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Team Fortress 2 gametypes and maps

In TF2 the gametype comes from the map you load. The map prefix decides the rules: pick a gametype on the deploy form and it filters the maps to match, or change map any time from the web console. Every map in the picker has a bot navigation mesh, so bots work on all of them.

King of the Hill (koth_)

One central control point. Hold it until your timer runs out. Fast, easy to read, great for small groups and great for bots. Maps: Viaduct, Harvest, Lakeside, Sawmill, Suijin, Highpass, Nucleus, Badlands.

Payload (pl_)

Blue pushes a cart along a track, Red defends. The signature TF2 mode. Bots push and defend competently. Maps: Badwater Basin, Upward, Goldrush, Thunder Mountain, Frontier, Barnblitz.

Attack/Defend (cp_)

Blue captures points in order, Red holds the line. A control point variant. Maps: Dustbowl, Gorge, Gravel Pit, Steel, Junction, Mountain Lab, Egypt.

Control Point (cp_)

Five points, both teams can capture. Push to the enemy last point to win. The classic competitive format. Maps: Process, Gullywash, Snakewater, Badlands, Granary, Well.

Capture the Flag (ctf_)

Steal the enemy intelligence and bring it home. Maps: 2Fort, Turbine, Double Cross, Sawmill, Well. Honest heads up: bots do not play CTF well (they rarely grab or cap the intel), so CTF is best with a room full of humans. Add a few bots to fill out the fight, but do not expect them to win the objective.

Arena (arena_)

One life per round, no respawns, last team standing wins. Tense and quick. Maps: Lumberyard, Watchtower, Badlands, Nucleus, Granary, Sawmill.

Picking on deploy

Choose a gametype, then a starting map from that gametype. Default is King of the Hill on Viaduct, which is the friendliest start for a small group with bots. Change map or gametype any time from the web console (it briefly reloads).

See also

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