List of game modes (Classic)

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For a full, more detailed list of all maps, please see List of maps (Classic).

This is a list of game modes in Team Fortress Classic. Team Fortress Classic currently has three game modes: Capture the Flag, Control Point, and Assassination/Escort. These game modes are spread across 15 official maps and offer a great variety of play styles and games in Team Fortress Classic. Deathmatch maps are also available by copying multiplayer Half-Life Deathmatch maps. Though this is not fully supported by Team Fortress Classic, this adds an additional 12 maps in a four team Deathmatch game. Community-made maps offer additional game modes such as a flag-based King of the Hill style map and training maps to practice rocket, pipebomb, and Concussion Grenade jumping.

Capture the Flag

The bridge area in the center of 2Fort (Classic).
The crevice looking over the blue base of Badlands (Classic).

Standard Capture the Flag maps feature the Red and Blue team bases, each containing its own flag. The goal for both teams is to capture the enemy's flag until the point limit is reached or the time-limit expires while preventing their enemy from achieving the same. There are several Capture the Flag variants available. Reverse Capture the Flag maps involve taking a flag from your base and pushing it onto the enemy's capture point within the enemy base while attempting to prevent the enemy from achieving the same. Football Capture the Flag features a common flag, or in most cases ball, that has to be pushed onto an enemy capture point. Finally, there are Variant Capture the Flag maps that feature limitless possibilities. Official maps of this typology feature multiple common flags that are centrally located, as on Flagrun, or a Capture the Flag that takes place for each team entirely within the enemy base, as on Rock 2.

On Standard Capture the Flag maps, both team's flags are typically located deep within their territory, usually in a symmetrical location from each other, in an area known as the "Flag Room". To pick up the flag, the player must simply walk over the flag. While holding the enemy's flag, typically, the player must bring it to the location of their "capture zone" where they then must step onto a platform, usually indicated by the team's logo, in order to successfully capture it. After each successful capture, your team will be rewarded with ten points and the individual player will usually receive full health, ammo, and/or some grenades.

If the flag carrier is killed or the flag is intentionally thrown/dropped, the flag will remain stationary for approximately 20 to 60 seconds, depending on the map. During that time, the flag can be picked up as normal. Each time the flag is dropped, the timer is reset. The enemy cannot move or reset the flag themselves. If a Spy acquires the flag while disguised, he will lose his disguise and can no longer change his disguise or feign death.

Capture the Flag maps:

Variant Capture the Flag maps:

Reverse Capture the Flag maps:

Football maps:

Control Point

Control Point maps have two main types of game modes.

Control points are platforms with a team logo and/or team-colored flag in the center. Neutral points will have no flag and/or a yellow circle in the place of team logo, and depending on map, have a yellow circle. The capturing of a control point is dependent on the map. On some maps, such as Warpath, the player simply needs to touch the control point. On Warpath, after a point is captured, it cannot be captured by another team for another 15 seconds. However, on Canalzone 2, a player must take a flag to the command point. A player may still capture a control point while the point is being occupied by enemies on either of these maps.

There are three states for a capture point:

There are two main types of Control Point maps – Standard Control Point and Attack/Defend maps.

Standard Control Point

Standard Control Point maps play symmetrically. Both teams start within their own base. Some maps allocate a team a single capture point and several neutral capture points in the center, while others maps have all points neutral. The team that captures all control points wins.

Standard Control Point maps:

Attack/Defend

Attack/Defend maps play asymmetrically. The Red team begins with all the control points taken. The Blue team wins if it captures all of the Red team's control points. Control points may only be captured in a set order. The Red team wins if it prevents the Blue team from capturing all control points before the timer expires. Control points captured by the Blue team are typically locked.

Attack/Defend maps can come in various styles. Dustbowl requires the Blue team to capture a single control point on three separate stages to win the game. This is done by carrying a team flag to the capture point. If the attacking team fails to win any stage, the map is over. Other maps such as Avanti require the attackers to capture four control points, in order, within a single stage. This is also done by advancing a team flag. Once the attacking team wins, the teams are then switched to allow the defending team to attempt to retake the four control points.

Attack/Defend maps:

Assassination/Escort

Assassination/Escort maps feature a three team style gameplay. The first team is typically the VIP. The second team is a series of Bodyguards that protect the VIP. The third team are the Assassins who attempt to eliminate the VIP. Scoring is based on if the Assassins eliminate the VIP or if the VIP escapes. Currently, Hunted is the only official map released under this game mode. The VIP is the rarely used Civilian class. Bodyguards consist of Soldiers, Heavy Weapons Guys, and Medics. Assassins consist of Snipers.

Assassination/Escort maps:

Deathmatch

Deathmatch maps can be obtained by simply copying Half-Life Deathmatch maps to Team Fortress Classic's map folder. Though this is not fully supported, all maps should fully function as a four-team Deathmatch map.

Deathmatch maps:

Community-made

In addition to the official game modes released by Valve, Community-made maps can create new modes of play. For example, Murderball features a King of the Hill style game featuring a common ball in which points are tabulated by keeping the ball for as long as possible while the three other teams try to take it from you.

See also