving them a boost to scale ledges. While the player is using the grappling hook, they cannot fire their weapons.
  
== == Payload
+
Powerups provide passive buffs (with the exception of Supernova) to the players who pick them up. These buffs range from increased movement speed to reflecting damage back at the enemy. At the start of each round, a set number of Powerups spawn throughout the map and can be picked up by players from either team. When a Poweruped player is killed, they drop the Powerup in the color of the enemy team, restricting their teammates from claiming it directly after the player's death. If colored Powerups are not picked up after a certain time period, they respawn in the appropriate team's base. Players can deliberately drop Powerups with the same key used to drop the Intelligence briefcase. If they do so, the Powerup is neutral instead of team-colored.
[[File: Gamemode payload.png | right | 300px]]
 
  
{{Main | Payload}}
+
Mannpower currently runs on modified ctf_ versions of [[Gorge (Capture the Flag)|Gorge]], [[Foundry (Capture the Flag)|Foundry]], and [[Thunder Mountain (Capture the Flag)|Thunder Mountain]], as well as a map made specifically for the mode, [[Hellfire]]. Whenever players respawn, they are given a few seconds of invulnerability. Unlike standard CTF maps, where the Intelligence briefcases are located in "Intelligence rooms," briefcases in Mannpower mode are out in the open and susceptible to theft from many directions. However, the timer that appears when the Intelligence is dropped does not reset if it is picked up and dropped again, making capturing the Intelligence harder. Additionally, players with a Powerup receive a 25% hook movement speed penalty when carrying the Intelligence, and players without one gain health regeneration. After a team successfully captures the Intelligence, both capture zones are disabled for 30 seconds. If a team imbalance is detected, the losing team gets a "Revenge" Powerup, granting them temporary crits, increased fire rate, and increased clip size. Flags become poisonous and mark the carrier for death 90 seconds after having been stolen. If both teams flags are stolen and poisonous, they return when next dropped.
  
{{Quote | '' Heavy '' '| Forward, great bomb-cart |! Sound Heavy_cartmovingforwardoffense17.wav =}}
+
All melee weapons do an additional 30% damage, but Demomen equipped with a shield do not receive this bonus. Random critical hits are disabled.
  
In '' Payload '' maps, [[BLU]] that must accompany [[# Payload Handling | Cart]] full of explosives through a series of checkpoints and into [[RED]] 's base within a certain amount of time. The team members BLU move or "push" the vehicle by standing next to it - the more people beside the cart, the faster it moves (to a maximum of procured three). Each member of the team RED stood at truck stops them from venturing further regardless of the number of team members BLU in a wheelchair. If no BLU player push car for 30 seconds, the truck starts running backwards slowly until reaches the checkpoint, BLU spawn, the slope upwards (in some maps), or is printed team members BLU again, which will also reset the counter, this trolley works as a Level 1 Dispenser for BLU team (and changed spies enemies), to restore health ammunition and thereby presses. Ammo is not renewed player standing in front of the vehicle.
+
'''List of Powerups''':
 +
* Strength - Double damage for all weapons. Distance damage fall-off immunity. Doesn't stack with crits.
 +
* Resistance - Reduces incoming damage by 50%. Immune to Plague, Reflect and blocks backstabs.
 +
* Vampire - All damage dealt is returned as health. Flamethrowers and Miniguns have reduced health leeched from damage done. Melee attacks returns 1.25x damage as health. 25% damage resistance. Max health increased by 80.
 +
* Reflect - 80% of damage received is reflected back to the attacker (reflected damage cannot directly cause death). Max health increased to 400. 100% of received Sentry damage is reflected back to the Sentry Gun.
 +
* Haste - Double weapon firing and reload rate. Double clip size and max ammo count. Movement speed increased by 30%. Sticky bomb arm time reduced. Double Ubercharge gain.
 +
* Regeneration - Ammo, health, and metal regenerate. The rate of health regeneration is inversely proportional to max health.
 +
* Precision - Greatly reduced bullet spread. Distance damage falloff immunity. Rocket and grenade travel speed increased by 250%. Sniper rifles have quicker damage ramp-up and re-zoom after shooting, and have double damage. Increased blast weapon clip size by 50%. Explosive projectiles have no radius damage falloff. Immunity to self-blast damage.
 +
* Agility - Movement speed increased by 50%. Grapple speed increase. Jump height increased by 80%. Instant weapon switch. Immune to fall damage. Reduced grapple movement speed bonus when carrying the intelligence.
 +
* Knockout - Restricts the carrier to Melee and Grappling Hook only. Max health increased by 150 except for Heavies and Demomen wielding a sword, a shield, or both, gaining only 120 health, 130 health, 80 health, and 20 health, respectively. Immune to airblast and damage pushback. Melee weapon deals 190% of base damage and forcibly shoves the victim away (Doesn't stack with crits). Melee hit forces the victim to drop their Powerup or the flag if they have it. 4x melee damage to buildings. Collects health pack health without subtracting their health bonus. Shield Charge cooldowns are greatly increased.
 +
* King - Increased max health. Small health regeneration, fire, and reload rate increase. All effects except maximum health increase are shared by nearby teammates, though the regeneration buff is only applied to teammates and enemy Spies who also have Powerups. Regeneration effect is inversely proportional to maximum health.
 +
* Plague - Radius health kit collection. Touching an enemy gives them and their nearby teammates the plague. Plague victims bleed to death in 10 seconds unless they pick up a health kit or touch a resupply cabinet. Plague blocks King's health regeneration and team buff.
 +
* Supernova - Discharge a supernova attack (grapple secondary fire) to briefly stun nearby visible enemies. Requires full Powerup meter. Powerup meter fills over time, or by dealing damage. Stunned enemies drop their Powerups, and are pushed away from the supernova attacker. Once discharged, the Supernova Powerup disappears and respawns. When the Powerup meter is full, enemies glow when in range.
 +
* Critical Hit - Temporary full crit power for 30 seconds. Respawns in the same place after 60 seconds.
  
Some of the maps are lining the roads that open when it is taken specific point.
+
'''Mannpower maps''':
 +
{{Maps list|ctf_2}}
  
There are two different types Payload missions; depending on the type of the map. Certain maps, namely, Gold Rush, Hoodoo, and Thunder Mountain play like [[Dustbowl]] dividing the mission into three sections, each of the two control points, with the exception of the final stage on the Gold Rush and Thunder Mountain where the two control points and end caps, resulting in blowing up the base of the BLU is red. Time is added whenever BLU captures non-stage winning point. Another kind Payload Mission (at Badwater Basin, Barnblitz, Borneo, Frontier and above) is similar to [[Mountain Lab]] that all check points in one big stage, with larger time bonus for BLU after a successful cap. There are also quite less checkpoints, resulting in three control points and the last point where the BLU can win the game and blow up the base is red, often with flashy explosions destroy all the bombs around the truck.
+
== {{Anchor|PT|pt|Pass time}} PASS Time ==
 +
[[File:Gametype_passtime.png|right|400px]]
  
'' The data of the map '' '
+
{{Main|PASS Time}}
* [[Badwater Basin]]
 
* [[Barnblitz]]
 
* [[Borneo]]
 
* [[Frontier]]
 
* [[Gold Rush]]
 
* [[Hoodoo]]
 
* [[Snowycoast]]
 
* [[Thunder Mountain]]
 
* [[Top]]
 
  
{{}} CLR
+
{{Quotation|'''The Scout'''|Play ball!|sound=Scout_battlecry01.wav}}
{{Anchor | PLR | PLR | Payload Race | }} race
 
  
=== === Payload Race
+
'''PASS Time''' is a game mode for ''Team Fortress 2'' that combines the traditional combat in the game with sports elements of football (soccer in-game), hockey, and basketball. It is a heavily team-based game mode and it is critical that players use teamwork when playing it. There are many perks and jump pads to assist the players. If the match ends in a tie, Sudden Death begins. PASS Time also provides a voice command to get teammates to pass the ball to the player, who is given a speed boost and healing nearby teammates when holding the ball.
[[File: Gamemode payloadrace.png | right | 300px]]
 
  
{{Main | Payload Race}}
+
'''PASS Time maps''':
 +
{{Maps list|pass_}}
  
{{Quote | '' In-Game Summary '' '| Two teams. Two trucks. Two tracks. Hilarity ensues.}}
+
{{clr}}
  
Unlike standard Payload maps, '' Payload Race '' 'maps have both [[RED]] and [[BLU]] teams issued with a cart; None of the opponent is limited to offensive or defensive role, both teams are provided the characteristics of the two reels. To win, each team must simultaneously pursue their cart through enemy territory to reach the final point while preventing the enemy team from doing the same. As in Payload mode, team members push the cart by standing next to it, with more members increasing the speed of the vehicle, and team members stop it.
+
== {{anchor|PL|pl|payload}} Payload ==
 +
[[File:Gametype_payload.png|right|400px]]
  
Unlike Payload mode, the truck does not move back after any duration of time and there is no time limit; map ends only when one team successfully pushes their cart to the target. Each cart works as a Level 1 Dispenser for their team (and disguised enemy Spies), restoring health and ammunition to those pushing the cart. Part of the line may pose slopes where the truck will quickly revert back to the bottom, if ever printed. In many maps are pushing up the hill. If the shunting trolley to be killed or to a distance from the truck, the vehicle will slide down the ramp in its original condition.
+
{{Main|Payload}}
  
Payload Race maps may or may not be divided into more laps.
+
{{Quotation|'''The Heavy'''|Onward, great bomb-cart!|sound=Heavy_cartmovingforwardoffense17.wav}}
  
'' The data of the Race maps' ''
+
In '''Payload''' maps, BLU team must escort a [[Payload#Carts|cart]] full of explosives through a series of checkpoints and into RED's base within a certain amount of time. BLU team members move or 'push' the cart by standing next to it — the more people next to the cart, the faster it moves (up to a maximum capture rate of three). Any RED team member standing near the cart stops it from venturing further, regardless of the number of BLU team members on the cart. If no BLU players push the cart for 30 seconds, the cart starts moving backward slowly until it reaches a checkpoint, BLU spawn, an uphill slope (in certain maps), or is pushed by BLU team members again, which also resets the timer. The cart functions as a level 1 [[Dispenser]] for BLU team (and disguised enemy Spies) to restore health, ammo, and metal to those pushing it. Ammunition is not restored to players standing at the front of the cart.
* [[Helltower]] (Hightower event)
 
* [[Hightower]]
 
* [[Pipeline]]
 
* [[Twilight]]
 
  
{{}} CLR
+
Some maps have flanking routes that open when a specific point is taken.
{{Anchor | SD | SD | }} Special Delivery
 
  
== Player == Destruction
+
There are two distinct types of Payload missions; the type depends on the map. Some Payload maps, including Gold Rush, Hoodoo, and Thunder Mountain, are ''multiple-staged'' and play similarly to {{map link|Dustbowl}} by splitting the mission into three sections, each with multiple checkpoints. Capturing the final point on the last stage results in BLU blowing up RED's base, often with [[Environmental death|a spectacular explosion]] wiping out everyone around the bomb cart. Time is added whenever BLU captures a non-stage-winning point.
[[Image: 1.jpg Pd Watergate | right | 300px]]
 
{{Main | }} player Destruction
 
  
Player Destruction is a community-created the Game Mode added as part of the [[Invasion update]]. This game mode focuses on teams, collecting beer bottles by killing enemy players and then throw themselves into the UFO trailing beam in the center of the map to be added to the team score. Whenever a player is killed, they will all drop their currently held by beer which can be picked up by both teams.
+
The other type of Payload mission, an example being [[Badwater Basin]], is ''single-staged'', similar to [[Mountain Lab]], and has all checkpoints within one long stage, with larger time bonuses for BLU upon successful captures. There are also fewer total checkpoints, resulting in three or four checkpoints and a final point, where BLU can win the game and blow up RED's base.
  
The player on each team, with the largest amount of beer will provide health and ammo equivalent to level 1 [[Tray]] for himself and teammates, but will also constantly visible to both teams, along with the number of beers held.
+
'''Single-stage Payload maps''':
 +
{{Maps list|pl_1}}
  
'' Player Destruction maps' ''
+
'''Multiple-stage Payload Maps''':
* [[Watergate]]
+
{{Maps list|pl_2}}
  
{{}} CLR
+
{{clr}}
 +
=== {{anchor|PLR|plr|payload race|race}} Payload Race ===
 +
[[File:Gametype_plr.png|right|400px]]
  
== == Special Delivery
+
{{Main|Payload Race}}
[[Image: Gamemode sd.png | right | 300px]]
 
{{Main | Special Delivery (Game Mode)}}
 
  
{{Quote | '' 'Manager' '' | "Gentlemen, today we begin a monkey into space." | Sound Announcer_sd_monkeynaut_start01.wav =}}
+
{{Quotation|'''In-game summary'''|Two teams. Two bombs. Two tracks. Hilarity ensues.}}
  
Special Delivery Game Mode is enabled as part of the [[Pyromania update]]. In this game mode initially neutral case of [[Australium]] must be transported to [[Non-player characters # Poop Joe | Poop Joe]] rocket before the opposing team can do the same.
+
Unlike standard Payload maps, '''Payload Race''' maps feature both RED and BLU teams issued with a cart; neither team is restricted to an attacking or defending role, with both teams assuming characteristics of both roles. To win, each team must simultaneously push their cart through enemy territory to reach the final point while preventing the enemy team from doing the same. As with Payload mode, team members push the cart by standing next to it, with more members increasing the speed of the cart and opposing team members halting it.
  
If a player picks up Australium and is killed while holding it, they can only players from the same team as the recently deceased Australium carrier it again. If it fails to do so within 45 seconds Australium is sent back to its original position and returns to the neutral position.
+
Unlike Payload mode, the cart does not move backward after any duration of time and there is no time limit; the map only ends when one team successfully pushes their cart to the finishing point. Each cart works as a level 1 Dispenser for their team (and disguised enemy Spies), restoring health, ammo, and metal to those pushing the cart. Parts of the track may feature slopes on which the cart quickly rolls back down to the bottom unless it is being constantly pushed. In many maps, there are uphill pushes. Should the cart pushers be killed or move away from the cart, the cart slides down the ramp to its original state.
 +
 +
Payload Race maps may or may not be split into multiple rounds.
  
The player who holds Australium must stand on the platform, which will be increased in area located on the nose cone of the rocket. The player has to stay on the platform until it is fully open hatch area and is ready to take Australium. Once the Australium stored in a space rocket launches off a team wins the round.
+
'''Payload Race maps''':
 +
{{Maps list|plr_}}
  
'' Special Delivery maps' ''
+
{{clr}}
* [[Carnival of Carnage]] (Doomsday event)
+
== {{anchor|PD|pd|player destruction}} Player Destruction ==
* [[Doomsday]]
+
[[File:Gamemode invasion.png|right|300px]]
  
{{}} CLR
+
{{Main|Player Destruction}}
  
Control territorial == ==
+
{{Quotation|'''The Engineer''' to drunk UFO pilots|I believe I will buy you a beer!|sound=Cm_engie_summary_callout_03.mp3}}
[[Image: TF2 Hydro Map.jpg | thumb | right | 300px | [[Hydro]]]]
 
  
{{Main | Territorial Control}}
+
'''Player Destruction''' is a community-created game mode added as part of the {{update link|Invasion Community Update}}. This game mode focuses on teams collecting a special pickup by killing enemy players and then accessing the map's delivery zone in order to add them to their scores. Whenever a player is killed, they drop all their currently held pickups, which can be picked up by both teams.
  
{{Quote | '' Soldier '' '| We have you surrounded, at least from this side |! Sound Soldier_taunts12.wav =}}
+
The player on each team with the largest amount of pickups provides health and ammo equal to a Level 1 Dispenser to themselves and nearby teammates, but their outline and the number of pickups they possess are constantly visible to both teams.
  
V '' 'territorial proceedings' ', the aim is to take over the entire map by capturing "territories". Each game is randomly selected from the six available layouts in a "point against point' game where you must both teams capture the opposite view and while protecting your own. After successfully captures the opposite point, the next round is set in a different part of the map which is also randomly selected. After that captures all four territories, the team must capture the opposing team base. If the reference point is captured (in Hydro, the Radar Dish red, plant for BLU), the attacking team wins the game. When the next round begins, territories are reset and a new random layout is selected. Zoning Control mode the game is not very popular among the players.
+
'''Player Destruction maps''':
 +
{{Maps list|pd_}}
  
In each game in TC (except for RED / BLU base game), if the control point is not captured within the eight minute time clock, the game then will go into [[Sudden Death | Sudden Death mode]].
+
{{clr}}
 +
== Robot Destruction ==
 +
[[File:Beta rd blueprints.png|frameless|right]]
  
'' 'Territorial control maps' ''
+
{{Main|Robot Destruction}}
* [[Hydro]]
 
  
{{}} CLR
+
{{Quotation|'''The Medic'''|Oh, I vill tear you apart, bolt by bolt!|sound=Medic_mvm_taunt01.wav}}
{{Anchor | Education | Train | Training | The training mode}}
 
  
== == Training Mode
+
'''Robot Destruction''' is a game mode that has not yet been officially released. However, it can be played by setting up a beta server. So far there is only one known map using this game mode. This map takes place on a [[Asteroid|moon base map]] Valve mentioned and showed concept art for in an earlier TF2 update post. The game mode is similar to Capture the Flag, but instead involves destroying enemy robots and stealing their power cores. Once stolen, power cores (unlike a normal Intelligence briefcase) are instantly stored in a vault once touched. A team can go to the enemy vault and take their power cores back to slow down the other team from winning. The map itself is not finished with, as there is a lack of proper textures, but does include new robot NPCs that have brand new textures (aside from a few using the ÜberCharge texture showing that it is locked, but it is assumed that it is only a placeholder).
[[Image: Training basic.png | right || 180px |]]
 
[[Image: Training offlinepractice.png | right || 180px |]]
 
  
{{Main | Training Mode}}
+
'''Robot Destruction maps''':
 +
{{Maps list|rd_}}
  
{{Quote | '' Sniper '' '| I think it look easy. | Sound Sniper_award11.wav =}}
+
{{clr}}
 +
== {{anchor|SD|sd|special delivery}} Special Delivery ==
 +
[[File:Gametype_sd.png|right|400px]]
  
Training maps are intended to teach basics and advanced techniques of objectives and wooden robots. Training mode shipped with the [[Mac update]], which introduced two official training maps. The [[# Offline Mode Training practice | Offline Practice]] allows new and unknown players to train on specific game modes, along with selectable difficulty range of robots to suit the player.
+
{{Main|Special Delivery (game mode)}}
  
; Training maps:
+
{{Quotation|'''The Administrator'''|Gentlemen, today we launch a monkey into space.|sound=Announcer_sd_monkeynaut_start01.wav}}
* [[Dustbowl (Training) | Dustbowl]]
 
* [[Target]]
 
  
Brandon Reinhart indirectly announced on the TF2 Official Blog July 28, 2010 that Corey Peters is currently working on another official training map, <ref name = "newtraining"> http://www.teamfortress.com/post.php?id = ~~ = HEAD pobj 4130 </ ref> though details are as of yet unknown for which class or what gameplay mechanics it focuses on.
+
'''Special Delivery''' is a game mode released as part of the {{update link|Pyromania Update}}. In this game mode, an initially neutral briefcase must be transported to the top of a lift<!--referred to as such (not as an elevator) by both the Administrator and Merasmus--> before the opposing team can do the same.
  
Current training courses are:
+
If a player picks up the briefcase and is killed while holding it, only players from the same team as its recently-deceased carrier can pick it up again. If the team fails to do so within 45 seconds, the briefcase is sent back to its original position and reverts to neutral.
* [[Soldier]]
 
* [[Demoman]]
 
* [[Engineer]]
 
* [[Spy]]
 
  
Other modes == ==
+
The player who has a hold of the briefcase must stand on the lift all the way up and deliver it to the goal at the top. In [[Doomsday]], the player has to remain on the platform until the compartment hatch of the rocket fully opens and is ready to receive the briefcase.
{{Anchor | High | highlanger | High}}
 
  
=== === Highlander
+
'''Special Delivery maps''':
[[Image: ETF2L_highlander_medal_Gold.png | right | 100px | Highlander tournament win]]
+
{{Maps list|sd_}}
  
{{Quote | '' The Demoman '' '| There can be only one |! Sound Demoman_eyelandertaunt02.wav =}}
+
{{clr}}
 +
== {{anchor|TC|tc|territorial control}} Territorial Control ==
 +
[[File:Territorial Control Map TC Hydro.JPG|300px|right|thumb|{{map link|Hydro}}]]
  
Highlander mode restricts the number of players of each team to 9 players and only allows one player per class on each team. It is applicable to any game mode and can be activated by typing <code> mp_highlander 1 </ code> to the console.
+
{{Main|Territorial Control}}
  
The idea Highlander mode existed previous to its official inclusion in the game, and has been implemented in server mods. Highlander mode was officially added in {{name Patch | 2 | 3 | 2010}}.
+
{{Quotation|'''The Soldier'''|We have you surrounded, at least from this side!|sound=Soldier_taunts12.wav}}
  
Game Mode name is a reference to [[w: Highlander (film) | Highlander]] film series where the expression "There can only be one" was often repeated; It refers to the limitation of one player per class.
+
In '''Territorial Control''', the goal is to take over the entire map by capturing "territories". Each game is randomly selected from the six available layouts in a 'point against point' game where both teams must capture the opposite point while defending their own. After a team successfully captures the opposite point, the next round takes place in a different area of the map which is also randomly selected. After a team captures all four territories, that team must capture the enemy team's base. If the base point is captured (in Hydro, the Radar Dish for RED, the Power Plant for BLU), the attacking team wins the game. When the next round begins, territories are reset and a new random layout is selected.
  
Battles === === Mini-Game
+
In any game in TC (except in RED/BLU base games), if a control point is not captured before the eight-minute time clock reaches zero, the game goes into Sudden Death mode.
[[Image: Backpack Dueling Mini-Game.png | right | 100px | Dueling Mini-Game]]
 
  
{{Main | Dueling Mini-Game}}
+
'''Territorial Control maps''':
 +
{{Maps list|tc_}}
  
{{Quote | '' Spy '' '| Let's settle this like gentlemen |! Sound Spy_MeleeDare01.wav =}}
+
{{clr}}
 +
== {{anchor|VSH|vsh|VS Saxton Hale}} Versus Saxton Hale ==
 +
{{Main|Versus Saxton Hale}}
  
Mini-game released in [[Mann-conomy update]], the Dueling Mini-Game is [[Action Item]], which can be purchased in [[Mann Co. Shop]] received via the [[trading]], or found through [[drop system]]. When loaded into the action slot, the item can be triggered by the user against one person to grab the team, provided they accept the challenge. Until the end of the round points are obtained by killing or assisting in the killing. Kills of the two players dueling are tracked and the player with the most points wins the "duel" When wheel ends. If one of the players disconnects or leaves the match it will be a short duel ban is issued for this player. The product itself has a maximum of 5 uses, and can be used on all official maps. After participating in the first round, Bronze Dueling Badge will be granted which will level up to Silver, Gold, Platinum and finally, as you get more wins. For every 10 wins, plus Dueling Minigame is granted.
+
[[File:VSH Saxton Hale Model.png|right||100px|]]
 +
{{Quotation|Publicity blurb|'''What is VS Saxton Hale?''' It's in the name! You fight Saxton Hale! Or you play as Saxton Hale and fight the Mercenaries. Are you ready to face 23 enemies at once? ‘Cause they surely aren’t ready to face you!}}
  
Tournament Mode === ===
+
'''Versus Saxton Hale''' is a game mode released as part of the {{update link|Summer 2023 Update}}. Similar to the [[Arena]] game mode, it features one player controlling [[Saxton Hale]] on the BLU team, and all other players on the RED team attempting to defeat him. Saxton has several moves that can kill most classes in a single hit, and similar to Arena, all destroyed players become spectators until the end of the round.
[[File: Tournament Mode example.png | right | 200px | Tournament Mode header]]
 
  
{{Main | Tournament mode}}
+
'''Versus Saxton Hale maps''':
 +
{{Maps list|vsh_}}
  
{{Quote | '' Soldier '' '| dominated, hippie! Get a Job |! Sound Soldier_DominationSoldier01.wav =}}
+
== {{anchor|ZI|zi|zombie infection}} Zombie Infection ==
 +
{{main|Zombie Infection}}
  
The tournament mode is mainly used for competing servers. This allows you to create your own teams, and the ability to track the success of a particular team over multiple games. The user interface is available for naming teams, and once team members were organized, teams must say they are ready to start the game. In tournament mode, there is no limit to team player limits and no [[balance the team | autobalancing]].
+
[[File:Zombified Engineer BLU.png|right||100px|]]
 +
{{Quotation|'''The Demoman'''|Hell zombies!|sound=Demoman sf13 bosses01.wav}}
  
=== === Mods Community
+
'''Zombie Infection''' is a game mode released as part of the {{update link|Scream Fortress 2023}} update. In this game mode, BLU plays as a horde of Zombies, while RED plays as regular Humans. If a RED Human dies, they become a BLU Zombie; if a BLU Zombie dies, they respawn as normal. BLU wins if all of RED turns into Zombies, while RED wins by surviving for long enough.
[[Image: Tf2ware Screenshot.png | right | 200px | link = TF2Ware | TF2Ware, community mod by Mecha debris]]
 
  
{{Main | Custom Mods}}
+
'''Zombie Infection maps''':
 +
{{Maps list|zi_}}
  
{{Quote | '' Soldier '' '| Never bring a bat on the battlefield, the war is not a game. | Sound Soldier_DominationScout07.wav =}}
+
== {{anchor|training|train|Training|Training Mode}} Training Mode ==
 +
[[File:Training basic.png|right||180px|]]
 +
[[File:Training offlinepractice.png|right||180px|]]
  
Gaming community mode mods are custom, unofficial game modes, produced by talented community members. They differ from remakes '' [[Team Fortress Classic]] '' game modes completely original modes, such as [[VS Saxton Hale Mode | Saxton Hale]], and may vary somewhat on how the class works from their basic mechanics of weapons that bear. Some modes even add new enemies for [[RED]] and [[BLU]] teams fight or put the player in the shoes of someone or something they could not play in official mode. Some game mode mods have been honorably mentioned by Valve on [[TF2 official blog]].
+
{{Main|Training Mode}}
  
== == Unused content
+
{{Quotation|'''The Engineer'''|My 11th PhD is in Applied Ass-Kicking!|sound=Cm_engie_gamewon_13.mp3}}
* There was a planned regime Courier game in development, which for unknown reasons was fired.
+
 
 +
'''Training Mode''' maps are intended to teach the basics of gameplay and advanced techniques on wooden targets and bots. Training Mode shipped with the [[Mac Update]], which introduced two official training maps. The [[Training Mode#Offline Practice|Offline Practice]] allows for new and unfamiliar players to train on specific game modes, along with the capability to adjust the difficulty scale of bots to suit the player.
 +
 
 +
'''Training Mode maps''':
 +
{{Maps list|tr_}}
 +
 
 +
Brandon Reinhart indirectly announced on the Official TF2 Blog on July 28, 2010, that Corey Peters was currently working on another official training map,<ref name="newtraining">https://www.teamfortress.com/post.php?id=4130</ref> though details remain unknown for which class or what gameplay mechanics were being focused on.
 +
 
 +
Current training classes are:
 +
* {{cl|Soldier}}
 +
* {{cl|Demoman}}
 +
* {{cl|Engineer}}
 +
* {{cl|Spy}}
 +
 
 +
== {{anchor|high|highlanger|High}} Highlander ==
 +
[[File:ETF2L_highlander_medal_Gold.png|right|100px|Highlander tournament prize]]
 +
 
 +
{{Quotation|'''The Demoman'''|There can be only one!|sound=Demoman_eyelandertaunt02.wav}}
 +
 
 +
'''Highlander''' mode restricts the number of players of each team to 9 players and only allows one player per class on each team. It is applicable to any game mode and can be activated by entering <code>mp_highlander 1</code> into the console.
 +
 
 +
The idea behind Highlander mode existed previous to its official inclusion in the game and had been implemented in server mods. Highlander mode was officially added in the {{Patch name|2|3|2010}}.
 +
 
 +
The game mode's name is a reference to the [[w:Highlander (film)|''Highlander'' film series]], where the phrase "There can be only one" was often repeated; this references the limitation of one player per class.
 +
 
 +
== Dueling Mini-Game ==
 +
[[File:Backpack Dueling Mini-Game.png|right|100px|{{item name|Dueling Mini-Game}}]]
 +
 
 +
{{Main|Dueling Mini-Game}}
 +
 
 +
{{Quotation|'''The Spy'''|Let's settle this like gentlemen!|sound=Spy_MeleeDare01.wav}}
 +
 
 +
A mini-game released in the {{update link|Mann-Conomy Update}}, the '''Dueling Mini-Game''' is an [[Action items|Action item]] that can be purchased in the [[Mann Co. Store]], received via [[trading]], or found via the [[item drop system]]. When loaded into the action slot, the item can be triggered to put the user against one person on the opposing team, provided they accept the challenge. Until the end of the round, points are gained by killing or assisting in a kill against the other person. Kills of the two players dueling are tracked, and the player with the most points wins the "duel" when the round ends. If one of the players disconnects or leaves the match, a short duel ban is issued to that player. The item itself has a maximum of 5 uses and is usable on all official maps. After a player participates in their first duel, a {{item link|Bronze Dueling Badge}} is granted, which levels up to [[Silver Dueling Badge|Silver]], [[Gold Dueling Badge|Gold]], and finally [[Platinum Dueling Badge|Platinum]] as they gain more wins. For every 10 wins, an extra Dueling Mini-Game is granted. Every day, a unique [[Cosmetic items|cosmetic item]], the {{item link|Dueler}}, is given to the player who won the most duels the previous day.
 +
 
 +
== Tournament Mode ==
 +
[[File:Tournament Mode Example.png|right|200px|Tournament Mode header]]
 +
 
 +
{{Main|Tournament Mode}}
 +
 
 +
{{Quotation|'''The Soldier'''|Dominated, hippie! Get a job!|sound=Soldier_DominationSoldier01.wav}}
 +
 
 +
'''Tournament Mode''' is used mostly on competitive servers. It allows for the creation of custom teams, and the ability to track the success of a particular team over multiple games. A user interface is present for naming teams, and once team members have been organized, teams must say they are ready to start the game. In Tournament Mode, there are no player limits for either team and no [[Team balance|autobalancing]].
 +
 
 +
Similarly to Highlander, Tournament Mode is applicable to any game mode and can be activated by entering <code>mp_tournament 1</code> into the console.
 +
 
 +
== Community Modes ==
 +
[[File:Tf2ware screenshot.png|right|200px|link=TF2Ware|TF2Ware, a community mod by Mecha the Slag]]
 +
 
 +
{{Main|Custom Mods}}
 +
 
 +
{{Quotation|'''The Soldier'''|Never bring a bat to a battlefield, war is not a game.|sound=Soldier DominationScout07.wav}}
 +
 
 +
Community game modes/mods are custom, unofficial game modes, produced by various community members. They vary from remakes of ''[[Team Fortress Classic]]'' game modes to completely original modes like [[Smash Bros.]] and may change anything about the way a class works from their core mechanics to the weapons they carry. Some modes even add new enemies for the RED and BLU teams to fight or put the player in the shoes of someone or something they couldn't play in an official mode. Some game modes/mods have been honorably mentioned by Valve on the [[TF2 Official Blog]] and [[VS Saxton Hale Mode (custom game mode)|VS Saxton Hale]] has even made it officially into the game.
 +
 
 +
== Unused content ==
 +
=== Courier ===
 +
There was a planned '''Courier''' game mode in development which for unknown reasons was scrapped. There is still an existing [[Media:Announcer stop courier.wav|Announcer voiceline]] in the files which was going to be used in this game mode and the class [[Civilian]] that used to be joinable with commands. The {{Patch name|12|20|2007}} prevented this from being possible.
 +
 
 +
=== Raid ===
 +
{{Main|Raid}}
 +
 
 +
There are several unused game logic options found in Hammer. {{code|tf_logic_boss_battle}}, used for an extension of the '''Raid''' game mode, or {{code|tf_logic_raid}}. In this game mode, a player would be on a team with 4 other players against hordes of bots, similar to ''[[Left 4 Dead]]''.
 +
 
 +
=== Gasworks ===
 +
The only evidence of this game mode is a logic option called {{code|tf_logic_gasworks}}, removed as part of the {{Patch name|12|22|2014}}. It was likely a deathmatch-esque mode, given that it shares a name with [[Gasworks (Classic)]].
 +
 
 +
== See also ==
 +
* [[Custom maps]]
 +
* [[Control point timing]]
 +
* [[Map name prefixes]]
 +
* [[List of skyboxes]]
 +
 
 +
== References ==
 +
<references/>
 +
 
 +
{{Maps Nav}}
 +
{{Mapping Nav}}
 +
 
 +
[[Category:Game modes| ]]
 +
[[Category:Lists|Game modes]]
 +
[[Category:Mapping]]

Latest revision as of 17:19, 28 February 2024

For a full list of all maps, see List of maps.
The world of Team Fortress 2 — concept art for Well, depicting a factory and train track.

This is a list of game modes in Team Fortress 2. Initially, the game shipped with only three game modes: Capture the Flag, Control Point, and Territorial Control. Numerous updates have added 13 more game modes (Payload, Arena, King of the Hill, Payload Race, Medieval Mode, Special Delivery, Mann vs. Machine, Robot Destruction, Mannpower, PASS Time, Player Destruction, Versus Saxton Hale, and Zombie Infection) making 16 official game modes, along with 2 training maps. These game modes are spread across over 100 maps within the game and offer a great variety of play styles and games in Team Fortress 2.

Arena

Gametype arena.png
Main article: Arena
See also: Arena tips
I say this to you with the unvarnished factualism of plain talk: I love Arena Mode.
Abraham Lincoln, Second Inaugural Address, 1865

Arena maps are designed to keep the class diversity of Team Fortress 2 while focusing goals around combat between two teams. Whereas other game modes lean towards a broad, overall strategy for the team, Arena concentrates on the specific tactical choices the teams make in a single fight. Arena maps carry the arena_ prefix.

Arena Mode features smaller maps to ensure shorter matches because players do not respawn after death. When a player dies in Arena Mode, they enter spectate mode until the round is finished. The maps usually feature a control point in their center and tend to be just normal King of the Hill maps with no respawn.

Sometimes, if the teams are unbalanced, a message appears to two people, reading "Careful! If you lose this round you might have to sit out the next!", and if their team loses that round, the player becomes a spectator until the upcoming round.

Loadouts changed during the countdown before the match do not do so in-game unless the player commits suicide. Changing classes and back also works if done before the countdown ends.

The First Blood buff is unique to Arena Mode. If a player gets the first kill of a round, they are temporarily awarded full critical hits.

Arena Mode is not found in Casual map selection.

Arena maps:

Capture the Flag

Gametype ctf.png
Main article: Capture the Flag
Wave goodbye to ya secret crap, dumbass!
The Scout

Capture the Flag features both RED and BLU bases, each containing its own Intelligence briefcase (also known as the "flag"). The goal for both teams is to capture the enemy's Intelligence until they have reached the game's capture limit (default limit is 3 captures) while preventing the enemy team from achieving the same.

Both teams' Intelligence briefcases are typically located deep within their territory, usually in a symmetrical location from each other, in an area known as the "Intelligence Room". To pick up the Intelligence, the player must touch the enemy's briefcase. While holding the enemy's Intelligence, the player must bring it to the location of their Intelligence, where they must enter their 'capture zone' (indicated by the yellow and black lines) in order to successfully capture it. After each successful capture, the team that captured the opposing team's intelligence is rewarded with ten seconds of crit boost.

If the Intelligence carrier is killed or the Intelligence is intentionally dropped, the Administrator informs the teams over the loudspeaker and the Briefcase remains stationary for 60 seconds, with a timer shown above the Intelligence indicating how much time is left before it is returned to the Intelligence room. During that time, the Intelligence can be picked up as normal. Each time the Intelligence is picked up, and then dropped, the timer is reset back to 60 seconds. The enemy is unable to reset or move the Intelligence themselves. The Intelligence cannot be carried by players with an invulnerability buff (i.e. players under the Medi Gun's ÜberCharge and Scouts under the effects of Bonk! Atomic Punch) and Intelligence carriers cannot receive an invulnerability buff or use Teleporters. Engineers wielding the Eureka Effect can teleport, but drop the Intelligence at the spot they teleported from. The Intelligence also may not be picked up by a Soldier wielding the Rocket Jumper or a Demoman using the Sticky Jumper. Cloaked Spies cannot pick up the Intelligence until their Cloak has been turned off. However, if a Spy does acquire the Intelligence, they lose their disguise and are no longer able to change their disguise or Cloak. An exception to this is the Dead Ringer, which, upon taking damage, forces the Spy to drop the Intelligence and Cloak as normal.

If the Intelligence carrier dies in a normally inaccessible part of the map, such as falling into a pit or off a cliff, the Intelligence is immediately returned to its starting location in the Intelligence room. If no team completes the capture limit before time runs out, the match enters Sudden Death mode.

The map Crasher uses a unique spin on this game mode, in which the teams must instead take their own "intelligences" (reskinned as explosive barrels) to the enemy base.

The map Haarp also plays differently from standard Capture the Flag maps, using an Attack/Defend format with RED having to defend a control point that BLU must carry their own Intelligence to in order to capture.

Unlike variants of Capture the Flag in other games, players may make a capture without actually having Intelligence at their base.

Capture the Flag maps:

Competitive Mode

Meet Your Match.png
Main article: Competitive Mode
At least you didn't disappoint me more than usual.
The Administrator

Competitive Mode is an official game mode released for Team Fortress 2. The mode is accessible only by having a Premium TF2 account and Steam Guard Mobile Authenticator enabled, owning a Competitive Matchmaking Pass, or owning a Community or Self-Made quality item. If a player has a Premium account but has had a VAC ban on it, the only way to obtain access to Competitive Mode is to buy a pass from the Mann Co. Store. Like regular matches, there are no restrictions on any weapons and/or classes that can be used.

Competitive Mode maps:

Control Point

Gametype cp.png
Main article: Control Point (game mode)
See also: Control point (objective)
This point ain't gonna cap itself! Get over here!
The Engineer

Control Point maps have two main types of game modes.

Control points are circular platforms with a team-colored light and hologram in the center (neutral points have a white light and hologram). To capture a point that is currently neutral or owned by the enemy team, the player simply stands on the point until the capture meter fills with their team color. The more players on a point, the faster they capture it, though only to a limited extent. Scouts, as well as Soldiers/Demomen with the Pain Train equipped, count as 2 players when capturing control points. Capture progress is not made when players of both teams are on the control point. If all the capturing players are killed or driven off before the capture is completed, the capture progress does not reset immediately, but instead slowly fades away.

There are three states for a capture point:

There are five types of Control Point maps in total – Symmetrical Control Point, Domination Control Point, Attack/Defend, Medieval Attack/Defend, and End of the Line Attack/Defend.

Symmetrical Control Point

In Symmetrical Control Point, or Linear Control Point, both teams start with at least 1 controlled point, and a central point starts out neutral. The team that captures all control points wins. Traditional Control Point maps go into Sudden Death (or Stalemate) if no team captures all the control points before time runs out. Control points closer to a team's spawn point are captured more quickly by the enemy team.

Symmetrical Control Point maps:

Domination Control Point

Domination Control Point maps play symmetrically. Both teams start with no controlled points, and all points start out neutral. The team that captures all control points wins. Traditional Control Point maps go into Sudden Death (or Stalemate) if no team captures all the control points before time runs out. Once a team has all three points, they win regardless of how much capture progress the other team has.

Domination Control Point maps:

Attack/Defend

Gametype ad.png

Attack/Defend maps play asymmetrically. RED begins with all the points in their control. BLU wins if it captures all of RED's points. Points may only be captured in a set order (though some maps, such as Gravel Pit and Steel, may make exceptions). RED wins if it prevents BLU from capturing all points before the timer expires. Points captured by BLU are locked and cannot be captured again by RED.

Attack/Defend maps can come in various styles. Some maps, such as Dustbowl and Egypt, require the BLU team to capture three stages of two control points each to win the game. If the attacking team fails to win any stage, teams switch and the defenders then take a turn as the attackers, beginning with stage 1. Other maps, such as Gravel Pit and Junction, allow the attacker to capture two points in any order (points A or B) before attacking the final point (point C). Steel is a unique Attack/Defend map in that capturing each minor capture point (points A, B, C, and D) allows better accessibility to the main point (point E), such as allowing more routes into point E or extending bridges to the point so that classes without special jumping techniques can capture it. This means that one unnoticed Scout can capture and win games without the team even realizing.

Attack/Defend maps:

Medieval Attack/Defend

Gette It Onne!
Main article: Medieval Mode
How did the manly men of Team Fortress 2 appear at a tenth-century battlement? Simple. The Soldier angered a magician.
Valve

Medieval Attack/Defend is a part of Medieval Mode, added during the Australian Christmas update and given to dedicated Valve Servers in the April 25, 2016 Patch. It plays like regular Attack/Defend, but with one major twist: all guns are removed, and only Olde weapons can be used. Players also drop small health kits on death, in addition to a medium ammo crate. Text chat is filtered (to Olde English) to resemble the language of the era (though with considerable inaccuracy) and the map is Medieval-themed. Another main (non-cosmetic) feature about this game mode is the added feature of flaming torches located in strategic points; these torches can set Huntsman (Fortified Compound) arrows on fire on contact (before shooting the arrow).

Medieval Attack/Defend maps:

End of the Line Attack/Defend

End of the Line Attack/Defend was added during the Gun Mettle Update. Unlike traditional Attack/Defense maps, the map objective centers around a train carrying a Payload, though it does not function like a Payload map. The BLU team's goal is to escort the train to the end of the map by capturing three control points on each stage, for a total of six. At each control point, the train is impeded by a buffer stop, where a RED device attacks it every 35 seconds that it is stationary. This countdown is paused whenever the control point is being actively contested, and resets when the control point is captured by BLU.

For every 35 seconds that BLU fails to capture or contest the active control point, the train loses 10% of its health. When BLU successfully captures a control point, the train restores 10% of its health, destroys the buffer stop, and proceeds to the next control point, where the next countdown begins. The train's health carries over between stages, so it is not refreshed upon completing the first stage. BLU wins if they successfully capture all control points on each stage before the train is destroyed, while RED wins if they hold the control points long enough for the devices to destroy the train.

End of the Line Attack/Defend maps:

King of the Hill

Gametype koth.png
Main article: King of the Hill
Since their discovery in 1895, hills have fascinated kings.

King of the Hill is similar to Arena. King of the Hill focuses on a single control point at the center of the map, which is neutral and 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 starts a three-minute countdown. If the enemy team manages to capture the point back, their clock starts counting down while the other team's clock freezes at the time the point was recaptured. A team wins once they own the point, the three minutes countdown expires, and the other team's capture progress is gone.

King of the Hill maps:

Mann vs. Machine

Main menu button mvm.png
Main article: Mann vs. Machine
More rubble, less trouble!
The Heavy

Mann vs. Machine is a game mode that was released in the update of the same name. In this game mode, a team of three to six players must fend off a horde of robots attempting to carry a bomb to one of Mann Co.'s strongholds. Upgrades and Canteen power-ups can be purchased at the spawn point using cash picked up by the players upon destroying a robot (not every robot drops cash, and the amount of cash dropped may vary according to the robot type). A bonus amount of cash is awarded to the team if all or almost all of the cash from a wave is picked up.

All classes and most weapons have different upgrade abilities, such as movement speed, charge duration, or the amount of ammo the player can hold. Surviving all the waves completes the mission. Upon the completion of a player's first mission, they receive a Canteen.

There are currently 5 operations and 29 missions (some missions are not part of any operation) in Mann vs. Machine.

Mann vs. Machine maps:

Mannpower

Gametype mannpower.png
Main article: Mannpower

Mannpower is a modified version of Capture the Flag in which teams must capture the enemy's Intelligence briefcase a set number of times (default limit is 7 captures) while preventing the enemy from doing the same. The game mode is characterized by its usage of grappling hooks and twelve unique Powerups.

Grappling Hooks, usable by switching to them or by pressing the action key, latch onto the surface the player is looking at, whether it be a wall, floor, ceiling, or even an enemy. Once attached, players are automatically reeled in, traveling through the air in a straight path to the desired location. If the grappling hook is attached to an enemy, the enemy takes bleed damage until the player dies or releases the hook. Players can jump while grappling, giving them a boost to scale ledges. While the player is using the grappling hook, they cannot fire their weapons.

Powerups provide passive buffs (with the exception of Supernova) to the players who pick them up. These buffs range from increased movement speed to reflecting damage back at the enemy. At the start of each round, a set number of Powerups spawn throughout the map and can be picked up by players from either team. When a Poweruped player is killed, they drop the Powerup in the color of the enemy team, restricting their teammates from claiming it directly after the player's death. If colored Powerups are not picked up after a certain time period, they respawn in the appropriate team's base. Players can deliberately drop Powerups with the same key used to drop the Intelligence briefcase. If they do so, the Powerup is neutral instead of team-colored.

Mannpower currently runs on modified ctf_ versions of Gorge, Foundry, and Thunder Mountain, as well as a map made specifically for the mode, Hellfire. Whenever players respawn, they are given a few seconds of invulnerability. Unlike standard CTF maps, where the Intelligence briefcases are located in "Intelligence rooms," briefcases in Mannpower mode are out in the open and susceptible to theft from many directions. However, the timer that appears when the Intelligence is dropped does not reset if it is picked up and dropped again, making capturing the Intelligence harder. Additionally, players with a Powerup receive a 25% hook movement speed penalty when carrying the Intelligence, and players without one gain health regeneration. After a team successfully captures the Intelligence, both capture zones are disabled for 30 seconds. If a team imbalance is detected, the losing team gets a "Revenge" Powerup, granting them temporary crits, increased fire rate, and increased clip size. Flags become poisonous and mark the carrier for death 90 seconds after having been stolen. If both teams flags are stolen and poisonous, they return when next dropped.

All melee weapons do an additional 30% damage, but Demomen equipped with a shield do not receive this bonus. Random critical hits are disabled.

List of Powerups:

  • Strength - Double damage for all weapons. Distance damage fall-off immunity. Doesn't stack with crits.
  • Resistance - Reduces incoming damage by 50%. Immune to Plague, Reflect and blocks backstabs.
  • Vampire - All damage dealt is returned as health. Flamethrowers and Miniguns have reduced health leeched from damage done. Melee attacks returns 1.25x damage as health. 25% damage resistance. Max health increased by 80.
  • Reflect - 80% of damage received is reflected back to the attacker (reflected damage cannot directly cause death). Max health increased to 400. 100% of received Sentry damage is reflected back to the Sentry Gun.
  • Haste - Double weapon firing and reload rate. Double clip size and max ammo count. Movement speed increased by 30%. Sticky bomb arm time reduced. Double Ubercharge gain.
  • Regeneration - Ammo, health, and metal regenerate. The rate of health regeneration is inversely proportional to max health.
  • Precision - Greatly reduced bullet spread. Distance damage falloff immunity. Rocket and grenade travel speed increased by 250%. Sniper rifles have quicker damage ramp-up and re-zoom after shooting, and have double damage. Increased blast weapon clip size by 50%. Explosive projectiles have no radius damage falloff. Immunity to self-blast damage.
  • Agility - Movement speed increased by 50%. Grapple speed increase. Jump height increased by 80%. Instant weapon switch. Immune to fall damage. Reduced grapple movement speed bonus when carrying the intelligence.
  • Knockout - Restricts the carrier to Melee and Grappling Hook only. Max health increased by 150 except for Heavies and Demomen wielding a sword, a shield, or both, gaining only 120 health, 130 health, 80 health, and 20 health, respectively. Immune to airblast and damage pushback. Melee weapon deals 190% of base damage and forcibly shoves the victim away (Doesn't stack with crits). Melee hit forces the victim to drop their Powerup or the flag if they have it. 4x melee damage to buildings. Collects health pack health without subtracting their health bonus. Shield Charge cooldowns are greatly increased.
  • King - Increased max health. Small health regeneration, fire, and reload rate increase. All effects except maximum health increase are shared by nearby teammates, though the regeneration buff is only applied to teammates and enemy Spies who also have Powerups. Regeneration effect is inversely proportional to maximum health.
  • Plague - Radius health kit collection. Touching an enemy gives them and their nearby teammates the plague. Plague victims bleed to death in 10 seconds unless they pick up a health kit or touch a resupply cabinet. Plague blocks King's health regeneration and team buff.
  • Supernova - Discharge a supernova attack (grapple secondary fire) to briefly stun nearby visible enemies. Requires full Powerup meter. Powerup meter fills over time, or by dealing damage. Stunned enemies drop their Powerups, and are pushed away from the supernova attacker. Once discharged, the Supernova Powerup disappears and respawns. When the Powerup meter is full, enemies glow when in range.
  • Critical Hit - Temporary full crit power for 30 seconds. Respawns in the same place after 60 seconds.

Mannpower maps:

PASS Time

Gametype passtime.png
Main article: PASS Time
Play ball!
The Scout

PASS Time is a game mode for Team Fortress 2 that combines the traditional combat in the game with sports elements of football (soccer in-game), hockey, and basketball. It is a heavily team-based game mode and it is critical that players use teamwork when playing it. There are many perks and jump pads to assist the players. If the match ends in a tie, Sudden Death begins. PASS Time also provides a voice command to get teammates to pass the ball to the player, who is given a speed boost and healing nearby teammates when holding the ball.

PASS Time maps:

Payload

Gametype payload.png
Main article: Payload
Onward, great bomb-cart!
The Heavy

In Payload maps, BLU team must escort a cart full of explosives through a series of checkpoints and into RED's base within a certain amount of time. BLU team members move or 'push' the cart by standing next to it — the more people next to the cart, the faster it moves (up to a maximum capture rate of three). Any RED team member standing near the cart stops it from venturing further, regardless of the number of BLU team members on the cart. If no BLU players push the cart for 30 seconds, the cart starts moving backward slowly until it reaches a checkpoint, BLU spawn, an uphill slope (in certain maps), or is pushed by BLU team members again, which also resets the timer. The cart functions as a level 1 Dispenser for BLU team (and disguised enemy Spies) to restore health, ammo, and metal to those pushing it. Ammunition is not restored to players standing at the front of the cart.

Some maps have flanking routes that open when a specific point is taken.

There are two distinct types of Payload missions; the type depends on the map. Some Payload maps, including Gold Rush, Hoodoo, and Thunder Mountain, are multiple-staged and play similarly to Dustbowl by splitting the mission into three sections, each with multiple checkpoints. Capturing the final point on the last stage results in BLU blowing up RED's base, often with a spectacular explosion wiping out everyone around the bomb cart. Time is added whenever BLU captures a non-stage-winning point.

The other type of Payload mission, an example being Badwater Basin, is single-staged, similar to Mountain Lab, and has all checkpoints within one long stage, with larger time bonuses for BLU upon successful captures. There are also fewer total checkpoints, resulting in three or four checkpoints and a final point, where BLU can win the game and blow up RED's base.

Single-stage Payload maps:

Multiple-stage Payload Maps:

Payload Race

Gametype plr.png
Main article: Payload Race
Two teams. Two bombs. Two tracks. Hilarity ensues.
In-game summary

Unlike standard Payload maps, Payload Race maps feature both RED and BLU teams issued with a cart; neither team is restricted to an attacking or defending role, with both teams assuming characteristics of both roles. To win, each team must simultaneously push their cart through enemy territory to reach the final point while preventing the enemy team from doing the same. As with Payload mode, team members push the cart by standing next to it, with more members increasing the speed of the cart and opposing team members halting it.

Unlike Payload mode, the cart does not move backward after any duration of time and there is no time limit; the map only ends when one team successfully pushes their cart to the finishing point. Each cart works as a level 1 Dispenser for their team (and disguised enemy Spies), restoring health, ammo, and metal to those pushing the cart. Parts of the track may feature slopes on which the cart quickly rolls back down to the bottom unless it is being constantly pushed. In many maps, there are uphill pushes. Should the cart pushers be killed or move away from the cart, the cart slides down the ramp to its original state.

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

Payload Race maps:

Player Destruction

Gamemode invasion.png
Main article: Player Destruction
I believe I will buy you a beer!
The Engineer to drunk UFO pilots

Player Destruction is a community-created game mode added as part of the Invasion Community Update. This game mode focuses on teams collecting a special pickup by killing enemy players and then accessing the map's delivery zone in order to add them to their scores. Whenever a player is killed, they drop all their currently held pickups, which can be picked up by both teams.

The player on each team with the largest amount of pickups provides health and ammo equal to a Level 1 Dispenser to themselves and nearby teammates, but their outline and the number of pickups they possess are constantly visible to both teams.

Player Destruction maps:

Robot Destruction

Beta rd blueprints.png
Main article: Robot Destruction
Oh, I vill tear you apart, bolt by bolt!
The Medic

Robot Destruction is a game mode that has not yet been officially released. However, it can be played by setting up a beta server. So far there is only one known map using this game mode. This map takes place on a moon base map Valve mentioned and showed concept art for in an earlier TF2 update post. The game mode is similar to Capture the Flag, but instead involves destroying enemy robots and stealing their power cores. Once stolen, power cores (unlike a normal Intelligence briefcase) are instantly stored in a vault once touched. A team can go to the enemy vault and take their power cores back to slow down the other team from winning. The map itself is not finished with, as there is a lack of proper textures, but does include new robot NPCs that have brand new textures (aside from a few using the ÜberCharge texture showing that it is locked, but it is assumed that it is only a placeholder).

Robot Destruction maps:

Special Delivery

Gametype sd.png
Main article: Special Delivery (game mode)
Gentlemen, today we launch a monkey into space.
The Administrator

Special Delivery is a game mode released as part of the Pyromania Update. In this game mode, an initially neutral briefcase must be transported to the top of a lift before the opposing team can do the same.

If a player picks up the briefcase and is killed while holding it, only players from the same team as its recently-deceased carrier can pick it up again. If the team fails to do so within 45 seconds, the briefcase is sent back to its original position and reverts to neutral.

The player who has a hold of the briefcase must stand on the lift all the way up and deliver it to the goal at the top. In Doomsday, the player has to remain on the platform until the compartment hatch of the rocket fully opens and is ready to receive the briefcase.

Special Delivery maps:

Territorial Control

Main article: Territorial Control
We have you surrounded, at least from this side!
The Soldier

In Territorial Control, the goal is to take over the entire map by capturing "territories". Each game is randomly selected from the six available layouts in a 'point against point' game where both teams must capture the opposite point while defending their own. After a team successfully captures the opposite point, the next round takes place in a different area of the map which is also randomly selected. After a team captures all four territories, that team must capture the enemy team's base. If the base point is captured (in Hydro, the Radar Dish for RED, the Power Plant for BLU), the attacking team wins the game. When the next round begins, territories are reset and a new random layout is selected.

In any game in TC (except in RED/BLU base games), if a control point is not captured before the eight-minute time clock reaches zero, the game goes into Sudden Death mode.

Territorial Control maps:

Versus Saxton Hale

Main article: Versus Saxton Hale
VSH Saxton Hale Model.png
What is VS Saxton Hale? It's in the name! You fight Saxton Hale! Or you play as Saxton Hale and fight the Mercenaries. Are you ready to face 23 enemies at once? ‘Cause they surely aren’t ready to face you!
— Publicity blurb

Versus Saxton Hale is a game mode released as part of the Summer 2023 Update. Similar to the Arena game mode, it features one player controlling Saxton Hale on the BLU team, and all other players on the RED team attempting to defeat him. Saxton has several moves that can kill most classes in a single hit, and similar to Arena, all destroyed players become spectators until the end of the round.

Versus Saxton Hale maps:

Zombie Infection

Main article: Zombie Infection
Zombified Engineer BLU.png
Hell zombies!
The Demoman

Zombie Infection is a game mode released as part of the Scream Fortress XV update. In this game mode, BLU plays as a horde of Zombies, while RED plays as regular Humans. If a RED Human dies, they become a BLU Zombie; if a BLU Zombie dies, they respawn as normal. BLU wins if all of RED turns into Zombies, while RED wins by surviving for long enough.

Zombie Infection maps:

Training Mode

Training basic.png
Training offlinepractice.png
Main article: Training Mode
My 11th PhD is in Applied Ass-Kicking!
The Engineer

Training Mode maps are intended to teach the basics of gameplay and advanced techniques on wooden targets and bots. Training Mode shipped with the Mac Update, which introduced two official training maps. The Offline Practice allows for new and unfamiliar players to train on specific game modes, along with the capability to adjust the difficulty scale of bots to suit the player.

Training Mode maps:

Brandon Reinhart indirectly announced on the Official TF2 Blog on July 28, 2010, that Corey Peters was currently working on another official training map,[1] though details remain unknown for which class or what gameplay mechanics were being focused on.

Current training classes are:

Highlander

Highlander tournament prize
There can be only one!
The Demoman

Highlander mode restricts the number of players of each team to 9 players and only allows one player per class on each team. It is applicable to any game mode and can be activated by entering mp_highlander 1 into the console.

The idea behind Highlander mode existed previous to its official inclusion in the game and had been implemented in server mods. Highlander mode was officially added in the February 3, 2010 Patch.

The game mode's name is a reference to the Highlander film series, where the phrase "There can be only one" was often repeated; this references the limitation of one player per class.

Dueling Mini-Game

Dueling Mini-Game
Main article: Dueling Mini-Game
Let's settle this like gentlemen!
The Spy

A mini-game released in the Mann-Conomy Update, the Dueling Mini-Game is an Action item that can be purchased in the Mann Co. Store, received via trading, or found via the item drop system. When loaded into the action slot, the item can be triggered to put the user against one person on the opposing team, provided they accept the challenge. Until the end of the round, points are gained by killing or assisting in a kill against the other person. Kills of the two players dueling are tracked, and the player with the most points wins the "duel" when the round ends. If one of the players disconnects or leaves the match, a short duel ban is issued to that player. The item itself has a maximum of 5 uses and is usable on all official maps. After a player participates in their first duel, a Bronze Dueling Badge is granted, which levels up to Silver, Gold, and finally Platinum as they gain more wins. For every 10 wins, an extra Dueling Mini-Game is granted. Every day, a unique cosmetic item, the Dueler, is given to the player who won the most duels the previous day.

Tournament Mode

Tournament Mode header
Main article: Tournament Mode
Dominated, hippie! Get a job!
The Soldier

Tournament Mode is used mostly on competitive servers. It allows for the creation of custom teams, and the ability to track the success of a particular team over multiple games. A user interface is present for naming teams, and once team members have been organized, teams must say they are ready to start the game. In Tournament Mode, there are no player limits for either team and no autobalancing.

Similarly to Highlander, Tournament Mode is applicable to any game mode and can be activated by entering mp_tournament 1 into the console.

Community Modes

TF2Ware, a community mod by Mecha the Slag
Main article: Custom Mods

Community game modes/mods are custom, unofficial game modes, produced by various community members. They vary from remakes of Team Fortress Classic game modes to completely original modes like Smash Bros. and may change anything about the way a class works from their core mechanics to the weapons they carry. Some modes even add new enemies for the RED and BLU teams to fight or put the player in the shoes of someone or something they couldn't play in an official mode. Some game modes/mods have been honorably mentioned by Valve on the TF2 Official Blog and VS Saxton Hale has even made it officially into the game.

Unused content

Courier

There was a planned Courier game mode in development which for unknown reasons was scrapped. There is still an existing Announcer voiceline in the files which was going to be used in this game mode and the class Civilian that used to be joinable with commands. The December 20, 2007 Patch prevented this from being possible.

Raid

Main article: Raid

There are several unused game logic options found in Hammer. tf_logic_boss_battle, used for an extension of the Raid game mode, or tf_logic_raid. In this game mode, a player would be on a team with 4 other players against hordes of bots, similar to Left 4 Dead.

Gasworks

The only evidence of this game mode is a logic option called tf_logic_gasworks, removed as part of the December 22, 2014 Patch. It was likely a deathmatch-esque mode, given that it shares a name with Gasworks (Classic).

See also

References