QWTF Chronicles

Complete QWTF Map Guide by Arc (2654 Maps)

All of these maps can be downloaded at the QWTF Maps Archive.
For a guide to only the best maps, see the Top 200 QWTF Maps.

Color code: Brilliant - Good - Playable - Flawed - Unplayable

Jump to: A - B - C - D - E - F - G - H - I - J - K - L - M - N - O - P - Q - R - S - T - U - V - W - X - Y - Z

  1. 04 - by American McGee and unknown editor. It is a recreation of Doom II MAP04: The Focus.
  2. 07 - by American McGee, Sandy Petersen, and unknown editor. It is a recreation of Doom II MAP07: Dead Simple.
  3. 12fort5r - by John Cook and Zxeses. It's 2fort5 slightly modified for MegaTF. You can't grab the flag in the first 2 minutes.
  4. 12random - by unknown. A voting map (like vote40) from the [I'm 12] server.
  5. 16cubes - by Rampage3456. As the name says, it's 16 small cubes arranged 4x4. 4 teams, DM style.
  6. 1bardo1 - by Gorebag. Despite the 1s in the name, it has 2 bases and an original design. There's a complex waterway as well. It has a bit of a noir feel to it. With a cooler name (like maybe chicago or gumshoe) it might have caught on more.
  7. 1bbc1 - by Kevin. This map is an update to 1dick1r that makes the penis bigger and blacker. It is a de facto gren/rocketjump skill map, since that's the only way to get to the top.
  8. 1dick1 - by unknown. As you would expect, it's simply a giant penis.
  9. 1dick1r - by unknown. This revision of 1dick1 puts a flag on the penis tip, and the scoring is keepaway style, with 1 point for every 10 seconds that the flag is held.
  10. 1fool1 - by Cirdan. A simplified 2fort5, with a ramp room leading to an easily defended spiral to the flag (the only way in and out).
  11. 1fool1a - by Cirdan. This revision of 1fool1 changes the resupply bags and makes the bridge smaller.
  12. 1house5b - by VoodooChild. It is an interesting concept where each team tries to take their own flag and capture the house in the center of the map. But it is not a control-point map like the similarly designed map september. After capping, the flag returns and can be capped again.
  13. 1lauf2 - by GotT. BamB1. Small map with the unusual idea that the flags are in front of the bases, creating chaos outside.
  14. 1on1 - by Bleach. Straightforward 1on1 deathmatch.
  15. 1on1afgn - by Spark. A wide-open cube, where one side has textures that spell out "bin Ladin will die."
  16. 1on1air - by KillJoy. 1on1 deathmatch with a bounce pad in the center to practice airgibs.
  17. 1on1arrrr - by Bleach. Straightforward 1on1 deathmatch. Same as 1on1r.
  18. 1on1asm3 - by Spark. 1on1 deathmatch in a bridge setting.
  19. 1on1expert - by Zxeses. Straightforward 1on1 deathmatch.
  20. 1on1final - by Aphasia. 1on1 deathmatch in a spacious arena.
  21. 1on1finalr - by Aphasia. 1on1 deathmatch in a spacious arena.
  22. 1on1fort - by [REV6]Freebie. It's like a mini-2fort5 designed for 1 offense and 1 defense. This name is the original, and the 's' was added later as an ent revision for a league called Shanked. The map set the standard for 1on1 CTF maps and has often been imitated.
  23. 1on1fort2 - by [REV6]Freebie. Like a mini-2fort5 designed for 1 offense and 1 defense. Ent revision #2 of 1on1fort.
  24. 1on1fortc - by [IcE]crap. A full revision of 1on1fort that makes it bigger and crappier.
  25. 1on1fortcat3 - by [IcE]crap. A full revision of 1on1fort that makes it bigger and crappier. Ent revision of 1on1fortc.
  26. 1on1fortr - by [REV6]Freebie. Like a mini-2fort5 designed for 1 offense and 1 defense. Ent revision #1 of 1on1fort.
  27. 1on1forts - by [REV6]Freebie. Like a mini-2fort5 designed for 1 offense and 1 defense. Same as 1on1fort. The 's' was added later as an ent revision for a league called Shanked.
  28. 1on1fortvis - by [REV6]Freebie. Like a mini-2fort5 designed for 1 offense and 1 defense. Same as 1on1fort.
  29. 1on1fortwb1 - by [REV6]Freebie. Like a mini-2fort5 designed for 1 offense and 1 defense. Same as 1on1fort.
  30. 1on1frt2 - by Spark and Soul. Remake of 1on1fort. Flags are broken, making it unplayable.
  31. 1on1m - by Bleach and J.Killer. Straightforward 1on1 deathmatch. "Mixed edition." Seems the same as 1on1r.
  32. 1on1on1on1 - by Meht. Like other 1on1 maps but with 4 teams/spawns instead of 2.
  33. 1on1porn - by Soul. From the txt file: "One on one with porno." I have confirmed the accuracy of this statement. The map has 11 salacious images.
  34. 1on1r - by Bleach. Straightforward 1on1 deathmatch. It is generally regarded as the most popular 1on1 map in TF, replacing square1. Pablo the Bot also helped many players develop their Soldier skills on this map.
  35. 1on1r2 - by Bleach. Straightforward 1on1 deathmatch. Has 2 arenas so 4 people can play on a server instead of 2.
  36. 1on1r2k3 - by Bleach and SnP. Adds a complex structure to the center of 1on1r so it's not a wide open arena.
  37. 1on1rexp - by [REV6]JohnZorn. 'Expert' deathmatch arena with random bounce pads.
  38. 1on1ring - by unknown. Straightforward 1on1 deathmatch in a boxing ring.
  39. 1on1r_is_on_midair_now - by Bleach. Seems the same as 1on1r.
  40. 1on1sq1 - by Spark. A smaller version of sq1 for 1on1 deathmatch.
  41. 1on1temp1 - by [IcE]crap. A full revision of 1on1fort that makes it bigger and crappier. Same as 1on1fortc.
  42. 1on1tower - by Krayon[Avacado]. 1on1 deathmatch in a room with many ramps.
  43. 1on1vs - by Vortex. 1on1 deathmatch in a small, asymmetrical area with a few obstacles instead of an empty arena.
  44. 1on1well - by [AoD]StealtH and Sgt.Thundercok. It's like a mini-well6 designed for 1-2 offense and 1-2 defense. The map is different than well1on1, which uses only the well6 flag area, whereas this map is a smaller version of the entire well6 map. It also should not be confused with well6mini, which essentially chops out the entire center of well6.
  45. 1on1wellat3 - by [AoD]StealtH and Sgt.Thundercok. Like a mini-well6 designed for 1-2 offense and 1-2 defense. Same as 1on1well.
  46. 1on1xs - by Aphasia. 1on1 deathmatch in a spacious arena. Same as 1on1final.
  47. 1on1xt - by Aphasia. 1on1 deathmatch in a spacious arena. Same as 1on1final.
  48. 1on1_mix - by Bleach and J.Killer. Straightforward 1on1 deathmatch. "Mixed edition." Seems the same as 1on1m and 1on1r.
  49. 1pit1 - by Mentor. Straightforward 1on1 deathmatch. A remake of 1on1r.
  50. 1pit1f - by Mentor. Straightforward 1on1 deathmatch. A remake of 1on1r. Same as 1pit1.
  51. 1popahs1 - by Meht. 1on1 deathmatch on a floor that has holes causing the player to drop into a lava pit.
  52. 1popahs1xs - by Meht. 1on1 deathmatch on a floor that has holes causing the player to drop into a lava pit. Expanded to 4 teams instead of 2 (in 1popahs1).
  53. 1s - by Microlitre. A sniper-only map, like the more well-known sniprwar.
  54. 1snakepit - by Venom. 1on1 deathmatch in an arena with a large pit.
  55. 1to1 - by ChazMack. It's a very small deathmatch arena with lava around the edge.
  56. 1vs1v1 - by Render. Remake of 1on1r.
  57. 1vs1v2 - by Render. Remake of 1on1r but with barriers to hide behind, somewhat like 1on1r2k3.
  58. 1well6 - by Sgt.Thundercok. It's well6 without the fairplay ents. Play well6 instead.
  59. 20bvoteq1 - by [MQM]Claymore. It's a tiny voting map that appears non-functional.
  60. 2base2 - by DrDebug|MA. It has 2 basic bases with low ceilings, various traps, and powerups. Complicated flag system requires getting the first flag to access the second flag.
  61. 2bases5 - by [Ent]. There are multiple similarly bland hallways that are confusing. The only way to the flag is an insanely long spiral.
  62. 2battles3 - by [Ent]. Extremely spacious but simple bases. The wide open areas are ideal for grenjumps/rocketjumps.
  63. 2bcobra - by [CC]VeNoM. It's basically a straight line, keep moving forward from room to room to get to the enemy's diamond. Seems easy to defend.
  64. 2beam1 - by unknown. It's very similar style to the xpress maps, with the ability to fall off the side of the map. The flag is up high.
  65. 2bob1 - by joe bob. It's a basic 2forts-style map. There's only one hallway to the flag, which is easily piped, is right near a resupply, and is at the top of ramps. It's like a worse river3.
  66. 2box1 - by [mm2]-Hershey. The flag is at the top of an enormous ramp room. There's an elev all the way up that's easily piped. Seems very hard to cap but interesting to try.
  67. 2box2 - by Hershey. There's only a minor change to a resupply door compared to 2box1.
  68. 2brave1 - by Midori[BH]. It's a map inspired by the film Braveheart and made by clan Braveheart. It was considered one of the top maps in 1997. The goal is to capture the enemy king. (But he escapes immediately after being captured.) There's a complex waterway that requires a detpack, allowing you to come in through the moat and bypass most of the base defense. Otherwise you go through 2 large ramp rooms to get to the king's hall.
  69. 2brave1a - by Midori[BH]. It seems the same as 2brave1.
  70. 2bridge6 - by Darkrider. It's a descent 2forts clone. Unfortunately, the flags don't return after the first cap, making it unplayable. Otherwise good.
  71. 2bunk2 - by Cocker. It takes way too long just to get to the other team's base. A person defending the flag in a match may never see the other team.
  72. 2bunk2f - by Cocker. The author acknowledged his mistake in 2bunk2—the 'f' is for 'fast.' The map still is large and unenjoyable.
  73. 2bunker1 - by =KJ= AbobramaN. It's fairly small, but the concept is to penetrate a bunker that, by design, is easy to defend. The only way in is the bunker door, which is a natural place to put down a bunch of pipes.
  74. 2bunker4 - by Spark. Unrelated to 2bunker1. The map is very large with a bunch of corridors to hop down to the flag. Multiple ways into the base makes it acceptable, but it doesn't seem too fun.
  75. 2bunkers - by Cocker. Same as 2bunk2. Avoid it.
  76. 2cages - by klown. The flag is in a cage that is very tedious to get to. The idea is interesting, but the execution needs work. It was done better in betacrash_rmx.
  77. 2canyon1 - by BigoDinhO. Not to be confused with canyon1. This map is a sniper-war map with a stacked vertical layout.
  78. 2cast2 - by [cd]Someone, known better later as >V< Someone. It was his first map. There are 2 castles, a moat, and quad. It's a bit difficult to move around.
  79. 2castle1 - by LanMan [Vortex]. It's fairly simple, two small castles with an open center for sniping. Capping adds 10 frags but doesn't give 10 team points.
  80. 2castle6 - by DrDebug|MA. Unrelated to 2castle1. Pent/quad/rings outside between the castles. Horrendous FR design with a squish trap and extremely slow doors.
  81. 2castles - by Bladez. The flag room is clearly inspired by well6, and so the whole map could be considered a smaller remake of well6. The central area is bigger than well6mini. The flag is in a small pit controlled by a shootable button.
  82. 2castlez - by Casebier. It's an interesting idea that each capture unlocks a new powerup for the base. However, the map is best compared to the very defensive 2fort4.
  83. 2citys_b - by ELC. It doesn't seem complete. The idea seems to be a city with a moving railway. I went spectator to try to figure it out and the map crashed.
  84. 2crack1 - by Ma$e. Very small map. Crackheads (civilian class) grab crack and try to smoke it while the police try to stop them. Somewhat confusing and broken.
  85. 2cylin4 - by Eciton. Very small map with fast access to the flag. There's a barrier in the center and the spawns/resupply are a bit odd.
  86. 2defend2 - by Treminate. It's meant to be somewhat like 2fort4 but harder to defend with multiple ways into the FR. Multiple buttons to shoot to open access to things.
  87. 2diar2 - by MrBbad. Stands for '2 dogs in a room.' Made for Mega TF. It's essentially a DM arena.
  88. 2dm3 - by John Romero and Jonan. It turns DM3: The Abandoned Base into two TF bases. Interesting idea but something in the map causes horrible framerate.
  89. 2ds - by [Ent]. Like xpress or 2beam1 with the ability to fall off the edge of the map. Limited by a front door barrier, but skilled players can grenjump around it.
  90. 2ds2 - by [Ent]. This revision of 2ds removes the front door but also blocks the ability to grenjump around the side.
  91. 2evil1f - by Mr Flibble. There is only one flag that starts in the center. Both teams try to get it and put it on their cap point. Each minute it stays there is worth 1 point. The other team has to take it off the enemy cap point and back to their own cap point.
  92. 2evil2f - by Mr Flibble. It has the same layout as 2evil1f, but it has become a standard TF map with 2 flags and 10 points for a cap.
  93. 2f - by John Cook, SK-Imaginos, and SK-realistik. This map is the same as either 2fortsk or 2fort_sk, which is a remake of 2fort4.
  94. 2f2ka - by John Cook and Render. It's a remake of 2forts but the basement is an open area with no hallways to the flag. Also the spiral is more like an upward ramp with only a single twist.
  95. 2f5s - by [CaQ]BigDog. As the name suggests, it's a smaller variant of 2fort5. It's possible to RJ out the elev. Nice for small games.
  96. 2f5sbig - by [CaQ]BigDog. It's a bigger version of 2f5s, but definitely not better. Now it's an inferior variant of 2fort5.
  97. 2f5snipe - by ss. 2fort5 modified to be a sniper war only. It's fine for sniper practice.
  98. 2fact1tf - by [SK]-Sinbin. 1 point for grabbing the flag and another 5 for capping. Grabbing the flag slows down the carrier (like canalzon). There are other flags that do something but it's hard to understand.
  99. 2farms - by Bladez. Small and simple. Grab the opposing sheep and sacrifice it on your mountain. Great for grenjumps but grabbing the sheep slows your speed. Getting team quad after capping can greatly unbalance the map if caps are chained together by attackers with strong DM skills.
  100. 2fart - by unknown. It's 2fort5 without a basement.
  101. 2farts - by klown. Unrelated to 2fart. It's actually the same map as 2cages.
  102. 2fdesed - by unknown. It's a knockoff of 2fort5 ideas, with a ramp room, spiral, and elev.
  103. 2feud2 - by [RS] Thermite. Fairly linear path to the flag makes it somewhat easily defended. I cannot find the cap point anywhere.
  104. 2force1 - by CandyMan[SG] and Milky[SG]. Ultimately it's like a very large variant of 2fort4. Low scoring for sure.
  105. 2fort - by John Cook. This map is the original 2forts, making it of great historical significance. Obviously, if it were perfect, there wouldn't have been future revisions. The main issue was that there is no flag—it was team deathmatch. Thus, there's no flag hall either. And despite being 2 forts, it allowed 4 teams. TF didn't have its current identity yet. Other differences are only one ramp room entry, only one ramp in that room, no elevator, and no respawn rooms.
  106. 2fort23 - by John Cook. This version modifies 2forts to have only 2 teams and is the first to have the flag and flag hall. There is also a resupply pack added to the upper area. There is still only one corridor into the ramp room.
  107. 2fort4 - by John Cook. This version adds the second corridor into the ramp room and has an elevator in the elev shaft. From extensive clan match experience, however, we know that the map is hard to cap on. Also, back in 1997, there was a major problem with a hacked version of the map with see-through walls.
  108. 2fort4r - by John Cook, tYpe O-, and Dill-Hole. This was a significant revision that fixed issues with textures, lighting, the elevator, and respawns in 2fort4. It also solved the issue of hacked maps. This map was the standard for QWTF clan play throughout 1997 until 2fort5 was released 11 months later.
  109. 2fort5 - by John Cook. 2fort5 stands as the most fundamental and important map in TF. The most significant change was the addition of the second hallway to the flag room, which greatly improved match play. There were also improvements to spawns and textures. The transition from 2fort4r to 2fort5 was almost immediate since the map had finally been perfected with this update. The layout has been often imitated, and every class has a role.
  110. 2fort5-2 - by John Cook and unknown editor. It's a MegaTF modification with dogs and an insane amount of powerups (pent/quad/ring/health) at the bridge.
  111. 2fort53real - by John Cook and unknown editor. It's a MegaTF modification like 2fort5-2 but with slightly fewer powerups.
  112. 2fort599 - by John Cook. It appears the same as 2fort5.
  113. 2fort5a - by John Cook. It appears the same as 2fort5.
  114. 2fort5b11 - by John Cook and [CaQ]Aberrant. Deluxe Edition. It is essentially 2fort5 but makes some genuine modifications, including a wind boost on the snipe deck, a more complex bridge and ramp room, and a different flag room.
  115. 2fort5bftd - by John Cook and unknown editor. The textures outside have been edited, but otherwise it's exactly the same as 2fort5.
  116. 2fort5bo - by John Cook and Jeppa. An interesting re-ent of 2fort5. There is one bomb on the bridge that both teams try to take to 4 areas in the enemy base: ramp room, water, elev, and flag room. Each it worth 5 points. After getting all 4 capped, go to the cap point and detonate them for 25 points. The problem, though, is the map is over after the det. So first to 45 points wins.
  117. 2fort5br2 - by John Cook and Samson. It's 2fort5 with two bridges instead of one and the middle snipe deck barrier removed. Also some areas are a little wider.
  118. 2fort5cc1 - by John Cook and Agent. 2fort5 but you can only join the blue team. The enemy flag is the level exit. It has no purpose other than speedrunning.
  119. 2fort5compy - by John Cook, Jesus, Xtreme-Llama, and Gunther. MegaTF edit with a forced 30 second prematch. Otherwise the same as 2fort5.
  120. 2fort5dogs - by John Cook and unknown editor. MegaTF edit, supposedly with dogs. On a regular server there were no dogs nor was there a blue flag.
  121. 2fort5l - by John Cook. Same as 2fort5. Played on the BattleAxe server.
  122. 2fort5m - by John Cook and [H2K]Memnoch. This re-ent was approved by Cook. The backpacks eliminate gren spam and caps/touches work correctly for SPEEDstats.
  123. 2fort5mega - by John Cook, Xavior, and Crusader. MegaTF Halloween edition with pumpkins. Forced prematch.
  124. 2fort5og - by John Cook. It appears the same as 2fort5.
  125. 2fort5p - by John Cook and [SG]Llama2000. This map crashes a regular QW server. Using FortressOne reveals that it is actually 2fortse.
  126. 2fort5r - by John Cook. It is the final official revision of 2forts, released in Sept 1998 (10 months after 2fort5). The primary reason for it was to deal with the multiple 2fort5 variations circulating. It also lowers grens and increases health in resupply.
  127. 2fort5ratman - by John Cook and [CaQ]Aberrant. MegaTF 2fort5 with trees and sheep outside. And the flags are missing.
  128. 2fort5runes - by John Cook and DJ Hellface. It's another 2fort5 with powerups edit.
  129. 2fort5saw - by John Cook and unknown editor. Spam packs and a forced 30 second prematch.
  130. 2fort5scout - by John Cook and [SS]Gunther. It's a genuine re-ent to make the map a scout race (after 45 second prematch). Grab the enemy flag and bring it back to yours. Good for scout practice.
  131. 2fort5sp - by John Cook and BigBallZMan. 2fort5 remade to look like bam4. The layout has only minor changes.
  132. 2fort5spy - by John Cook and unknown editor. 2fort5 but Spy is the only class allowed.
  133. 2fort5st - by John Cook and Rev.Hippie. 2fort5 but with one flag in the center and keepaway rules. The idea is good, but the author forgot that you can hide in the lower resupply, making the map unplayable.
  134. 2fort5sta - by John Cook. The version of 2fort5 used in the STA league.
  135. 2fort5steal - by John Cook and Rev.Hippie. Same map as 2fort5st. Take the flag to your lower resupply and it's over.
  136. 2fort5tech - by John Cook and Tech. 2fort5 but the red team is green instead.
  137. 2fort5test - by John Cook and unknown editor. Same map as 2fort5-2 with a bunch of powerups.
  138. 2fort5tt - by John Cook and unknown editor. It's 2fort5r but with no lights. Unplayable unless you've memorized the exact timings of every jump and turn.
  139. 2fort5turtest - by John Cook and unknown editor. Another supposed MegaTF with dogs map but it appears the same as regular 2fort5.
  140. 2fort5x2 - by John Cook and ZeroCool. 2fort5 with two bridges outside. Same idea as 2fort5br2, but the maps are not the same.
  141. 2fort5yg - by John Cook and [SS]Gunther. 2fort5 but play as yellow and green instead of blue and red.
  142. 2fort6 - by John Cook and ]Bs[Chrome. There is no official 2fort6. This map is essentially a retexture of 2fort5 with slight modifications.
  143. 2fort6beta - by John Cook and Plexi. Unrelated to 2fort6, but it has the same idea. It is a remake of 2fort5 with only minor differences, mainly in the ramp room.
  144. 2fort7 - by John Cook and Samson. It is the same as or closely related to 2fort5br2. 2fort5 but wider areas.
  145. 2fort8 - by John Cook and unknown editor. Another supposed MegaTF with dogs map but it appears the same as regular 2fort5.
  146. 2fortb - by John Cook and Samson. This map is another version of 2fort5br2/2fort7 made by the Brazilians.
  147. 2fortbz - by John Cook and Pulseczar. 2fort5 flipped upside-down (bizarro). There are modifications so that it's playable, but it doesn't seem very fun.
  148. 2fortdm - by John Cook and [DS]Cathodelysis. 2fort5 cut down to just the bridge and ramp room for 1on1. This map would have made more sense in the 2fort4 era, when fragging mattered more.
  149. 2fortflood - by John Cook and Stefan Verhoeff. 2fort5 but it's flooded up to the snipe deck. That means the entire basement and spiral is flooded as well. Enjoy drowning while swimming toward sentry guns at the flag.
  150. 2fortftmp - by John Cook and Samson. I'm not sure how 2fortf differs from 2fortb or the other Brazilian variants.
  151. 2fortgore - by John Cook and Kevin. It's a complete remake of 2fort5 with minor differences. The enemy team can take the elevator up.
  152. 2forthm - by ]HM[ Platinum. 2fort5-inspired but not a direct remake. The center is a barrier like well6. It feels like a reversion in gameplay style.
  153. 2fortjm - by unknown. It's not 2forts-style. It's a wide-open map that looks very old-style Quake. It's a bit hard to resupply and move around.
  154. 2fortka - by John Cook and unknown editor. 2fort5 keepaway. Hilariously, this map seems to have been made independently of 2fort5st, yet it has the exact same flaw of allowing a team to hide in their lower resupply with the flag.
  155. 2fortlol - by Gorebag and Kruruk. It's an original level with castles. It has nice symmetry creating 2 paths to the flag.
  156. 2fortmer - by John Cook and Phatti. It's another 2fort5 keepaway map like 2fort5st and 2fortka. Once again, the flag can be held in the lower resupply forever.
  157. 2fortmrc - by Mercenary[PK]. Basically there's a bridge in the center (like 2forts) with a flag on it, and you cap the flag under the bridge. The concept is poor.
  158. 2forts - by John Cook and ]Bs[Chrome. This map is the same as the so-called '2fort6.'
  159. 2fortse - by John Cook and [SG]Llama2000. Of all the 2fort5 imitations, this one is by far the best, and it arguably surpasses the original. The layout is essentially the same, but it's more spacious and hop-friendly. If any map deserves to be called 2fort6, it's this one.
  160. 2fortsebo - by John Cook, [SG]Llama2000, and Jeppa. It's the same idea as 2fort5bo, where you take the bomb and drop it at 4 spots in the enemy base, but the base map is 2fortse instead of 2fort5.
  161. 2fortsec - by John Cook and [EQ]Llama2000. It's a beta version of 2fortse, but it seems the same. 2fortse is the final version.
  162. 2fortsk - by John Cook, SK-Imaginos, and SK-realistik. 2fortsk received some interest back in 1997 as an improved version of 2fort4, in the same way 2fortse's revision opened up 2fort5 a bit.
  163. 2fortsm - by BamBam[HBC]. Small and simple forts. It takes about 10 seconds to go from the flag to the cap point (with rocket jump). Good for small games.
  164. 2fortsmall - by John Cook and klown. It's only the bridge and snipe decks of 2fort5. The map seems unfinished or designed for 1on1 DM.
  165. 2forttpl - by John Cook and Golden. 2fort5 but you die for no reason if you try to leave the respawn.
  166. 2fort_32 - by John Cook, TyR-T2, and Network. This map was created in April 1997 in response to QuakeWorld's expanded ability to handle 32 players instead of 16. It is a remake of 2fort4, but it is significantly flawed because the two bases are not symmetrical.
  167. 2fort_dfa - by [DFA] Onyx. This map is 2fort5-inspired but not a direct remake since the layout is somewhat different. The style is wood rather than stone castles.
  168. 2fort_dm - by John Cook and [DS]Cathodelysis. It is the same map as 2fortdm.
  169. 2fort_sk - by John Cook, SK-Imaginos, and SK-realistik. This version fixes some issues with 2fortsk.
  170. 2fort_ska - by John Cook, SK-Imaginos, and SK-realistik. This map is the same as either 2fortsk or 2fort_sk, which is a remake of 2fort4.
  171. 2fort_sm - by BamBam[HBC]. This map is the same as 2fortsm.
  172. 2ftowers - by Cirdan. It is a confusing and tedious map. First grab the key from the maze-like tower in the middle, then use it to unlock the enemy flag room. Too much of a puzzle.
  173. 2f_arena - by John Cook and War|ocK. It's another variation of 1on1 DM on the 2fort5 bridge.
  174. 2f_tfm - by John Cook, [SC]BioCyde, and War|ocK. It's another full 2fort5 remake with slight changes that are not improvements.
  175. 2girls - by Anonymous. The author intentionally withheld his identity because the map contains 2 images of naked girls. It is a legitimate TF map. The girls are covered by 5 panels, and each flag capture removes one of the panels covering her. As a thorough map reviewer, I captured 5 times to ensure that the map works properly, and I confirmed that it does. The actual design of the map is best described as tight and wet, but not in a good way.
  176. 2gloom1 - by Opie and Girb. 2 gloomy castles. Simple but poor design with a very restricted and narrow path to the flag. Very easy to defend.
  177. 2hard4u2 - by Alien and Furkin. A 1997 2forts-style map. Go through two ramp rooms to get to the flag. Defense respawns right at the flag. Too hard indeed.
  178. 2hard4u3 - by Alien and Furkin. It's a significant revision to 2hard4u2 with wider ramps and a secret path to the flag room. It's better, but still just ok.
  179. 2hiv1 - by John Cook and War|ocK. This is a pretty interesting, original 2fort5 variant that would get a good rating if not for a severe flaw—capping gives pent and quad that lasts long enough to create an infinite chain of cap-invincibility-cap loops.
  180. 2hnic1 - by Blog. A 2forts-type of map. The waterway seems like the best way in and out with the flag. The map doesn't stand out.
  181. 2hollow2 - by CicereO-NaC-. Really small map. It takes about 8 seconds to get from respawn to the flag with rocket jumps. The flagroom reminds me a little of entrenched1b. It seems that the only way to cap is to gren jump.
  182. 2hollow4 - by CicereO-NaC-. It seems the same as 2hollow2.
  183. 2hot - by Casse. Small 2forts-style map with spiral/elev. There's lava in the center. The flag is under the spiral. It's a bit cramped but is intriguing.
  184. 2house1 - by Kykh. I realize Russians enjoy defense-friendly maps, but this is ridiculous. I went spectator just to try to figure out how to get to the flag.
  185. 2house13 - by Roger Soder. Unrelated to 2house1. Very unpolished design. Random spawns and no resupplies anywhere. Unplayable because capping is broken.
  186. 2house1b - by Kykh. Beta version of 2house1.
  187. 2houztm - by Kykh. A smaller and better effort from Kykh. Essentially there is a ramp room and flag room, but it's a pretty tight area that should be easy to defend.
  188. 2juggle2 - by Plexi. It's similar to 1on1r but with bounce pads in front of each respawn so battles happen in the air. Seems like fun practice.
  189. 2k4jump - by Render. A soldier/rocketjump map. The first test is a hard gren jump and I didn't bother playing on.
  190. 2ka5 - by ss. It's a small keepaway (ka) map. 2 points for every 15 seconds the flag is held. Unlike tater, there's no good place to set up a defendable area. I cannot give it a brilliant rating because I think the team that has better soldiers will win every time. It seems like a total fragfest that does not allow tactical ideas.
  191. 2keeps3 - by [Ent]. Here 'keeps' means castles, not keepaway. Small and easy map with a gate in the center. Enter the keep via elev or water. The whole keep is no more than a small flag room.
  192. 2king2 - by Chrome. It's somewhat in the 2fort5 style but an original design. Multiple paths to the flag including a dettable area. No water. The only issue is steps that stop hopping, but overall it's a really clean and clear layout.
  193. 2kremlin - by unknown. 2forts-style map with large ramp room, water access, and flag room. The flag room has a big lava pit. Although it's visually crude, the layout is simple and effective, aside from the single flag room entry door.
  194. 2mach1 - by >V< Someone. Small map for small games. The flag room is the base. 3 ways in: low, high, or side high. It's pretty congested and obviously defense will respawn in essentially the same area they died.
  195. 2mach1steal - by >V< Someone, Shark, and Render. It's 2mach1 converted into a keepaway map. I don't think it's a good map for keepaway because, like 2ka5, it's just a brute force contest, turning it into team DM.
  196. 2mach2 - by >V< Someone and Chrome. It's a complete remake of 2mach1 with more space. It's still a small map but it fixes the confined feel of 2mach1.
  197. 2macha - by >V< Someone and Harb!ngeR. Another remake of 2mach1 giving it a bit more space.
  198. 2machb - by >V< Someone and Harb!ngeR. It's a minor revision to the resupply packs in 2macha.
  199. 2machr - by >V< Someone, [SG]Llama2000, and klown. It's a revision of 2machse that puts a lava pit outside and makes hopping easier.
  200. 2machse - by >V< Someone and [SG]Llama2000. From the creator of 2fortse, it's a similar style of revision. The map is a bit more like 2 proper bases but still small.
  201. 2mages1 - by Lc-BartmaN. The design seems a bit wasteful in areas. The respawn has large, annoying ramps to climb. The path to the flag is fairly short and linear. Not great.
  202. 2mfield2 - by [LBD]Dark Sabre. There's a mine field outside, but you can turn on lights to make them visible. The layout is rather poor, making it tedious to get in and out with the flag.
  203. 2mfield3 - by [LBD]Dark Sabre. Redesigned version of 2mfield2. The new version definitely seems inspired by bam4. There is only one long way in and out to the flag for the enemy, whereas the base team has chutes taking them directly to the flag. Really defense friendly.
  204. 2mfield3sta - by [LBD]Dark Sabre and SKS. There's an ent revision of 2mfield3 for STA play.
  205. 2mfield4 - by [LBD]Dark Sabre. Essentially a more complete version of 2mfield3. It does not fix the underlying flaw that the defense has too much of an advantage.
  206. 2mini2 - by Gorax. It's like a combination of 1on1forts and 2fort4r. There's the ramp room, the snipe deck, and a narrow flag hall with a ramp. The flag hall is too tight even for a very small map.
  207. 2mtf5 - by John Cook and Zxeses. It seems the same as '12fort5r.' 2fort5 slightly modified for MegaTF. Can't grab the flag in the first 2 minutes.
  208. 2mtree1 - by Mathieu Perrenoud. More trees, from the same author as the more well-known nmtrees (no more trees). The layout is similar to nmtrees but arguably worse. It is meant for lots of rocket-jumping.
  209. 2mxf1 - by Progg. It's a simple 2forts type of map. There are two very tight ramps down to the flag room. When you grab the flag, the flag room itself will attack you with a trap. Very easily defended.
  210. 2mxf1a - by Progg. It seems the same as 2mxf1. I'm not sure what the revision is.
  211. 2mxf2 - by Progg. A slight revision to the water access from 2mxf1. It's still essentially the same map. The trap at the flag is still a bad idea.
  212. 2ndcoup - by Jonan. It is confusing. I question whether it is even a TF map, but the scoring seems to indicate it is. It is asymmetrical with canalzon-like areas. Standing on one of the cap points generated 1 point over and over, but other points did nothing.
  213. 2night1 - by [TG]Edge. It is somewhat of a combination of 2forts and 2tech4. There is spiral, elev, and water access to the flag. Underground is lava with steps. Overall it favors defense. But the design is decent.
  214. 2night2 - by [TG]Edge. It changes some things in a significant way from 2night1, such as no more rocket jumping over the center barrier and replacing the lava with slime. This version became the standard for clan matches.
  215. 2night2sta - by [TG]Edge. It's the version of 2night2 used in STA.
  216. 2night3_b1 - by [TG]Edge, lordy, and zut. This version is intended for FortressOne. It puts the bases in a straight line opposite each other, rather than having a curved center.
  217. 2nuke2 - by >V< Someone. It clearly uses 2mach1 as a base but is expanded to a regular-sized map. The flag is at the top of the base in the open, and it's possible to gren jump up rather than go through the base.
  218. 2octa4v1 - by Spark. It's a large 1on1-style fighting pit but for 4 teams.
  219. 2on2 - by [TCU].Ice. Very small map that is similar to 1on1fort. The lack of space and a ramp at the entry gives the defense a large advantage.
  220. 2on2fort - by [REV6]Freebie. This map is an expanded version of 1on1fort, which was a condensed version of 2fort5. Now it's like any other mediocre 2fort5 clone.
  221. 2on2fortb1 - by [REV6]Freebie. It is a beta version of 2on2fort. It seems the same.
  222. 2on2fortb2 - by [REV6]Freebie. It is a beta version of 2on2fort. It seems the same.
  223. 2on2i - by Bleach. It's a small arena for 2on2 DM with slightly uneven ground.
  224. 2park2 - by NotoriousR.A.Y. The layout is Game of Death style where the offense has to climb ramps to get to the flag, unless they gren jump all the way to the top. Defenders can also stand near resupply packs and get a quad shot off when offense enters. Small but very easily defended.
  225. 2phan - by [Ent]. Final version of the 2phan series. It is a large map but a lot of it is totally wasted space. Cross the center area, enter the small building, and there's a flag room with ramps.
  226. 2phan1 - by [Ent]. The first version of 2phan is very flat and simple. Enter the base and there's an area with the flag straight ahead. Crude but effective.
  227. 2phan2 - by [Ent]. The layout here switches to the style similar to the final 2phan. The center is more like a bridge than a grass area.
  228. 2phan3 - by [Ent]. There are some texture changes from 2phan2 but it plays the same.
  229. 2phan4 - by [Ent]. This revision adds protection to prevent falling off the bridge into the lava.
  230. 2phan5 - by [Ent]. There are some texture changes compared to 2phan4.
  231. 2phan6 - by [Ent]. It seems very similar to 2phan5. There may be slight texture revisions again.
  232. 2phan7 - by [Ent]. The outside area switched to grass. This version is very similar to the final 2phan.
  233. 2phaze5 - by John Cook and Aphasia. This map is a similar idea to 2fart. The basement of 2fort5 is gone. Instead the ramp room and spiral are combined into a flag room. 2phaze5 is slightly better than 2fart.
  234. 2phaze5r - by John Cook and Aphasia. This version adds a sign above the blue and red bases. Gameplay is the same.
  235. 2phaze5rr - by John Cook and Aphasia. It seems the same as 2phaze5r.
  236. 2pool2 - by Fenix. The map crashed ezQuake. FTE revealed that it's 2 bases underwater and you have to swim all the way to the other base. And the base appears to have nothing except a ramp room.
  237. 2public1 - by John Cook and CPC-Thanatos. This map directly takes 2fort5's layout and makes it bigger and more confusing. Presumably it's designed for full public servers (32 players).
  238. 2public2 - by John Cook and CPC-Thanatos. This version is slightly better than 2public1 but mainly because it's a little more like 2fort5. It's still just a larger 2fort5.
  239. 2public3 - by John Cook and CPC-Thanatos. I'm not sure what changed from 2public2. It's a larger 2fort5.
  240. 2roman - by Plasticity. The map has elegant Roman architecture. It is in the 2forts style but faster. The design is excellent with smooth, flowing hallways. Players can grenjump out the elev like 2forts.
  241. 2rush1 - by >V< Unibonger and >V< Millenius. There are ramps and then there are more ramps. It's playable but doesn't seem like a lot of fun.
  242. 2sages - by Bladez. The map is from the same creator as 2farms, and it is similar in design but larger. It has a very simple ramp room and flag room. It is open and plays fast.
  243. 2saloon - by Flametop. One of the smallest maps around. Visually, the map is very nice and looks like an old style saloon. The gameplay, however, does not work because, like 2hiv1, capping gives pent and quad, which allows an infinite loop of caps by a godmode soldier.
  244. 2sarge - by Sgt.CoolGuy. It's a 2forts-style map but not a direct imitator. There are two symmetrical paths to the flag room. Movement is a bit restricted.
  245. 2sarge4 - by Sgt.CoolGuy. Compared to 2sarge, it looks a little nicer and is slightly less restrictive, but essentially it's the same map.
  246. 2sarge5 - by Sgt.CoolGuy. This version adds a resupply pack. Otherwise is appears about the same as 2sarge4.
  247. 2seksi - by SKS and Sabateur. The authors describe it as a mix of 2fort5 and h4rdcore, and that's exactly what it is. The entry area is a 2forts-like ramp room, and the rest is taken directly from h4rdcore. Ultimately, this hybrid plays like a worse version of h4rdcore.
  248. 2ships - by Gloom. The map is, in fact, 2 ships. It is an original idea, but it does not play well. It takes a long time to get from respawn to the other flag.
  249. 2ships4 - by Gloom. It's rare for a revision to be worse than the previous version. The elevator into the ship has changed, and the defense can simply put someone on the button so that no one can enter.
  250. 2ships6 - by unknown. This map seems unrelated to Gloom's 2ships, and it crashes a regular QW server. In FortressOne, it's a small map with two ships separated by water. Crossing the water every run gets old fast.
  251. 2simple - by Bladez. Despite the name, it's slightly more complex than other maps by Bladez. Enter the enemy base and either rocketjump up to the flag area or circle around and take the ramps up.
  252. 2skool1 - by Plasticity. The design is very much like a real high school with lockers, staircases, and a swimming pool. The realism hurts the gameplay, however, with confusing hallways and tight spaces.
  253. 2skool3 - by Plasticity. This version is a little easier to get around than 2skool1. It is still overly focused on creating a realistic high school. The map is too large.
  254. 2slope1 - by YellowMan[CP]. There's a steep slope outside. Otherwise it's a medium-size 2forts type of map with a ramp room leading to a small flag room.
  255. 2smack1 - by StealthViper. The map crashes a QW server but works in FortressOne. It's a small map where you walk through 2 doors and the flag is right there. Attacking high is also possible with gren jumps.
  256. 2small - by unknown. It's a small 1on1 DM map, but the server log indicates that the flag is missing. Players can take an elevator up to the second level.
  257. 2small1 - by [TG]Edge. Unrelated to 2small. As you would expect, it's a very small map that's separated by ramps. Scoring is interesting with points for time spent standing on the enemy's pad.
  258. 2sndfort - by Mytos. 2forts-like with a sand theme, possibly Egyptian. The center area is an annoying high slope like crowns1. The base has some confusing turns but essentially it's a ramp room leading to the flag.
  259. 2sndft15 - by Mytos. The Brazilian author describes it as like 2fort5 and crowns1, confirming that the center is inspired by crowns1, but that isn't a positive. Gameplay seems the same as 2sndfort.
  260. 2snipeu - by Midnight Grin. It's a sniper war map. There are elevators up to higher levels.
  261. 2snipuv2 - by Midnight Grin. A revision of 2snipeu. The elevators move faster and there is a floating transporter to cross the slime and snipe from within the enemy base. Sniper practice, nothing more.
  262. 2space2 - by [DiS] Dr.Squint. Very interesting space-themed map with rocket ships providing transport between bases. Gameplay is a bit challenging because of too many similar looking textures and hallways.
  263. 2space2r - by [DiS] Dr.Squint and [SD] Hunter. The revisions from 2space2 make it a bit easier to deal with, but gameplay is overall similar.
  264. 2space3 - by Slayer-X. Unrelated to the 2space2 maps. Quite unexciting in comparison. The base is essentially a very long pair of spirals to the flag.
  265. 2sphinx5 - by Horus. Egyptian-themed map. I checked the date, because it felt like a really old-style map, and it was made in April 1997. Furthermore, the text file says you can cap only if your own flag is at home, leading to the possibility where neither side can cap.
  266. 2sphinx6 - by Horus. The problem from 2sphinx5 remains—the flag can't be capped unless your flag is in its original spot. The style is still the same very slow, ramp heavy junk. In both versions, packs give blast armor that ruins rocket jumps. This map was played in the 1998 TF Open, and the flag fell through the map.
  267. 2sphinx7 - by Horus and Arc. In Dec 2023, I revised the ents of 2sphinx6 to fix the easily corrected issues with the map and make it more suitable for modern play. Among the many changes: your team's ankh (flag) no longer needs to be at its default spot to cap the enemy's ankh, the ankh return time increased to 60 seconds, there is no more blast armor in packs, there are no more quad/invisibility powerups, doors open instantly, and the resupply packs have been moved so you can grenjump through them, making the map faster.
  268. 2splash1 - by [TG]Requiem. This map feels like a smaller variant of aztec1, made by the author's clanmate Edge. The layout can be a little confusing, and there's an excess of steps and ramps for a medium-sized map.
  269. 2stag1 - by JM|Leon and GotT-Bamb1. The map has more flat platforms than ramps, resembling the style of 32smooth. The flag returns after 25 seconds.
  270. 2stag1r - by JM|Leon, GotT-Bamb1, and [SD] Hunter. There are a few revisions that tweak gameplay compared to 2stag1, such as increasing the flag return time to 30 seconds and changing resupply packs.
  271. 2strong - by civid. Clearly the author's first map, but it turned out reasonably well for gameplay. There's a fairly fast path to the flag for soldiers and a lot of open space. The map is basically a field. Only one area has resupply packs. Inside areas are dark.
  272. 2strong1 - by civid. I'm not sure why the author gave it the same name as 2strong. This map is totally different from 2strong, and it plays like a clone of 2fort4.
  273. 2surge2r - by NightMare. The map crashes a QW server and works only in FortressOne. It's actually a 4-team map like the 4forts maps. Green base has the only flag, and yellow has the cap point. Green and yellow players can't leave their base. Blue and red players try to get the flag and cap it. Strangely, red has a massive advantage because blue has to wait for a very slow elevator to leave their respawn.
  274. 2take1-beta2 - by Psycho. It's a keepaway map. The map is maze-like, with the flag in the center. Fortunately, the map successfully prevents hiding in the resupply room. But the map is more like hide and seek. Essentially, finding the flag carrier happens by chance. There's no ideal tactical place to hide.
  275. 2tallforts - by MaTr1X Hank. The forts are indeed very tall. Unfortunately, they are totally asymmetrical. In both cases, though, a gren+rocketjump combo is the best way to reach the flag. Also, the sound when picking up the red flag lasts 40 seconds.
  276. 2tech3 - by [CR]Someone. It was his second map, made in Jul 1997, after 2cast2. It plays like an alternative version of 2fort4. Slow, restricted path down to the flag.
  277. 2tech4 - by >V< Someone. Compared to 2tech3, this version is a little more like 2fort5 after adding more pathways. It's still a tight design that's favorable for engineers and defense in general. The map gained a bit of popularity back in the day because >V< wanted to play it.
  278. 2tech4a - by >V< Someone. This map seems the same as 2tech4.
  279. 2tfdjedi - by unknown. Made at some point by someone affiliated with DJedi, presumably. The author should be thankful that his name will not be remembered. The textures are awful. The layout is confusing and doors have to be shot open. A total disaster.
  280. 2thund4r - by Spark. Medium-sized map with two routes to the flag. It's possible to take the waterway directly into the flag room. Otherwise go through a typical ramp room and smaller corridor to the flag. It plays pretty fast. Good map for playing in leagues.
  281. 2thunder - by Spark. This map seems the same as 2thunder3.
  282. 2thunder3 - by Spark. 2thunder3 is the final version, not 2thund4r. The final revision makes the flags solid and adds a biosuit to the flag room.
  283. 2tow1 - by unknown. At first, this map seems like a pair of extremely imposing towers. But inside you find the most fun spiral in QWTF, allowing a build-up speed of over 1000. Players can also drop down on the flag from above. Simple, excellent design.
  284. 2towers - by friday jones. The map has towers with moats around them. It is the author's first map, and although a lot of time went into it, it is unfortunately broken. The front doors don't open and the flags aren't ented right.
  285. 2towers1 - by Jonas Thorsell. Unrelated to 2towers. Perhaps the slowest small map in existence. Built like an actual medieval tower. Players must slowly climb up a very cramped spiral and then another one to get to the flag at the top of the tower. There's only one resupply and it gives 20 armor every 15 seconds. Also, the player must have their own key (separate from the flag) to open the door to cap. The other team can steal your key.
  286. 2town2 - by Karl and Zxeses. The map is designed like a town. There are 3 teams: cops, robbers, and gang members. The robbers try to take the moneybag to the truck. The cops try to stop them. I guess the gangsters just kill everybody.
  287. 2town2r - by Soul. This map is a total revision of 2town2. The only commonality is that it looks like a town. It is extremely simplified with 2 teams and just a pure speedy path from flag to flag (takes about 8 seconds each way). Attack via streets or rooftops.
  288. 2tree1 - by Mathieu Perrenoud. The outside is somewhat like the other tree maps from the same author. There are a lot of doors that need to be opened. Capping the flag gives quad for a long time.
  289. 2tree4 - by Mathieu Perrenoud. It is significantly changed from 2tree1. It feels much more like 2mtree1. There are plenty of ramps, doors, and rocketjumps. The outside area looks very nice with trees, waterfalls, and a sky gondola.
  290. 2tree45 - by Mathieu Perrenoud. It's a revision of 2tree4, but I'm not sure how it differs.
  291. 2tree5 - by Mathieu Perrenoud. Compared to 2tree45, some lifts have been added, and a few minor issues were fixed. It's mostly the same.
  292. 2tree7 - by Mathieu Perrenoud. Compared to 2tree5, textures outside changed to bam4 style, which doesn't look as nice. Gameplay changed a little with a way to detpack from water directly to the flag.
  293. 2treebeta - by Comazrael. The name within the map is Battlezone, and it looks like a war-torn city. 4 teams, no flags. The map has been incorrectly mixed in with TF maps since 1998. It was designed for the Navy Seals mod.
  294. 2trench1 - by FishMonger. It's a 2fort5-clone by the author's own admission, although I would say it's more like 2fort4 with its tight spaces. Pent and quad after capping is a bit of a problem.
  295. 2tribes - by Phon. It feels like a smaller 2tech4 type of map. For a fairly small map, it feels like there are a lot of openings to walk through. There are fake lasers that do nothing. Movement is a bit restricted.
  296. 2tribes2 - by Phon. Compared to 2tribes, I believe this version corrected the ability to use the resupply pack in the opposing team's base. Otherwise it appears the same.
  297. 2v2 - by C4rboN83. This map is not DM. It is a small map designed for 2v2. There's an entryway and then 2 hallways to the flag. It could handle a few more players.
  298. 2v2tour1 - by unknown. Unrelated to 2v2. It feels like a prototype for a canalzon-style map. There are 2 points, controlled just by walking over them. Team score doesn't work properly. It could be good with more work.
  299. 2viper2 - by John Cook and Viper. It's based on 2fort5, with a few changes to the familiar layout of ramp room, spiral, elev, and flag room. There's more lava. Doesn't inspire a good reason to play it instead of 2fort5.
  300. 2warp2 - by Sailor[NaC]. At first it seems like a decent map with teleporters and a zigzag ramp room. Problems are that it doesn't seem possible to cap and the map can crash if you rocketjump up to a certain spot.
  301. 2wetflag - by [LA].MiGO. Extremely small map. Essentially it's constant fighting at the flag room, which has a narrow entryway and the flag is underwater.
  302. 2wrong1 - by DP. At first it looks very large and uninviting. Inside looks like a shopping mall with big ramps. It's clearly designed for a large number of players.
  303. 2zigzag - by [RS]Brasseye, [RS]Zarjazz, and [Ent]. This map gives the more familiar rs_zz1 a forts-style texture look. rs_zz1 is the original map, made in 1997. This version is smaller and plays a bit faster.
  304. 2_ds_4 - by [DS]Bloodfire. Older style map meant for big matches. Way too much open space. Flag is on an elevated platform in a huge room. It's not that complicated but needs a redesign.
  305. 32seq - by DrSmooth[OSKI]. Same as 32smooth except the quad is in the same spot in both bases (the main ramp room).
  306. 32smooth - by DrSmooth[OSKI]. Despite being made in June 1997, the map has proven to be a timeless masterpiece. It was played in the TFCL Championship between TN and [M] in 1999, and 24 years later it was the first map played in the FO World League Championship between WWG and EU1. The map's layout neutralizes the threat of snipers, who dominated the early TF era. There are multiple ways into the main ramp room, which is the only way to the flag room. Success on the map historically has required an excellent piper and engineer combo in the FR to stop scouts and spies on offense. The map is also known for asymmetrically placed quad powerups in the blue and red bases, the lava pit in the flag room, and many unintentional telefrags of teammates.
  307. 32smooths - by DrSmooth[OSKI]. This version is for the STA league and replaces the resupply buttons with a backpack. Quads are unchanged.
  308. 32smoothsta - by DrSmooth[OSKI]. This map is the same as 32smooths.
  309. 32smothl - by DrSmooth[OSKI]. It's the fairplay ents version of 32smooth.
  310. 32smse - by DrSmooth[OSKI] and Harb!ngeR. Harb!ngeR believed that he could improve on perfection, and he was quite mistaken. His technical skill at mapmaking is fine, but his understanding of gameplay is not. The resupply packs give blast armor so soldiers can't rocketjump. The layout is generally the same, but the hallways and spacing are changed for the worse. The lava pit in the FR is harder to avoid. The quads are gone. The soul has been sucked out of the map (metaphorically).
  311. 32snoquad - by DrSmooth[OSKI] and unknown editor. As you might suspect, it is 32smooth but the quads have been removed.
  312. 32sta - by DrSmooth[OSKI]. It's the standard fairplay ents version of 32smooth.
  313. 33smooth_b1 - by DrSmooth[OSKI] and zut. This map is 32smooth slightly modified for play in FortressOne. The quads are gone, the flags are not solid, and there are a few other minor changes.
  314. 3f5_havoc - by John Cook and Mr.Havoc. This map is a simple ent modification of 4f5_havoc that removes the green flag and doesn't allow players to join green. 4f5_havoc is very similar to 2fort4r but with 4 forts instead of 2. In 3f5_havoc, you can go into either of the other 2 teams' base and return their flag to your cap point.
  315. 3ffa - by ]Bs[Evicerator. It's a 3-man free-for-all deathmatch in a fighting pit. 1 player each on blue, red, and yellow. Kill kill kill.
  316. 3on3b - by Joe]BB[. It's a small map with one flag in the center. It is unusual because the goal is to cap the flag in the other team's base rather than your own, soccer-style. It's rocket-jump heavy.
  317. 3on3bu - by AP-Joe. It's an updated version of 3on3b. I'm not sure what changed aside from the author's clan.
  318. 3on3fort - by [REV6]Freebie and CaptSpeed. This map is based on Freebie's 1on1fort and 2on2fort maps but made independently by CaptSpeed. The main restriction is a pair of ramps facing the opposite way that the player enters the base. Soldiers may prefer to RJ up and enter from the deck, but the low ceilings are annoying.
  319. 3on3fort1 - by p33r. This map is not the same as 3on3fort. The title states "fuck yo photek," and I am unsure whether this statement is pro or anti-photek. Players can enter the flag room through the water or by grenjumping across the map and landing directly on the flag.
  320. 3on3fort2 - by p33r. Aside from the intro text, it seems the same as 3on3fort1.
  321. 3on3fortd - by [REV6]Freebie and CaptSpeed. This map is a beta version of 3on3fort. It plays the same.
  322. 3on3forts - by Obojon. This map is different from all of the previous 3on3fort maps. It is like a smaller, redesigned 2fort5. It looks nice and has surprisingly good flow. Definitely the most worthy of the 3on3forts name.
  323. 3rdeye2 - by Red Omen. A sniper map with team scoring!? There are pads spread around each base. If at least one of your pads is dark and the other team can't step on any of theirs in time, your team gets 10 points.
  324. 3scity3 - by ThreeS. Built like a wasteland city, complete with a urinal. Try to capture the enemy's trophy head. The layout is unwelcoming and cramped. Some doors require keys to open. Not enjoyable.
  325. 3v3 - by ]HF[FockeWulf. You have to wait for the initial barrier to raise (forced prematch). Then it's a very small map where the only objective is to go straight and get the flag. There's a gate that stops you but otherwise just a small ramp. As linear as it gets.
  326. 3v3b - by ]HF[FockeWulf. It's version B of 3v3. It seems the same, with forced prematch and a gate at the entrance.
  327. 3v3cat3 - by ]HF[FockeWulf. The map crashes a QW server. It's version C of 3v3. The gate has changed to a door, but it plays the same.
  328. 3way - by unknown. The concept is similar to 3f5_havoc, but the bases are an original design. Thus, it's the alternative if you want to play a 3-team map that isn't 2forts style. There are 3 identical bases and you can grab the flag from either of the other 2 teams.
  329. 3way1 - by unknown. Shockingly, this map is totally unrelated to 3way and has only 2 teams. I believe that the name refers to the fact that there are 3 ways into the flag room. The map could be described like a bigger egypt and allows fast movement. The only obstructions are mild ramps. Definitely an underrated gem.
  330. 3way2 - by unknown and Arc. 3way1 has a good layout but looks horrible, and so I retextured it so that it would be taken more seriously. It now looks more like marics_ctf1. I added arrows to make the corridors easier to navigate and a small bump midmap to assist concjumps. The map also needed a few ent changes to make it more playable. Most notably, I increased the flag return time from 25 to 40 seconds.
  331. 3zigzag - by [RS]Brasseye, [RS]Zarjazz, and [Ent]. It's like 2zigzag with a few minor revisions to textures, as far as I can tell. Typical 2 teams, not 3.
  332. 42fort5 - by John Cook and Zxeses. This map is the same as 12fort5r and 2mtf5—the version that doesn't allow grabbing the flag in the first 2 minutes.
  333. 42smooth - by DrSmooth[OSKI], zut, and Arc. It is a modernization of the classic 32smooth and makes attack significantly faster. Changes include: removed quads, both former quad locations are now teleporters to the battlements, the flag room spawn has moved to the ramp room, the high part of the towers is connected, all doors open instantly and fully, higher ceilings in most areas, more space to move in tight areas, replaced pointless lifts with ramps, and the flag return time has been reduced from 65 to 50 seconds.
  334. 4cube1 - by [REV6]Freebie and KillJoy[FOLD]. Keepaway style map. There are 4 teams that each have their own cube area connected to a central cube that has the only flag. 1 point is scored for every 5 seconds that the flag is held. Designed for soldiers. There's also a quad in the center.
  335. 4f4 - by John Cook and Mr.Havoc. This map is 2fort23 but with 4 forts. Although the txt file says it's a mod of 2fort4, it's definitely based on 2fort23, which had significant differences in the ramp room.
  336. 4f5 - by John Cook and Mr.Havoc. This version is closer to 2fort4 with 4 forts, although it's still not completely there, because it's a modification of 4f4. There's a ramp directly from the sniper deck to the basement that doesn't exist in the 2forts maps.
  337. 4f5_havoc - by John Cook and Mr.Havoc. This map seems the same as 4f5. 4f5_havoc appears to be the official name.
  338. 4fort1 - by [REV6]Freebie. It's 1on1fort but expanded to 4 forts, in the same style as 4f5_havoc. If you want to divide 8 people into 4 teams, this map is the right one. But who wants to do that?
  339. 4kfa - by [REV6]Freebie. 4-way deathmatch in the Kung Fu Arena. A problem with it is that the resupply is down lower in a bunker, and so they are at a disadvantage if the enemy is waiting for them to come out.
  340. 4revenge - by [Ent]. It's a 2-team map; the author sometimes puts his map revision numbers at the beginning instead of end of the name. There's a very distracting pent surrounded by lava outside. If you can get to it, the pent lasts 30 seconds. The gameplay requires going up a series of stairs, making it pretty easy to defend.
  341. 4sc2 - by Squint. This one needs a txt file because it's confusing. It seems broken. Red and blue are in rooms with a bunch of teleporters but they can't go through any of them. Yellow and green have to play sniper in a separate area. Each team has an orb for unknown reasons.
  342. 4score - by Bastige. It's 4 teams and the layout resembles 4f5_havoc, but the gameplay is different. There's one flag in the center, and it has to be taken into an enemy's base to be capped. It's reverse TF since you have to take the flag through the defense rather than try to escape with the flag. Probably hard to get any caps.
  343. 4square - by Snakeroot. It's like sq1 but with 4 teams. 4-way deathmatch.
  344. 4t1on1 - by [DN]Swift and TripWire. I'm not sure why it's called 4tech1on1 since there are only 2 teams. Aside from a small incline near the resupply, it's similar to sq1, although it's a bit smaller. Just another 1on1 map.
  345. 4ta - by [Ent]. 4-way deathmatch. The arena is a fairly large circular area surrounded by lava. There's a barrier in the center to hide behind.
  346. 4take1_beta4 - by Alter-Maven. 4 teams and there's a flag in the center of the map, which has a small maze. Scoring is unclear because it seems to give either 1 or 2 frags for taking the flag and 2 more for returning it to your base, but there's no team scoring. It's a beta version.
  347. 4tech2 - by unknown. The 4 means 'Fort' instead of 4 teams. It's a simple map with a high and a low route and 3 ways into the flag room. The 2 lower entries have more space, but the flag is up high, requiring a rocketjump. The high route goes straight to the flag, but the entrance is skinny, like disorder.
  348. 4tech4 - by unknown. This map is also named FortTech, but it isn't the same as 4tech2. It feels more in the style of the 2mach maps. There is standard access to the flag via a wide ramp and also easy access through the top route. Scoring should be fairly high.
  349. 4tech5 - by unknown. This map is clearly related to 4tech4, but it has been significantly redesigned. The high route now requires a rocket jump across to reach the flag. The flag is elevated and requires some sort of jump to reach. Designed for soldiers, obviously.
  350. 4towers - by Juha Penttinen. 4 towers (for snipers) but only 2 bases. The layout is simple. The resupply is on one side of the base and the flag is on the other side. Offense has to go through the entryway, ramp room, and then flag room. The flag has a trap, but it's not nearly as bad as 2mxf1. Entries are tight but players can move fast in most places.
  351. 5bridges - by ]RTS[Specious. Gren jump heaven. Zoom all the way across the map directly to the enemy flag at 1300 speed. The only problem is that the flag is surrounded by a lava pit, and so you have to stop on the flag. This map is speed speed speed.
  352. 5revenge-ent - by [Ent]. Revision of 4revenge. The distracting pent in the lava is gone. The ramps seem a little wider, but it's the same Game of Death style of climbing one level at a time. Even as soldier there's no backdoor way in. Hard to attack.
  353. 5revenge - by [Ent]. This map is the same as 5revenge-ent.
  354. 5speed5 - by ss. Forward-RJ mania. The outside resembles 2forts, but the inside is an original layout. There's a low and a high route to the flag, which is in a slightly lowered pit. The low route looks faster but will always be physically blocked by a defender. Players can get in and out of the flag room fast in theory, but often the flag is slowly thrown toward the low side because the piper is hard to deal with. The teleporter makes it difficult to cover all the exits. It was designed for traditional 5v5 and works for modern 2s.
  355. 5v5 - by [SS] Gunther. Made for a Mega TF tournament. Designed like an insane asylum—appropriately, because I wondered how to get out of my base before realizing there was a forced prematch. The way to the flag is either the spiral or a dettable hole. Charming but does not seem great for gameplay.
  356. 5winters - by ss and Bvr. It's 5speed5 retextured to have a winter look. The cap point has also been moved to the back of the flag room. The improbable grenjump window is gone as well.
  357. 60bothtest - by Agent. Have you ever wanted to watch a pair of timers count down from 60 to 0? With this map, your dream can come true. Actually it was meant to help mappers for maps with buttons, but it became obsolete when FortressOne added the countdown on the HUD.
  358. 8-1 - by Spark. This map was created as a beta test for the ftactic series of maps. It was never intended for public release. But the beta testers ended up circulating the map because the gameplay is an unforgettable experience. You can grenjump across the whole map at 1300 speed, but you have to be careful not to fall in the lava. The flag is elevated but a good rocket jump allows a smooth grab and escape.
  359. a2137 - by Blip. It appears to be an unfinished 3-in-1 practice map with 1on1 arena, sniper war, and capture the flag. But the key word is 'unfinished.'
  360. a2fort5 - by John Cook and Zxeses. This map is yet another variant of the MegaTF 2fort5 edit that doesn't allow touching the flag in the first 2 minutes. But this version also has odd lighting adjustments.
  361. abases - by Wolfmane[FOLD]. Abandoned Bases, unrelated to the more familiar Millennial Bases. Medium-sized map, but the main entry to the flag room is extremely restricted. The high route is more likely to reach the flag, but it's also difficult to go back out that way.
  362. abstractconcepts - by Aphasia. It's a control-point map with 4 points, and you gain control just by stepping on the pads instead of taking flags to them. Visually, the graphics are Tron-like with straight lines and basic colors. Scoring is 1 point for every 30 seconds a point is held. It's an excellent map for matches when you want to take a break from standard CTF.
  363. accel - by SirLiam. Not to be confused with excel. This map is very old, made by SirLiam, a writer for the Ethereal TF news site, who of course reported the release of his map on the site. It's a small 4-team map with a flag in the center suspended over a large lava pit. There are moving platforms that move back and forth between each base and the flag. Players can rocketjump directly from the base to the flag. 2 points per cap. A nice idea made at a time of infinite possibilities.
  364. accel2k - by SirLiam and [EQ] Voodoo. It's a 1999 revision of the original accel. The layout is similar but gameplay has changed so that each team has a flag in their base and the center has a pentagram. Cap the flag of any other team in your own base for 2 points.
  365. accel2kr - by SirLiam and [EQ] Voodoo. This revision of accel2k fixes a few minor issues, but it also changes the center to pent, quad, and ring simultaneously, allowing 2 or 3 quick caps.
  366. ache14a - by Bastige. Full title is The Defender's Headache because the only classes allowed are Scout, Medic, HWGuy, and Eng. There's a forced prematch that lasts a ridiculous 6 minutes, leading me to give it an unplayable grade.
  367. ad-aardvark - by Caesium, klown, and Tulkas. FortressOne map ff-aardvark converted to a keepaway map with the flag starting in the center. Return it to your normal flag point. Scoring is 1 point every 3 seconds that it stays there. Buttons and lasers have been removed. Aardvark is typically a high-scoring map, and so there should be a lot of flag movement back and forth.
  368. ad-destroy3 - by Koochy, klown, and Tulkas. FortressOne map ff-destroy3 converted to a keepaway map with the flag starting in the center. Return it to your normal flag point. Scoring is 1 point every 3 seconds that it stays there. Buttons and lasers have been removed. Destroy is not a great map in regular play.
  369. ad-schtop - by eat, klown, and Tulkas. FortressOne map ff-schtop converted to a keepaway map with the flag starting in the center. Return it to your normal flag point. Scoring is 1 point every 3 seconds that it stays there. Buttons and lasers have been removed. It's a good map for this type of play.
  370. ad-xpress - by Kevin and Tulkas. etf-xpress converted to a keepaway map with the flag starting in the center. Return it to your normal flag point. xpress is not great for this type of play because of the size and layout of the map, making it not much different from regular 1on1 or 2on2.
  371. ad1 - by [AD]Sitnah. Angelic Demise 1on1 DM. Of note is that the packs give every type of armor, and so it takes more hits than usual to kill the other player.
  372. ad2 - by PsyDiving. It's a 1on1 DM arena where you're forced to bounce up and down everywhere.
  373. adjmpvb3 - by Spark. It's a soldier advanced jumping skills course. Revision 3. It's a good individual challenge.
  374. adjmpvb5 - by Spark. It's revision 5 of the soldier advanced jumping skills course.
  375. adjmpvb7 - by Spark. It's revision 7 of the soldier advanced jumping skills course. It is more difficult than before.
  376. adjmpvbf - by Spark. It's the final beta of the soldier advanced jumping skills course.
  377. adjmpvf1 - by Spark. It's the final version of the soldier advanced jumping skills course.
  378. admap1 - by Ratbert and unknown. It's a MegaTF map, evidently with attack and defend. I looked around and it wasn't clear.
  379. adult1tf - by [SK]-Sinbin. Adults Only! It's named as such because you enter the base between a woman's legs. The map is pretty small. Make your way past the arms to the flag at the head.
  380. adulttf_cloud - by [SK]-Sinbin and [FFX]-Cloud. Cloud added permanent quad and some text messages to adult1tf.
  381. aerowalk - by Preacher. It is a well-known deathmatch map. If you want to play it with 4 teams in TF, you can. Frags only.
  382. aftrlife - by DyerMaker. It's a very small Egyptian-themed map with 4 pyramids. The only way in or out is to rocket jump out the top. There are 2 skulls, pent, and quad. Not clear how it works exactly.
  383. against - by Knife*Edge. Something you don't want to see in a map's txt file: "Ok, listen up cuz this is a bit complic8ted." The text continues: "It starts out with team 1 in a base and Team 2 in a cave with no ammo except detpacks and medkits. Team 2 has to get the Fusion Cell, the Pheonix [sic] Gate, and the Rune into the base's Tech Unit. When they accomplish this, the spawnpoints switch and Team 1 gets the cave and Team 2 gets the base." Playing it for real is as complicated as it sounds.
  384. agctf_duff - by Hurlin Clement and Kevin. This map is a direct conversion from the Half-Life mod Adrenaline Gamer. It plays quite well in TF, with 2 high entry points leading to the flag after a rocket jump as well as stairs for non-soldiers. There's also a quad in the center.
  385. agr_hunt - by Roger Soder and unknown editor. This map is hunted with modified rules. The president is now the flag instead of a player. Red tries to go into blue's base, grab the president, and take him back to the rising pillar that the president usually tries to get to. Blue just plays defense.
  386. air - by KillJoy and Up2NoGood. It's a 1on1 DM map with a bunch of pents and designed for practicing airshots.
  387. airball4 - by unknown. It's a small arena for 4 teams that has a ball. Players constantly bounce up and down. Teams get points for holding the ball. Players can throw the ball to teammates if they're about to die.
  388. airbiscuit - by Catastrophe. 4-way DM arena. There's a big hole in the center that sends players upward when they spawn.
  389. airbiscuit2 - by Catastrophe and Kevin. The lighting is different but otherwise it's the same as airbiscuit.
  390. airfox - by Catch22. This map has an enormous amount of space outside. It is a gigantic canyon. Easily suitable for 32 players. There's a small base area with the flag. Almost the entire map is outside.
  391. airshot6 - by KillJoy. An interesting way to practice airgibs. Blue and red stand on opposite sides of the arena. A civilian player as yellow pops up from a random spawn hole, and blue and red both try to airshot him.
  392. airtech2 - by unknown. 4-team DM. There are beam structures with multiple levels. If you get knocked off a beam you bounce back up.
  393. airtower - by Drow. 2-team keepaway map with a single tower surrounded by a field. Get the only flag and hold it. 1 point for every 20 seconds it's held. The tower has no good place to set up defense, but there are multiple levels and teleporters, indicating that you're supposed to run away.
  394. alcatraz - by Sgt. Thundercok and Mathieu Perrenoud. This map is an edit of rock1. It's prisoners against guards, and the prisoners try to escape. Prisoners are not civilian class but start without supplies.
  395. alchemy - by [Ent]. Small and very simple map. There's only an outside area with a small hill and then a single-room base. A pair of symmetrical ramps lead to the flag.
  396. alien42 - by Valcrag. Ultimately, this map is like a redesigned 2fort4. Go through a large ramp room, walk on some elevated pipes, and enter the flag corridor. The outside is like 2forts but with 2 bridges.
  397. alk07 - by Kona. This map is Egyptian Myth. It is meant to be a Quake single-player level. But you can play 4-team DM if you want.
  398. alkdm10v2 - by Kona and Kevin. This map is definitely not native to Quake, but it has been modified for TF. The map is fairly small. Grab their flag and take it back to yours.
  399. amth1 - by Blip. This map appears to be the finished version of a2137. It offers duel, sniper war, or capture the flag. Sniper war and CTF are on the same map. Rating it as a CTF map, it uses basic ideas. There are two ways to the flag: the straight way and the dettable water way. Both are quick. The flag is sitting in a small room. Defense can use the ledge for height advantage. Meant for 2v2 at most.
  400. anaconda - by Chosen-Dec. It's immediately clear that it's a high-quality map. Dark medieval style. Excellent original design. It seems like special care was taken to design it perfectly for soldier movements, while also allowing other classes to play it well. This map absolutely deserves more attention.
  401. ancient - by unknown and Kevin. It's a small and flat map with an ancient temple theme. You can hop forever. There's an upper area but it's not really needed except as a spot for sentries.
  402. angband_b6 - by Bvr. FortressOne map that looks like a medieval village. It has a button to disable security. Fairly small but takes some time to adjust to the village layout.
  403. angelx2 - by [AoD] MechTech. Ugly mix of textures. Ultimately it's another 2forts-style map. There are multiple ways into the flag room. There are two ramps that have the flag at the top.
  404. apart6a - by unknown. Small map built like apartment buildings. It definitely favors soldiers who can easily rocket jump to the flag. Other classes take a ramp up. Flag colors are reversed.
  405. aq2ctf1 - by WizardExt and Kevin. Small map somewhat in the style of xpress with the ability to fall off the map. But the layout is a farm theme, maybe Scottish. It's more complex and hilly than xpress, but it's still fast-paced. Cap on the sheep.
  406. aquabase - by Electron Cowboy. This map is both extremely linear and has very tight hallways. Also the center area is water. Capping seems very, very difficult.
  407. aquabase15 - by Electron Cowboy. It looks like the author made some effort to make it a little easier to cap, but not much of significance has changed from aquabase. There is a new central structure with an upper route. If you get to the flag, a new path opens for quick exit. But it's still very difficult to get to the flag.
  408. aquafort1 - by [VF-X]Excalibur. To get to the enemy base, you have to put on a Scuba Suit and swim. It was made in 1997, so give the author credit for trying.
  409. aranea_b4 - by Bvr. FortressOne map with textures unlike Quake. It's a fairly small fort. Get to the flag primarily through the flat main entryway. There are a few longer ways into the flag room as well.
  410. archonx - by Endiku. It has many different textures (as this author tends to do). Kind of a mess at first. Flag is in the basement, which has 3 ways in and 2 ways out. The map needs revising.
  411. area35 - by Knightrunner[12]. It's essentially a 2fort4-clone, although access to the flag is reasonably fast through the water/elev. The spiral is the other route to the flag. Flag hall is tight.
  412. areacap - by unknown. It's a very small area with nothing but a single control point and 3 lights. If you stand on the point long enough, you gain control of it. Then you get 1 point for every 10 seconds that you control the point. The idea needs to be expanded to a full map.
  413. areacap2 - by unknown. Compared to areacap, there's a slight revision of the lights, and it appears that there were plans to expand it to 4 teams. But essentially it's the same map.
  414. arena1 - by Purge. 1on1 soldier DM arena. Stay up on the platforms or drop down into the fighting pit. The pentagram lasts a bit too long after spawning. You can't go back into your respawn after you kill the other player.
  415. arena1rmx - by Purge. The layout is the same as arena1, but there is no more pent, there are resupply packs on the sides, and there are hidden quads in the lower area.
  416. arena2 - by [LP]RcL. It's 4-team DM in a small base that has doors that close. It doesn't seem like TF.
  417. arena3 - by [LP]RcL. Similar to arena2 but worse. Soldier starts with no rockets or grens and if you take the wrong teleporter you get stuck forever. The definition of unplayable.
  418. arenabox - by CiaB-K2rbka, CiaB-Quints, and CiaB-MookieStink. It's 7 different 1on1 DM arenas in a single map. There are 7 color-coded teleporters. Easy to use and well-designed.
  419. arenagld - by >V< NullZero. This map looks a lot like arena2 and arena3, but the author is different. The play isn't any better. Evidently it's an enclosed DM arena.
  420. arenasix - by Shockwave. The concept is like arenabox. There are 6 distinct arenas to fight in. There's even a color indicator to show that someone is waiting in an arena. Each arena has a different style. This map may be the best DM practice map.
  421. armageddon - by Brian Navarro. This map is fairly large and the layout looks partially inspired by rock1. The entrance to the base is extremely easy to defend with a door and elevator combo. Then the orb is deeper within the base.
  422. artwerks - by Sun Hou-Tzu. The layout resembles 2fort5 (with a front gate), but instead of going for the flag, you send demomen to the enemy art room and detpack it. Each detpack earns 10 points. I give it credit for originality.
  423. ass - by Jonan. Inspired by the American Gladiators event Assault. Contestants try to reach the goal while gladiators try to stop them.
  424. assault - by SkullKillKhan. Unrelated to ass. It's a 3-team map where the blue and red teams attack and yellow defends against the assault. It seemed confusing and not fun.
  425. assmap - by unknown. It's a straightforward 2forts type of map. There are three corridors leading to the flag room. Defense will likely all wait in the flag room. Outside has lava but it's unlikely anyone will end up in it.
  426. assmap1 - by unknown. The mechanics of the front doors have changed from assmap, which makes a huge difference in gameplay. Players are no longer stopped by the door, allowing them to hop into the enemy flag room at high speed.
  427. atomwars - by Network and Atom Ant*FAT. It's an edit of sniprwar so that other classes are allowed and players can cross over to the other base. It's still a deathmatch-only map without flags.
  428. autobase - by Blitz. It's like a gigantic 2forts. It could handle 32 players. The mapmaker shows skill with a central light rail and an elevator. But the journey to the flag is long.
  429. awaken2_ctf3 - by Maric and Kevin. Fairly simple layout with 2 flat corridors leading to an open area and the flag room. Engineers seem like they're overpowered with the ability to build guns high near the resupply.
  430. awaken2_ctf7 - by Maric and Kevin. It shares stylistic choices with awaken2_ctf3 as a flat map that players can fall off of. It's a bit larger and the second attack route is high. Nice design with clear markers.
  431. axegolf - by [aXe]Daolin. It's a gimmick map to play golf in TF. It requires 2 players, in which one is the golfer and one is the ball. The golfer blasts the ball with a rocket shot and tries to get him to land in the hole (teleporter). While the idea is creative, there's a major problem when the ball is in the sand (a wind tunnel) that makes him basically immobile.
  432. axegolfr - by [aXe]Daolin. I'm not sure what the revision is to axegolf. Balls still get stuck in the sand.
  433. aztec1 - by Edge. When this map was played before bunnyhopping, it felt very large and slow. Snipers dominated. With hopping, it's much more tolerable. The map had lasting appeal for clan matches because of the 'trick' that soldiers could quickly drop down and rocket (or gren) jump back up with the flag, often despite a sentry gun in the flag room. This route bypassed the interior of the base. Offensive players hoped for that one lucky run. The map has an aztec theme, and so the capping player is sacrificed.
  434. aztec1small - by Edge and klown. As expected, it's aztec1 made smaller, mainly in the center area and the interior of the base. Gameplay is about the same, although the resupply packs are worse.
  435. aztec1sta - by Edge. This version of aztec1 was used in the STA league. It's the same map.
  436. aztec2 - by [EQ]Edge. It's a fairly significant redesign of aztec1. The top route no longer exists. It's perhaps faster to get to the flag room, but it feels slow getting out. There are too many steps.
  437. b2fort5 - by John Cook, Jesus, Xtreme-Llama, and Gunther. This map is the same as 2fort5compy—a MegaTF edit of 2fort5 with a forced 30 second prematch.
  438. b2s - by Pingu. Back 2 School is a small level clearly meant for deathmatch. Weapons, armor, teleporters, and megahealth are scattered around.
  439. ba01 - by Platinum. It's a symmetrical 4-way battle arena. The arena is a simple square.
  440. baixa2 - by John Cook and unknown editor. This map is training for the 2fort5 basement. Red spawns either in the spiral or at the elev. Blue defends and tries to prevent red from touching the flag. 1 point for red if they touch it. There's a bug in which players can fall through the spiral.
  441. balder1 - by Spark. The design isn't pretty with a lot of brick and grass, but it's functional. There are a lot of empty rectangles instead of doors, except at the resupply rooms. There are a few paths to the flag room as well as multiple routes to the flag itself, including rocketjumping.
  442. baldm7 - by BaL. Black Feathered Wings is meant for deathmatch. It has 4 connected levels, megahealth, and quad. The quad is protected on the second level and requires using a secret chute in the basement.
  443. bam4- - by BaM]Midori[BH. This version has different textures than the standard bam4. Colors are more vibrant.
  444. bam4 - by BaM]Midori[BH. Bam4 is New Zealand's response to the Australian-made 2fort4. It became the primary alternative to 2forts that utilizes the 2forts style. The green textures used throughout the map are now considered 'bam4 style.' Bases generally have the same features as 2forts, just arranged differently. If a soldier rocketjumps up through the sniper deck or grate, they have quick access to the elev instead of the spiral. The spiral is wider and easier to hop down. The flag room has a single main corridor with a bump and a secondary corridor with doors that have to be shot open. It was played in leagues of all sizes throughout the years, whether 5v5 or 10v10.
  445. bam4a - by BaM]Midori[BH. This version is the original bam4 without fairplay ents (solid and droppable flag).
  446. bam4duel_b1 - by BaM]Midori[BH and zut. It's 1on1 DM set in the bam4 ramp room. Intended for practice.
  447. bam4l - by BaM]Midori[BH and [SS]Gunther. It's bam4 with a forced prematch.
  448. bam4mini - by BaM]Midori[BH and klown. As expected, it's a trimmed-down bam4. The center section is gone, the spiral is gone, and the flag hall has been changed to a small flag room. But the biggest change is that the elev now requires only a simple rocket jump or conc out. The map can't handle bigger games well at this size.
  449. bam4r - by BaM]Midori[BH. This version seems like the original non-fairplay ents bam4.
  450. bam4runes - by BaM]Midori[BH and [SS]Gunther. It's the same bam4 layout but there are 8 powerups in the center. Each player can hold only a single rune at a time, but they can severely unbalance play, especially if one team takes control of all of them.
  451. bam4small - by BaM]Midori[BH and klown. It's not the same as bam4mini, but it does make bam4 smaller. The spiral is shorter, the elev is short enough to double RJ out of, and the flag hall has been replaced with a small flag room.
  452. bam4sta - by BaM]Midori[BH. This version of bam4 was used in the STA league. Flags are solid.
  453. bam4tpl - by BaM]Midori[BH and Golden. It's another variant of bam4 with a forced prematch.
  454. bam5_b2 - by BaM]Midori[BH and lordy. This revision to bam4 changes the basement respawn to a resupply only, to benefit the attackers.
  455. bam7_b1 - by BaM]Midori[BH, lordy, and zut. There are significant changes to bam4 to make it easier on offense. There is a new passage for non-soldiers to get to the elevator easily. Soldiers can RJ into the ramp room through an outside side entry. The flag has been moved up to the front of the flag hall, and the back of the flag hall is now part of the resupply. There is also another passage to access that flag hall area.
  456. bamcore - by BaM]Midori[BH, NeVeck[M], Lowtek[M], and Redfox. It's a hybrid of bam4 and h4rdcore. The center of the map is all bam4. In the ramp room, it creates the familiar 3-way split in h4rdcore. The spiral is still the bam4 spiral. But the basement is entirely h4rdcore. As with 2seksi, I feel like if I want to play this style, I'd rather play h4rdcore itself.
  457. bamcore2 - by BaM]Midori[BH, NeVeck[M], Lowtek[M], and Redfox. It's bamcore slightly revised, but the gameplay is essentially unchanged. I'd rather play h4rdcore.
  458. bamvoo_tur100 - by bambuz and voodoochopstiks. It's a surprisingly large map, mostly filled with slime, in addition to a facility. It's not meant for TF. The backstory is that the authors were part of the speedmapping community, dedicated to making Quake maps quickly. Turtlemap events gave authors a week to see who could make the best map within the timelimit.
  459. bar2 - by ImagE]IHOQ[. It's an ugly and mostly empty map but it has a functional gimmick: moving barricades. You can shoot them to block the entry to your front door and flag room. The FR barricade must be active to cap. Soldiers can RJ over both barricades. The author chose to award 15 team points to red for a cap but only 10 to blue in order to "annoy >V<."
  460. base32b - by unknown. This map is a very large deathmatch level. It appears to be a mashup of various Quake single-player levels. The teleporter Complex area is easily recognizable.
  461. base32borginial - by unknown. It looks the same as base32b.
  462. bases - by Midori. bases is the predecessor to mbasesr. The layout is mostly the same but less polished. Resupply gives only 150 armor. A critical difference is that the side elevator is a wind tunnel in this original version, and players can get stuck in it. The general layout is a rampway up to the primary ramp room, which splits into two paths but reconnect into a single pathway to the flag. The author is the same Midori who made bam4.
  463. basesl - by Midori and [SS]Gunther. It's bases with a forced prematch.
  464. basesww - by Midori and unknown editor. It changes bases to have resupply packs. It's a slight improvement.
  465. basetech - by FWD.ShockWave. The map isn't complicated but also isn't designed well. It is difficult to get to the flag up on the ledge if you are not a soldier on offense. Because the map's fans do not work properly, other classes have to take the hard way to the flag, which involves climbing up the large ramp room and then leaving yourself exposed on a platform.
  466. bashbowl - by David Neville. 4-team map inspired by spazball. 4 small bases connected by a central area that has a ball. Grab the ball and fight your way back to your own base and try to cap it. Caps give everyone on the team 10 frags but there's no team score.
  467. basicf11 - by Meht. The map has the same idea as Blip's amth1, with capture-the-flag and duel options in separate areas. The bases are very linear, with a ramp room and a single corridor leading to the flag room. There's also a slower underground route between ramp rooms.
  468. bastion - by [SD] Hunter. One of Hunter's many castle-style maps. This one is fairly small. Technically there are two ways to the flag room, but one of them requires pressing a button in the ramp room that opens the door for 5 seconds. The main way in and out is an easily defended tight corridor. The flag room also has ledges designed solely for sentry guns to kill anyone who manages to make it that far. Although it's easily defended, it does inspire creativity on offense.
  469. batbase - by unknown. This map is clearly meant for single player. Grab the two keys and exit the level.
  470. battle - by Endiku=AR=. The map uses an amalgamated texture style, typical of Endiku. My initial impression was to wonder how old this map is (Sep 1997). The layout isn't overly complicated since if you keep going forward you'll probably end up at the flag. The flag area is a pit of death for any class besides soldier. Other classes have to take a spiral ramp to get out of the pit.
  471. battle1 - by unknown. Battle Fort is like a larger version of 1on1fort. The outside is like 2fort5 with 2 bridges. There are 5 paths to the flag: 2 via low route, 2 via sniper deck, and 1 via water.
  472. battles - by [REC]Someone and Ambrose. The map is clearly inspired by engbat, but the twist is that spies are also allowed (in addition to engineers). And so the bases consist of real engineers trying to keep their guns up and enemy spies disguised as engineers constantly grening the sentries.
  473. bball1 - by Someone. It's a basketball court with blue and red teams. You (civilian class) pick up the ball and can pass it with dropitems. Unfortunately, no scoring happens when the ball goes through the hoop, and so I have to give it an unplayable grade, but the idea is nice.
  474. beach - by unknown. The Beaches of Hell looks like a single-player level. It has a ring and pent. It may be a boss level. It could be used for TF deathmatch, in theory, but there are maps designed for that purpose.
  475. beach2 - by Boramin. It's a small map with some water in the center. There's one flag in a treasure box at the bottom of the water, and you take it back to your base to cap. The cap awards frags but not team score. The steps in the flimsy wooden bases are poorly designed because you have to jump up them (instead of walking normally). It reminds me too much of 2fortmrc, although beach2 is a little better.
  476. beachassault - by Aphasia. Attackers v. Defenders map in which only the attackers can score, in theory. It seems that the map was designed for MegaTF and does not properly work in regular QWTF, because the flag has fallen through the map. Attackers invade D-Day style and run through a base.
  477. beachassault2 - by Aphasia. In this variation of beachassault, defenders can score points for holding the flag. But the map still works properly only in MegaTF.
  478. beam1 - by Ole Grashei. It's an easy-to-learn map with a ramp room and upward spiral leading to the flag. But there are also secret grates that allow sneaky access in and out of the flag room (especially for soldiers going in). A sentry can shoot through the grate but might rocket itself if too close to it.
  479. beam2 - by Ole Grashei. It's a slight revision of beam1. The gameplay seems the same.
  480. beam2r - by Ole Grashei. It seems the same as beam2.
  481. beavmarics58a - by Maric and Kevin. Very small, wide-open map that seems very hard to defend. Good gren/rocketjumpers will dominate. The only thing helping the defense is that ramps might cause attackers to fly over the flag. Pipers need to time their dets right.
  482. bedlam12 - by (N).Martin. Small and linear map. Demomen can blow up the bridges in the center but there are still beams to walk across (and engs can repair the bridges). Front gate has to be shot open, which is bad for spies. Bases have a courtyard and trench leading to the flag room. Flag is on some steps.
  483. beem_b1 - by Big Bill. The layout is very similar to ff-siege without the water. There's a ramp and snipe deck access into the ramp room, and then there are 3 paths into the flag room. The left path is longer and has 1 of the 2 spawns. The other 2 paths converge in the flag room, similar to fatta2. The flag room is much smaller than ff-siege and hard to defend because enemies can get in and out fast and have a gren primed on the way in. It's a high-capping map for 3s.
  484. beer - by [SS]Gunther. It's a small beer-themed map. The base is pretty much just a ramp room with a flag at the top. The front door stops hopping. Caps are worth 3 instead of the standard 10.
  485. beer2 - by [SS]Gunther. It's not the same map as beer. The idea is original: you have to steal the enemy's beer boat. But it's extremely difficult. The player who takes the flag to start moving the boat has to survive the entire 25-second trip across the water. And they can't jump off the boat. And if they fail, the boat has to go all the way back before they can try again.
  486. bender1r - by John Cook and Spark. It's a modified version of 2fort5. Things are rearranged and the map is a bit larger. The general familiar features of ramp room, spiral, and elev are there.
  487. beta - by unknown. It's a fairly large map. Go through tunnels and grass outside to a box maze, then a big ramp room, and finally a flag room with ramps and lava. However, grabbing the flag opens a teleporter that allows getting out quickly.
  488. betacrash - by [SC]BioCyde and DeiCyde. This map is what I expected 2cages to be. The outside area is a bit lengthy. You can see the flag in a cage in the front of the base. Enter the ramp room and go up to a single short but narrow corridor leading to the flag cage. When you grab the flag, the cage opens, and it's pretty much a sure cap if you get out of the cage.
  489. betacrash_rmx - by [SC]BioCyde and DeiCyde. It revises the textures to make betacrash look nicer. Gameplay is mostly the same.
  490. betamap3 - by unknown. The center has a ship going back and forth but you can avoid the water. It's just a lot of hopping and the flag is in a field with trees. Take it back to your own field.
  491. beyonddarkness - by Groove and Kevin. The graphics look like TFC. The map is uncomplicated with straight high and low paths to the flag. Grabbing the flag requires proper hop timing or else you'll fall into a pit of water and have to take the steps out (or rocketjump).
  492. bff6 - by AlbinoBob. Small king-of-the-hill map with 4 teams. Touch the flag on the top of the hill to score 10 points. The flag reappears every 30 seconds; first team to touch it gets the 10 points. When a match first starts, the best grenjumper will score first. Then it's total mayhem.
  493. bfort - by John Cook and {MG}ScorpioN. The map has an error and doesn't load properly.
  494. bfort2 - by John Cook and {MG}ScorpioN. It's another 2forts variant. (People were frustrated with the narrow 2fort4 flag hall yet continued imitating it.) Go through a redesigned ramp room, or skip it via the grate, and pass a long bridge into a flag room with a confined entry. The defensive chokepoints seem easy to control and take a frustrating amount of time to get to.
  495. bfort3 - by John Cook and {MG}ScorpioN. The main difference from bfort2 is that the flag hall is no longer above the enemy respawn; it's inside the enemy respawn. If you kill an enemy in their flag room, they will respawn in the same room. Have you ever seen a sentry inside your own respawn? But there is also a direct connection from the sniper deck to the bridge now.
  496. bfort4 - by John Cook and {MG}ScorpioN. This version is like bfort3 but changes how you get out of the water so you have to cross the bridge. There is also a new ramp room tunnel.
  497. bground2 - by Wedge. The concept is somewhat like the more-familiar fortzon, although this map was made earlier. There are 5 points to control (fort, outpost, center, outpost, fort). Holding each for a certain amount of time awards team points. Points are captured by walking over them. The map is rather large and hard to move around, and there is a complex waterway that has a quad in it.
  498. bgscrum2 - by Wedge. This map is similar conceptually to bground2 but requires more teamwork. There are 5 areas to control again, but this time 2 teammates have to be standing on the 2 pads simultaneously to gain control of the area. The areas also have to be taken in progressing order, starting from your own fort.
  499. bh1 - by Magma. It's clear quickly that this map is very old (Feb 1997). To unlock the enemy's flag room, you have to take a key from deep in your own base all the way to their flag room entry. The outside is similar to 2slope1 (BH stands for Bunker Hill). The inside of the base is brutal, with slow elevators, lava, and tight spaces. TF moved far away from this style of play.
  500. bigassduelmap - by [mf]evil. It's a big-ass duel map. The terrain is varied and uneven.
  501. bigbox1 - by Delbert the Mad. Another map that looks old (Nov 1997). It is in Threewave CTF style, in which touching your own team's flag returns it. Your team's flag must be at its original spot to cap. 2 points for capping the flag and 2 points for returning your flag, which encourages heavy defense. The map is small but the only access to the flag is a ramp room with a narrow opening.
  502. bigfort2 - by John Cook and The Sphinxter. It's meant to be a bigger variant of 2fort4 with more entryways. Once you know the layout, getting to the flag is reasonably fast. Getting out is a bit more difficult because it requires taking an elevator up (or a gren jump).
  503. bigidaho - by Mr.Potato Head[CE]. This map is a revision of idaho, an extremely old map. As Potato explained on Ethereal TF, in the old days, not everyone could test maps on their own server, and so they just made the maps and hoped for the best. The map is seems small, but it's complex with various ways into the enemy flag room. It takes some time to learn all the routes and secrets. It was played on some pubs but never gained popularity for clan matches.
  504. bigmama - by John Cook and Cocker. It's in 2fort4 style but larger. Instead of a basement there's a large fortified area that is difficult to access. Soldiers can rocketjump over the wall but other classes will have a difficult time. It was played rarely in matches.
  505. bigpool - by AlbinoBob. It's a 3-team map with class limitations. Blue and red try to steal treasure from yellow in the center and take it to their ammo box. It's something a little different than standard 2forts.
  506. blcit1 - by Wils (formerly Edge). From the maker of aztec1 and 2night2. Grabbing the flag slows you down, which is almost always a bad idea. It's hard to tell whether you're in your own base or the enemy's. There is a lot of empty space and similar-looking areas. Maybe with some revisions it would be ok.
  507. blitzkrieg - by [mf]evil. Most people are more familiar with blitzkrieg2. The maps are the same except the original version has triangular prisms lining the walls all throughout the base. These were removed in blitzkrieg2.
  508. blitzkrieg2-eng - by [mf]evil. This version shows "Spy \n[9] Engineer\n is not a field" on the server log after loading. The correct blitzkrieg2 does not have this issue. The map plays the same as blitzkrieg2.
  509. blitzkrieg2 - by [mf]evil. Blitzkrieg2 provides good balance between offense and defense. The main entry has steps instead of a ramp, causing non-soldiers to prefer the side entry, which allows continuous hopping. There is a short spiral near the side entry, and it is typically the preferred entry to the flag room. The other option is the lift side, which offers either direct flag room access or the high entry directly to the flag. Pipers always play on the flag but are somewhat exposed. The map was played often in leagues and works for any size game.
  510. blood - by Carbon83. 1on1 deathmatch arena. The textures are the style of aztec1.
  511. bloodbath - by unknown. It's a very small 1on1 DM map. The outer ring is slightly elevated. There's a small area of lava that you can get knocked into.
  512. blords2 - by Mort. It's a very old (Apr 1997) clone of 2fort4. The spiral is endless. The flag hall is long and narrow. The best way in and out might be water then elev. There's a front gate that has to be shot open and a large hill in the middle. Low scoring.
  513. blue1 - by >V< Someone. It is attack v. defense style. The green forest dwellers invade the blue base. A green medic has to get the needle and stab the blue king with it. It seems like just a map to frag on.
  514. boat1 - by [IcE]Shock. It is a map with 3 boats in the water. They can crush you against the wall.
  515. boat2 - by [IcE]Shock. It appears to be the same as boat1.
  516. bomb - by PhooeyBane. You have to take the bomb (flag) from your own basement all the way to the other team's basement and cap it. There are only 2 routes: through the linear base or through the water. The base has a ramp room leading to a long tight spiral into the basement. The water route is slow but maybe the enemy won't guard it very well.
  517. border1 - by [REC]Someone. It is perhaps the most infamous and controversial map in QWTF. There are 3 teams: border patrol, Hispanic immigrants (civilian class), and MIB who help the immigrants reach America. The immigrants cannot walk on the road but can either take the truck (which drives down the road and across the border) or they can work as a team to boost each other over the wall and try to survive the walk to the border. Red and yellow get 1 team point when an immigrant makes it to America.
  518. border1a - by [REC]Someone. It seems the same as border1.
  519. border1r - by [REC]Someone and Sodition. The revision changes textures to make border1 look nicer. Gameplay is the same.
  520. border2 - by [REC]Someone and [MM]Sniper. This version changes the truck from border1. It also breaks the team scoring. Gameplay is the same. This revision was not necessary.
  521. bordertown - by [REC]Someone and Soul. This map is a hybrid of border1 and 2town2. Gameplay is still border1 style. Aside from the texture differences, the major change is that the truck is the only way to leave the town. The wall-boosting, which provided much of the fun of border1, is gone. Team scoring is now 5 for red and 1 for yellow for leaving town.
  522. borfduel1r9 - by Wick [BORF]. It's hard to believe that it's revision 9, but the map is just a square 1on1 dueling platform that you can get knocked off of and fall way down into a lava pit. Better 1on1 maps exist.
  523. botsmap2 - by [SD] Hunter. The entire map is a spacious rectangular area. Blue members try to cross the map and enter the portal on red's side. Red tries to stop them. It was designed for bots to play as blue and just hop, but the option for regular players to play as blue was added. Ammo is removed so blue can't gren jump at 1300 speed all the way across the map.
  524. bottower - by unknown. It's the world's biggest spiral in an open room. At the top is pent, quad, ring, and megahealth allowing you to frag everyone still climbing the spirals. You can't gren jump to the top. It's a fragging map only.
  525. bounce00 - by valar. It's a very small map but the concept is intense. Everyone plays as blue soldier. Grab the torch in the center and try to hold it. There is lava all around. The map is ideally played with teamkilling off so that other players are forced to knock the torchbearer into the lava, but teamkilling on or mirror damage also work.
  526. box1r - by Spark. It's a simple map that somewhat resembles the style of 3way1. Paths into the flag room are low, high, or water. The flag is on the ground, nothing fancy. The only problem is that the bridge in the center has a steep angle that will stop hops unless you rocketjump out.
  527. box2 - by Spark. It's a revision of box1r but gameplay is the same. The central bridge still has a steep curve.
  528. box3 - by Spark. It is a significant revision of box2. The steep bridge is less steep. The ladder outside is gone, now requiring a rocketjump. It is more 2forts-like with a grate and small elev added. There are still 3 ways into the flag room, which has been redesigned a bit.
  529. box4 - by Spark. This map revises box3 to once again be more like 2forts. It is slightly bigger overall, particularly in the central area. The general layout inside is mostly like box3.
  530. boxes1_4 - by YellowMan[CP]. Engineers v. Medics map. The eng base (which is designed for building sentries) has a book in it. Medics have grab the book and take it back to their cap point. The door closes after each cap, giving engs time to rebuild sentries.
  531. bplex1 - by Blog. This map is a revision of 2hnic1. It adds an additional path into the flag room. It's a slight improvement, but the map is still fairly dull.
  532. bplex2 - by Blog. It revises bplex1 to make it harder to get through the ramp room, and the timed lift has been replaced with a long spiral. It's arguably worse but overall about the same.
  533. bplex3 - by Blog. Compared to bplex2, this map makes a few visual and other minor changes. Essentially it's the same.
  534. brdgfort - by Marcus Wu. Very old maps are hit or miss because 'TF' wasn't defined yet, but this one is a hit. The layout is simple with a flat open middle area with a mini-base in the center and 2 small bases that have a flag. You first take the enemy flag back to your base's cap point for 2 points, then you take it to the center cap point for another 3 points. It works well today because you can grenjump across the middle area quickly.
  535. breach2 - by Plasticity. It plays like a bigger 2forts. Go through the ramp room and take a long spiral (or the elev) down to the flag. Getting out with the flag favors soldiers. The elev is so high that you can't gren jump out.
  536. breaker - by klown. Impressive visual design. The map is mostly linear and flat, with the flag room entry door as a chokepoint. The flag room design is a bit different with a ramp leading down to the flag. Getting out is more difficult for non-soldiers.
  537. brickyard - by unknown and Kevin. Small map with a gimmick in the center of wind boost pads instead of a bridge. Optimally you could go back and forth from flag to flag in about 8 seconds. Often you will accidentally land on the opposing boost pad and bounce back to your own side. It is likely that there will be mid-air collisions.
  538. bridge - by [MIPT]DarkMike. This map is old-Quake style in every way. There are plenty of bridges, lifts, and lava. It's difficult to work your way to the flag room. The flag hall is long and very narrow—likely made before the Engineer class existed. There are side entries to the FR but you probably have to take the skinny hall out. It does not play well today.
  539. bridge2 - by [MIPT]DarkMike. It appears mostly the same as bridge.
  540. bridge3 - by David Pulse. Unrelated to bridge or bridge2. It's a small 4-team DM map. Blue spawns inside a texture. It was the author's first map and he was just testing it out, essentially.
  541. bridgef - by John Cook and [DN]_ViSioN_. Practice 1on1 deathmatch on the 2fort4 bridge. Nothing more.
  542. bridgewar - by AcId DaeMoN. The map is king-of-the-hill style. There's a bridge with a pad in the center. Touch the pad for 5 team points. Every 15 seconds the pad resets and the first team to touch it gets 5 points. There are a bunch of powerups hidden in the water.
  543. bringit - by Spark. It's a keepaway map somewhat like tater. The flag returns to the center quickly if dropped and not picked up. The map is fairly hop friendly and is meant more for running than for setting up a defense, but there is an area where defenses will likely make camp. A minor flaw is that it is fairly easy for the flag carrier to fully refill health with supply packs when under pressure.
  544. bringit2 - by Spark. It revises the issue I mentioned in bringit, but now it's the other extreme: there are no resupply packs anywhere. I give it the same grade as bringit based on layout.
  545. brkbase_b5 - by Big Bill. It's a 2024 map designed for Russian QWTF games, meaning that it is defensive-minded. It's like a combination of 2fort5 and thunrun (one of the author's early maps). Essentially it's a matter of choosing your preferred chokepoint.
  546. brkbase1 - by Big Bill. It revises brkbase_b5 to be less choked up. There's a new secret passage in the ramp room leading to the basement. Entries within the base are also wider. It's now less like thunrun and more of a mini-2fort5. It's an improvement, but 2fort clones like buriinst have been made endlessly since 1997.
  547. broadway_b4 - by ids. It's designed like Broadway. There's a marquee at the entrance. The flag room is an auditorium. You have to go up top and press a button to open the curtains. The flag is behind the curtains on stage. Take it back to your base. It's original.
  548. bucket2 - by vodor. It's another 1on1 DM arena. It's long, flat, and rectangular.
  549. bughouse - by Kildozr. It's a 1on1 DM arena but it has a bunch of different barriers to hide behind. The ground is flat but there's a tiny central building you can stand on for height advantage.
  550. bunk - by Bladez. Another small and simple map from Bladez. Go down a short enemy spiral and grab their gas canister. Bring it back to your base to release the gas. Inspired by The Rock, obviously.
  551. bunk15 - by Lordfly[NaC]. Bunker Hell is accurately named. Huge ramps to go up and down. The flag is hidden behind a wall at the bottom of a very deep spiral. Getting out seems impossible.
  552. bunker - by Shandrinoff.WaD. The theme is WWII. The bunker is realistic in style, meaning movement is restricted and there are pointless areas. The flag is in a room in the basement. Getting out requires waiting for an elevator or going up the tight spiral.
  553. bunker2 - by Hobbes. Unrelated to bunker. It's a small map. The front way in requires going down a cramped staircase without hopping. The flag room has ramps up to the flag. The other way into the flag room is to take the water the whole way.
  554. bunkers - by Your Imagination. It's pretty small. The outside area slightly resembles well6's center. There are multiple ways into the front area but it all funnels into a single flag hall. Soldier, piper, and sentry will all be in the hall.
  555. bunkwar - by John Cook and El Jamezz. It's based on 2fort5 but creates a symmetrical base. There's only one entry to the basement, which will be heavily defended, but it splits into 2 paths to the flag.
  556. bunnyhop - by I-Star. It consists of a few different fields in which you can practice bunnyhopping. Turning corners makes it difficult to maintain speed over 800.
  557. bunyhop2 - by Spark. It's a bunnyhopping obstacle course to practice hopping skills. It is fun to zoom around at high speed.
  558. buriinst - by John Cook and {VH}Buri. This map was ahead of its time. Buri made a 2fort5-style map in July 1997, before 2fort5 was released in November 1997. The layout is not exactly the same, but there is a spiral and elev that both lead to the basement, and there are two corridors to the flag. But 2fort5 made this map obsolete.
  559. butao - by DreaD. It is a small room with a resupply pack, a window with Portuguese text, and a button that moves a block. It was a great mystery until it was later discovered to be an early prototype for rj4fun.
  560. bvalley1 - by Zoo.Bambuz. The map is pretty small but the interior of the base has a variety of platforms. Nonetheless, all paths lead to the flag. The center is a narrow valley leading straight to the flag. There's also a high route. A bit unorthodox overall.
  561. b_3vs3 - by Pennywise[FOLD]. It's designed for 3v3 team deathmatch. There's an upper area and lower area.
  562. c3s - by C-3PO. It's kind of a mix of shoop and 2forts. There's a shoop-like tunnel that will blast you across the map. There are three ways into the flag room. The flag room has a ramp perfectly angled for a gren jump out with the flag. Rocket jumps also work well. While it has uneven terrain, it just takes a little time to learn the angles and timings.
  563. camelot - by unknown and Kevin. It's a small map. There are castles that look much more like Disney than Quake. There is a serious design flaw (or feature?) that you can gren jump all the way across the map via the sides instead of going through the central castles.
  564. canalz2k - by Ramirez and Harb!ngeR. It ports the TFC version of canalzon back to TF. This map is not worthy of the canal name. It is a smaller, redesigned map. There are only 5 control points. The layout is plain. Nothing happens after capping all 5 points. The great aspects of the real canalzon are missing.
  565. canalznp - by Ramirez. It seems the same as the original canalzon.
  566. canalzon - by Ramirez. Typically for each map, I answer 'What is this map?' and 'Is it worth playing?' But for this map I must also answer 'Is this map the best map ever made?' And the answer is yes. The map was such a revelation that it got its own league (IGL Zone Wars). It created the concept of a control-point map. It is very large with team bases and 8 control points throughout the map, which has a canal running through it. One of its many brilliancies is that it is asymmetrical yet also balanced. Each control point is a totally different experience. The map also has a large amount of secret areas containing shortcuts or supplies. Another brilliancy is the mini-map in the control center showing which teams control which points. There are 4 flags in each team's center, and players have to take them (at half speed, usually with scouts) to the control points to capture them. Heavier classes typically support the cappers by fragging at the control points. Tactical decisions regarding where and how to control the map play a huge role in success. Furthermore, the enemy's control center in their base can either be detpacked or captured. The detpack can happen at any time and causes them to lose all points they control. The control center capture can happen only if a team holds all 8 points, and a successful capture awards 50 points and immediately ends the map. However, failing to capture within the limited time window resets all the control points, and so some clans didn't try to cap the 8th point if they had the other 7. Winning is typically determined instead by the team score, which is 1 point for every 30 seconds that each point is held. The only criticism of the map is that it requires a large amount of players, but that's part of the fun. The correct version of the map is revision 2B.
  567. canalzon2 - by Ramirez. It seems the same as the original canalzon.
  568. canalzone - by Ramirez. It seems the same as the original canalzon. To clarify, in the original version (before revision 2B), there is no special event after capping all 8 points. You can hold them forever. There is also no option to cap the enemy control center and end the map if you hold all 8 points. However it can be detpacked so they lose control of their points.
  569. canalzonsmall - by Ramirez and lordy. It's the same size as canalzon, but many control points are blocked off so that only the original points 3, 5, and 6 are accessible. It's meant for smaller teams, but it ruins the fun.
  570. canal_b4-1 - by Bvr. Unrelated to canalzon. It's an ordinary CTF map. Go in to the flag room via the high side, front side with a jump, or through the canal. Not much to it.
  571. canal_b7 - by Bvr. The difference between this map and canal_b4-1 is that it adds an opening that connects the canal to the high route. Otherwise it's similar.
  572. candbat1 - by CandyMan. It's a small 1on1 DM map with a few asymmetrical obstacles like barriers and pits. It's most similar to 1on1vs.
  573. candbat2 - by CandyMan. It significantly changes candbat1 to be larger and symmetrical. It has pits and ramps on the sides, and it adds a trench in the center.
  574. canyon1 - by Dill-Hole. This map is somewhat an amalgamation of the popular old maps, including 2fort4, rock1, and street1. It is known for its wide-open canyon in the center that is friendly to snipers. Getting to the flag is very difficult through the front access, which has a big ramp room leading to a steep spiral and flag room (where enemies spawn). The flag itself is on a rock that is annoying to climb. The map is redeemed by the fact that there's water access directly to the flag room (after using a detpack). Also, capping has different 'upgrade' options like street1.
  575. canyon1_xmas - by Dill-Hole and Ratbert. Aside from a fake quad in the center, it seems the same as canyon1 on a regular QWTF server.
  576. canyontech - by Bvr. The map has a few twists and turns that take time to get used to. The higher route to the flag is faster. The lower route is a bit of a coil. There's no real theme to it.
  577. capital - by pip and Kevin. It's a conversion from TFC, originally made in 2021 and ported in 2024. It has very bright lights. Like turbo, it has unfinished textures. However the map is most similar in layout to ff-raiden, which is considered a derivation of well6. The main ramp is a chokepoint, but there are 2 slower ramps that lead to a single ramp to the flag. The map looks like it might be hard to cap on in 4v4 with a demo, eng, and hwguy at the flag and pyro at the main ramp. Defense can get back fairly quickly.
  578. caramel - by Jonan. The terrain is rocky with slopes. Try to bring the flag back to your own. Soldiers have a major advantage since they can avoid the slopes more. It's not easy to move around.
  579. cargo1 - by Povo-H4T. This map plays a bit differently. There are 3 buttons in each team's base, and they all have to be pressed to open the door that has the goodies (flag). Visually, the map is bam4 style, but there's a canalzon-like status board in the main room showing whether the buttons have been pressed. It's a nicely sized map and encourages teamwork.
  580. carnage - by unknown. It is a single-player or deathmatch map. It has an exit. The level is filled with every type of powerup, many doors, and lava.
  581. carnage3 - by Spark and [r3m] AnimeMan. It's a 2fort5-style map. There are a few ways into the base that all funnel to the main ramp room. Then there are two paths to the small flag room. One is directly connected, and the other is a corridor.
  582. cas - by Jonan. It's one nice big castle and 4 teams. There's no goal. The outside is just a strip of land leading to a wall. The map was later finished as the map tussle.
  583. cascade - by SirLiam. Another very old map from SirLiam of ETF. It's very simple, with 2 bases separated by a hill. The bases are a single room with the flag straight ahead on the floor. The hill and front door slow it down. Unfortunately, the cap point does not work correctly, but otherwise it would be ok.
  584. cast103 - by unknown. This map almost perfectly imitates the flaws of 2towers1. Players have to climb up tight spirals to the flag, although there are 2 paths instead of 1. Grabbing the flag slows the player to half speed, but soldiers can rocketjump out of the castle quickly. The lack of resupplies is also annoying. It's better than 2towers1 but still very defense-friendly.
  585. castcarn - by {VH}Cerebus. Wow, this map is like playing Phantasy Star. On an 8-bit console, 3D 1st-person dungeons are very impressive. In Quake, they are not fun at all. Almost the whole base is a low-ceiling dungeon maze, and the backdoor way to the flag is entirely in darkness.
  586. castduel - by Breeze. It's a small keepaway map. If you try to hide in your resupply room, a moving wall crushes you. I spent a little extra time seeing if I could exploit the fact that the spot where you spawn is outside of the crusher. Indeed, with good timing, even without a teammate, you can kill yourself by the spawn door and grab it before the crusher pushes the flag away. So a team can hide in their spawn with the flag forever.
  587. castle - by Muad'Dib and Messu. The outside area has some shallow water that is a bit annoying. The map is also slowed down by doors and lifts. But the layout is ok, with a pair of ramp rooms leading to the flag. Cap on top of the castle.
  588. castle13 - by Roger Soder. The design of this map is very flawed with poor spawn points, a long wall in front of the base, excessive ramps, and tight halls. But an interesting gimmick is that you can theoretically skip the whole castle and drop right onto the flag through the water, although it requires well-timed tricks to avoid falling in the pit of lava. (That's what those trick maps are for.) Another interesting feature is that both flags are in the same area, separated by the lava. But the defenders at the flags will attack each other.
  589. castleone_b2 - by klown. It's a realistic castle with good attention to detail. The outside area is a framerate killer. The flag is underground and there are a few ways to get to it. The best way is to detpack the well and drop right onto the flag. It is possible to gren jump back out the well with the flag. It's a bit of a long journey for non-soldiers, and some areas have low ceilings. A few tweaks could make it better, since it has good fundamentals.
  590. castlez - by Casebier. It's the same as 2castlez, a map I didn't want to see again.
  591. catz - by Endiku and Calico. In typical Endiku style, there's a mashup of texture styles. The outside of the base looks like a cat. The cap point is in the center, requiring a tightrope walk. Inside the base there are a few ramps leading to the flag, and soldiers are the best option.
  592. cave - by Zaka. It has visuals similar to sewer1 but is smaller and more cramped. The center area is a cave that restricts movement. There are a few areas that can be blown with a detpack. Flag is hard to get to. A map like this one shouldn't be made in 1999. It plays like bad 1997 maps.
  593. cavern1 - by [TrF]Grimlock/Edge(QVT). This map's layout is extremely similar to bases (more popularly known as mbasesr). Bases was made a year earlier, but the author doesn't mention it as an inspiration for cavern1. The main difference between the 2 maps is that there are also 2 side spirals leading directly to the flag in this one.
  594. cavern2 - by [TrF]Grimlock/Edge(QVT). It fixes a few minor bugs in cavern1, and so this version is preferred.
  595. caverns - by Snowden McNab. It's a fairly small but memorable map set in a cave with lava. The side wall in the center can be detpacked to create a path directly to the flag, but you have to survive lava and a steep slope to get there. The primary way to the flag through the base is good for hopping but defense will focus there since it's a single entrance.
  596. cavetest - by unknown. It has 4 teams and no goal. The map is clearly unfinished. There are a bunch of tech tiles everywhere, whether ground, wall, or ceiling. Terrain is extremely uneven. There's a single small patch of flat field.
  597. cbeta3 - by Joe ]BB[. It's a medium-sized CTF map. The layout is straightforward. There are 2 distinct paths to the flag. The waterway actually seems faster to avoid multiple rooms with steps and ramps. But those ramp rooms are faster on the way out since you don't have to go up them. Front door has to be shot open directly (not with a button).
  598. cbridge - by [SD] Hunter. It's one of Hunter's many castles, and so you'll be lost at first. Eventually you'll find the 2 symmetrical corridors leading to a flag in a pit. Most players will not take the ladder out. Instead, there's a one-way passage that the flag carrier can take to get back to the ramp room, if he survives pressing the button.
  599. cbs_beta4 - by Aphasia. Welcome to Cyberball. It's a 2-team game with a cyberball in the center. The object is to take the cyberball to the opponent's octagon to score a point. If you hold the cyberball too long, it heats up and explodes. But there are various cooling points to reset it. The game is visually impressive and seems fun.
  600. cdst_doc - by Doc. The map is called The Cyberdemon Salad Toss. It is a huge empty cube except for a ring in the top corner. I believe it is meant for MegaTF, and many cyberdemons (from Doom) are supposed to appear.
  601. ce - by unknown. It's mostly fast and flat with a few manageable ramps. Soldiers have an advantage with much quicker access to the flag via rocketjump. The only downside is that there's a single ramp down to the basement, and the flag hall also has only one way in and out, but there is space to move in those areas.
  602. center2 - by unknown. It's a large 4-way deathmatch arena. The main area outside is a big field with a helipad in the center. There are also separate areas to fight in. It's designed to handle 32 players.
  603. cfort - by Autofire. It's pretty small and simple, but it's also favorable to the defense. Enter through the front door (which slows you down), then take one of the two narrow corridors directly to a small flag room. Defense just has to block the hallways. There's a lot of unused space. In the old days, snipers would have a good time on it.
  604. cfsnipe1 - by Spark. It's a sniper-war map. There are 3 deck levels. Instead of a normal ramp or elevator, you have to use a terrible wind tunnel to access the decks every time.
  605. cgoth - by Crusherr. The map is called The Gothic Dream. The layout and visuals are pretty nice. There are multiple ways to the flag and they aren't just straight lines. The only issue is that there are quite a few steps throughout the map that slow down movement. It could be very good with a few revisions.
  606. chacom2r - by ][v][indslayer. It's the standard CTF formula. Go through the center, enter the ramp room in the base, and take either the low or high route to the flag.
  607. chacom2rh - by ][v][indslayer and [SD] Hunter. It's a small revision to chacom2r to fix some minor issues.
  608. champion - by Switch. It's a nice-looking 1on1 DM arena. The outer edges are higher and there are steps leading down to the fighting pit.
  609. chasm103 - by Dreadnought. It's 2fort4 style, essentially. Cross the bridge outside (avoid falling into the deep chasm). In the ramp room you choose between the clearly labeled lift or staircase sides. Then there's a single corridor to the flag. There's also a hidden quad at the bottom of the map but it wears off before it's useful.
  610. chemflow - by chemicalburn and Kevin. It crashes a regular QWTF server because it's meant for MegaTF. It's a conversion of the TFC map, which is based on evenflow. It's a typical TFC map that doesn't require much thought. Standard get-the-flag via a few different paths without any standout features.
  611. chess - by vodor and Kevin. The map is like a chess board with 8x8 squares, but they have gaps between them and you can fall into lava very easily. There are 2 extra squares at the ends that have the flags. There's a pentagram at the top, and by grenjumping from your own flag you will both grab the pent and land on the opposing flag. Then you can RJ or gren back to your own flag.
  612. chess2 - by vodor. The textures of the 8x8 chess squares have changed to distinguish them from the 2 flag squares. Otherwise it plays the same as chess with rocket or gren jumps back and forth.
  613. chess3 - by vodor and [r3m] AnimeMan. The squares have changed slightly so that they alternate colors and they have depth to them. But the gameplay is almost the same as the other chess maps.
  614. chicken - by PaBarkis. It's 2 small farmhouses. The level of detail inside the farms is nice, but the movement is so restricted. The flag/key is used to open the enemy's cellar door. Then you must grab their chicken and take it back to your guillotine to be necked.
  615. chilled_b1 - by Ashen. It has familiar 2forts concepts, but the design is a bit different. There are 2 paths leading to the traditional ramp room, which is outside on the right side. Then there are 2 paths to the flag room, but the high route requires a rocket jump.
  616. choc - by Jonan. Like amth1 and basicf11, this map has both CTF and duel built into it in separate areas. The CTF map is small and straightforward, with the flag on the roof of a small building. There's a ladder up to the top but grenjumping may be the preferred way up.
  617. chococ - by Jonan. It's a revised version of choc with just the CTF. The center is a bit bigger. But the main change is that the flag is now surrounded by a protective barrier, and the barrier has to take a certain amount of damage before it's lowered. And it's lowered only temporarily.
  618. chronic - by Recoiless. Drug-themed map with 4-teams. Blue are the perps. Red are the dealers. Yellow is 'the drug lord' and is a civilian with permanent pentagram. Green is 'the chronic' and regular civilian class. I'm not sure how it all works exactly.
  619. church - by Coke Sithy. There are 2 churches separated by a steep hill. Presumably, one of the churches is the true church, and the other is a Catholic church. Grab the flag from the opposing church and bring it back to your holy water.
  620. circjrk3 - by Rev.Hippie. It's based on hunted's idea, but blue has to take their flag to the enemy goal instead of guarding the president (civilian). Instead of the slow rising platform in hunted, this map has a teleporter. 10 points for blue if blue makes it, 5 points for red if the flag carrier dies. While the idea is solid, the layout of the map is way too favorable for blue. It is easy to gren jump across the map to the teleporter as soldier.
  621. circle1 - by Soul. It's actually an octagon. Medium-sized 4-team DM arena. It's a totally flat surface. There are no walls on the sides so you can get knocked into lava.
  622. cisland - by Roadkill-2exo. The name means Chaos Island. It is built like an island with water all around the sides. It has an unusual design in which both flags are in a small tower in the center. Essentially it's a race to see who can keep capping fastest.
  623. citadel1 - by Plasticity. It's the same map or very similar to breach2.
  624. citadel2 - by Soul. Unrelated to the reviewed citadel1, but there is another map named citadel1 from this author. It's mostly a flat map. The outside area between bases is completely hop-friendly. There is not much to the bases with just a short entryway and then a fairly open flag room. The only slowdown points are the front door and the steps into the flag room.
  625. city - by An Elf And His Zippo. It is a city. There's a cafe, church, graveyard, soccer field, and jail. But there doesn't seem to be a goal. I suppose it's realistic.
  626. civmount - by Soul. A ski lift takes you to the top of Stunt Mountain. And then you can jump down it, I suppose. It's not very high or fun.
  627. civmount2 - by Soul. The mountain is slightly improved compared to civmount. You can slowly reach the top without waiting for the lift, and the journey down is slightly more fun. But it's still over pretty quickly.
  628. civmount3 - by Soul. There's now a lodge at the bottom of the mountain that was absent in civmount2. The mountain is too steep to climb, and so you must wait for the very slow lift to take you to the top. The journey down is ok but still too short.
  629. civmount4 - by Soul. In version 4, Soul has finally fixed the flaws of the previous versions of civmount. The lifts still take some time to move all the way across the map, but they are faster. And Stunt Mountain is now way higher. There's still no real point but at least jumping down the mountain is finally a bit of fun.
  630. civsaw - by >V< SailorScout and Harb!ngeR. Millennium Edition of Civilian Sawmill. This version came last, chronologically. The map is most similar to civsaw4, which has an upper level and slime instead of lava. However, civsaw4 has megahealth on the top level, whereas civsaw doesn't.
  631. civsaw1 - by >V< SailorScout. The original Civilian Sawmill has a simple concept. It's a single very small room. There are 2 blue hwguys guarding the flag. Everyone else is a red civilian. The only way for red to get the flag is to overwhelm the hwguys with numbers. A cap gives 5 points and quad.
  632. civsaw2 - by >V< SailorScout. A significant change from civsaw1 is that there is now a high area where civilians spawn, and they can get megahealth upgrades to give them a max of 250 health. Then they can jump down almost on the flag. Caps are reduced to only 2 points. There's also a lava pit. I played civsaw1 on pubs back in the day (1998), and it was more fun when the hwguys had to be overwhelmed by the sheer number of civilians.
  633. civsaw3 - by >V< SailorScout. It has a few minor graphical fixes compared to civsaw2. Capping is worth only 1 point.
  634. civsaw4 - by >V< SailorScout. There are a few more graphical changes from civsaw3. The lava has been replaced with slime. Capping remains 1 point.
  635. civsawc - by >V< SailorScout. It's the actual TFC version of Civilian Sawmill. It's not a conversion. It's literally not meant for QWTF.
  636. cj1 - by Rusher.X. and Crash.X. Crossfire (.X.) is a Scout guild, not a clan. It's a scout practice map. The conc jumps are quite easy but are meant to replicate match situations. There are also ramproom trimps. I finished it blind in about 8 minutes (most time spent recovering from concs).
  637. cj101 - by klown. It's a Medic concjump map for FortressOne. There's easy and hard mode. It's useful for practice.
  638. cjbeta - by JediNite. It's an easy conc jump course (for a veteran). As Medic it took 5 minutes blind. It's more helpful to new players.
  639. cjump1 - by [MoV] DarkSoul. Made in 1999. The concjumps are easy until the annoying 4th one.
  640. cjump1r - by [MoV] DarkSoul. It's a later version of cjump1 with some hints.
  641. clanmeet1 - by [IcE]Spade. It has blue and red conference rooms for clans to meet and talk strategy in messagemode2. There are also a pair of 1on1 arenas for practice. One is meant for snipers and the other is meant for soldiers. It was a nice idea in 1997.
  642. clanprb3 - by Phydiux. It is a clan practice map with offense v. defense. The front door doesn't open. Find a way into the base, go through the ramp room, and get the flag from the top level.
  643. classic - by [SD] Hunter. It is one of Hunter's best castle maps (and there are many) since it isn't quite as defense-friendly. The layout within the base is symmetrical, although 2 paths converge into one in the center. But it's possible to avoid this route through the snipe deck, leading directly to the flag room.
  644. classic1 - by [SD] Hunter. This update, made in 2023, primarily changes the flag room from classic to be larger. The flag return time increased to 45 seconds. There are also changes to some textures and shapes, among other minor revisions. I liked the smaller flag room in classic better.
  645. close_ft - by [ETC]Drako. It's like 2fort4 cut down to just the flag hall and a ramp room. The style is clearly old (1997) and defense spawns right by the flag hall.
  646. cloud10 - by Miniman. It is unorthodox attack v. defense style. Attack isn't required to play soldier but I don't see how else to do it. There are 6 buttons in the blue base. Red has to get into the base, activate all the buttons, and escape out the top. The level ends on exit. Fine idea but it could be done better.
  647. cloudy - by [SD] Hunter. The layout is a castle village with a tower as the main feature. The flag is at the top of the tower, which has a lot of ramps. Fortunately, there's one path between bases that is faster and higher up. Getting out with the flag is pretty easy, if you can get to it. The problem with the map, like many Hunter maps, is your instincts often take you in the wrong direction.
  648. cloudy1 - by [SD] Hunter. It appears to make slight lighting and texture changes to cloudy.
  649. cmars - by Crusherr. I could paste the same description I gave for a later map by this author, cgoth. It looks good visually. The number of steps and corridors are annoying. There are multiple paths to the flag. It needs to be simplified. It shouldn't play like a 1997 32-team map.
  650. cmc - by JPLambert. It's a single-player map made in 2004.
  651. cnest1 - by Big Bill. The map looks like it was made in 1997, but it was actually made in 2024 for 3v3 play. It's a simple map with 3 ways in and out of the flag room and no wasted space. The ramp room entry is notably faster than the long spiral. It lacks the space of typical modern maps. A nice touch is that the waterway exit from the flag room is just the right height off the ground that an old-school Pyro rocketjump can get up to it. The flags are slightly misaligned, with the blue flag a bit easier to grab. It's the author's 1st map, but there is potential.
  652. coa - by aaaagh-Gorax. There are dark halls, narrow spirals, bad wind tunnels, and dead ends. It's not a map that's enjoyable to play.
  653. coa2 - by aaaagh-Gorax. This version is slightly improved in lighting and accessibility. But even the author wrote, "It's not easy to find your way through this map. Even I get confused." All sorts of bad ideas are thrown together.
  654. coast2 - by Gogeta and Kevin. It's a conversion of a TFC map. It's a fast and simple map that has somewhat of the mbasesr type of arrangement, but it's much more open. Players who learn the gren jump angles to grab the flag would be very hard to stop. Good map for smaller games.
  655. coast_l - by Gogeta and Kevin. This map, also converted from TFC, is the earlier version of coast2. The flag room layout is different, with small ramps leading directly to the flag, but there are more ramps before the flag room. Getting out with the flag is faster in coast_l because of the down ramps. I slightly prefer coast_l to coast2.
  656. cobra2 - by [CC]Incinerator. I was in [CC] and am familiar with it from back then. It was unplayable then, and it's unplayable now. It's very confusing, it has a number of wind tunnels that seem to go nowhere, everywhere is tight, and you can't even really tell what base you're in. The challenge is just trying to figure out the goal.
  657. col1 - by [tQb]Apoc-ReV. It's a duel map with a very flawed designed that incentivizes staying close to your resupply pack. There's a ledge around the entire circular arena that is advantageous to stay on. If you knock the opponent down into the actual fighting pit, you have the height advantage.
  658. coliseum - by unknown. It's 1on1 DM in an arena built like the Colosseum. An amusing feature is that players on the yellow team are civilians who have to stay in the stands, but the blue and red gladiators can kill them.
  659. collo1tf - by [SK]-Sinbin. It's another 1on1 DM map with a Colosseum and gladiator theme. This one goes into a bit more detail. There are some obstacles rather than a flat arena.
  660. colony1 - by Rizzen. It is a 32-player map with special rules. There are 6 canisters that very gradually appear on the map (last one appears 29 minutes into the match). The object is to get them and hold them in your base. If you somehow control all 6 an exit will appear allowing your team to win. It has the ambition of canalzon, but the demanding requirements for players and time hurt it badly.
  661. colony2 - by Mark Turner. Unrelated to colony1. The Culling Station is a base single-player map from 1997.
  662. comf1tf - by [SK]-Sinbin. This map is severely faulty. One issue is the layout that has annoying required elevators. But the real problem is that—by design—a team can take either the enemy flag or their own flag. The reason is that the flags are capped on one of 3 points that opens or closes a resupply. But in practice, the first problem is that capping your own flag in the enemy base gives them the team points. And more importantly, you can take your own flag and hide in the resupply forever, making the map unplayable.
  663. concept - by >V< Null. It's an unusual map. At first it seems like a giant 4-team deathmatch map. But there are flags as well. It seems that one earns points if you frag while holding it, and another earns points based on time held. Perhaps it's in need of refinement, but it's something different.
  664. concjump - by unknown. It's a hard concjump map. It's limited to Scout only so if you miss a conc you have to wait a while to recover (compared to Medic).
  665. contact - by Gin Tonic and Nick Nougat. It's sort of 2forts on a tropical island. An interesting feature is that the flag can't be piped directly because it's in a chute. It's an interesting map but the issue with it is that both the entry and the exit to the flag chute seem very easily defended.
  666. contact2 - by Gin Tonic and Nick Nougat. The authors built a barrier at the top of the base to prevent rocket/grenjumps up there, but I'm still able to do either quite easily. There are some other revisions but the map is generally the same as contact.
  667. contra - by Hobbes. It has a very ambitious space theme, even more than 2space2. The author is German... and it shows. The map goes into extreme detail and is gigantic. There are annoying lights on the ceiling that inhibit hopping down the many halls. There are plentiful useless bedrooms. Getting to the other base requires a trip on a space shuttle. Finding the flag is a challenge. I credit the author's technical ability but this map is something that would be played only on a 32-player 1997 pub.
  668. control2 - by Aftershock. It works like other control point maps in which you walk over certain points to get team points, but this one has 2forts-like bases. Points have different values depending on how difficult they are to capture. They can be recaptured every 30 seconds. The problem is that there are too many points. Instead of 'control,' as the map is called, it's more likely that teams will just run from point to point.
  669. controlpoints_takeover_example - by Aphasia. Although the name does not inspire confidence, it is almost certainly by the same author as abstractconcepts, which is a very good map. It may be the intended final version, but the layout has changed. Despite being a test version, it seems playable now. There are 4 control points arranged linearly, captured by walking on them. Points are scored for holding them. If a team holds all 4 points for enough time, they win and the map ends.
  670. controltest - by Aphasia. It appears to be an early version of abstractconcepts. While it is playable, I would suggest playing abstractconcepts or controlpoints_takeover_example instead.
  671. controltest3 - by Aphasia. It is another early version of abstractconcepts. It is a little more advanced than controltest.
  672. cool - by Anonymous. This map is actually 2girls, which I have already thoroughly and carefully examined from all angles.
  673. copsbuilding - by Zxeses. It's only the cops' building from 2town2. Perhaps the mapmaker wanted to test some things independently of the rest of the map. It's not good even for pure deathmatch because of poor lighting on the first level.
  674. corner1 - by [PPD]-Xizor. It has 2forts-style bases but there is also a third area where both teams take the flag to cap. At first it seems easy to go down the wrong corridors, but you just need to follow the silver textures to get to the flag room. The entryway leads to a ramp room, and then there's a split between elevator and spiral. The flag is protected by a gate, but the button is right there. It's possible to double RJ out the elev, which is preferable to the steep and narrow spiral.
  675. corpfort - by MaTr1X Hank. It makes the outside area of 2forts really wide even though most of the space is wasted. Getting to the flag room requires taking either a horrible death-trap spiral or a poorly designed elevator. Also the flag disappeared after I died with it.
  676. cosm - by unknown. I don't know what it is. You start in a room where you need a silver runekey. There's an outdoor area that leads to another door that requires a silver runekey. I don't know what mod it is or what the goal is.
  677. cougar3 - by Blacksheep*STE*. It's a standard capture-the-flag map. There are plentiful ways in and out but you also shouldn't get lost. The base has an initial ramp room that is hard to defend that leads into the flag room, which is also full of ramps. It's unusual because movement is not easy in general for offense, but all the ways in make it a challenge to defend as well.
  678. coup - by Jonan. It's a 2001 map, and so the design looks better than older maps. There are 4 control points in each base. Enemy players earn one point per second that they stand on an ememy's control point. The map was designed for 8v8 or 10v10 matches, but 4 offense vs. 4 defense would work, with each player having their own distinct experience defending or attacking a particular point. It's a different type of teamwork, in which each player is expected to uphold their responsibility at their assigned point. Defenders who lose control of their point have to get back quickly and kill the enemy to stop the score running up.
  679. coupctf - by Jonan. It's coup converted into a regular CTF flag map. And it works pretty well. Either version of the map is soldier-heavy, and here skilled soldiers can RJ up to the second level and hop to the flag. Other classes may struggle more and need to use the mini jump pads.
  680. cpark1 - by [CCW] Chomp. Capture the enemy chicken. There's a well-designed security system that shows where enemies are in the base, but it's not really needed with good comms. Damaging the enemy computer disables the security and awards 2 points. The base layout has a typical spiral and elev to the basement. The spiral is hoppable. The chicken is easier to get as soldier because it's in an elevated tunnel.
  681. cpmctf1 - by unknown and Kevin. It appears to be converted from Q3F. It's a fairly small map that is quite friendly to offense with many paths to the flag, flat surfaces, and open areas. It resembles 'simple' TFC-converted maps like coast_l or beyonddarkness.
  682. cpmctf2 - by unknown and Kevin. It is another map converted to TF. The layout is different from cpmctf1 but the gameplay style is similar. There are many routes to the flag, it's easy to move around most areas, and the flag is exposed in an open area. Soldiers benefit from being able to RJ over steps.
  683. cpress1 - by unknown. It's a very small attack v. defend map meant for 1on1 or 2on2. It is like disorder visually and somewhat in gameplay style. The flag is at the top of a pole, requiring a rocket jump. Attackers can go through a high or low entryway.
  684. crack_b4 - by Meht. It's a typical medieval capture-the-flag map. There's a narrow bridge surrounded by lava outside. There are a few ways into the main ramp room, which leads to the flag room. Movement is fast in most places, but slower in the flag room because of steps and the layout of the flag area.
  685. cranked - by Danimal and Kevin. It's a conversion from TFC. It could be described as somewhat of a combination of proton and turbo. There's a button on the right side that deactivates the electric field protecting the flag. There are entries to the flag room on 2 sides and also from the waterway. Like proton and turbo, it might be hard to break through against strong defenders.
  686. crapsq1 - by [IcE]crap. It's a 1on1 DM arena with uneven terrain. There's an upper balcony, small hill, and a pipe in the center. All the maps in the crapsq series are based on the idea that sq1 is inadequate for dueling because of its flat terrain.
  687. crapsq2 - by [IcE]crap. This DM arena is mostly flat and straightforward but players can RJ up to an area on the side for a height advantage.
  688. crapsq3 - by [IcE]crap. It is another DM arena with uneven terrain, using small rocky formations in shallow water.
  689. crapsq4 - by [IcE]crap. This DM arena has 2 small towers in which players spawn and can hide behind. But they will most likely meet in the middle, which is flat and narrow. Although there are guardrails, players can be knocked off the map to their death.
  690. crapsq5 - by [IcE]crap. The final crapsq DM arena uses bam4 textures. The main feature is a barrier in the center. There is an area near the resupply where players can get knocked off the map.
  691. critters - by Jim Lowell. This map is not TF. It is a single-player or DM level with a runic theme. It also does not work properly for me because it crashes with an error while trying to play the map.
  692. cross4 - by [REC]Someone and [MM]Sniper[A]. It appears the same as border2. It's an unnecessary revision to border1.
  693. cross5nm - by [REC]Someone and [MM]Sniper[A]. This version actually appears to be cross3, preceding cross4. It is like border1 but with broken scoring. Play border1.
  694. crossr - by Autofire. The most notable feature of the map is seizure-inducing lights that flicker. The second most notable feature is that the flags are reversed, and so you take your own flag and cap it 3 seconds later. If these easily corrected flaws were fixed, it would be an ok small map.
  695. crowns1 - by Bugar. You have to get the key to open the door before you can get the crown (flag). They're in separate areas of the base, and so it's like you have to get the flag twice before you can cap. Getting to the key is difficult because of the tight spaces, but a spy won't lose his disguise if he gets the key. There's a slanted wall in the center that inspired 2sndfort.
  696. crucible - by unknown. It's 4-way deathmatch. There's an octagonal fighting pit, but you can stay up on higher levels. The overall theme seems more Quake in general than TF, but it works either way.
  697. crunchb1 - by [mf]evil. It's from the creator of blitzkrieg2, and some stylistic touches are similar. But the layout does not flow nearly as well, with many entryways, jump pads, and stairs. When coming into the base through the big jump pad, there are 10 possible doorways in sight. It's an annoying maze of jump pads. There are also gaps in the center of the map where you can fall to your death (while escaping with the flag).
  698. crunchb2 - by [mf]evil. It appears mostly the same as crunchb1.
  699. crushdl2 - by Stefan Verhoeff. It's a typical 1on1 duel map. It's small and the ground is flat, but each base has the equivalent of a snipe deck for height advantage. Going in the enemy resupply teleports you to a squisher.
  700. crusher - by BBQ. It's a small map with the flag outside on the roof of the base. There's a waterway, ramp room, lifts up to the top, and so on, but they're all irrelevant because a soldier can single RJ up to the flag. No one will go through the base. I'm not sure it was intentionally designed to be so easy.
  701. crymin2f - by Spark. Although it's called Crystal Mine 2, it seems unrelated to crymine. It's very much a 2forts clone. Same concepts with a different layout. Go through the ramp room to the spiral or elevator leading to the flag. The cap point is on the snipe deck.
  702. crymine - by Blog. It's fairly small and designed like a mine. You would expect it to be a tight space, and it is, but there's just barely enough movement ability to be acceptable. The flag room is small but there's a single entry and you need a ladder to get out. There are a few extra secrets, mainly that capping allows resupply upgrades.
  703. cryptic1 - by Inphidel[NOVA]. Once you learn to ignore the meaningless corridors, the base is essentially an entry room, a pair of steps leading to the basement, and the flag room in the basement. The flag room is somewhat large and defendable. The worst part is taking the steps back up when leaving with the flag.
  704. csr_base - by unknown. It is another standard CTF map. Enter through the ramp room, go down the elev or steps, and find the flag room. The flag is elevated and much easier for soldier to get than other classes, who essentially have to go through a whole extra room to get up to the flag.
  705. ctborder - by [REC]Someone and Blog. It's a nonsensical edit to border1. There are only the border patrol and the immigrants, no MIB. The map now allows some regular classes, but they have no ammo. So the border patrol have only axes to stop the immigrants. Furthermore, an immigrant can grab a flag to get ammo.
  706. ctd - by Imaginos. Since the map was made in the very old days (Feb 1997), it tries something unusual. A member of blue is held hostage. He teleports to the enemy flag, but then he's locked in a cell that only his teammates can open. Blue has to travel some distance through hazards and break into the jail. There are 20 jail cells, and the only hint regarding where the hostage is will be the sound of his axe. Furthermore, the defense has 2 quads right at the cellblock, giving them a big advantage. The hostage not only needs to get out of the cell, he needs to safely escape with the flag, which will end the map. It's a great idea, but I could see offense getting too frustrated.
  707. cteritry - by Chunka. The closest comparison is 2night2, with the curved layout outside. There's an entry and ramproom but no spiral. Hop through corridors to the flag room, which is Engineer-friendly.
  708. ctf1 - by id Software. Division of Change is a CTF map from Quake Mission Pack 2: Dissolution of Eternity. It is loosely based on the architecture of R1M2: Dread Portal. Although there are side areas, going to the flag and back is totally linear.
  709. ctf2m1 - by unknown. This map is another CTF map. The layout is more elaborate than ctf1. Whoever converted it to TF made 2 red flags, making the map unplayable.
  710. ctfnoir - by Aphasia. The look of this map certainly is memorable thanks to its lack of textures. The only colors outside of grayscale are hints of red and blue lighting. It's a very small map with a flag in a pit. It's too high to rocketjump out, but you can grenjump. The other option is taking slow steps.
  711. ctf_colorblind - by unknown and Kevin. Ok, this map goes even more extreme than ctfnoir and is pure black and white only. The map is too complex for it. It could work on a simple map if done better, but in this case it's awful.
  712. ctf_cypher - by s0ak and Kevin. It's a converted TFC map. It's simple, fast, and open. The flag is high in the flag room, and there's no way to get the flag from the low route without some sort of jump. But non-soldiers can enter the base via the right ramp outside to access the high flag entry. The only other issue is that the flag is solid, stopping momentum.
  713. ctf_cypher_test - by s0ak and Kevin. It's almost exactly the same as ctf_cypher. Presumably it is an earlier test before the final version was completed.
  714. ctf_faceoff2 - by Sir Moc and Kevin. It's very small. The layout is super basic with 3 simple paths leading to a pyramid that has the flag. You can fall off the map like xpress. It's meant for 2v2 or 3v3.
  715. ctf_facingworlds - by Cedric Fiorentino, Maric, jonez, and Kevin. Facing Worlds is an extremely popular and well-known map series originating in the Unreal games. The map has a Wikipedia page. In the Unreal variations, Snipers are extremely dominant. But this is TF, and it takes only 2 seconds to hop across the center area. The map looked familiar to me because it is a simpler version of awaken2_ctf3. The bottom line is that this map is a very basic conversion of a legendary map.
  716. ctf_kdarena - by knockdown and Kevin. It's another small and simple map. There are two routes: the left is low and requires going up steps to the flag, whereas the right allows hopping all the way to the flag without a RJ. The flag is in a corner, but a well executed rocket off the wall allows you to continue moving quickly while escaping with the flag.
  717. ctr4 - by SirLiam. From the author's name, you know it's old. It's a 4-team map, with the 4 bases arranged into a square. You try to take the rune from the team that is opposite yours and cap it back in your base. Unfortunately capping does not work properly. (This author had the same problem in cascade.) A simple ent fix is all that's needed to avoid the unplayable grade, but the map could use a redesign for more space as well.
  718. cts2 - by MwhahahA. The design shows hints of well6 influence, but it is much smaller. It was designed for 4–6 players per team (back in 1998). There's a ramp room that takes you either into the low part of the flag room or up to higher areas. The flag room has 3 levels, with the enemy sheep (flag) on the highest level. Non-soldiers take a short elevator to the second level, which has ramps. But they can also come in higher from the ramp room.
  719. cts2b - by MwhahahA. It's a revision of cts2, but I don't know what changed.
  720. cts3a - by MwhahahA. It's another revision of cts2. This version has a solid flag, making it a slight downgrade. Otherwise the map plays the same.
  721. cube - by [REV6]Freebie. This map appears to be the basis of 4cube1. It has 2 very small bases and is regular CTF. As the name suggests, the design is based on cubes. Gameplay is similar to cpress1 as a soldier-only map with a flag on a pole.
  722. cubeb2 - by [REV6]Freebie. It's a beta version of cube. It seems to work fine.
  723. cubeb4 - by [REV6]Freebie. It's another beta version of cube. It's like the final version.
  724. curve1 - by Spark. It's a small map with 3 levels and the flag on the highest level. The lowest level is like a skateboard ramp, eventually curving up to 90 degrees. The only way to get to the second level is some kind of jump. The second level has bounce pads in the corners, but a rocketjump will once again be the preferred way to get up to the top level.
  725. curve1r - by Spark. The revision removes the bounce pads on the second level and changes the ridges outside. The bounce pads were annoying, but without them, the map is even more soldier-heavy.
  726. custek22 - by HeX. The center is like well6 but you can't RJ over it. The flag is in the basement after a flickering room. If you're not soldier with RJ, you have to wait for a lift to slowly make its way around the room to get up to the flag. And carrying the flag slows you to half speed.
  727. cvcfite1 - by Soul. It's a map that is very hard to move around. The outside has uneven terrain and a slow front door. The respawn is too far from everything. There's a ramp room and other rooms that no one will ever go through because it's better to just take the snipe deck to the spiral. The narrow spiral is the only way in and out of the flag room, which is sloped.
  728. cyanr - by unknown. This map is medium-sized but has excellent movement. The front door doesn't slow you down. There are some minor ramps but you can maintain hops through them. The only slow spot is the flag, which is on top of steps, but soldiers can RJ and keep going fast out the other side. The map is an excellent example of good design for fun gameplay. Offense isn't limited to soldiers, and skilled defense can still be tough to crack despite the speed of the offense.
  729. cyb1 - by Bladez. As you would expect from this author, it's a small and simple map. The main notable feature is the center, which requires a RJ across, otherwise you'll drop down and need to take the ladder up. There are 2 short hallways that converge into the short flag hall. You have to change direction after grabbing it because it's at the end of the hall.
  730. cyberball - by Aphasia. I expected this map to be the final version of cbs_beta4, but it might be earlier. The floor is a Tron-like grid and the layout is smaller. The game has the same rules of grabbing the cyberball and taking it to the enemy's goal. Both versions are good.
  731. cyberstadium - by Aphasia. This version appears the same as cbs_beta4. It is likely the final version of that map, with cbs standing for cyberstadium.
  732. cyclon - by Big Bill. It's simple, like the author's previous maps, but an improvement in movement. There's a single main entry—making front D possible—but it's wide and can be approached with speed. There are 2 paths to the flag, with a jump over water on the left and an uphill ramp on the right. The flag itself is in a bit of a tight area that can be piped and spammed. But if defenders are out of position, attackers can get in and out quickly.
  733. cyclonr - by Big Bill. This revision of cyclon has higher-quality textures and minor ent revisions. The layout is the same.
  734. czg07b - by czg. It's Subgud, a large single-player map. It's from the Insomnia collection. It has professional quality, but it isn't TF.
  735. czg07c - by czg. It's Push Underground, another single-player map. It's from the Insomnia collection. It has professional quality, but it isn't TF. There's a river of blood at the start.
  736. dahood1 - by Xizor. The base is relatively large with complex corridors and ramps, but most of it is made irrelevant by a rocketjump at the main entry. The flag is difficult to access in the flag room. You have to make your way to one of two stairways in the back of the room and then take them back out. Engineers should have a good time.
  737. dahood2 - by Xizor. There are significant changes from dahood1. Most notable is a grate outside that can be detpacked for sewer access. The rocketjump shortcut to the flag has been changed so it's no longer as useful. Although the flag room still has the same difficult layout, overall the revision is a slight improvement.
  738. dakctf1 - by g1zmo and Kevin. This map is converted from Quake II LMCTF. The map is fairly small but the layout is not the standard 2 linear forts. Each team's base has 4 rooms connected by corridors. Memorable features are colored fountains and a long curving stairway leading to the flag. There are more steps than I'd like on the map.
  739. dam - by Zaka. It's a fairly small map but the flag is in a cage. You have to destroy either generator (up high on both sides) to open the gate. Just getting to a generator is difficult. The generator requires direct damage instead of explosions (no detpacks). The bars stay open for only 10 seconds after the generator is damaged. The player who damages the generator has to be fast just to get out with the flag before the bars close. This map is ridiculously defensive.
  740. dam2 - by Zaka. The main difference from dam is that the bars stay open for 15 seconds instead of 10. There are some other adjustments, but the gameplay is almost the same. It's still very defense-friendly.
  741. daodds - by [DA]Icaru5. It's a pretty small 2forts-style map. The base layout is simple. There's a single, long ramp in the ramp room. It takes you to the spiral, which is the only way to the small flag room. Both areas will be defended. The map is ok despite the linear design because it's fairly hop-friendly and there's just enough space on the ramp/spiral to avoid being too cramped.
  742. dark76 - by Nick Xeno. The design is very basic, somewhat like 1on1forts combined with a 2fort4 flag hall. Despite the small size, it can be very difficult to cap because of the defensive design. A pair of hwguys can shut down the 2 ramps into the flag room, and a sentry is quite effective in the flag hall.
  743. darkage - by Inphidel[NOVA]. It's a medium-sized map with cramped bases. The entry restricts jumping. The way to the flag is a staircase spiral, although you can also detpack the elevator route. The flag room is a corridor that's pretty easy to defend. The outside is a maze as well where you have to waste health on rocket jumps. The map is not enjoyable to move around.
  744. darkage1 - by Inphidel[NOVA]. There are a few minor revisions from darkage, but it's essentially the same map.
  745. darkduel - by [mf]evil. It's 4-way DM in the dark. The arena is a bunch of pillars but there's hardly any light except from the glow of the player.
  746. daskull - by M.G.Hooper. It's a deathmatch level made in 1996, before Team Fortress existed. It has a castle theme and a boat.
  747. datactr - by eFlatMinor. There's no way that this map is finished. It's 3 rooms and a wind tunnel corridor. One room is huge but empty. Another large room has a blue flag. And then there's another small room. Strange.
  748. davinci - by unknown. It's a fairly small map but each base has a large main room. It allows 4 teams but there are only 2 bases and it seems that only blue and red can grab flags. The design is visually unappealing, with an impossible wall of water and nasty green ramps everywhere. The flag is up high on the ramps.
  749. day1 - by [SS]Gunther. It's a medium-sized map that is hard to describe. It has dull colors and an uneven terrain. It's hard to tell which base you're in. The flag room is somewhat like 2cages, requiring navigating a bit of a maze to get into the small area holding the flag. It's a piper's dream. Offense will have a tough time.
  750. da_man - by Bishop. The two bases are not symmetrical, creating a fairness problem. From the main entry, which is outside, there are 3 ways to the flag. Red has an advantage with an easier path to the flag via rocketjump and hopping. Blue is slowed down more by steps and an elevator. The bases need to be the same.
  751. dbljmp01 - by unknown. It's a soldier skill map. It gives no rockets or grens on spawn, making it impossible to do anything.
  752. dbox1a - by MwhahahA and >V< SailorScout. It's a 1on1 duel with ramps along the side. The start is a race to get the quad, which lasts pretty long for a duel map. You can camp the respawn with quad. It would be better without the quad.
  753. dbox2 - by MwhahahA and >V< SailorScout. The design has changed significantly from dbox1a to have a large snipe deck across the top instead of small ramps. The redesign prevents spawn camping, but the map is still a race to the quad.
  754. dcave - by unknown. As of this writing, the map appears to still be in development. It was found on the Russian BattleAxe server, and the style is very similar to many of the other maps by [SD] Hunter. It is comparable to castle maps like nosofa or classic1 but with a river of lava flowing through it. If a final version is released, the map will be re-evaluated.
  755. dcf3 - by >V< DareDevil. The map intentionally has a slow wind tunnel in the respawn so it takes about 15 seconds to get out. Otherwise it is ok with wide open areas to hop through easily. The base flows toward an area with shallow water, and the flag is hidden in an area of deeper water. All defensive players will likely stay in the flag area, which is much easier to defend.
  756. dcf4 - by >V< DareDevil. The most notably change from dcf3 is that the shallow water is gone, making it more clear where the flag is. The respawn wind tunnel still significantly hurts the gameplay.
  757. dday - by [TrF]Shockwave and ]KM[Alpha_male. It's an interesting concept with a WWII theme that combines control points with attack v. defense. Red starts with control of everything and earns points every 30 seconds. Blue has to take over the points and also det the bridge a single time. Unfortunately, the map seems broken, since I have not been able to take over the points as blue (detting the bridge worked). It would be a fine map if the scoring worked right.
  758. de1m1 - by John Romero and unknown editor. It's the first mission of Quake—The teleporter Complex—converted to a TF map. The flags are at the beginning and end of the level. Obviously, the map is asymmetrical. It stirs curiosity, but it probably wouldn't play very well with the defensive corridors.
  759. deagle_17b - by S3B and Kevin. It's converted from Counter-Strike. It's an extremely small and simple map that took the author only a few hours to make. A soldier can go from flag to flag in 4 seconds. It's similar to 2town2r but even smaller. It's good because it has varied features, and you can even try to gren jump around the outside because there are no walls (like xpress). It is fun for non-stop chaos.
  760. deathbox - by [LoD] Lord Bishop. It's a 1on1 DM map, but it's large enough for more. There's a hill with water in the center and an upper deck around the sides.
  761. deathstr - by ]KwK[.dp. Visually, it does have a 'death star' look to it with grey tiles. The author describes the map as a combination of well6 and h4rdcore. That's accurate, but it's nicely done. The central area is the h4rdcore part, whereas the flag area is a reimagined version of well6. It plays a bit more modern than well6.
  762. deathx - by John Cook. This map is historically notable as one of John Cook's earliest maps, made in Sept 1996. It is possibly the first TF map with the idea of capping the flag, since the original 2forts didn't have it. The idea is to grab the flag from the center of the maze-like map and return it to your base to cap. Players move at half speed with the flag. The problem is that there seems to be no place to cap.
  763. deathx3 - by John Cook. This version fixes the capping problem in deathx. It also turns the black squares around the map into instant death panels if walked on. Although TF moved toward maps with much faster pace, this map is still playable for something different.
  764. defend1 - by Treminate. This map looked very familiar. It's essentially 2defend2. defend1 was made a week earlier. They seem to be the same, but 2defend2 is preferred.
  765. deltatwn - by Indigo. It's a control-point map like canalzon. It has similar rules with flags and caps. The difference is that the layout is more compact and boring, with 8 square buildings bunched together. It could be played with fewer players than canalzon, but the dull layout makes it not as fun.
  766. demo - by unknown. You can join team 1 only. There's a message at the beginning that tells you to bring 12 pieces of treasure to the altar. So you go around the rather large map finding the pieces of gold and silver. Each one is worth 1 team point when returned. Other than speedrunning, I'm not sure what the point is. Maybe it's preparation for a full map.
  767. demo1 - by Dark Nexus. It's a standard CTF map but everyone has to play as demoman. Resupply packs give blast armor, making enemies harder to kill. A few walls have to be detpacked before teams can get to the other base. The layout is pretty decent with a ramp room leading to a small flag room. It would be better with all classes.
  768. demojmp2 - by Soul. It's a demoman jumps map. It's pretty easy until the last jump, which requires trial-and-error because of the high precision involved.
  769. demomane - by Soul. It's a gimmick map in which red has to detpack their way out of prison to an escape boat. Blue tries to stop them. Red don't have to play as all demomen, but they need at least 1 to set detpacks to break the walls. The boat takes 60 seconds to start up. It's hard to imagine surviving that long.
  770. demorox5 - by [CA] Lord Skip. It's a pipejump course. Unfortunately it's extremely easy. It should take no more than 3 minutes to beat.
  771. demorox6 - by Spark. It's a completely different pipejump course compared to demorox5. It's a little more difficult.
  772. demoz - by ZOo and Archer. The style looks like z7 so much that it made me wonder whether it's by the same author (it is). It's difficult to know which base you're in. If you touch an enemy resupply pack you get thrown in jail and have to type kill in console because you have no weapons.
  773. demoz2 - by ZOo and Archer. It redesigns demoz somewhat, but it's still a lot like z7. The resupply scam pack is gone. It's a little better but still slow and defensive.
  774. demoz2a - by ZOo and Archer. It seems pretty much the same as demoz2. These maps were made before z7.
  775. demoz3 - by ZOo. Although much of the map still resembles demoz2a, there are some significant improvements in flow. Navigating the outside area is easier. The flag is easier to access, especially for soldiers. For the first time, it doesn't feel like a poor beta of z7.
  776. demoz3m - by ZOo. The map continues the gradual improvements from demoz3. There is a proper center area. It's still difficult for non-soldiers, but I credit the author for continuously improving this map series.
  777. denial_beta - by ]KwK[ EvilJim. You walk through a few teleporters and suddenly you're almost at the enemy flag. You can get to it either through a bam4-like spiral or 2 side entries. But the way back out has to be the spiral. And you can't hop down the spiral because of the low ceiling. Defense will spam the spiral all day.
  778. denmark_b7 - by ids. It's a FortressOne map. The layout is linear, but also the platforms are disconnected and awkward. The whole thing has a strange art vibe to it. Hop down the corridors.
  779. deride-wtfctf - by Deride and Kevin. The graphics here are Quake III, but the map also was played in TFC. It's a simple map where you enter high or low, left or right. The low route requires going up some steps to the flag, whereas soldiers coming from high can hop all the way.
  780. desert1 - by Cisek. The most notable aspect is that the base is very tall. It's way too high to RJ up to the sniper deck. This map got better the more I played it. You can gren jump off the center rocks, or you can forward RJ + gren jump from base to base. The flag has 2 ways in, either the elev or a very narrow waterway.
  781. desertf3 - by Fury]DoA[. It's a standard 2forts-like map. There's a big main room with a large staircase in each base leading to a small flag room. Although it's the only way in, soldiers can come through pretty easily.
  782. desperat - by Spark and Destro. The concept is very similar to 1on1forts. However the map is an original design, and it looks nice. I think it plays a bit better than 1on1forts, where the ramps are somewhat restrictive.
  783. desperate3 - by Spark and Destro. It's a remake of desperat in which the flag has been moved back into a short hall. It's easier to defend for the D soldier.
  784. desprat2 - by Spark and Destro. It's a larger version of desperat. There's extra distance between flags. Also, the flag is on a lower stand so a rocketjump isn't as useful. It could be played 2v2.
  785. det2 - by Aftershock and Jahandar. The map is a 21-detpack salute to Det-Master, a MegaTF player who reportedly died in real life. There are stones for the demomen to set their detpacks on. The center has an image of a demoman, representing Det-Master. A bunch of people from the MegaTF community actually went on a server and did the tribute, but it was later revealed that Det-Master had faked his death.
  786. dethtrap - by unknown. It's a single-player intro level. I was able to exit the level within a few seconds.
  787. dethwell - by [LoD] Lord Bishop. It's a 4-way deathmatch arena. You can fight up high, camp spawns, or fight down by the well.
  788. dforts - by Imag3]IHOQ[. It's a 2forts-style map but totally empty. The lower level is a big room with only a staircase to the top level in the corner. The top level has 2 resupply rooms and a flag corridor, but otherwise it's wide open. Optimally, offenses will RJ to the top level and then gren jump through the open area at 1300 speed. The cap point is on the top level, but it's broken and you have to cap underneath it on the lower level. Despite the crude design, the openness makes it interesting to play.
  789. dgate - by Meht. It's a typical base but it has 3 keys in it and your team has to capture all 3 keys before you get points. The idea is ok but the execution is rather tedious. The map should be smaller and easier to move through to compensate for the 3 keys.
  790. dildo - by unknown. It is a small 4-team map with civilians. There is a pink object protruding upward that the players may climb on if they desire to do so.
  791. dildor - by unknown and Doc. The map is physically the same as dildo but the ents have changed. It's now a 4-way deathmatch map with quad. Players can ride each other's rockets all night long.
  792. dirtbox - by Drow. It's a small map with no walls like xpress. There's a rectangular field in the center. The flag is in a protected lower area so you can't immediately RJ away. Defense probably will spam the flag non-stop because of the fast attack of the offense.
  793. dirtbox2 - by Drow. It's a significant revision to dirtbox to make it a proper map with walls. It has a more complex base area and water around the sides. The flag may be easier to access in this version, with more ways in and out. It's easier to RJ out the top than in dirtbox.
  794. disclosure - by Spark. It's a somewhat large castle-themed map, but the corridors are flat so you can hop through quickly. In pre-hopping days, it was no fun. In larger matches, the central corridor is horrible for encouraging outside fighting (I know from experience). The best route is to hop in toward the lift and drop directly on the flag, then RJ back out. The flag is on a high ledge. There are 3 ways into the flag room, but the flag placement makes it difficult to get out with it.
  795. disclosure2 - by Spark. I'm not sure why it's called disclosure2, although it is by the same author as disclosure. But it is the same map as balder1.
  796. disco2 - by Drake. It's very much a standard 2forts type of map. The outside is the usual sniper deck, bridge, and water. There's a ramp room but you can ignore the ramp. There are 2 short paths that connect into a small flag room. There's a third path out with the flag—the one-way door in the center. Not much to it.
  797. disorder - by Drow. It's a small, fast map known for its skinny flag hall that pipers hide in. The flag is up on the second level of a single-room base. A precise gren+RJ combo from the floor is one way to get through the defense. The unique layout provides a fascinating combination of fast offense and effective defense.
  798. dissect - by NeVeck[M]. Each base has 6 control points. Instead of trying to control everything like canalzon, the opposing team must take their flag to each point sequentially, starting with CP1. When CP1 falls, the focus shifts to CP2, and so on. After capping CP6, it loops back to CP1. There is always a 10-second delay before the offense can grab their flag so that the defense has time to shift to the next point or resupply after successful defense. While the idea is brilliant and the map plays very well, it is not perfect. Some points are much easier to capture than others. CP3 (underwater) is generally the most difficult, whereas teams don't even bother to defend CP2 after losing CP1. CP5 is also quite easy to capture. Ideally, each point would be similar in difficulty.
  799. ditch1 - by Inphidel[NOVA]. It's a medium-sized map with typical bases. The main way to the flag is a tight ramp room and spiral combination. What makes the map somewhat interesting is the alternate way to the flag, which requires a soldier to RJ across lava and shoot buttons.
  800. ditch2 - by Inphidel[NOVA]. There are a few minor accessibility changes from ditch1. The overall layout is essentially the same.
  801. dixie - by Hardkore. It's sort of a remake of 2town2r. There's a hint that it was made in 2016 or later. Some textures are high-res. It's like a small (Southern US) city. Essentially you just go back and forth from flag to flag with some buildings nearby.
  802. dkeep1 - by Solaris. It's a 1997 map and it plays like it. It's a slightly better 2towers1 because there's a central spiral/ramp that is very easy to defend, with the flag at the top. You can rocketjump to some extent but it's cramped enough that offense will have a rough time.
  803. dkeep2 - by Solaris. The interior layout has been significantly redesigned from dkeep1, adressing my concerns. It is more open and easier for offense to move around. The flag is still up high in an exposed hallway. A new flaw created is that a sentry gun on the roof would be extremely powerful.
  804. dm1 - by Tim Willits. It's Place of Two Deaths, the first deathmatch level of Quake. It's fairly small. It's not meant for TF.
  805. dm2 - by American McGee. It's Claustrophobopolis, the second deathmatch level of Quake. It's well-known for its lava pit trap. It's not meant for TF.
  806. dm3 - by John Romero. It's The Abandoned Base, the third deathmatch level of Quake. It was made in Jan 1996, well before TF existed. It is a popular and famous base level. It's not made for TF, but other maps like 2dm3, dm3fort, and dm3tf have tried to convert it to TF.
  807. dm3fort - by John Romero and KillJoy. Unlike 2dm3, this map leaves dm3 as a single base and puts the flags in the 2 most logical places (which you should be able to guess if you've played dm3). Thus, the map is asymmetrical. It is significantly more difficult to get the red flag.
  808. dm3rmx - by than. It's The Occupied Base, a single-player or DM map. It's a base-style map that reimagines dm3. It's not meant for TF.
  809. dm3tf - by John Romero and Aftershock. This map has the same idea as 2dm3 but is made better. It makes dm3 into 2 identical bases with a flag in each so that it's a standard CTF map. Of the 3 maps that try to make a TF version of dm3, this one is best.
  810. dm6 - by Tim Willits. It's The Dark Zone, the sixth deathmatch level of Quake. It is a popular and famous medieval level. It's not made for TF.
  811. dmach1 - by >V< Someone and ZorlaK. It's a variation of 2mach1. Now you have to go up a tight spiral hallway to get to the flag. I imagine it would be very difficult to actually reach the flag. Mach needs more space, not less.
  812. do0b - by Recoiless. It's supposed to be a teamwork map. You can join team 1 only and try to get to the end of the course. It sounds better than it is.
  813. dogattak - by Pineapple. It's meant to be played with MegaTF, but it can be played on a regular QWTF server. Both teams have a dog; try to capture the enemy's dog. It takes about 3 seconds to go from dog to dog with rocketjumps. Very hard to stop constant caps.
  814. dogtest - by DyerMaker. It's a completely flat rectangular field with 2 flags at the ends staring at each other. As basic as TF can get. You can also raise a small fence in front of your flag.
  815. dojo2 - by Chrome. It's a 1on1 or 2on2 deathmatch map in the style of a Japanese dojo. It's small, flat, and there's quad in the center.
  816. donut1 - by Soul. It's a 1on1 DM map shaped like a donut. You can fall off the outer edge to your death, or you can fall into the inner pit to your death.
  817. doom1-e3m8 - by Sandy Petersen and unknown editor. As you might suspect, it recreates Doom 1 map E3M8: Dis. The original Doom map is a boss battle with the Spiderdemon. Since it's a boss battle map, the layout actually works for 1on1 or 2on2 TF deathmatch.
  818. doom1_e1m1 - by John Romero and unknown editor. It's a recreation of Doom 1 map E1M1: Hangar. It is meant for single-player rather than TF.
  819. doom1_e1m2 - by John Romero and unknown editor. It's a recreation of Doom 1 map E1M2: Nuclear Plant. It is meant for single-player rather than TF.
  820. doom2_01 - by Sandy Petersen and Hawkmoon. It's a recreation of Doom 2 MAP01: Entryway. It is meant for single-player rather than TF.
  821. doomcasl - by Jacob Fike. It's a single-player map with a castle theme from 1997. Like with critters, the map crashes after I take a few steps.
  822. doome1m7 - by Michael Kelsey and unknown editor. The title says Return to Phobos, and so I assume it is a recreation of E1M7 from the Doom 1 WAD Return to Phobos rather than Doom 1 E1M7: Computer Station. It is meant for single-player rather than TF.
  823. doomed - by Aphasia. It's a small standard CTF map. Soldiers have an advantage on offense because they can rocketjump up to the flag. Non-soldiers have to take a small ramp to the upper deck. The main feature is that you have to turn around 180 degrees from the way you hopped in to get the flag.
  824. doom_e1m1 - by John Romero and unknown editor. It's a recreation of Doom 1 map E1M1: Hangar. It is meant for single-player rather than TF. It looks the same as doom1_e1m1.
  825. doom_e1m2 - by John Romero and unknown editor. It's a recreation of Doom 1 map E1M2: Nuclear Plant. It is meant for single-player rather than TF. It looks the same as doom1_e1m2.
  826. doom_e1m3 - by John Romero and unknown editor. It's a recreation of Doom 1 map E1M3: Toxin Refinery. It is meant for single-player rather than TF.
  827. doom_e1m4 - by Tom Hall, John Romero, and unknown editor. It's a recreation of Doom 1 map E1M4: Command Control. It is meant for single-player rather than TF.
  828. doom_e1m5 - by John Romero and unknown editor. It's a recreation of Doom 1 map E1M5: Phobos Lab. It is meant for single-player rather than TF.
  829. doom_e1m6 - by John Romero and unknown editor. It's a recreation of Doom 1 map E1M6: Central Processing. It is meant for single-player rather than TF.
  830. doom_e1m7 - by John Romero and unknown editor. It's a recreation of Doom 1 map E1M7: Computer Station. It is meant for single-player rather than TF.
  831. doom_e1m8 - by Sandy Petersen, Tom Hall, and unknown editor. It's a recreation of Doom 1 map E1M8: Phobos Anomaly. It is meant for single-player rather than TF.
  832. doom_e1m9 - by John Romero and unknown editor. It's a recreation of Doom 1 map E1M9: Military Base. It is meant for single-player rather than TF.
  833. doom_e2m1 - by Sandy Petersen, Tom Hall, and unknown editor. It's a recreation of Doom 1 map E2M1: Deimos Anomaly. It is meant for single-player rather than TF.
  834. doortoggle - by unknown. There are 2 pillars that move up and down in opposite directions. That's all there is to it.
  835. doos - by I.H. Schots. It's a medium-sized 2forts-style map. The exterior appearance of the base makes it look more complex than it is. Once you get through any of the entries, there are 2 separate stairways that converge at a small flag room. Using stairs instead of ramps slows it down. Cap on the roof.
  836. dotron - by unknown. It's designed like a disc arena from Tron. The design is cool but unfortunately the spawns are not set correctly, so you just fall to your death immediately after spawning. If it worked properly, it would be a good 1on1 DM option.
  837. doublecross - by Aphasia. It's pretty large for an xpress-style map without walls. Instead of falling into empty space, you can fall into lava from almost anywhere on the map. Despite the open appearance, the map restricts movement with its required corridors and steps. Nonetheless, it offers intriguing creative potential.
  838. doublectf - by Aphasia. This map reuses the old (bad) idea from 2sphinx6 requiring your flag to be in its original position before you can cap. On one hand, the map is much smaller than 2sphinx6, and so capping might actually happen. But, it's still unfortunate, because it would be better with normal CTF rules. Somewhat like 5bridges, the map is good for skilled grenjumpers, although it's easy to fall off the edge of the map doing so.
  839. doublehelix - by Aphasia. Spiral city. Each base consists of just a big spiral, but I must say that 2tow1's spiral is more fun. The flag is on the roof. Instead of taking the spiral up, I would advise using a grenjump outside. The cap point is another spiral in the center.
  840. dow - by Stinger[PCGS]. It's similar to the maps bground2 and bgscrum2 made by fellow PCGS member Wedge. Both teams try to control a central point and score by holding it a continuous amount of time. The design looks and plays old-fashioned, presumably made in 1997.
  841. dpt - by Torn. It definitely looks like the beginning of an unfinished map. It's 2forts style with a ramp room that's easy to hop through. There's a protective shield that you have to press a button to lift up. There's no flag and only one base.
  842. dpt2 - by Torn. I see some changes from dpt. The steps into the button room no longer have a side ramp. There's a water passage directly to the button. The box near the button can be damaged. The map is still in development and unplayable.
  843. dpt4 - by Torn. The development continues from dpt2. The map now has colorful textures that look like code from The Matrix. There is a lot of green everywhere, but some blue and orange are also thrown in.
  844. dpt5 - by Torn and DP. The dpt map is finally complete, and it was worth the wait. The textures changed to turtler style. The map is actually not standard CTF. Instead, pressing the button exposes the enemy team's box. The objective is to damage the box while it's exposed until you do enough damage to earn 10 team points. It has to be real damage; a detpack doesn't work. The map introduces interesting new tactical ideas since offenses are no longer trying to get in and out with the flag.
  845. dragongod - by Arc. I made this map in Feb 2024, after I had reviewed all known QWTF maps in existence. In essence, it focuses on flowing movement, trick creativity, and fun for all classes. I tried to take inspiration from all of the greatest maps, including 2fort5r, poop, shoop, excel, japanc, openfirer, h4rdcore, and many others. The timings to get to the enemy flag and to get back into defensive position have been carefully calibrated to be similar to the most-played maps. There are 3 routes in and out of the flag room: lava, ramps, and water. The lava is the speed route, ideal for Medic and Scout, but any class can use it by utilizing the blood rock properly. The ramp room is the power/RJ route, ideal for Soldier and Pyro, but again any class is capable of being effective. The water is the sneaky route, ideal for Spy, but there are great opportunities for the conc and rocket classes, if they can figure out the secrets. If players put in the work to realize the incredible potential of the map, it is destined to become a classic.
  846. dragongod2 - by Arc. This revision of dragongod drastically changes the lighting, adds a 600-speed push in the opposite direction at the end of the capture corridor, moves the spawn-camping protection to be inside the spawn instead of at the spawn door, and fixes a few other minor issues. It is one of the greatest QWTF maps ever made.
  847. dreamers3 - by unknown. It's a 2forts type of layout but there are no flags nor an obvious cap point. Is it a large deathmatch map? There are rooms with wooden crates in the base and a typical center with the forts staring at each other. Maybe it isn't finished.
  848. dreamp - by Hardkore. It's almost certainly by the same author who made dixie. It has similar high-res textures, vehicles, and overall design. But there's nothing to do. It's clearly unfinished.
  849. drgnfyr - by [DK]SuperD and [DK]B.A.Baracus. Although the map looks a bit old (made in Jan 1998), it plays fairly modern. The path to the flag is linear but there are 2 parallel paths (high and low) so it's not super easy to defend. The main feature is an upward ramp to the flag, allowing you to go fast on the way back down with the flag.
  850. drome1 - by Grub the Raper[8]. It's a very small, chaotic map designed for TF but with Threewave CTF rules (touch your flag to instantly return it). The flag is behind a wall. The central area is just a bridge over lava instead of water. There are also powerups that are hard to reach.
  851. drop - by Lordy. It's a recent map, made in 2018. It definitely takes inspiration from impact1. I would call it a remake. The most notable feature of impact1 is the ability to take the route around the base to the roof and drop directly on the flag. This map makes that drop the primary path to the flag. Prime a gren and go.
  852. drop2-compile - by Lordy. This map is the same as drop2. I assume drop2 is the preferred version.
  853. drop2 - by Lordy. Compared to drop, it incorporates the roof area into the base to give the defense more of a chance. It also changes the ramp area a bit, also to help the defense. This version is probably better for gameplay, but the original drop is more fun if you're offense.
  854. drop2remix - by Lordy and klown. It's essentially the same as drop2, but the textures have changed to look less like impact1 and more modern.
  855. drop3 - by Lordy and klown. It looks the same as drop2remix. It's just an easier name to use.
  856. drunk - by Marc Roussel. It's a regular (not TF) deathmatch map from 1996. It has quad and pent. I'm not sure why there's an exit since it isn't meant for single player.
  857. ds - by [Ent]. This map is the same as 2ds.
  858. ds1197_2 - by Sgt.Thundercok and unknown editor. It's an edit to vote1 with different maps and Brazilian Portuguese text. Voting maps were used on public servers to determine the next map to play.
  859. dsd - by JeRoMe -=DS=-. It's almost a direct remake of 2fort4. The general layout is the same, with some modifications to spacing and such. The outside area is much longer. The flag hall has only one way in and out (after coming down spiral or elev), but it's shorter and wider than 2fort4.
  860. dsdv13 - by JeRoMe -=DS=-. It's a revision of dsd. The main difference is that the front door now has a button like well6.
  861. dss - by HellFace. It's a map more of interest to mapmakers than players. It is meant to demonstrate the dynamic sizing system, which I do not fully understand. The actual gameplay is 2 rooms that each have a flag that you try to cap in your own room. It works for 1on1 or 2on2.
  862. dstab1 - by De4thst4bber. It's a fairly small single-player base map. It isn't meant for TF.
  863. dsvote1a - by unknown. It's a voting map with 30 options, based on the idea from vote1. The text is Brazilian Portuguese.
  864. dualduel - by Microlitre. It's a standard 1on1 DM map, but there are 2 arenas and 4 teams (red v. blue and yellow v. green), so 4 players can do 1on1 on the same server.
  865. dualsq1 - by Birdcrap[FOLD] and Pennywise[FOLD]. It's 2 separate square1 arenas, with blue v. red and yellow v. green. An interesting twist is that there are in-map buttons that allow the arenas to be linked together if someone from both arenas presses their button.
  866. dualtime - by Somatose. It's a 1on1 DM arena but there are pillars just tall enough for you to RJ to the top. Players can also fight on the ground and hide behind the pillars.
  867. duck2 - by unknown. It's a small 4-team (max) keepaway map. Scoring is 5 points for every 20 seconds your team holds the duck. Although the map is small and open, there are some spots where you can hide for a few seconds. There is also a secret area under the map that requires a perfect RJ+gren combo to reach, but it's the safest place to hold the duck.
  868. duckbox - by Epilimic. The map is either unfinished or some sort of troll. There are no floors or walls, but you don't die when hitting the bottom. The flags are there, but nothing happened when I gren jumped up to touch them. Unplayable.
  869. duckhunt - by Soul. It's a flat map with just trees. The description says it's for Spam TF only. However it would work fine as a 1on1 or 2on2 DM map.
  870. duel1 - by RedACE. It's a small 1on1 DM map. Unlike the usual flat arena, this map is designed in the style of a regular DM map, with a teleporter, lift, steps, barriers, and refills. But it was definitely made for TF.
  871. duel2 - by RedACE. It's a 1on1 DM map. It's flat and similar in size to 1on1r but with a pillar in the center.
  872. duelf2 - by Bladez. It has a similar idea to 1on1fort in which you attack a mini version of 2fort5. But there are a number of flaws: there are holes at the edge of the map where you can fall forever, there is nowhere to cap, and grabbing the flag slows you down (making it less useful for 2f5 practice). It's a disappointment from a usually good author.
  873. duelf3 - by Bladez. The map has been completely remade from duelf2. It is now an original base design rather than a mini 2fort5. It is still attack v. defend style. But there is no flag. It is just to practice attacking or defending 1on1.
  874. duelshock - by Aphasia. It's a 4-team square DM arena. You have to cross narrow lava pits to reach the central arena.
  875. dune1 - by SmashMouth[CFH]. I have mixed feelings about this map. It somehow made its way into league matches before bunnyhopping fully caught on, and it was quite slow because the outside is large and full of sand dunes. But playing it today, it is actually pretty fast with hopping, concs, and half-grenjumps. The intrigue in the map is from the multiple detpackable areas. Without detpacks, the route to the flag is linear and difficult, but a series of detpacks takes the offense right above the flag. The map has improved with age.
  876. dune12 - by SmashMouth[CFH]. This map is version 1.2 of dune1. I'm not sure what changed from the original, but I do know that it didn't fix a glitch discovered by r3m in the central water that you can clip into to see a lot of the map.
  877. dune1fel - by SmashMouth[CFH]. This version of dune1 was used in the STA league. It puts a resupply pack in the respawn.
  878. dune1sta - by SmashMouth[CFH]. This version of dune1 was used in the STA league and it puts a resupply pack in the respawn, but it is not the same map as dune1fel.
  879. dungeonm - by Wayne Lee. It is a rare 1996 map not made by John Cook. It's stunningly well-designed for a map of its age, with interesting usage of buttons. This map could have caught on and played a major role in TF history as the alternate to 2forts if not for a fatal flaw: capping does not work. SirLiam also had this problem with his early maps, preventing them from influencing the early days of TF.
  880. dungeonm99 - by Wayne Lee and PlagueBearer[GP]. Over 2 years after the release of dungeonm, PlagueBearer[GP] noticed the flag capping problem and corrected it. Unfortunately, many things had happened in TF during those 2 years, and dungeonm no longer had a chance to make an impact on history. But, it is now a functional map, and it wouldn't be crazy to play it today. It is the predecessor to modern button maps like openfire and ff-schtop.
  881. dust - by DaveJ, Macman, and DP. It is a recreation of the famous Counter-Strike map de_dust, originally made in 2001. It says it was made for OzTF, and nothing happens when I put a detpack on the X using a regular QWTF server. It would work as a large DM map.
  882. dvse - by DetMaster and Render. It's Engineers on defense against Demomen on offense. Engineers defend their button. If a Demoman presses the button, the Engineers die, but there's no team score. It's just a map for fun, like boxes1_4.
  883. dxcarena - by unknown. It's a deathmatch map in total darkness. You have to fire rockets to see where you're going. There are multiple levels but you're likely to fall off and fight in the pool at the bottom. It's a different DM experience but not necessarily fun.
  884. dyerfort - by DyerMaker. It's a remake of 2fort5. The general layout is the same but with some changes to spacing, distance, and accessibility. 2fortse remains the gold standard of 2fort5 remakes.
  885. dzone1 - by DeadPool2. It's an early 1997 map based on 2fort4. It took the worst feature of 2fort4—the narrow flag hall—and cranked up the difficulty even more. You must now take an elevator (activated by a button) down to the flag hall, make your way through the flag hall and back, and then go back up the elevator. I doubt anyone has ever capped on this map.
  886. dzone21 - by DeadPool2. The map has been significantly redesigned compared to dzone1. It is larger and more complex, with many confusing teleporters. The problem with the narrow hallway is gone. The flag room, if you can ever find it, is a more wide open area. The author seemed very ambitious, with intentions of utilizing 32-player ability and adding many ideas not related to CTF. There are some special class features on the map adding to the complexity.
  887. d_route3 - by Jackal. The respawn rooms give double megahealth. The layout of the base is a ramp room leading to a very narrow corridor with the flag. It looks extremely easy to defend. Furthermore, capping gives frags but not team score. This map needs some fixes, but they wouldn't be too difficult to implement.
  888. e - by unknown. It's a small, unorthodox map. There are 4 teams. Red has a flag in their little tower-like base that they try to defend from blue. Yellow and green teams are clearly incorporated into the map, but I don't know what their roles are. They can't grab the flag. The map works fine as attack v. defense without them.
  889. e1m1max - by John Romero, Gnarler, and The Gizmo. It's an edit to Quake E1M1: The teleporter Complex. It adds more monsters. The map is meant for single player.
  890. e1m4 - by Tim Willits and unknown editor. It's Quake E1M4: The Grisly Grotto but with flags at the beginning and end of the level. However teams spawn at the wrong ends—at the opponent's flag instead of their own. The map is not meant for CTF anyway.
  891. e2m1max - by John Romero and Gnarler. It's an edit to Quake E2M1: The Installation. It adds more monsters. The map is meant for single player.
  892. e2m2ctb - by John Romero and unknown editor. It edits Quake E2M2: The Ogre Citadel to be a border1-type of map. Yes, for just having a fun time, it makes sense to use this level because the part right before the exit is an infamous series of tiny platforms that you have to jump across.
  893. e2m3 - by John Romero. It's Quake E2M3: The Crypt of Decay. It's meant for single-player or deathmatch.
  894. ecastle1 - by MwhahahA. It's a fast, medium-sized map. There's a central gate that you can RJ over. Otherwise it's mostly flat or has small ramps. The layout is simple. There are 2 symmetrical paths to the flag that split into 4 hallways into the flagroom. There's a little slowdown grabbing the flag from a small hill. While soldiers are best as usual, other classes will enjoy the map as well.
  895. echo_b1 - by Big Bill. It's somewhat like a smaller blitzkrieg2 for 3v3, with open space in the base and very fast movement. The ideal defensive setup is typically Demo, HWGuy, and Engineer to deal with the speed. It's simple with 2 paths in and out of the base, and offense flows downward on the way in. But the offense needs to have a plan to deal with all the flag room defense.
  896. eclipse_r - by redux and Kevin. It's a converted TFC map, but it's larger and more complex than typical TFC maps. It's medium-sized but you can hop through a lot of it, with some steps to slow you down. It takes a little time to learn which hallways lead where. The flag is pretty open.
  897. eghouse - by unknown. I do not know the purpose of this map. It has some Egyptian ruins. There are no supplies anywhere. There is no goal. Yet someone seemed to put effort into it. Strange.
  898. egypt - by Drow. This small map is the ideal choice for 2v2 or 3v3 play. It provides a straightforward test of abilities on both the offensive and defensive sides. You know the demoman will pipe the hall to the flag room and there will be a defender in the front. It's up to the offense to break through. While some people think there should be a secondary way to the flag, the way it's designed forced offenses to become more creative, aggressive, and skillful.
  899. egypt1on1 - by Bleach and Darkrift. It's 1on1r edited to have an Egyptian theme.
  900. egypt2 - by Drow. It's a new map rather than a revision of egypt. It is keepaway style, similar to 2ka5 or bringit because there is no clear best area in the base to set up a defense. Scoring is 1 point every 20 seconds the flag is held. There is a secret quad accessed by entering the teleporter from behind. Since both bases have it, gameplay doesn't become unbalanced.
  901. egypt2new - by unknown. At first it seems like a normal square 1on1 DM arena. But you have to deal with large pillars that rise and fall out of the sand and lava traps that suddenly open.
  902. egypt2r - by Drow. It is a revision of egypt2. I'm not sure what changed. The secret quad is still there.
  903. egypt3 - by ss. It's unclear if it was inpired by the original egypt. This map is a bit larger. The design is more similar to 5speed5, which isn't surprising since it was made by the same author. There are 2 easy routes to the flag, but the left route requires some kind of jump coming back out. There's a hidden quad accessed by going through the fake wall (Legend of Zelda style).
  904. ela-v8 - by unknown. It's a small map with a bunch of white boxes. There's text that says "100 brush competition." Although it's an unfinished-looking map with no goal, the layout might interest someone for deathmatch.
  905. elfa01r - by Elf and Spark. It's a 1on1 DM arena with a boxing-ring layout. There are also 4 platforms that you can RJ to above the ring.
  906. elffinal - by unknown. It's a 1on1r-sized DM map with 4 teams. The feature of interest is that there's a platform above that has quad on it.
  907. elgrap - by unknown. It's a TF map but I don't know what the point is. There are 2 symmetrical bases and each has a shambler in a cage. The design looks very old.
  908. elit2k - by Cocker. It's a remake of 2fort5. All the familiar parts (grate, ramp room, elev, spiral) are there, just shifted around a bit. The ramp room has steps instead of ramps. The spiral splits in half but then reconverges before the bottom, so it's not much different. It does not improve on 2fort5.
  909. elit2kt - by Cocker. It seems the same as elit2k.
  910. elit2kteam - by Cocker. It seems the same as elit2k.
  911. elit98 - by Cocker. It's an earlier version of elit2k. The map is mostly the same but plays worse. You can get stopped by a crossbar on the central bridge while hopping. There's a different type of lift that prevents you from grenjumping out the elevator shaft.
  912. elit99 - by Cocker. The only difference I noticed from elit98 was no pent on respawn. It has the same problems from elit98 that were changed in elit2k.
  913. em1 - by Dave Kelvin. It's a single-player map from 1997. It's fairly small. It's not meant for TF.
  914. emp - by Midori[BH]. The map is a complex but not confusing idea. Each base has 5 rods (flags), worth 1, 1, 3, 3, and 5 points if successfully returned to your reactor. However, once your reactor reaches 100% (10 points worth), it has to be discharged by firing the EMP generator. While the idea has brilliant potential, there are a few flaws in the execution. If you die with a rod, it instantly returns. Thus, going for the higher value rods is unlikely to succeed. The hallways are quite narrow and defendable. Furthermore, every rod placed in the reactor takes 10 seconds to process, and so if you're holding multiple rods, you may die before being able to insert them all.
  915. emp1 - by Midori[BH]. This revision of emp fixes a problem with some clients' crashing because of too many ents. This version is recommended for play.
  916. enclave - by Zouave. This map is meant for TFC. It is not a conversion to TF.
  917. ender3 - by Jeremy Lennert. This map is based on the zero-gravity arena described in the book Ender's Game. It requires gravity set to 0.01 and grappling hook enabled. Sorry, it is a great book, but I'm not changing the server settings. The map needs to be designed to work on a regular server, perhaps with water and biosuits.
  918. endif - by Yataze. The map has a lot of vertical space, but the ground is a small, flat 1on1 DM arena. Spawns happen in the air, exposing players to airshot sprees by opponents on the ground. The map is meant for midair DM mode, in which the player takes damage only when in the air. It is a top choice for practicing airgibs.
  919. eng2k6 - by [REC]Someone and [Ent]. It's a revision to the original engbat. Gameplay is improved for hopping around, and the textures are more colorful. It's an Engineer-only map.
  920. eng2k7 - by [REC]Someone and [Ent]. It adds significantly more space to engbat, making it nearly impossible to get anywhere in the enemy base before getting mown down by sentries. The reason the original engbat worked was that it was small enough that a team of Engineers could spam EMPs and hope to move the flag while most of the sentries are down.
  921. engage17 - by [DLF] VoodooChild. The concept is similar to 4score, in which there is a single flag in the center and it has to be taken to the enemy cap point instead of your own, reverse CTF style. Since the map is pretty small and there are multiple ways to reach the enemy cap point, capping should be reasonably frequent.
  922. engbat - by [REC]Someone. This map inspired all the other Engineer-only maps. Each base is a small single room with a flag at the top center. The are beams and ledges for the Engineers to set up their sentries. They can also block the ramps with dispensers. A flaw with the map is that the front doors stay closed for 5 minutes, which is much more than Engineers need to get their guns to level 3. It is fun for pub chaos, with EMPs being desperately chucked during the split second before multiple sentries lock on. The map works because the nature of EMPs and the small room give a legitimate chance of eventually knocking out enough sentries to slip in and grab the flag.
  923. engbat2 - by [REC]Someone, Space[ACS], and Terminator [ACS]. It's a complete remake of engbat. The main difference is that there are 3 ways into the base instead of 1. The layout has some similiarities but also noticeable changes.
  924. engbat2k2 - by [LSD]Evic. This map is like anti-engbat. There are 5 ways into the base immediately and no supplies to build sentries (although they can collect packs). It's a literal Engineer battle. Engs on offense, Engs on defense. It's a test of who is best with their grens.
  925. engbat3 - by [REC]Someone and [LSD]Alexz. This map is a modified version of the original engbat. There's no initial barrier, the center is slightly larger, the central beams are gone, and there's a small flag hall.
  926. engbat3r - by [REC]Someone and [LSD]Alexz. This revision of engbat3 adds a secondary path to the base via waterway. It drops you onto boxes in the center of their base, perhaps giving a better chance of hitting sentries with an EMP.
  927. engbat4 - by [REC]Someone and BigBallZMan. This variation of engbat has a main room, a second room, and a short flag hall up on a ladder. The second rooms of blue and red are slightly different. There's no central barrier to start. It's still a bunch of Engineers.
  928. engbat4f - by [REC]Someone and BigBallZMan. Compared to engbat4, the resupply room is slightly different.
  929. engbatds - by [REC]Someone and Dr.Spliff. It makes some notable gameplay changes to engbat. Teams can press a button to open their central barrier when they're ready. The flag is moved forward toward the center so it's easier to cap.
  930. engbatx - by [REC]Someone and Plasticity. It's almost a direct remake of engbat. Differences are new textures, the central doors open much faster, and there are no working lifts (possibly unintentional).
  931. engbatxr - by [REC]Someone and Plasticity. The central barrier was opening within seconds in engbatx. Now it takes about 90 seconds. It resets after a cap.
  932. engdemo - by DetMaster and Render. It's almost the same map as dvse. In this version, there's no barrier at the start to give Engineers time to build. The score button is still broken, but it's a gimmick map anyway, like these engbat maps.
  933. engfight - by [REC]Someone and Zood. Now the Engineers are fighting, not battling. But the layout is quite clearly inspired by engbat. There are some changes, but the concept is the same. Teams can press a button to open 2 side entries in addition to the main central entry.
  934. engineer - by Soul and Schweppes. This map edits the original map, engjumps, to have Brazilian Portuguese text.
  935. engjump2 - by Soul. It is the sequel to engjumps. It is very difficult. The first task is a hard dispenser jump.
  936. engjump3 - by Soul. It is the final chapter of the engjump trilogy. Like the previous versions, it is extremely difficult.
  937. engjumps - by Soul. It's an Engineer skills course. It's difficult. The first task is a dispenser jump. The second task is a dispenser jump in water.
  938. engp1 - by [REC]Someone and Blog. It's another remake of engbat. The central door takes 5 minutes to open, but you get a countdown every minute. The central beams are easier to walk on.
  939. engp2 - by [REC]Someone and Blog. There are some minor gameplay changes from engp1. Mainly the author wanted to prevent chaining relays, and so the flag gets temporarily blocked off.
  940. engsdual - by [REC]Someone and Killa. It's like a very large and worse version of engbat. The only beam to build on is so high up that the sentry doesn't see enemies on the ground. You can also join yellow or green for a 1on1 Engineer duel.
  941. engwar1 - by [REC]Someone and unknown. Now the Engineer battle is an all-out Engineer war. Actually it's very similar to the original engbat. There are some minor changes to the ramps and beams. There's also a top grate area.
  942. enthouse - by [Ent] and Gnarler. It's a 4-team DM map. It's more of the normal deathmatch style rather than an arena. The theme is a house. There's quad. The map is pretty dark and you can exit at any time.
  943. entranc1 - by Soul. 2fort5r Entrance Battle. It's 1on1 DM in an area replicating the 2fort5r entry, which consists of the section below the grate and the 2 hallways to the ramp room.
  944. entrenched1b - by [aXe]Daolin. It's a medium-sized map. There is some clear influence from well6, with a large open flag room and a water route (via detpacks) to bypass the entire base interior. The ramps in the flag room are nicely designed for gren jumps directly to the flag. The base area before the flag room is pretty easy to get through and not really worth defending. Defense will wait in the flag room.
  945. entre_b3 - by Bvr. It's a mostly flat map that is very bright. Fullbright can be fine if there's strong constrast between areas (like in dragongod), but here it is just really bright, making it hard to look at and navigate. There are typically 2 corridors in each section of the base. Then there's a front and back way to the flag, with the back way requiring an elevator.
  946. epoch - by Andrew Smith. It's a single-player level from 1997. It's large with a medieval and cavern theme. It isn't suitable for TF.
  947. eqduel1 - by [EQ]Wils. It's a 1on1 DM arena. It's slightly larger than usual. There's a central pillar with space to stand on for height advantage.
  948. escape - by unknown. You are trapped in a room and the only way to open the door is to damage it from the outside. There is a tiny opening allowing you to throw grenades through to damage the door. Once you're outside, there's a bit of a house, and then a massive open area. Although the map has no goal, it is not totally worthless, because the outside area is a good place to practice extremely fast bunnyhopping (1400+ speed).
  949. escape1 - by Soul, Gnarler, and Hardkore. Unrelated to escape. It's a single-player level. You have to find your way out of an underground mine shaft. Find the blue key to open the door to the exit.
  950. escape2 - by Soul, Gnarler, and Hardkore. It's level 2 of the escape series. It's another single-player level not meant for TF.
  951. escape3 - by Soul, Gnarler, and Hardkore. It's level 2 of the escape series. It's another single-player level not meant for TF. Get the blue key from the sewers, then the gold key from the prison blocks to exit the level.
  952. escaper - by unknown. It seems the same as escape. I don't know what the revision is.
  953. estudio12 - by Capyvara[CCC]. The map combines ideas from a few maps. The center looks like well6, but otherwise it isn't like well6. Gameplay is more of a combination of crowns1 and rock2. First you have to grab the enemy's key. Then you take it to the other side of the enemy's base to open a door to a tape. Then you put the tape in their sound room to score. The map is reasonably sized and allows good movement in most areas, with just ramps up or down along the way.
  954. etf-bigzag_b1 - by [RS]Brasseye, [RS]Zarjazz, StatusQ, Kevin, and Tulkas. It's a modified version of etf_stq_zigzag to be more like the original rs_zz1 but with more space. It's designed for FortressOne play, particularly fast-moving offensive players. The extra space is especially favorable to Medics.
  955. etf-japanc_b5 - by Gizmo and klown. Compared to japanc, this map adds more space with a central bridge. It gives the defense a chance to reset. Otherwise (in japanc) the bases are very close together and the map is quite high scoring.
  956. etf_5_heroes - by Microlitre and Kevin. The map mininoheros ended up more popular than the larger version, noheros. But despite being a very small map, it is very easy to defend, because access to the flag is so restricted. etf_5_heroes adds additional side entries to make it much easier to get in.
  957. etf_desire - by unknown and Kevin. It's a small and fairly simple map. There are 2 flat paths that converge in the flag room, in addition to a water route. On the way out with the flag, there's also a jump pad to take it out high.
  958. etf_egypt - by Drow and Kevin. The size is similar to the original egypt, but it adds a side hallway directly to the flag, making it far easier to get in. Doing so removes the main gameplay feature of egypt. It no longer deserves the egypt name.
  959. etf_miniheros - by Microlitre and Kevin. Gameplay of this map is almost exactly the same as etf_5_heroes, but it is a separate remake of mininoheros. It adds side entries to make it much easier to get into the flag room.
  960. etf_stq_zigzag - by [RS]Brasseye, [RS]Zarjazz, StatusQ, and Kevin. It's a remake of rs_zz1. The textures look better, and the outside area is noticeably smaller. Gameplay is similar.
  961. etf_tater - by Endiku and Kevin. It's a variation of the original tater, a keepaway map. While the map resembles the original, the changes to the layout are significant. The original tater has areas in the base where the flagcarrier could hide and be protected. This version significantly reduces or eliminates those safe areas. Thus it is just another solid keepaway map.
  962. etf_tf2k - by Inphidel[NOVA] and Kevin. It appears to be a texture-only edit of the original tf2k. Gameplay appears almost exactly the same.
  963. etf_xpress - by Bladez and Kevin. Of all the xpress maps, it appears most similar to xpress3, the most popular. But it isn't exactly the same. The inside of the base entry has a shelf that is perfect for a sentry gun. This shelf isn't in the original xpress3.
  964. etf_xpress2 - by Bladez and Kevin. Although there are graphical differences from etf_xpress, it appears to be almost the same map otherwise.
  965. etf_xpress2_water - by Bladez and Kevin. It's the same as etf_xpress2 except that there is water all around the map instead of empty space. It makes a big difference in gameplay since the threat of falling off the map is gone. The attackers can enter or exit through the water, making the map even more offense-friendly than it was.
  966. etf_zpillars - by Zebra, Roger, ids, and Kevin. It's another conversion. The flag is up high. It's easier for soldiers to get to it. Other classes have to take ramps up or use grenjumps. The map feels both small and large simulaneously.
  967. everland - by Mercenary[2rw]. It's a small map but definitely not flat. It takes some time to figure out the best way to hop. There's just an outside area with curved ramps and a small flag room with steps. The flag is protected pretty well.
  968. evildead - by Steve Rescoe. It's a single-player or deathmatch map from 1997 based on the Evil Dead movies. It has a forest cabin theme. It's a nice map but it's not meant for TF.
  969. evpick - by unknown. It's a voting map, in the style of vote40, made by an individual in clan eVolution. Civilians swing their axes on the door of the next map that they want to play on a pub.
  970. evsd20 - by DetMaster and Render. It's another version of dvse. The button does nothing.
  971. ewg1 - by SirLiam. This author made some very early TF maps, but this one is from Jun 1998. The outside area was very large for its time, but with hopping it's fine. It could be called an early 'button' map, because there's a pillar that the offense has to touch to lower the cage around the flag. The layout is simply an entry leading to the stairway area with the button, and then the flag room below. Offense can try to take it out a long waterway, also.
  972. ewg2 - by SirLiam. There are significant changes inside the base from ewg1. The button, cage, and water are gone. There are just 2 stairways that meet at a small flag room. Stopping at the front door is annoying, and the entry room is a chokepoint.
  973. ewg3 - by SirLiam. It makes a small but significant change to ewg2: there are side entries to the flag room, negating the ability to cut off the entryway. The ability to the throw the flag up to the sides adds some tactical intrigue to the map.
  974. ewg3sta - by SirLiam. This version of ewg3 was used in STA. It seems the same as ewg3.
  975. excel - by Greymon[AR]. It's a medium-sized map that is very hop-friendly. It became part of the regular rotation in leagues. It also has an unorthodox scoring system, with 3 points for the initial touch and 7 points for the capture. The main entry has 2 platforms, but you have to have the right hop timing. The routes converge at the spirals, which split and both lead to the flag room. The flag is set up nicely to do a gren jump or otherwise get in and out very quickly. There's also elevator access via rocketjump or grenjump. Despite being made in 1999, it helped usher in the emphasis on speed, and it remains an excellent map today.
  976. excel3 - by Greymon[AR] and Arc. This map modernizes the original excel, building off of ideas introduced in excelr. (There is a TFC conversion by Greymon named excel2.) The map was originally meant to favor offense, but it became a defensive map over time. The main problems with excel are (1) the big yard between the bases and (2) the ramp room chokepoint. Thus, the size of the yard has been greatly reduced (also removing the water), and the enemy lift can be used by attackers, providing an alternate route to the flag. The ladders have also been replaced with faster ramps.
  977. excelr - by Greymon[AR] and Arc. It's an ent revision that makes a number of attack-friendly changes to excel, which had been criticized for its entry chokepoints. The changes include: attackers can use the enemy lift, the lift goes up faster, players always spawn in a ramp-room resupply, and the upper resupply gives ammo only. The scoring has also been changed to the standard 10 team points per cap.
  978. excelsta - by Greymon[AR]. This version of excel was used in STA. Some entities might be slightly different, but essentially it is the same as excel.
  979. exlsr - by Greymon[AR]. This map was the first version of excel. There is a slight difference to the bridges in this version, but they were smoothed out later in excel. The map plays mostly the same, but excel is recommended.
  980. expert - by Bladez. This map seems to have been influenced by excel, with similar-looking fast corridors. Oddly, it is a bit more complex and confusing, even though the author is known for fast and simple maps. The layout differs from excel with a few areas of slowdown, and the flag room is a dead end.
  981. exreact1 - by Pa3bpath. The map has a large number of upward wind tunnels that get annoying quickly. The flag is on a narrow ledge with lava below, making it very hard to get unless you drop on it and RJ out. It's an unfriendly map overall, but it's not totally unplayable because it's reasonably sized.
  982. extermin - by {VH}Buri. It's an old (1997) 1on1 DM map, before everyone copied 1on1r. There's a central area for fighting but also some armor and health on the sides of the battlefield.
  983. extreme1 - by Spark. The layout of the map is fine, similar to h4rdcore with mostly flat corridors converging near the flag. The problem with the map is that it uses base textures exclusively, making it difficult to know where you are. The map needs to be retextured to be taken seriously.
  984. extrj2b3 - by Spark. It's a rocket-jumping course, to the extreme. However, it crashed a regular QWTF server, and so I loaded it in FortressOne. I was unable to join a team, but I was able to see the design. Maybe there's a finished version somewhere that works.
  985. ezsquare - by EmuZombie. It's a 1on1 DM arena, but it isn't flat. There's a bump in the center, and the floor is otherwise slightly uneven. There are also 4 pillars in the corners that you can RJ on.
  986. ezstreet - by Hirlas and Ryan Cawdor. It's a small map with an interesting design. The concept is that it's the main street of a small village. There's a well in the center that both teams use to get to the enemy flag room. Will offenses abide by the gentleman's agreement not to shoot each other in this scenario? There is also a secondary route to the flag room by taking a tunnel through a house.
  987. f4f - by Justin Kimber. This map was made in 1996, when TF was version 1.3. It is very small, with the flag at the top of an impossible water tower. There's only a small ramp and water area separating the 2 towers. Unfortunately, like many early maps, the author did not know how to make capping work properly.
  988. f5f - by Justin Kimber. It's a newer version of f4f, retaining the same general idea of a water tower. But it is not finished. The back of the blue base has a bottomless pit, and there are no flags.
  989. f5fb2 - by Justin Kimber. Beta 2 of f5f finally takes it out of the unplayable grade. The back area is now the flag room, but grabbing the flag takes you to half speed. For non-soldiers, the water tower is the only way into the base without some sort of gren jump, and so it's going to be well-defended. There's also no resupply area. But capping does work finally.
  990. f5fb3 - by Justin Kimber. Beta 3 of f5f adds a resupply room and a waterway to the flag room. The map still needs work. The resupply gives only 100 armor max. But for a small map it has an interesting foundation.
  991. face - by LordChaos[LoA]. It's very surprising to me that this map was made in Apr 1998, because everything about it is super old-fashioned. The textures are unappealing. The entire base is super cramped and linear. The resupply bags give small refills. It's extremely easy to defend this map.
  992. facility_b2 - by RedFox. It's a large FortressOne map, even with hopping through open spaces. There are a number of different paths, but generally you keep moving forward toward the flag. There's a rather large spiral area after the long trek across the map. It's useful for big FO games, but it has no standout features.
  993. facingtf - by Cedric Fiorentino, Xavior, and ss. It's another port of Facing Worlds, like ctf_facingworlds. This version is larger. The map is basically designed for snipers to own everyone, but without snipers, it plays similar to the xpress maps. The threat of falling off the edge of the map is very real.
  994. fade3 - by Faded. It's a small map with memorable exotic texture patterns. Movement is restricted by low ceilings, but soldiers still have an advantage because they can RJ up to the platforms leading to the small flag room.
  995. fast3 - by John Cook. It's one of Cook's experimental maps from 1996, before TF had an identity. On this map, each team has 3 flags. The lava flag is worth 3 points, and the others are worth 1 point when returned to your base. The concept is intriguing, but the execution is severely flawed. The bases seem to overlap each other and are not distinguished by color, so you don't know if you're going for the enemy flag or your own. Furthermore, the flags don't return after being capped, so essentially the first team to 5 points wins.
  996. fastflag - by John Cook. This map is the earliest version of fast3, made in Sep 1996—one of the oldest TF maps other than 2fort. The layout is the same as fast3, but essentially all of the ents are broken. You can grab flags but cannot cap them. The resupply packs also do nothing.
  997. fatass1 - by Plexi. The full name is Fatal Assault. You play as blue or green. The graphics look like a conversion from somewhere else, but I cannot verify that. The map is essentially one very long corridor from flag to flag. Despite the newer-looking graphics, the play style is old.
  998. fatta - by [SD] Hunter. Fast Attack. It's a recent map (2018). The center has scary-looking water, but it's skimmable. It's possible to RJ from one sniper deck to the other. As the name suggests, it is pretty small and fast, with 2 ways into most areas, including the flag room. There are some steps, but generally there's not much slowdown. Expect the action to happen in the flag room.
  999. fatta1 - by [SD] Hunter. Something is revised from fatta, but I don't know what it is. It appears mostly the same.
  1000. fatta2 - by [SD] Hunter. The resupply has been significantly revamped compared to fatta1. It has been lengthened so players can choose where they want to exit.
  1001. fbase1 - by Faded. It's an expanded version of fade3 by the same author. The concept of restricted movement by low ceilings remains a prominent feature. But there is a larger spiral and flag room. It's still a relatively small map.
  1002. fbase2 - by Faded. It seems very similar to fbase1.
  1003. fbase3 - by Faded. The pools of lava outside in fbase1 and fbase2 have been replaced with water. Some of the text messages have also been updated.
  1004. fbitg - by Soul and Spark. It's a soldier skills course. Resupplies give blast armor, which may require more skill, but it is not an accurate simulation of normal gameplay.
  1005. fbitraininggrounds - by Soul and Spark. It's the same as fbitg but with a longer name.
  1006. fcast - by [SD] Hunter. There is only a single small entry to the flag room, and it is secured by a gate that has to be opened by shooting a button. The gate stays open for only 12 seconds. The piper and a sentry are going to be waiting inside the flag room, if you get there. When you get stuck inside (if you somehow get the flag), you need a teammate to shoot the button again. However, you can exploit the map by dying near the gate, and then someone can grab the flag through the gate. Way too defensive even though it's a small map.
  1007. fcastr_b3 - by [SD] Hunter and MeMcCree. This map is mostly a texture-only update to fcast. It also removes the lamps on the ceiling to the flag room and makes the flag room entry a little taller. The gate still remains open for only 12 seconds. But the map does look a little bit better.
  1008. fcastr_b5 - by [SD] Hunter and MeMcCree. The grate visually appears different in this version compared to fcastr_b3. The gameplay seems the same.
  1009. fcastle1 - by Spark. It's small, ideal for 2v2. It's a castle in the sky. There are massive gaps in the floor where you can fall to your death. Offense essentially has to be Soldier or Scout. Getting to the other base alive is an accomplishment. It's something different.
  1010. fdoomv3 - by H8Breeder. It's another 2fort5-type of map. All of the familiar elements are there, including the grate, ramp room, elevator, and spiral. It's just rearranged somewhat. There's a detpackable wall for another way to the flag room. It's more cap-friendly than 2fort5. Capping gives the player every type of armor including blast and a full refill, giving a major advantage to that player to potentially cap again.
  1011. fdoomv4 - by H8Breeder. There are a few minor changes from fdoomv3 outside and in the basement. Otherwise it's essentially the same.
  1012. fdoomv4r - by H8Breeder. It appears to be a minor revision of fdoomv4. I don't notice a difference.
  1013. festivus - by Aphasia. Based on a 1997 Seinfeld episode. It's a 4-way deathmatch map over a big pool of lava. There's a Festivus pole in the center that completely refills armor and health, and sometimes it gives quad.
  1014. fettra2 - by Erich Heintz. It's a very small DM arena. Much of the floor has holes that you can shoot through but can't fall through. There's a thin barrier in the center.
  1015. fettra3 - by Erich Heintz. It's another very small DM arena. Essentially it's just a rectangular box. If you throw a nail grenade, both players will die.
  1016. ff-2fort - by John Cook, Shadow, and klown. All of these ff- maps are converted from Fortress Forever, which was first released in 2007, but the conversions were 2019 or later. This map is a remake of the classic 2fort5. The layout is all the same, but some changes favor the offense. There's more space at entries and in the spiral especially. The bridge area has side and upper pathways added.
  1017. ff-2mesa3 - by [CBC]Techniker, Squeek, and klown. The flag room is somewhat like well6 but worse. The flag is up high, and there are only 2 lifts to get up there. Otherwise you have to do some kind of grenjump. There are 3 ways into the flag room but they can all be cut off fairly easily.
  1018. ff-2mesa3r - by [CBC]Techniker, Squeek, and klown. Evidently it is a minor revision from ff-2mesa3.
  1019. ff-aardvark - by Caesium and klown. It is a super fast map, combining distinguishing characteristics of shoop and excel. The outside area is a pleasant little park leading to a speed-boosting ramp into the base. There's a button to the right that takes down the lasers on the left, allowing access in and out that way. The map is a dream for every class on offense, blazing in one side and out the other with the flag.
  1020. ff-bases_b1 - by unknown. This map gives a loading error in both QWTF and FortressOne.
  1021. ff-destroy3 - by Koochy and klown. It's a basic button map. The left route into the base leads to the button that takes down the lasers in front of the flag for 30 seconds. You then proceed to the 'elevator' path to the flag room. The other route is the 'spiral' path where you usually get chewed up by some combination of piper, hwguy, or sentry.
  1022. ff-ibex - by unknown and Kevin. The map is pretty open and featureless. The empty center leads to a ramp room, and a flag room follows. Aside from the main entry ramp, you can fly around at very high speeds in most places. The flag area is intended to have breakable glass protecting the flag, but it works in MegaTF only.
  1023. ff-mbases_b5 - by Midori, Wils, and klown. It's a modified version of mbasesr, which is a modified version of bases. This version adds 2 extra passages to the flag room, making it much easier to cap. There is a new lift leading to the flag hall, and the formerly non-elev side of the ramp room now has a secret passage directly into the flag room.
  1024. ff-medievalr - by Elmo, klown, and Meht. The idea is very similar to ff-destroy3. The base splits into left and right paths. The left path leads to the button, although it is not used to deactivate lasers; it simply opens the right path in and out. As usual, there are some ramps, but movement is pretty open and fast.
  1025. ff-monkey - by The_Cheese and klown. There are 3 paths to the flag inside the base, but it's not quite like h4rdcore. The outside paths will converge at the lower part of the flag room, which is likely to be defended from higher ground. The central path also will have a strong defender in the way. There's no button. It's mostly flat like other ff- maps.
  1026. ff-mortality - by Gnaa and klown. It's pretty simple. Come in through the left corridor, which is likely to be defended, but good players will be moving fast. Then there are dual ramps leading into the flag room, which is pretty open and hoppable. Go back out the way you came in. As usual with most ff- maps, defensive success depends on slowing down the offense.
  1027. ff-nyx - by ChurchMouth and klown. The layout is tighter than other ff- maps, particularly at the entry. There are 2 completely separate routes to the flag room. The first is through a narrow corridor. On the other side it's a bit wider, but there's a button that the defender can push to retract the bridge to the flag.
  1028. ff-phantomr - by Uliboh and klown. It's another very fast-paced map with many possible ways to zoom into the base at incredible speeds. The base has a short side and a long side to the flag. The short side has a button that lowers the lasers guarding the flag. The design is unique with a tunnel leading into the long side. The brilliance comes from the elegance of the layout that provides a wide variety of ways to weave through the map.
  1029. ff-propinquity_b1 - by Ashen. Although this map looks nearly the same as ff-propinquity_b2, it has some technical problems. The frame rate is much worse, making it feel choppy and uncomfortable. The lasers also have a gap.
  1030. ff-propinquity_b2 - by Ashen. The textures look unfinished, but it is functional. It's a button map, although the button seems a bit hard to access compared to other maps. The map is fairly large but open for fast movement. It feels a bit like a larger, more complex ff-ibex.
  1031. ff-raiden - by Uliboh, NeonLight, Oaties, and klown. The map is best described as a modern version of well6. The main ramp room is certainly similar in design, with an upper area that can see the ramps below. The flag is also up high rather than on the floor, accessible by a ramp from the low route or by dropping on it from the high route.
  1032. ff-schrape - by ChurchMouth and klown. It's another button/laser map. Players can move quickly as usual but there are some uphill ramps to dampen the fun. It's a bit large and more complex than it should be. Just not as fun to play as the other ff- maps.
  1033. ff-schtop - by eat and klown. Somewhat like ff-phantomr, it is small but provides an excellent layout for creative and quick weaving through the base. It also offers a bit of tactical richness with much of the focus on the area around the door that is opened by the button.
  1034. ff-shoop - by Zang[KiN] and Arc. 25 years after the release of the original shoop, I created this revision to fix some of my long-standing grievances with an otherwise brilliant map. The most obvious problem in shoop is the unequal sizes of the roof holes, giving red a significant advantage. Additional annoyances that have been fixed are unlucky head bonks, difficulty getting out of the yard water, slow doors, bad spawn angles, and poor texture usage.
  1035. ff-shutdown2 - by The Cheese and klown. It's similar in style to many other ff- maps. There's a button on the right side of the base to deactivate the lasers at the flag. The button area is not directly connected to the flag area. There are a few ways into the flag room, which has a bunch of ramps. Movement gets a bit jammed up in too many areas for an ff- map.
  1036. ff-siege - by Omega and klown. It's a basic map without a button. The entry is a ramp room splitting to 3 paths into the flag room. The straight path is a one-way chute. The flag has to be taken out along the sides of the flag room. Pretty fast, but not super fast.
  1037. ff-swoop - by Iansir and klown. There's a big entry ramp leading to the button on the left and the flag room on the right. Both the flag room and the flag itself are blocked until the button is pushed. Like ff-phantomr and ff-schtop, expertise on the map requires mastery over the intricacies of movement. There are a number of ways to creatively attack at high speed.
  1038. ff-well_b3 - by Sgt.Thundercok, Eat, and klown. well6 is one of the most classic maps in QWTF. This map a remake with some gameplay changes. The cap point is now the outside roof. The waterway doesn't require a detpack and the water is shallow. The front door doesn't require shooting a button to open. However the flag room still works essentially the same way, with the option to gren or conc jump to the top if you don't want to take the lift. The gameplay changes are all improvements.
  1039. ff_aardvark - by Caesium and klown. It appears to be the same as ff-aardvark.
  1040. finland_b2 - by ids. The map is stylistically similar to denmark_b7 by the same author. It's a lot of tight ramp corridors. It can be hard to figure out the right way to go at first. There's a ramp that stands out more that has the flag at the top. Dull style.
  1041. firef - by MechTech. It's a small 1on1 or 2on2 DM map. There's a nice fire pit (not lava) in the center that will do damage if you get knocked into it.
  1042. firepower - by Jean-Guy Poulin. It's a very small attack v. defense map. Red attacks and cannot use Scout or Pyro. There's a minefield outside that protects a small temple with the disc (flag). When red caps, they score 20 points and the map ends. I wouldn't expect gameplay to last long.
  1043. firesky1 - by Moidib. The idea is a standard forts map but with no edges like xpress. There are a bunch of interconnected teleporters. The enemy flag is nearly impossible to grab because you have to go through a teleporter and drop right on pipebombs. Even worse is that the flag area teleporters are circular and there's no way out.
  1044. firestorm - by Soul. It's yet another 2fort5 variant. This one has a lava theme. The familiar aspects are all there: bridge, sniper deck, ramp room, grate, spiral, elev, basement. But the basement is much larger than 2fort5.
  1045. firewall1b - by Torn and DP. This map is almost exactly the same as dpt5. The difference is that the box is concealed behind a firewall, but the objective is the same. If I weren't familiar with dpt5, I would have been confused. You still have to raise the shield around the box and then shoot the box until you do enough damage to earn 10 points. I prefer dpt5 since the objective is more clear.
  1046. first - by Trunks. It's a 1on1 DM arena. There's a rectangular box in the center you can RJ on. There are also 2 very tall pillars you can grenjump to if you want extreme height advantage.
  1047. fl2 - by DXC[Booman]Hiss. It's inverted TF. You take the flag from your own base and cap it on the enemy's roof. The trouble is that there's a long, narrow bridge between the bases, and you can fall off into a lava pit. So essentially it's an outside DM map between opposing offenses. You can grenjump to the roof cap point if you have enough health.
  1048. flagpit - by [REV6]Freebie. It's a basic medium-sized castle. Hop through some flat hallways to the flag room. Sadly, the flag is in a pool underwater, i.e. a flag pit. No one wants to go underwater, because it is slow and you can drown.
  1049. flagpitb2 - by [REV6]Freebie. Beta version 2 of flagpit. It seems the same.
  1050. flagtag1 - by Soul. It's an interesting little map in which both flags are sitting on the center bridge and you have to return the enemy's flag to your base to cap. It could be played 1on1 as a race to see who can cap fastest. Or with more players there would be total carnage on the bridge.
  1051. flash - by [SD] Hunter. There's a big lake of water outside but you can avoid it. Come through the main land entry and there's essentially a spiral or elev path to the flag, but it's not really like 2fort5. Although there are signs telling you where to go, it still takes some time to figure out.
  1052. flash2 - by Gunther. Unrelated to flash. It's a 'flashback to Vietnam.' There are various control points spread around the map, but they all require you to go through awful water tunnels. Scoring does not seem to work properly either. It's unfortunate because the map could be much better with some improvements.
  1053. flash3e - by Gunther. It looks like flash2 has been totally revised, but somehow it got worse. It's dark, the movement through the water still is terrible, and the team scoring still doesn't seem to work right.
  1054. flash3f - by Gunther. Beta 3F of the flashback series. There's a new area compared to 3e, but there's still nothing to do really. Again, it's unfortunate that these maps looked like they had nice potential but never were fully developed and sorted out.
  1055. flashback - by Gunther. This version of the flashback maps is easily the best, but I can't grade it playable because the team scoring is broken. There are 3 teams, and they fight in a central area over the 4 control points (market, armory, hospital, and barracks). It's most similar to deltatwn, another canalzon clone.
  1056. flib10b - by Mr Flibble. It's a simple map that essentially cuts 2fort5 down to just a ramp room, spiral, and flag room. Enter the ramp room via front door, sniper deck, or water. The spiral is the only way to the flag. The flag room has 2 halls like 2f5.
  1057. flibcas2 - by Mr Flibble. It's a rather large, old-fashioned castle. There are 2 symmetrical paths to the flag room. It takes a while to get there, even with hopping and mostly flat features. The cap point is also in your own flag room, which is an annoyance.
  1058. flibcast - by Mr Flibble. This map crashes a QW server. It is the first version of flibcas2, so it's probably pretty similar.
  1059. flibdefn - by Mr Flibble. It's an attack v. defense map with a small castle that has a flag on the roof. It's meant to be played with snipers defending the front. Impressively, the author disabled the ability to gren/rocketjump up to the roof from the ground. But the castle is still too easy to attack, and the offense only has to touch the flag.
  1060. flibtech - by Mr Flibble. The main area of the base is inspired by the rock1 courtyard. The flag room is underground. There are a few ways to access it, but movement on the map overall is difficult and confusing. Playing the classic rock1 is more sensible.
  1061. floh1 - by unknown. It is a CTF map, but the layout is very unusual. You must cross a lava pit by walking across a thin platform. With enemies chasing you, it is extremely dangerous. The flag is inside a small building in the enemy area. Most of the map is outside. Interesting for something different, but not a serious map.
  1062. flood1 - by Torn and DP. This map is another variation of firewall1b, which is a slightly modified version of dpt5. The preferred choice remains dpt5.
  1063. flyworld2 - by Superfly. It's an open DM map with a lot of ramps. There's a lot of armor and health scattered around the map. teleporters allow you to teleport between platforms.
  1064. fog2 - by FiXeR. It's a large map with inverse CTF rules. You take your own bomb and blow up the bomb room deep inside the enemy base. The map feels like it would have been played on 32-player pubs in 1997. It's a long way to the bomb room. There are 2 ways there, and both look pretty easy to defend.
  1065. fokybox - by unknown. It's a futuristic-looking DM map with many ramps. You can hop around a lot. There aren't any supplies lying around.
  1066. foodfite - by Zang[KiN]. It's a silly little gimmick DM map. There's a small kitchen that has a piece of food, and players on 3 teams battle to try to eat the food. Unfortunately there is no team scoring, so it's just a DM map.
  1067. football - by Sniper[FA]. Are you ready for some football? It's an American football field. There's a ball at the 50-yard line, and you take it into the end zone for a touchdown as either the Cowboys or Eagles. Each touchdown is worth 7 individual frags but no team score. It's fun and works aside from the team score, which is easily correctable.
  1068. foozbal2 - by Xtreme and Casebier. It's much like the original foozball, but it has been expanded to have 'fans' watching as teams 3 and 4. Scoring is 3 points for a goal for the players and 1 point for the fans. I think foozball is fine as it is.
  1069. foozball - by Xtreme. The gameplay is very similar to football. Grab the ball from the center and move (at half speed) to the goal. Team score is 1 point per goal. A good TF sport map.
  1070. force98 - by [CF]Ravenlord. The layout of the map is pretty simple. Go through the main room and down a staircase spiral on either side to an intermediate room. Then there's another staircase spiral on either side leading to the flag. The problem is that they are stairs instead of ramps. You can hop them in FortressOne, but they are a big slowdown in regular QWTF.
  1071. forgot - by [SD] Hunter. It's a small map but it's very easy to defend. The flag room is similar to mininoheros, allowing a Demoman and Engineer to dominate. There are 2 ways into the flag area. The first way is to shoot a button that opens a gate at the bottom of a ramp for 5 seconds. The other way is a narrow hallway.
  1072. forgot1 - by [SD] Hunter. There are a number of changes trying to correct the ease of defense compared to forgot. The gate now stays open for 10 seconds instead of 5. Instead of the single narrow corridor, there are now corridors on both sides on the way to the flag room, accessible by elevator for non-soldiers. The flag room itself remains similar to mininoheros.
  1073. fort0rz - by Orion. The map is a remake of 2fort5 in attack v. defend style. It's not exactly the same as 2fort5 but it's very similar, like 2fortse. However there are some annoying differences for hopping. Scoring is normal for blue for capping (10 points), but red must keep their flag untouched in the basement for 5 consecutive minutes to score 10 points. It's a good way to practice 2fort5 while also competing for score.
  1074. fort0rz2 - by Orion. The scoring has changed from fort0rz. Now red gets 5 team points for keeping their flag untouched in the basement for 1 minute. If it's off its original spot, red doesn't score. The flag also has a return time of 1 minute.
  1075. fort30 - by Kykh. It's a very small map meant for no more than 2v2. There are 3 ways to the flag room (low or 2 via sniper deck), but they all converge and you'll have to fight your way through. The flag is up high on a ramp spiral. 2 points for a capture.
  1076. fort30ex - by Kykh. It adds a little bit of space to fort30, but the map is fundamentally the same. The side door is slower to open, and the extra space probably just makes each run longer without making capping any easier. fort30 was slightly better.
  1077. fortcarn - by [LPF]DragonYen. If you ignore the ugly green textures everywhere, you realize the map has a good layout. It's mostly flat and lacking doors. Despite the texture uniformity, you shouldn't get lost. There are 2 main corridors converging at a small flag room. Nice easy-moving map.
  1078. fortdoom - by H8Breeder. It's the original version of the fdoom map series. The flag hall is more difficult to access here, and the later revisions made it more like 2fort5.
  1079. fortress - by Mikey[SwCy]. I was hoping that it would be a conversion of the doom map fortress, which inspired the creation of Team Fortress, but it isn't. It's 2 small fortresses staring at each other with the flags on the roofs. There's a small, annoying bridge in between. Instead of going through the base, players will RJ up to the roof. Very similar to the maps choc and crusher.
  1080. fortsins - by Zorilla. It's a single-player or DM level. Standard stuff, it isn't for TF.
  1081. fortzon - by Lush and Vantage. As the name suggests, fortzon combines 2forts with canalzon-style control points. There are 6 control points total, 3 in each team's base. When a team gains control of 4 points, they score 5 points. Controlling 5 points is worth another 10 points. Controlling all 6 points is worth 40 points and resets the control points. Furthermore, players can spawn at any point that their team controls, making it easier for the leading team to gain complete control. It is a map that requires a larger number of players and requires both tactics and skill. The biggest issue with the map is that the team that is just slightly better tends to dominate the scoring.
  1082. forup - by [SD] Hunter. It's a medium-sized map but mostly flat. There are lifts instead of ramps. However the main feature of the map is the high flag room, which is designed for players to grenjump into. The water on this map might as well be lava, because it's not worth the time to swim through it.
  1083. fotoroom - by Zang[KiN]. It's a map designed for taking screenshots of players. You can get a group of players standing on top of each other, or you can get a clear image of a TF skin against a black or white background.
  1084. fovfrt11 - by Orion. It's a sniper-war map. You can snipe from the high deck or the low deck. You can't cross over to the other base. It's very much like sniprwar.
  1085. fovote_b2 - by Sgt.Thundercok and klown. It's a FortressOne voting map, inspired by vote40. It functions as intended. Players shoot the door of the map that they want to play.
  1086. fo-crystalball_b1 - by zut. This map—made in Dec 2023—is intentionally absurd as a satirical commentary on the FortressOne community of the time. The defensive Demoman, HWGuy, and Pyro are forced to play predetermined positions in cages (where grens are useless), while the Engineer's sentry has to be built so far from the flag that it does nothing. Meanwhile, the attackers simply hold +jump to get boosted through the flag for a cap. The exaggerated ease of capping ridicules the dev team's supposed focus on "balance" that in fact caters to soft attackers who feel entitled to a free ride to the flag on every run. Defensive resources and tactics were shamefully restricted more and more by the devs—even going as far as proposing the removal of the detpack, which has played an essential tactical role in TF since version 1.0 in 1996 and is a literal necessity to play numerous TF maps. The author hoped that his work would inspire the community to acknowledge its flaws and improve its ways.
  1087. fo-spiderx_b3 - by Scancode, lordy, and Tulkas. It's a conversion of Spider Crossings from Q3F/ETF. This version completes the work started in fo_spiderx_b3 (underscore instead of dash). The map still has plenty of space, but some of the flag room entries have been blocked off. The flag is also in a tougher spot up higher rather than in the open on the floor.
  1088. fo-spiderx_b5 - by Scancode, lordy, and Tulkas. This revision of fo-spiderx_b3 moves the flag to the back of the flag room and fixes some holes in the map.
  1089. fo-spiderx_b6 - by Scancode, lordy, and Tulkas. This revision of fo-spiderx_b5 again fixes some minor technical issues with holes and brushes.
  1090. fo_ad_b3 - by Bvr. All of these fo_ maps are designed for FortressOne. The 'ad' stands for attack and defense, because the map has a single base with ents that reverse (blue attacks first and then defends second). The layout favors the attack, which has a faster route to the flag than the defense. Since the attackers spawn right near the cap point, it's also hard to try to hold the flag when it's out, unless it's near the defense spawn.
  1091. fo_ad_b4 - by Bvr. It makes a small but important change compared to fo_ad_b3: The ledge in the flag room extends all the way, giving defenders an easier route to get back to the flag. The placeholder resupply room is now a real resupply room, also. The map has to be played in FO quad mode.
  1092. fo_ad_b5 - by Bvr. It's a minor change from fo_ad_b4. The ladder texture is different.
  1093. fo_ad_b6 - by Bvr. The major change compared to all previous versions of fo_ad is that the defense spawn has been moved to a better position, allowing the defense to get to the flag faster. Previously it was low and on the opposite side of the base, but now it's high and on the same side as the flag. The earlier versions of the map were fairly high capping because of the difficulty for the defense to get back to the flag before the attackers.
  1094. fo_ad_b7 - by Bvr. In playtesting fo_ad_b6, one of the spawn doors was broken. It was fixed, but then the spawn was ultimately removed. The map is similar to previous versions of fo_ad, which has been refined multiple times to balance the timing for attackers and defenders.
  1095. fo_ad_mine_b2 - by Bvr. Gameplay is very similar to fo_ad, but there is a mining theme in this map. It's attack v. defense style with the keycard in a top corner. There's also a button to open a door to the cap point, but it isn't required. The floor has a trigger texture that probably isn't meant to be there.
  1096. fo_castles_b2 - by Bvr. This map has the flag on the roof like choc or crusher, but there's a long linear path between bases. The roof is also more difficult to access, meaning you'll have to go through a very compact tower to reach the flag.
  1097. fo_cathedral_b7 - by lordy. It's an attack v. defense map. Most of the map consists of a large cathedral. Blue can get in easier than they can get out because of some one-way barriers. It looks majestic but the gameplay doesn't stir the soul.
  1098. fo_ideas - by ids. It's another map from this author that takes some time to figure out. There are endless paths, openings, lifts, doors, and even teleporters. Take one of the many paths to the flag and figure out how to get back out.
  1099. fo_labs_b7 - by Bvr. The map is pretty small and simple, but it seems like it could handle a wide range of players. It's practically set up like an offensive skills obstacle course. Good players will fly through the openings perfectly. The key (flag) is under a low ceiling, but everything else is set up for smooth movement. It's full of potential trickery and tactics.
  1100. fo_minicastles_b1 - by Bvr. It's a mini version of fo_castles_b2, and it's a vast improvement. The flag is no longer on the roof. It's a well6-like setup, with a button you shoot to open a gate to go out, or you can take it back out the way you came in. The central area is much smaller, as is the flag tower. Probably best for 2v2.
  1101. fo_rock_a7 - by Sgt.Thundercok and lordy. It's a remake of rock2. There's only one base and the keys are just sitting outside. Instead of playing normally, the key has to be taken to various points within the enemy base in order (yard, generator, small room, gas chamber). It's not as fun as regular CTF rock.
  1102. fo_rock_a8 - by Sgt.Thundercok and lordy. Compared to fo_rock_a7, this version adds waypoint guides that are visible from anywhere on the map. It helps players understand where they need to take the keycard.
  1103. fo_smartbases_b1 - by unknown and lordy. It's a medium-sized map based on etf_smartbases. There are a few corridors you can hop through to get to the flag. Or you can just take the water route and cut through everything. The flag is up on some ramps, but you can get out with it quickly. The map is technical in general, requiring multiple playthroughs to understand.
  1104. fo_smartbases_b2 - by unknown and lordy. The only difference from fo_smartbases_b1 that is obvious is that the water style is more opaque so attackers aren't easily seen in the water. The layout seems mostly unchanged.
  1105. fo_spamtech_b3 - by unknown and lordy. It's a medium-sized map based on etf_spamtech. Movement is pretty fast in FO with hopping on stairs. There are 2 paths to the flag. The first is a chute directly into the flag room, and the other is the longer route up stairs and ramps. The way back out has to be down the ramps, which can create some nice speed.
  1106. fo_spiderx_b3 - by Scancode and lordy. It's a medium-sized map based on etf_spiderx. The textures look unfinished, but the gameplay is all there. It's a very fast map with a few different ways to attack the flag room either high or low. The flag is begging for someone to make a high-speed getaway. There are bounce pads to get up high.
  1107. fo_stag_b2 - by Leon, Avid, Dragline, klown, and lordy. A port of a port of a port of a port... But it's a pretty ordinary map. It's ramps and platforms. The flag is elevated, and you take a low ramp up to it or a high ramp down to it. Part of the platform outside has an invisible hole in it.
  1108. fo_towers_b8 - by Bvr. It's a big lab. This map is very hard to navigate initially. I went spec to figure it out. Basically, you want to go down to get to the area connecting the bases. Then you want to go up to the 'danger' area and press the button to open the flag room door. It's ok after getting the hang of it.
  1109. frag - by >V< Someone. It's a 1on1 DM map. There are ledges along the sides. They are just high enough that you can't single RJ to them from the fighting pit, but you can RJ to them when leaving your respawn area. The fighting area itself is a flat square.
  1110. fragbowl - by Gimpus Maximus. It's a highly unorthodox map with unusual scoring. The main area is open with ramps, but the flag hall is very narrow. Scoring is 3 points for a touch, 5 more points for walking through the center gate, and another 20 points for the final cap at your dragon (28 points total). But if you don't go through the center gate first, the dragon cap is worth only another 10 (13 points total).
  1111. fragdock - by [LoD]Vortex. It's a 1on1 DM map. There are 4 bridges arranged in a square and a pool of water in the center. The resupply packs don't refill health.
  1112. fragsnipe2 - by ]Bs[TheFragMan. It's a sniper-war map. There are a few different spots you can snipe from. The best is probably the low area in the dark behind the barrier. There's lava in the center but you can gren jump across if you want.
  1113. fragval - by [LoD]Vortex. It's a 1on1 DM map. There's a bridge in the center, and below it is a valley. It's better to stay up high. But you can single RJ up to the bridge if you get knocked down.
  1114. fragwar - by [LoD]LordBishop. It's a basic 2forts-type of map but there's no flag. So the author unknowingly recreated the concept of the original 2fort, which also had no flag. But unlike 2fort, it doesn't have 4 teams, and the layout is a little more modern.
  1115. free4all - by Catch22. Both teams are stuck inside separate parts of a big volcano. I don't get it.
  1116. free4all2 - by Catch22. Some features have been added to free4all. There's a flag, cap point, and 2 very high ledges. Still, it's impossible to do anything. I can double grenjump up to the ledge, but there's nothing to do there.
  1117. freeway - by Avenger(VoD) and Civic. It's a converted Duke Nukem 3D level (E3L11). There are 3 teams. Red (civilian class only) tries to grab the suitcase from the building and take it back to the locker. Blue tries to stop them. Yellow protects red. Scoring is supposed to be 10 points for red and 5 points for yellow per capture, but the 10 points mistakenly go to blue. It doesn't matter since blue has no way to earn team score.
  1118. front - by DyerMaker. The map is intended for MegaTF, but it works in regular QWTF. It has a military theme. Instead of capturing the flag, the objective is to set a detpack in the enemy camp. Blue sets a detpack to kill the red commander, whereas red sets a detpack to blow up blue's supply boxes. There is a little bit of time for a reset before either can be detpacked again. The map says offense v. defense, but that's just for storyline, not gameplay. It's a fun, creative concept and would work with various numbers of players per team.
  1119. frontlin - by DyerMaker. It's the same map as front, but the ugly green textures on the ground have been replaced by a more pleasant dirt color. This version is preferred.
  1120. frozen - by HellStorm and [SD] Hunter. The map is a remake of openfire, originally from TFC. Before Fortress Forever came along, openfire was the most prominent example of a 'button' map in TF. There is a corridor at the main entry of the base leading to the button, which lowers the lasers guarding the flag. The flag is at the end of the water-side entry. There are open lanes allowing players to grenjump through from various angles to dazzle the defense.
  1121. frozen1 - by HellStorm and [SD] Hunter. The resupply in frozen did not restore health. This issue has been fixed in frozen1, making it the preferred version. However openfire is another option.
  1122. fsoccer - by Jonan. The intention is clear: there are 2 basic forts, and there's a soccer-style goal in each fort. On a regular QWTF server, the ball doesn't spawn, but it does in FortressOne. The ball is not picked up; it has to be pushed around by the player model. However, the game is impossible to play. Even all alone on a server, the ball will not go up the ramp. The map should have been a flat soccer field.
  1123. fstadium - by Steven Batham. It's an unusual hybrid concept. The center area is an American football stadium, but there are also regular bases. Deep inside the narrow spiral corridors of the enemy base is a ball that you can capture like a regular flag for 10 points. But you can also take the football from within your own base and run it in for a touchdown outside to score 1 point. The difficulty of capturing the ball (flag) with this layout, especially considering the inevitable outside defense, makes it more worthwhile to go for the 1-point touchdowns.
  1124. ftactic0 - by Spark. It's like a smaller version of 8-1, which was a beta test for this map. The design is an outer lower circle and an inner higher circle. You can get to the flag fast, but it's positioned so you can't grab it at super high speed.
  1125. ftactic1 - by Spark. It's almost a hybrid between ftactic0 and 8-1. It's a bit larger than ftactic0, but the main change is the addition of a small flag room. The flag is in the air above a hole and can't be directly piped, but the area around the hole can be. Again, travel to the flag is very fast, but then you'll have to battle for the flag.
  1126. ftactic2 - by Spark. It's a slight redesign from ftactic1, now with a bridge at the upper path center and a sharp turn at the lower center. While it's easier to grenjump and hop on the upper path, the lower path also has the advantage of being able to grab the flag from below.
  1127. ftactic3 - by Spark. ftactic3 is a step in the wrong direction for the Fastacticular series. The textures are only blue, making it difficult to know where you are. The direct central path from flag to flag has been made very short, neutralizing the familiar circular travel paths of the other ftactic maps.
  1128. ftend1 - by Cyber. The map seems somewhat large initially, but you can skip most of the base by rocketjumping to the sniper deck, picking up the armor/health lying around, and continuing down the elevator shaft to the flag. Likewise, grenjump back out the elevator, pick up the armor/health again, and exit via sniper deck. The full base has somewhat of a courtyard leading to a very lengthy spiral.
  1129. ftrial2 - by [SD] Hunter. This map is small but the flag room is extremely easy to defend, similar to mininoheros or forgot. It is difficult to get by the Demoman/Engineer combo on defense with only a single narrow entry to the flag room. Offensive EMPs seem most effective.
  1130. ftrial3 - by [SD] Hunter. It makes some changes to ftrial2, but the flag room remains easy to defend. The waterway can be detpacked, creating potential long-range attacks on the piper/sentry in the flag room, but it's actually easier for the piper to set up the pipes in this version, and he can rain red grens down the hallway.
  1131. ftriley2 - by -NULL-Baldridge. The map has unusual scoring. There's a single flag in the center, and you can return it to your own well for 5 points, or you can take it to the enemy well for 15 points. Resupply packs give blast armor to ruin rocketjumps, and you move at half speed with the flag. After capping you keep the flag but are ejected back in the center of the map.
  1132. funhous3 - by Cattlebritches. Just making it through the map alive is a challenge. It is full of silliness, with trains outside that can hit you, lava traps, moving platforms, a maze, a long spiral, and more. It is by no means fun to play.
  1133. funhouse - by Cattlebritches. It's an earlier version of funhous3. It has even more problems.
  1134. funrj03r - by Spark. It's a soldier skills course. It promises fun rocketjumps, but the third task is a grenjump from water.
  1135. funrjb04 - by Spark. It's a beta version of funrj03r. It's essentially the same.
  1136. funtown - by The-Rooster. It's a small attack v. defense map, with red as attack. Red is restricted from using Scout or Soldier. There's a suitcase in the central tower that red has to grab and take back to cap. Team score doesn't work properly. But for a 1997 map, it's decent.
  1137. fury - by [CF]Ravenlord. It's a 2forts clone but with only a spiral path to the flag room, somewhat like flib10b. You can hop the whole way to the flag, but the spiral is a big chokepoint. The flag is also in a bit of a tight area. Coming back out with it is a little slower. Cap in the ramp room.
  1138. fusion_b2 - by Ashen. It's a pretty basic map that you can't get lost on. The entry is the ramp room, which splits left or right, but either way leads to the flag room. Grab the flag and go back out either way. The left side is a bit shorter. Nice straightforward play.
  1139. fxarena - by Carbon83. It's 4 separate DM arenas in a single map, accessed through teleporters. The first has teleporters as part of the design. The second is just a flat square arena. The third has quad on pillars. The fourth has upper and lower fighting areas. It is possible to exit any of the arenas at any time by going back through the teleporter.
  1140. g1m1 - by (STG)Gnarler. It is a single-player map—What Would Cthulhu Do?—initially starting on a boat. It isn't for TF.
  1141. g1m1fix - by (STG)Gnarler. It's an exit and light fix for g1m1. The map is otherwise the same.
  1142. g1m2 - by (STG)Gnarler. It's The Temple of Gloom, another single-player map. There are many traps that can kill you.
  1143. g2phortz - by [G2]BodieS. It's a 2forts-type of map but significantly redesigned. The outside area is a large hill. There main base path to the flag is the spiral. However, the most original aspect of the map is that the basements of each base are connected by a very long underground tunnel.
  1144. g2pix - by [G2]Darkness. It's a voting map. It has class maps like engbat, 2fort-style maps, and other maps like superf.
  1145. g2snip - by [G2]Darkness. It's a sniper-war map, but there's a twist. A third team, playing as Scout only, tries to capture the flag from either the red or blue base. Snipers want to shoot the other team's Snipers to help Scouts cap on them, but they have to defend their own flag from the Scouts as well.
  1146. gamespiq - by unknown. It's a Brazilian voting map. There are 30 options. It's similar to dsvote1a.
  1147. gamespiq1 - by unknown. It's a Brazilian voting map. The layout is the same as gamespiq, but the maps are different.
  1148. gamespiq2 - by unknown. It's a Brazilian voting map. The layout is the same as gamespiq, but the maps are different.
  1149. gamespiq3 - by unknown. It's a Brazilian voting map. The layout is the same as gamespiq, but the maps are different.
  1150. gamespiq4 - by unknown. It's a Brazilian voting map. The layout is the same as gamespiq, but the maps are different.
  1151. gang - by Soul. It's much like 2town2r by the same author. However it's a little more complex, with the flag inside a building. There's also a large underground tunnel system linking the flag rooms together despite being a small map. It's a good choice for small games.
  1152. gates - by Sgt.CoolGuy. It's a hunted-style map, but the goal is to assassinate Bill Gates (blue team, civilian). The assassins (yellow) get 5 points if Gates dies, and the bodyguards (red) try to protect Gates. The layout of the map is a speech hall with an image of Gates on the wall. Unfortunately, the side exit door does not work properly in this version, so the map is unplayable.
  1153. gates3 - by Sgt.CoolGuy. This version fixes the error with the exit door. The concept of the map is good, but there is a major flaw. Gates's speech lasts 2.5 minutes, meaning he has to survive that long before he can exit. That is an impossibly long time. If it does happen, though, it's worth 50 points for blue and red.
  1154. gaunt - by Mercutio. It's a gimmick civilian map. There's a corridor with spikes and you try to run through the gauntlet to activate the crusher, likely crushing other civs trapped in the top section. There are 2 other buttons that open pits causing civs to be teleported to the top crusher area.
  1155. gc2_b2 - by ids. It has an attack v. defense type of setup, similar to fo_cathedral. However it does have both bases. It seems designed for the offenses not to interact with each other, which typically leads to fighting outside. Instead, they teleport to the outside of the enemy base and also cap there. The base is a small castle with a few floors and isn't too complex.
  1156. gcage - by Meht. Most of the map is the center area, which has a barrier that you go over or under (most likely over). Visually, it's quite impressive. The base itself consists of 2 short spirals leading into a small flag room. Movement is a little tight, and the front door could definitely be choked off.
  1157. gcrazy1 - by Gnarler. It seems that it's meant to be a map where you can build high speed going down the steep ramps. But if you don't hit the angles right, you bump into the wall. And you take fall damage, so you don't live long. I think civmount4 did the idea better.
  1158. genders - by -I-J.Killer and Big Bill. This map is not the original genders. It is an edit of genders2 with the intention of removing the 2 points scored for detting the grate.
  1159. genders2 - by -I-J.Killer. It's a 2forts-style map but redesigned in a nice way. The only problem is that there are too many steps. There are multiple ways into the ramp room, leading to the spiral or elev and then flag room. It is notably difficult to get out of the flag room pit for non-soldiers. Scouts would often walk the tightrope around the edge of the room to try to go out spiral. There is risk in concs, because there's a bridge over lava on the way to the spiral. However, it is rare example where it is possible to caltrop jump out. Additionally, HWGuys can grenjump out. Another trick is that if the grate isn't blown outside, it's possible to grab the flag through the grate.
  1160. genders2r - by -I-J.Killer and Arc. The yard spawn in the original genders2 causes disagreements in attack v. defend games about yard DM etiquette. The yard spawn has therefore been moved to the grate tunnel in this revision. However, this change makes the map more defensive.
  1161. genders2x - by -I-J.Killer and Arc. This revision attempts to fix the issues with both genders2 (yard DM) and genders2r (too defensive). Players also tend to get confused about the 2 team points for setting a detpack inside the enemy grate, and so it has been removed. Instead, attacking players can open their own grate to get to the yard faster, and the probability of spawning at the grate is higher. There are other minor tweaks favoring the offense regarding the jail teleporter, secret resupply pack, and secret ladder passage.
  1162. genocide - by [Pi]Carnage-OSA-. This map was the designated tryout map for OSA, the pyro guild. It's a 1on1 DM map. It's a big rectangle, but the terrain is slightly bumpy.
  1163. geomonetaryv1 - by unknown and Kevin. The map is a difficult to explain. It is very open, to the point of ruining your framerate. But it also is larger and slower than it seems. Bounce pads, however, are helpful for moving around. It's best to get up high to approach the flag with speed. There are a lot of steps that can slow you down.
  1164. gerador - by Capyvara[CCC]. It's a nice basic map. It combines ideas from the popular maps of early 1998, like 2forts and bases. The layout is simple but not just another clone of 2forts. It's essentially a ramp room leading to a flag room with a slightly elevated flag. Perhaps it didn't catch on as much because it's from a Brazilian mapmaker. It easily could have been a standard map in league rotations.
  1165. gerador2 - by Capyvara[CCC]. The flagroom from gerador has been revised, and it's significantly worse. It's designed to be incredibly easy to defend. Uphill, narrow, and with barriers. The rest of the map is also slightly worse for movement as well.
  1166. gerador2a - by Capyvara[CCC]. There are a few minor changes from gerador2. The map might be slightly worse again, with movement becoming more restricted.
  1167. geradorb - by Capyvara[CCC]. It's a beta version of the original gerador. The main difference is the bridge outside, which was smoothed out in gerador. The original gerador is the best of the gerador family of maps.
  1168. getaway - by Death and Ludwig. It's a hunted-style map, and it's possibly the best one in this style. It has 4 teams. Blue has a max of 2 'hunted' civilian professors who try to get to either the truck or the chopper. Red is the bodyguard team and prefers that the professors get to the truck. Yellow is the assassin team and scores by killing the professors. Green is the SWAT team and prefers that the professors get to the chopper. Professors can score more by getting to the chopper, but the risk is also higher compared to the truck.
  1169. gg_galaxy_wars - by unknown and Kevin. It's a small map, somewhat xpress style with the ability to fall off the map. You can essentially gren jump from flag to flag if you land on the boxes right. Movement is pretty open, but the map isn't totally flat. Nice and simple.
  1170. gg_lego_rgb - by unknown and Kevin. It's a small map with Lego-style textures. You can grenjump very easily from flag to flag with no limitations. But it's fun. The flag is up on a staircase, but everyone is likely to grenjump, so stairs don't matter.
  1171. gg_octasky - by unknown and Kevin. It's another small but interesting map. Sort of a Qbert-style layout. It's possible to rocket+grenjump across the map since there's no walls or ceiling. Again, the stairs don't really matter in such an open map.
  1172. gg_red_blu - by unknown and Kevin. It's like the other small, exotic gg_ maps, but this one does not seem to have a cap point. It would be easy to fix, but it doesn't work right now. The textures are pure blue and red.
  1173. gg_smooth - by unknown and Kevin. Somewhat like gg_red_blu with the vector graphics. It's kind of like Assault from American Gladiators. There are barriers throughout the map you weave through on the way to the flag. The gg_ maps are all stylistically related but distinct.
  1174. ghqvoteq - by [MQM]Claymore. It's an OzTF voting map, at least in theory. It's not the same as 20bvoteq1 by the same author, but it is similarly non-functional. It's a small room showing a quad, but there's nothing to do.
  1175. gldrush - by DyerMaker. The concept is brilliant, especially for 1997, but the gameplay needs improvement. It's a realistic Old West town. The main feature is the bank, which has the moneybag you steal from the other team and bring back to your own safe. You can also go deep into the underground to collect gold, which creates an anti-theft system. Unfortunately, it is rather weak at the front door, doing only 10 damage. Thus, getting gold is not really worthwhile.
  1176. gldrush3 - by DyerMaker. It is essentially the same as gldrush, although I think the map named gldrush is actually another variant of gldrush3 instead of the original gldrush.
  1177. glide1 - by unknown. The layout was confusing at first until I realized that the blue flag is missing. I also don't think it's possible to cap. With proper ents, it might be decent. It reminds me somewhat of dakctf1. There are flat areas mixed with steps and low ceilings in other areas.
  1178. globovot - by Neurobasher. Supposedly it's a voting map. It looks more like it's suitable for DM. There are wind tunnels that just loop around. I don't see the voting anywhere.
  1179. gloom - by Gloom and Pivo. Finally, a good old confusing castle map. The flag is hidden in a pool of water. Accessing it without a rocketjump requires shooting a button that lifts you up into the high part of the flag room. There's a lot of empty castle space. Big maps can work, but here too much time feels wasted.
  1180. glzactor - by Anonymous. The author chose not to take credit for the map out of shame. It's a DM map with forts. There's no flag. Just go around the map killing the other team. It is a TF map but without a goal other than fragging and gibbing.
  1181. gmskeet - by Gun Man. It's a simple skeet-shooting gimmick map. Blue has civilians who fly across the map on a ramp and get 1 point if they survive. Red has snipers who try to shoot them.
  1182. gmsp3tw - by GlassMan. It's Day of the Lords (transparent water version), a very highly-regarded single-player Quake level. It looks very nice. Unfortunately it is not suitable for TF.
  1183. gnartest - by Gnarler. It is described as a coop jump map. It's just a long corridor in which you can practice jumps.
  1184. gnats - by [SS]Jahandar. It's meant for MegaTF, but it works in regular QWTF as well. Scout is the only class allowed. There's a bucket in the center that works like a control point. Teams earn points as long as they can land in the bucket and stay in control of it.
  1185. gnuball_3003 - by unknown and Kevin. It's a 4-team keepaway map with a very unusual noir texture style. It looks like a completely different game than Quake. Everything is black-and-white, making it hard to know where you are, despite the signs. The colorless gimmick ruins it.
  1186. goblet_b6 - by Bvr. It's a nice and simple map for small games. The base is a single room, and you can enter from the front or side. Don't enter from the front too fast or you'll end up in lava.
  1187. gods - by Drow. It's an extremely large 4-team keepaway map with an Egyptian theme. The map probably needs the full 32 players to be enjoyable. In smaller games, you would spend all your time trying to find where the flag carrier is. Scoring is 1 point every 30 seconds the flag is held.
  1188. god_well - by Sgt.Thundercok and Kevin. It's a modern remake of well6. The flag room lifts have been replaced with bounce pads. The water tunnel doesn't need to be detpacked. The center is easier to get through. The flagroom button/gate is just an open space. The sniper deck is accessible from outside. All of the changes make the map faster, but it generally retains the classic design.
  1189. goldrsh2 - by DyerMaker. It's an older version of gldrush3. It doesn't seem to work right since I can't rob the bank. There are some minor differences, like slower carts in the mines. gldrush3 is clearly better.
  1190. goodtime - by unknown. This map is actually just an erotic art gallery. And by 'erotic' I'm talking about hardcore elicit imagery. In fact there are 16 such images, by my count. All of the images contain women. And the women are not wearing clothing. They are engaging in lascivious acts. In theory, you could DM on the map.
  1191. gothcity01 - by KillA. The bases have asymmetrical designs, which is a problem for serious matches. Red seems to have the advantage. The map is crude but fun because of the ability to hop through the map at high speed. With some tweaks it could be a good map.
  1192. grab - by Jonan. The goal of the map is unclear. There is an orb in the center, and you get 1 point for grabbing it. Then there is nothing to do. There is nowhere to take it in either base. I guess the first to grab the orb wins.
  1193. grail2 - by Gun Man. The author describes it as a combination of 2fort5, well6, and rock2. The rock2 part is that you get thrown in jail for entering the enemy resupply. I don't see much well6. It's basically a 2fort5 variation. There's a long spiral and an elev. It looks good, but the gameplay is ordinary.
  1194. granite - by [SS] Jahandar. It's a decent attack v. defense map. Blue has a small base that has treasure inside. Green attacks and tries to bring the treasure back to their boat. Most of the map consists of the forest paths to the base.
  1195. greece_b3 - by ids. It appears to be another map from the denmark and finland series, based on the style. Like those maps, it can be confusing to figure out how to avoid going in circles and getting lost. But ultimately it is standard CTF.
  1196. green16 - by Jahandar. My speculation is that this map is an early concept of what later became granite, made by the same author. The premise is similar, with one team traveling through the forest to grab the blue flag and return it to their cap point. The cap point is not functional in this version unfortunately, but the map otherwise would grade similar to granite.
  1197. grid_b6 - by ids. It's another complex map from this author. There are once again many possible paths and you are not sure where they are taking you. Generally you want to proceed forward, since the flags are at opposite ends of the map. But in between is a bit of a maze.
  1198. grndctrl - by N-Myst. It's a very strange DM map, but it is clearly meant for TF. It's essentially a giant hedge maze with many narrow corridors, mixed with a few sections that resupply rockets. You can also RJ on top and just fight up there.
  1199. grounds1 - by Soul. It's a large DM map. There are 2 castles with a lava lake between them. There are 2 bridges connecting the castles. There's some room to fight outside, and you can fight inside the castle as well.
  1200. grymsnip - by GrymQ. It's a simple sniper-war map. Each side has a small base with a high area and a low area. You can't cross into the middle. Just snipe each other.
  1201. gtf4 - by Greymon. This map is Silicon Valley 1.4, the first map by this author, who later made excel. This map became more widely known when it evolved into svalley4 and was played in leagues. Although this early version looks similar in many ways to svalley4, it lacks the key features that made that map worth playing. Packs give blast armor, which is always a bad idea. The flag room is difficult to get to, whereas the later version expanded the routes.
  1202. guardian - by Soul. The flagroom on this map is very cool, but the rest of the map is not. The outside area is ugly and annoying, with the option to take steps or rocketjump over them. Then the path to the flag requires going underwater. After that, there's a linear path to the flag that is easily defended. It does have some originality, but it needs serious reworking.
  1203. h&k - by MaTr1X Hank. Initially it seems like an ordinary small map. Go up the ramp and wind tunnel in the enemy base and get the flag from the twisting hallway. But the map may have the worst cap point of any map. You have to go through a long sewer system, and you'll likely get temporarily trapped in the wind tunnel.
  1204. h4rdcore - by Lowtek[M] and NeVeck[M]. This map, released in Jul 1999, is a revised version of hardcor3, released a few months earlier. Despite its somewhat late release in the TF lifecycle, it became one of the most commonly played maps because of its simple but excellent layout. Since 2forts had been the standard map for years, h4rdcore provided a nice alternative. The base consists of a central spiral and two side elevators all leading to the basement. The flag is behind a walled-off area.
  1205. h4rdcorefel - by Lowtek[M] and NeVeck[M]. It's a version of h4rdcore for the STA league. The only difference is that it has a resupply pack instead of scattered items to pick up.
  1206. h4rdcoremini - by Lowtek[M], NeVeck[M], and klown. It's a chopped-down version of h4rdcore. The central hallways are shorter, the spiral is shorter, and there's only one elevator (the other is blocked off). The lower part of the map is still there, with the one elev side blocked off.
  1207. h4rdcoresmallr - by Lowtek[M], NeVeck[M], and klown. This map is not the same as h4rdcoremini. The second elevator is not blocked off in this version. Thus it's more like the original h4rdcore, just smaller.
  1208. h4rdcoresta - by Lowtek[M] and NeVeck[M]. It's another variation of h4rdcorefel. It seems to be the same, with the resupply pack in the respawn.
  1209. h5rdcore_b2 - by Lowtek[M], NeVeck[M], and zut. This modification of h4rdcore makes 2 important changes. The first change is that the left and right sides have been colored green and purple to avoid confusion. The second change is that the upper respawns are now by the elevators instead of the spiral. This version is commonly played in FortressOne.
  1210. haloween - by DyerMaker. It's a spooky Halloween-themed MegaTF map. Both teams can drop down a hole and get to the flag right away; Satan is holding both flags. A rocketjump is essentially required both to get the flag and to leave Hell. Then you take the flag through the scary map layout to the pumpkin to cap. It's memorable and unorthodox, but gameplay is too strange.
  1211. hangars1 - by Sly Fox. The map seems big at first but it really isn't. The resupply gives every type of armor, which negatively affects rocketjumping and gameplay in general. The flag is in a small room; take it out and back to your truck for 20 points.
  1212. har2fort5 - by John Cook and unknown editor. It's another version of 2fort5 with a forced 30-second prematch.
  1213. hardcor3 - by Lowtek[M]. This map was made obsolete by the release of h4rdcore, but it is still excellent on its own. Visually, it is very basic. The main complaint about the map was that players take fall damage when exiting the upper respawn. The floor is completely flat in most places, whereas h4rdcore added some extras.
  1214. haste - by unknown and Kevin. It's a conversion. The map is small with a layout that is both simple and original. It's mostly open, with a ramp in the center. The main base area is 2 ramps leading up to the flag protected by 3 walls. However, you can grenjump up. There is also a secret passage leading to higher ground where some tricks are possible. There is a lot of potential for speed and creative movement.
  1215. hauntedmaze - by klown. It's a very large and spooky maze. The goal is to try to find the exit. It's fun for hopping around. The underground area is interesting.
  1216. hauntedmazetest - by klown. Presumably it's a test version of what later became hauntedmaze. It does seem a bit different. I'm not going to go through the whole maze and note them all.
  1217. havoc - by John Cook. It is one of Cook's maps from Oct 1996, when he was experimenting with TF possibilities. Instead of normal CTF, the objective is to get into the enemy's computer room and damage it. It can be damaged every 7 seconds for 1 point. It is a good idea, as demonstrated by the other variations of havoc. The problem with the map is that the hallways are very narrow. The computer room is opened by a button. It's quite difficult to get anywhere.
  1218. havoc2k1 - by John Cook and [SP].HAVOC. The map has the same idea as havoc but with better design. It is much easier to move around and press the button to open the computer room. Again, damaging the computer scores points. Unlike the original havoc, the door will stay closed with the enemy inside until opened again.
  1219. havoc32b - by John Cook and PlagueBearer[CoC]. It's another remake of havoc. This version was made in Apr 1997 and is designed for 32 players. The original QuakeWorld supported 16 players, so when the 32-player version came out, there was a lot of enthusiasm for huge 32-player maps. In this version, you can damage the computer every 3 seconds.
  1220. havoc32c2 - by John Cook and PlagueBearer[OSKI]. This revision of havoc32b looks much better. The concept is still to access the button and get into the enemy computer room. There are 2 consoles to damage in this version, and a soldier can quickly alternate between them with the super shotgun.
  1221. havoc6 - by John Cook. It's the final canon version of havoc from Cook. The hallways are still narrow. The main difference is that you can now damage 3 computers instead of just 1.
  1222. havoc98 - by Mr.Havoc-{QM}. It's an earlier version of havoc2k1. It doesn't have the button to access the computer room. You can go right on in and damage it. I believe this version is the only havoc variant without the button, and so it has some appeal for those who don't like it.
  1223. hcamp - by MaTr1X Hank. The map uses many of the same (unenjoyable) ideas seen in h&k by the same author. It's a large, somewhat slow map with a lot of empty space. There's a quad on boxes outside. The cap point is not as bad as h&k, but it is at the very top of the base and takes time to get to. The bases are asymmetrical.
  1224. hcamp_a - by MaTr1X Hank. It's a revised version of hcamp, but it seems pretty similar. It didn't seem like much of an improvement.
  1225. heat - by Defrag and Kevin. It's converted from TFC. It is appropriately named because there are many opportunities to fall in lava. It's a little more complex than expected but not too difficult. Essentially there are 2 symmetrical paths converging at the flag.
  1226. hedge4 - by Raistlan. The map is so old that it was inspired by 2fort23 rather than 2fort4. The map gets an unplayable grade because the cap point does not work correctly. But even if it did, it still would be unplayable, because the only way to the flag is a single, slow elevator down to the flag room. And enemies spawn right there. The layout features a hedge maze in the center that has quad. In the base, you go up through the ramp room to the main area.
  1227. hedge5 - by Raistlan. Capping does not work, as was the case in hedge4. The author tried to improve the flag-room problem by adding a teleporter that takes you outside once you grab the flag, but it's still essentially impossible to ever get to the flag.
  1228. hedge5f4 - by Raistlan. Capping finally works! The map is still unplayable. The hedge maze is quite annoying if you're not able to RJ over it. Scouts will conc jump over it. The fire in the center is instant death, and the flag returns instantly, if you ever get it out.
  1229. hedge6 - by Raistlan. The author made it more difficult to RJ over the hedge maze. The map managed to get worse. There are also some more ent changes.
  1230. hedge7 - by Raistlan. This version of hedge was released 11 months after the previous versions. Surely he realized the flaws and did a full redesign? No, essentially it just reverts back to hedge5f4, without the hedge maze RJ blockers. The elevator to the flag is slightly faster now, though.
  1231. hedgfort - by Raistlan. It's the very first version in the hedge series. It's a more bare version of hedge4, and the ramp room is a bit different. Of course capping doesn't work. There isn't even a cap message. It was the author's first map.
  1232. heist11l - by unknown. It's an attack v. defense map with vector graphics. Coincidentally, this map that is totally unrelated to hedge has the slowest flag elevators of all time. Not only do you go up the slow elevator to grab the flag, but you also go up a really slow cap point elevator where enemies can shoot you, like the rising pillar in hunted.
  1233. hell99 - by DyerMaker. It's similar to haloween by the same author but worse. It's meant for MegaTF. Maybe it's an earlier version that was improved later. It was rushed out before Halloween 1999.
  1234. hellrckt - by Soul. It's RocketJump Hell. As you would expect, it's a difficult soldier skills course.
  1235. helo_sub4 - by [JGP]Soldat. The layout is somewhat unusual. It has a sea theme. You can get to the other base by narrow ledges or by skimming the water. There's a small flag room at the end. The map is bigger than it seems. The cap point is annoyingly out of the way and up high.
  1236. hentai1test - by Hardkore. It's a highway with hentai images. Hentai is erotic anime. The images are explicit and high-res. It is also a real TF map, with flags at each end of the highway. It works in FortressOne only.
  1237. heresnipersnipersniper - by [mf]evil. It crashes a regular QWTF server but works in FortressOne. There are a bunch of empty buildings and 3 teams. Yellow has civilians only but with permanent quad. They go around trying to axe the blue and red snipers to death. Just a map for fun.
  1238. heroes13 - by BleacH. It's a large map with a fantasy backstory. It's not too complicated, but it takes a long time to cross the map. Just hop and hop, then hop down some ramps to the flag room. It would have been a fine 32-player pub map back in the day.
  1239. hexagon3 - by [InK]W.Hudson. It's a straightforward 1on1 DM map shaped like a hexagon. The arena is pretty small.
  1240. hextf - by Mr Flibble. It's inspired by the center barrier of well6, but the gameplay is not standard CTF. There's a single flag in the center, and you cap it at the back of the enemy base. The concept is fine, but the layout of the base can be confusing because all the textures are the same Mr Flibble style.
  1241. hfactor - by Cheshire. The txt file says, "Plenty of defensive opportunities," which is pretty accurate. The center area has annoying water. The base hallways are narrow and feel like a DM level. There's a button the defense can press to block the flag for 10 seconds, but it can't be continuously pushed. The textures are good quality for 1999. The map is redeemed by the fact that it's fairly small.
  1242. hfactorfel - by Cheshire and mod3m. It's an ent update to hfactor for STA. It appears mostly the same.
  1243. hfgroundz - by ]HF[Vortex. The map is essentially a straight line with the flag rooms at the ends. There is greenery and a bridge in between. What makes it interesting is that there is a long underground tunnel that you can grenjump all the way through.
  1244. hhduel1 - by [3A]HellHawk. It's a 1on1 DM map. There are 5 islands in shallow water, so it isn't a standard flat arena. The name is The Underground.
  1245. hhduel2 - by [3A]HellHawk. It's another 1on1 DM map. It's a flat intersection. Theoretically you could knock someone into the lava in the corners, but it seems uncommon. The name is Crossroad.
  1246. hhduel3 - by [3A]HellHawk. It's the third and final map of the hhduel 1on1 DM map series. It's a mostly flat arena, but there are sewer pipes on the sides you can go through. The name is, appropriately, The Sewer.
  1247. hhforts1 - by [3A]HellHawk. The design is mostly bare with standard walls and empty rooms. But the design is very good. After the main entry, there are fast ramps down to the flag. Then you go back up the ramps to get out. Simple but well done, like gerador.
  1248. highdive - by N-O2. It is what it sounds like. You go up high, do a high dive, and try to land in the center. Gameplay is very similar to superf. Falling a long way may be fun, but there's nothing else to it.
  1249. hill2 - by Peter Bennett and Kevin. It's a literal king-of-the-hill map with 4 teams. Whichever Soldier gets to the top of the hill first gets quad and megahealth. Then he can blast away at everyone trying to get up the hill. Quad isn't permanent. Fun fragging map.
  1250. hill20_tf - by Papa Control and PhooeyBane. It's a 1on1 DM map. There's a bridge and some hills, making it a mix of flat and non-flat terrain.
  1251. hill3 - by Peter Bennett, Maric, and Kevin. It's similar in style to hill2, but the hill is larger and has more of the typical Maric look to it.
  1252. hillw3r - by Firestorm.42. How is this version 3.1 of this map? You spawn at the top of a wind tunnel. You can slowly work your way down, but I don't want to waste my time.
  1253. hillwar2 - by Firestorm[MH]. It has the same issue with the wind tunnel spawn as hillw3r. No one wants to spend forever getting out of their respawn after every death. Unplayable until the spawns are normal.
  1254. hip1m1 - by Tom Mustaine. All of the 'hip' maps are from Scourge of Armagon, the first official mission pack for Quake, released in Mar 1997. The 'hip' comes from the name of the developer, Hipnotic Software. There are 3 episodes total. HIP1M1 is The Pumping Station, a military base level. It's not meant for TF.
  1255. hip1m2 - by Jim Dosé. It's Storage Facility, a military base level from Fortress of the Dead, the first episode of Scourge of Armagon. It's not meant for TF.
  1256. hip1m3 - by Richard Gray. It's The Lost Mine, a military base level from Fortress of the Dead, the first episode of Scourge of Armagon. It's not meant for TF.
  1257. hip2m4 - by Richard Gray. It's The Crypt, a medieval level from Dominion of Darkness, the second episode of Scourge of Armagon. It's not meant for TF.
  1258. hip2m5 - by Mike Wardwell and Richard Gray. It's Mortum's Keep, a medieval level from Dominion of Darkness, the second episode of Scourge of Armagon. It's not meant for TF.
  1259. hip3m1 - by Richard Gray. It's Tur Torment, a runic level from The Rift, the third episode of Scourge of Armagon. It's not meant for TF.
  1260. hip3m2 - by Mike Wardwell and Tom Mustaine. It's Pandemonium, a runic level from The Rift, the third episode of Scourge of Armagon. It's not meant for TF.
  1261. hip3m3 - by Tom Mustaine. It's Limbo, a runic level from The Rift, the third episode of Scourge of Armagon. It's not meant for TF.
  1262. hip3m4 - by Tom Mustaine. It's The Gauntlet, a runic level from The Rift, the third episode of Scourge of Armagon. It's not meant for TF.
  1263. hipend - by Richard Gray. It's Armagon's Lair, the final level of Scourge of Armagon. In the mission pack, it's a 1on1 battle with Armagon. Since the map was designed for 1on1, it can be used as a 1on1 DM arena. It's a circular layout with an upper ring above the ground.
  1264. hippos - by Terata and JStatz. It's a very small 4-team keepaway map played on a replica of the Hungry Hungry Hippos board game. The 4 hippos move like in the game and can 'eat' you, taking you into a wind tunnel to your death. Gameplay gets crazier as more and more players are added because of the lack of space to avoid the hippos.
  1265. hippos_doc2 - by Terata, JStatz, and Doc. It removes the flag from hippos, making it a pure DM level. But if the blue hippo eats you, you exit the level. There should not be a level exit on this map.
  1266. hipstart - by Tom Mustaine. It's Command HQ, the first level of Scourge of Armagon. Players choose a slipgate to walk through to access easy, normal, hard, or the hidden nightmare mode. It's not meant for TF.
  1267. hitler7 - by AlbinoBob. It's a small map with a WWII theme. There are no supplies anywhere. Instead of standard CTF, the 2 teams try to grab the enemy team's ammo box and take it to the center of the map to kill Hitler's clone. After a clone has been destroyed, a new one will appear 1 minute later. Scoring is odd, with 2 points for stealing the enemy's ammo box and 0 points for killing Hitler's clone.
  1268. hitler8 - by AlbinoBob and Arc. Here it is: the first map I was ever involved in creating. The original hitler7 was made in 1998, and I made this update to it in 2002. It's an ent-only update, but it has significant changes. I explained it in the txt file: When I downloaded hitler7 I saw a potentially great small map with bad ents. I gave this map new ents that give it something most other maps do not have, a story. The two sides are the American Liberalists in blue v. the Soviet Communists in red. The setting is Berlin 1945. Both sides are competing to kill the seemingly invincible Hitler. Hence only a Spy can do the job. Offense needs at least one Spy to steal the opposing team's spy-tools kit. The Spy then tries to use the tools on Hitler in the central fortress. Doing so gets 10 points, but Hitler escapes because hidden German snipers kill you before you can finish off Hitler. So then you have to try again over and over.
  1269. hk2k - by Inphidel and Hardkore. It's a remake of tf2k. The general layout is familiar, but it is different in many ways. It's smaller. Most of the water is gone. It's more open. The flag-room grate is gone. The original is better.
  1270. hk4 - by Hardkore. It's a small map with a forest theme. The base is nothing more than a small room with an open rear entry and a front entry that has a door that has to be shot open. There's a short central area that has quad. It's suitable for 2on2.
  1271. hk5 - by Hardkore. The main feature of the map is a corridor that has the flags at each end, and you just go back and forth grabbing and capping, sometimes with pent protection. There is also an outside area that has quad. The map is unplayable because you can choose blue team only, but both flags and bases are there.
  1272. hk9 - by Hardkore. The map is stylistically similar to other high-res maps like dixie and hentai1test. It was clearly made in 2015 or later because there are many Trump references. The flag is on your own side, and you cap it on the other side. The map is slightly asymmetrical but mostly fair.
  1273. hkboogie - by Hardkore. It's another map that essentially has flags at the ends of a straight line. Just go back and forth mindlessly. There are billboards with dark fantasy images in the center.
  1274. hkdoomedday - by Hardkore. It's another map where you go back and forth between flags, but at least it's not another straight line. There is a small center area with a truck. The base is essentially a single room.
  1275. hkendgame - by Hardkore. It's a simple church-themed map, similar to the map called church, except the central area is flat instead of hilly. The flag is in the small church and you take it back to your own.
  1276. hkexrev - by Hardkore. The map is clearly inspired by DyerMaker's haloween map, but otherwise it feels like a Hardkore map. You have to go into the lava-filled underworld to grab the flag (both flags are right next to each other), but it's a bit easier to get out with it than in haloween.
  1277. hkiceroad - by Hardkore. It's another small straight-line type of map, but it's a little interesting because the flag is at least hidden behind a wall. There are buildings along the sides that have no purpose.
  1278. hkjaded - by Hardkore. It's the same map as dixie. I would expect that hkjaded is the correct name for it.
  1279. hkrumble - by Hardkore. It's a small map with a high and low route into the flag room. The flag is on a small strip surrounded by lava.
  1280. hkz7 - by Hardkore. Unrelated to the map z7. It's small like the other hk maps, but it has a bit more complexity to it. There's a high and low route to the flag. The low route has a small tunnel.
  1281. hmmnmtrees - by Mathieu Perrenoud. As far as I can tell, it's the same map as nmtreesbeta, which is not a playable map because there is no cap point. I don't know why 'hmm' has been added to the name.
  1282. hmw - by Jonan. Heavy Metal War is a battle between HWGuys and Engineers. Both sides must touch the barrier at the exit of their base to make it very slowly go down. I'm writing this review while waiting for it to go down, because it is that slow. Once the barrier is finally down, the fun begins. With hopping, the HWGuys should come out on top.
  1283. hod - by Meht. The map is very basic with symmetrical upper and lower routes to the flag. The entire map is green marble. Uninspiring. There's also a small section where yellow and green can duel.
  1284. hod2_b1 - by Meht. It adds just a bit of actual complexity to hod. The flag is further back. The upper route has a hole that drops into the flag room. The option for yellow and green to duel is gone.
  1285. hohoho - by unknown. It's a Christmas-themed DM map. There's a pentagram atop the tree. Otherwise it's a big living room with a fireplace, stockings, and picture of Christ.
  1286. holiday - by Gin Tonic and Nick Nougat. It's a holiday (vacation) variation of 2forts. Essentially it takes 2fort5 and makes it worse, with unnecessary adjustments to corridors, a tighter spiral, and additional slowdowns.
  1287. hollow - by ]{ERMIT and Kevin. It's a conversion. It's a nicely made medium-sized map. The most interesting feature is the flag room, which has a wide open window that you can gren or concjump through to grab the flag. There's good variety with low and high attack routes without being confusing.
  1288. holocst1 - by Cisek. There's no doubt about which base you're in on this map. Everything is either all red or all blue. The flag room hall is worse than 2fort4r. It's long, narrow, and there's a wind tunnel you can get stuck in at the end if you jump at the wrong time. However if you properly grab the flag, the wind tunnel takes you outside, so you don't have to go back through the long corridor.
  1289. holy - by [TCU].Ice. The theme is holy v. evil. Capping is broken in such a way that it crashes the server. You don't lose the flag, so you stand on the cap point and overflow because you're capping on every frame. The map itself also has an issue that you have to RJ or gren out to escape with the flag. With some fixes, it could be a decent little map.
  1290. homebase - by Microlitre. The design is interesting, with properly designed wind ramps taking you up to the higher level where the flag room is. The flag room is like a wider version of mininoheros by the same author. Return the flag to the area with the promiscuous women.
  1291. homebase2 - by Microlitre. It makes a few minor changes to homebase. There are arrows making it more clear that you need to go up and that wind ramps are there. More importantly, the lovely ladies at the cap point are gone, replaced by shamblers.
  1292. homebase2sta - by Microlitre and Golden. It is a minor ent update to homebase2 for STA. Otherwise it's the same map.
  1293. hostile2 - by [Ht]Pelmen. It's a DM map in a snowy environment. It's somewhat large for a DM arena. There are trees and rocks in addition to the spawn bases, so it isn't all flat.
  1294. hotlmerr - by (Merr)>B-Phatti. It's a strange map designed like a hotel. Evidently it is for DM. It has a lot of realistic hotel features like an elevator and a room.
  1295. house_b2 - by Bvr. The map seems like a combination of 3way2—which the author is known to enjoy—and fo_ad_b7, an earlier work by the author. It has 2 ways to the flag instead of 3. The map is intended for 3v3 like 3way2, whereas fo_ad_b7 is a 2v2 map. The influence of the brilliant 3way2 boosts this map up to good status.
  1296. hs1_1 - by Blog. It's a hide-and-seek type of map. The 2 players on blue try to stay alive. Everyone on red tries to kill them. The layout is a large warehouse full of boxes that form a maze, providing many hiding places. The blue spawn area after using a teleporter may seem inaccessible to red, but it can be opened by hitting the button on the forklift. Blue gets 2 points every 30 seconds alive, and red gets 5 points when blue dies. The gameplay is original, but it could get boring quickly.
  1297. hs1_2 - by Blog. There's no indication of what has been revised from hs1_1. It seems the same.
  1298. hsniper1 - by HellHawk. It's a sniper-war map. You can go outside, where there's water and a ring of shadows. You can also sneak into the enemy base and spawn camp.
  1299. ht-ctf1 - by unknown and Kevin. There should be a barrier between the two flags, but there isn't. So most of the map is unused. Instead, you just rocket or gren back and forth between the flags, which are quite close to each other. It might have been interesting if made right.
  1300. httb12 - by Crunch. It's 2 maps in 1, and they're both good. Blue v. Red could be called a 'straight-line' map, but it has ramps that are the perfect distance for a grenjump to land on the flag. Yellow v. green is a king-of-the-hill map in which a chest in the center reappears every 15 seconds, and the first team to touch it gets 5 points.
  1301. httfgl - by AxeMurderer. The author expresses displeasure with 2fort4, but he made the doorways on this map the same size as the player model. However, there are some nice RJ opportunities to counterbalance the restricted entries, so it's ok. Still, despite being a small map, it favors defense because of the lack of space to enter.
  1302. hunt2000 - by Valve Software and Harb!ngeR. It's a conversion of the TFC version of hunted. The map has similar rules to the original hunted but is much more complex in layout. There's an underground passage. It seems too easy to get the President to safety, whereas it was too hard in the original.
  1303. hunted - by Roger Soder. This map is famous because it was made very early in TF history, and it isn't CTF style. There are 3 teams: President (1 civilian player), bodyguards, and assassins (3 players max). The bodyguards try to protect the President as he makes his way to the rising pillar at the end of the road. Scoring is 50 points for the President and bodyguards for successful escape and 10 points for yellow for an assassination. The greatest flaw of the map is that the rising pillar takes 10 seconds to reach the top, giving the assassins (Snipers especially) too much time to kill the President while he has to stand still. In my experience, the President almost never survives. If hunted had been made better, it might have become the dominant style of Team Fortress instead of capture-the-flag.
  1304. hunted22 - by Roger Soder and AoH-Soul. The outside area is like hunted, but there are small 2forts-like bases. The map is fine except I looked all over for a cap point and don't see one.
  1305. huntedr - by Roger Soder and Duker. It's a slight improvement to the ents in hunted. The President has temporary invincibility when spawning to prevent camping. He also has permanent quad, but is still just a civilian. The map looks slightly different visually but gameplay is the same, including the slow rising pillar. Scoring is also adjusted with 20 points for the President and 10 for the bodyguards for a successful run.
  1306. huntedse - by Roger Soder and Harb!ngeR. It's essentially hunted with better-looking textures. But it also allows the President to walk in the upper hills, unlike the original.
  1307. huntedtest - by Roger Soder and Duker. This version of hunted is similar to huntedr, but it gives the President a much better chance to make it, improving the balance of the map. The President is a Scout instead of civilian, and he can use the shotgun (with quad). There are zones of protection (temporary pent) along the way. Most importantly, the rising pillar is now much faster.
  1308. huntingb - by [SS]Gunther. It's hunters v. prey. The hunter (HWGuy) grabs the flag and is reduced to 1 health and half speed, but then he goes around trying to kill civilians. Civsaw did this concept much better.
  1309. hvsh - by [WSM] Eisernes Auge. It's a small DM map with 3 rooms. You can fight in the Heaven spawn, the Hell spawn, or the small middle area.
  1310. hvsmc - by Hank. The theme is Hatfields v. McCoys. First you must grab the enemy's jug from their upper base area. Then the jug opens to door to the flag. Bring the flag back to your own base. The layout and 2-step process is somewhat confusing. It isn't enjoyable.
  1311. hwhell1 - by HellFace. It's essentially a HWGuy control point map, but the points are very hard to access. There's also a third team of civilians. It's complicated and seems more like a map for casual play.
  1312. hwhell2 - by HellFace. It's a revision of hwhell1. Limited other classes can get involved as support, but HWGuys are still the main feature. Maybe it was fun in 1998. Today it just doesn't hold up.
  1313. hwjump1 - by Soul. It's a HWGuy jumps map that evidently only works in MegaTF. You can't get anywhere in regular QWTF. I'm not sure it's worthwhile in any version.
  1314. hwplat1 - by Caviller. It's an open map over lava, like a smaller, older version of doublecross. You can RJ across most of it. The flag is up top and the cap point is at the very bottom.
  1315. h_rem1 - by Inphidel[NOVA] and human[rus]. It's an edit of tf2k that makes it much worse. The textures are uglier and there are resupply packs around the map that give quad. There is no need to edit tf2k.
  1316. h_remake1 - by Inphidel[NOVA] and human[rus]. It's another revision of tf2k. The textures look fine, but it has the quad packs around the map. They ruin the gameplay.
  1317. icanfly - by Shockwave. This map is just for screwing around. Grab pent and quad and launch yourself forward as far as you can. That's it. Pointless fun.
  1318. icbm - by Timothy R. Jervis. It's The Abandoned Silo, a single-player or DM level from 1997. There are a bunch of powerups and weapons. Nuke the world and exit.
  1319. icearena - by Mercury. It's a small 1on1 DM arena on pure white ground. Sometimes you spawn high, midair style. There are no resupplies.
  1320. iceland1 - by DyerMaker. The iceland map series caught on for play in leagues because it was typically played with a lower friction level, allowing sliding on the ice. The textures are all white except for a bit of blue water. It's distinctive but not great to play as a regular map. There are a bunch of ice tunnels leading to the flag room with a waterfall.
  1321. iceland2 - by DyerMaker. It's mostly the same as iceland1 except for a minor change to the flag room. It's still bright white everywhere.
  1322. iceland3 - by DyerMaker. There are noticeable visual changes from iceland2. The bright white has been slightly darkened inside the bases. There are biosuits all around, mainly for MegaTF play. The water is deeper. But the gameplay is pretty much the same.
  1323. iceland3sta - by DyerMaker and SKS. It's an ent update to iceland3 for play in STA.
  1324. icemeet1 - by [IcE]Spade. It's similar to clanmeet1 by the same author, but it's for meeting only. A map like this one made sense back in 1997, when clans may have communicated only through ICQ, e-mail, and/or message boards. Going on a QuakeWorld server, which supports up to 32 players, was a perfectly reasonable way to have a group chat at the time.
  1325. icemine0c - by [IcE]Victim. It's an unusual map that appears to be set on a small, icy asteroid in space. There are 2 small ships on the surface. The surface is large and very jagged terrain. Underground there is a mining facility belonging to the other team. There are 4 buttons that can be pushed the damage the miners' facility, but there's no scoring.
  1326. icemine0d - by [IcE]Victim. It's mostly the same as icemine0c, but now blue scores 1 point each time 1 of the buttons is pushed (up to 4 at once). The buttons reset after a short time. Evidently red just defends the base.
  1327. icesquar - by [IcE]crap. It's the same map as crapsq2. It's a 1on1 DM map.
  1328. icyhell - by unknown and Kevin. It's a conversion with nice-looking textures. It's a small and flat map, but it's interesting because you have to do a bit of weaving to hop over water mixed in with the ice. It's not a straight-line map, although a rocket+grenjump will take you most of the way from flag to flag. Fast gameplay.
  1329. idaho - by Mr.Potato Head. The original idaho was a map that appeared early in TF's history and gained attention because the author aggressively promoted it on the few TF news sites that existed at the time (Jan 1997). The map's release also coincided with the initial release of QuakeWorld, which greatly improved Quake's online gameplay. The author was in direct contact with Robin Walker and John Cook for assistance in the creation of the map. Since 2fort4 had not been released yet, and clan matches were not yet a thing, idaho was initially considered one of the top maps. Capping works but does not give any team score. The map is also known for being revised numerous times to correct various problems.
  1330. idaho_no - by Mr.Potato Head. This version came later than both idaho and bigidaho. There are 5 ways into the flag room, compared with 3 in the original. The upper central path to the enemy flag room stays open longer after being activated. The cap point is more clear, and team score works properly.
  1331. ie1 - by Spark. It has an excellent simple but original design. Rocket or grenjumps are not required, but they definitely help. The layout is most similar to optics5, which does require some sort of jump to reach the flag. There are 2 high paths and a low path to the flag. Going in and out the low path would be rather predictable, so players need to be able to take advantage of the high routes.
  1332. igni - by unknown. The map may seem like a labyrinth initially, but it's a fairly simple 2forts-style map. Unfortunately, the layout has a severe flaw. The only way into the flag room is through a doorway that can be piped very easily. As soon as the door starts opening, the piper can det the pipes. There needs to be better flag room access. The map could be ok with revisions.
  1333. ikspq5 - by Fingers. It's The Secret Installation, a base-style single-player map from the IKSPQ series, made in 1997. It's not meant for TF.
  1334. impact1 - by [WM]Kordos. When this map first came out in 1998, it quickly became part of league map rotations. But in the pre-bunnyhopping era, it was painfully large and slow. If you went through the front hill, you would get sniped or killed in their entry. So players would take the long way through the caves and hope there was no sniper there. Players would rocket or conc up to the roof and hope their long journey would result in somehow avoiding the pipes waiting below on the flag. Often one player (usually Scout) would sacrifice on the pipes and another would take the flag immediately after. Everyone hoped a perfectly timed gren1 would go off before the sentry gun or HWGuy noticed what was happening. It's possible to either gren up the flag room ramp or, even better, grenjump back out through the roof. This map was very low scoring until hopping changed things and made it much more playable. The drop from the impact1 roof inspired the 'drop' map series (drop, drop2, drop3).
  1335. impact1sta - by [WM]Kordos and Golden. It's an ent update to impact1 for STA. Otherwise it's the same.
  1336. impactr - by [WM]Kordos and klown. It's an edit to impact1 to remove the underground area, replacing it with a direct path between bases. However, the front area is still the same size. Players of the original may be wondering how that is physically possible. When you travel underground, you are actually crossing under that big hill in the center of the map. Now if you're on the left side, you stay on the left. It is a nice improvement, but it was needed much more back in 1998.
  1337. industryb1 - by eFlatMinor. It's a single room with a blue flag, upper platform that goes all the way around the room, and a central pillar. There is nothing to do. It is definitely related to datactr. It is likely an earlier version.
  1338. inferno - by Alien, Furkin, and Loko. The txt file indicates that it's a Brazilian map from 2001, but I remember seeing it before as 2hard4u2. The map has been edited to say created by Loko, so I think this Brazilian intentionally is claiming someone else's work as his own. There are only a few minor ent edits, mainly to change the language to Portuguese.
  1339. ins3 - by Ravager, crap, and Jonan. It's a revised version of insanity2 that removes the quad from the center of the map. There are 5 seconds of quad after capping.
  1340. insanity - by Ravager. The original insanity has an older, blocky look to it. There's an annoying front door that stops momentum. The ramp room is more compact, and there's a single hallway to the flag. The defense can spawn right at the flag. The quad at the center bridge lasts 30 seconds.
  1341. insanity2 - by Ravager and crap. This map uses a similar general layout to insanity, but it's a total modernized remake. The most important change is the addition of an upper route on both sides that leads to the flag room. The ramp room now has a staircase in the center instead of traditional ramps. The respawns have been moved to the ramp room. There is still the bridge quad. There is a secret trick where pipers can pipejump up and hide high at the flag.
  1342. instns3 - by WPN-ZERO[CB] (Blog). It's a huge, defensive map from 1997. The general layout is reasonably solid, with a sort of meaningless ramp room leading to a hallway and the flag. But the flag area is the problem, because it's a single narrow entry like 2fort4 (the dominant map at the time). Even worse, the defense spawns right at the flag. It needs more revising.
  1343. interlude - by OneManClan. It's a movie theater. You can DM in it in theory, but you have to play as RandomPC.
  1344. intobj - by Airswing. The name means 'Interesting Object,' not 'into BJ.' You have to capture the other team's interesting object. And the map is a bit interesting. The object is inside a vat of slime. The layout is not too complex. There are 2 paths to the enemy base, and you get to the vat pretty quickly. Getting out is more difficult, with some elevators there to assist.
  1345. introseq - by John Cook and Damian Scott. This map is of great historical significance even though it is entirely unplayable. It is the map seen in the famous Team Fortress Intro demo that is synced with Carl Orff's Carmina Burana 5. Ecce gratum. The demo features all of the TF classes and ends with an explosion of frags, including a detpack and a final decapitation. The map itself is split into parts. One part is a retextured portion of Cook's 2fort4 (to make it look like a different map). Another part, with the bridge and ramp room, is where most of the gameplay footage seen in the demo occurs. There is also the familiar text on the walls, such as "A Damian Scott Demo" and the names of the classes.
  1346. invade2 - by [NERD]Brain. The invade maps were among the most popular in the attack v. defense style. There's a large castle to defend. The attackers have to grab the scroll and take it to the altar. A major twist in the map is the relic room, which has 6 relics granting various powers for as long as the player holds the relic. Powerups include regenerating health, stronger weapons, and stronger armor, among others. It isn't obvious, but the button to open the gate to the scroll is the red circle on the wall of the relic room. The hardest part is surviving to the end of the altar, because sentries are very overpowered there.
  1347. invade3 - by [NERD]Brain. This version corrects the invade2 problem with overpowered sentries by removing cells from Engineers when they enter the altar. However they can still pick up cells that are dropped or found in packs. There are some other minor improvements as well.
  1348. invade4a - by [NERD]Brain. This revision further improves the invade series by having teams switch roles after a cap. After red caps the scroll, blue switches to the invader role and red defends.
  1349. invsn1 - by [merc]pyro. It's like a combination of border1 and hunted. The civilians first cross the sea of slime by boat or swimming (with a biosuit). Then they have to chop down the wall (not easy with defenders, but attackers assist them). Finally, they must walk down the road (hunted style) to the end point.
  1350. ipgn - by Blip. This map appears unfinished. It is a small area with a tiny building and boarded-up entry next to a lava pit. There is nothing else.
  1351. ironfort - by Midori. It's a large, ambitious, complex map from the same author as bam4. It's not really fun since you spend so much time trying to understand the rules and where to go. You must first take the score-machine key from your own base to the enemy base to start the score machine, which gives 1 point every 30 seconds. Then you can grab the bonus key and try to cap it for 10 points in the middle of the map. But if the other team caps their score-machine key, your scoring stops and you can't access the bonus key until you get the score machine running for your team again. The execution is not as good as the idea.
  1352. irony - by [SD] Hunter. It's a fairly straightforward map in which the main feature is that the flag is on a small ledge over a vat of slime. The map is fairly small and symmetrical. As usual for Hunter's maps, you may get a little lost because areas are not differentiated much.
  1353. isembard - by Funk Pig. It's a UK map with a library, bridge, and very compact corridors. The water may actually be a better way to the flag. It was made in 1998 and unfortunately is not a timeless work. Team scoring doesn't work right.
  1354. island - by Pa3bpath. It's a small map with a bit of a spiral tower like 2towers1, but it's open and you can grenjump to the flag at the top. The cap point is on a rock, somewhat necessitating a RJ because the bounce pad next to it is horrible. The map isn't well made but the gameplay is decent.
  1355. itzinmid - by C-3PO. It's a 4-team keepaway map. Grab the flag from the center and hide in your base with it. The base is fairly linear and you're kind of trapped in it. Scoring is 2 points every 20 seconds the flag is held.
  1356. i_cakebreak - by OneManClan. It's a room with a cake and a sign that says intermission. I believe these intermission maps by OneManClan are used during the yearly Rocktober event.
  1357. i_plane8e - by OneManClan. You can jump out of an airplane and fall to your death. It's another intermission map. I believe these intermission maps by OneManClan are used during the yearly Rocktober event.
  1358. i_windmill4 - by OneManClan. It's a small farm-like area. The 'windmill' does small repeating damage to you (unclear how—the death message is simply that you died). It's another intermission map. I believe these intermission maps by OneManClan are used during the yearly Rocktober event.
  1359. jailbreak - by Soul. The title says that it's based on an old map, possibly referring to either ctd or rock1. There are 3 teams. Red is a civilian in jail, and yellow tries to press the button to open the cage and set him free. Then he has to make it out of the base to give 8 points to red and 4 points to yellow.
  1360. jailfort - by BioCyde and DeiCyde. It's a pretty basic 2forts-type of map. It uses stairs instead of ramps too much. There's a high and low route to the flag and not much else of importance.
  1361. japanc-compile - by Gizmo and Mick. It seems to be a nearly finished version of japanc, but it is not possible to join the red team, making the map useless.
  1362. japanc-ent - by [Ent]. I'm not sure what the story is with this map. I believe Gizmo made the original japanc for Q3A in 2000. This version by [Ent] looks like a 'demake' or more old-school Quake without the famous beautiful textures of japanc. The layout is too similar to be a coincidence.
  1363. japanc - by Gizmo, Mick, and lordy. The map is well-regarded for its elegant Japanese architecture. Gameplay notably has very little distance between the 2 castles, leading to a relentless onslaught of attackers and high-scoring games. The castles also are not very large, with 3 paths all leading directly to the flag room.
  1364. japanc2 - by Gizmo, Mick, and lordy. Perhaps there's a small difference, but it seems the same as japanc.
  1365. japanc_beta8 - by Gizmo and Mick. It's more similar to japanc-compile as an older version of japanc that is not quite finished. This version had a respawn with teleporters and the cap point was up high.
  1366. japanc_rev1 - by Gizmo, Mick, lordy, and Bvr. It's japanc with revised lights.
  1367. japanc_rev2 - by Gizmo, Mick, lordy, and Bvr. It's another japanc with revised lights.
  1368. japk - by cfz-jin. Japanese Kingdoms is unrelated to Japanese Castles. But the concept is coincidentally similar, with small bases and 2 paths leading directly to the flag. It's a nice fast map for small games.
  1369. jawraw1 - by [eLD]Richie and [eLD]Golbez. It's 2fort5-like. There's no quick way to the flag. The flag area has 2 paths to the flag. You have to pass through a few ramp rooms to get there. There's a quad in the center but it requires some sort of jump to get.
  1370. jawraw2 - by [eLD]Richie and [eLD]Golbez. There are many minor changes from jawraw1. Most significant is that the spawn room now has a rear exit so the defense can get back to the flag much faster. The textures are improved a bit. There's a bit of water near the flag area.
  1371. jawraw2a - by [eLD]Richie and [eLD]Golbez. It appears to be a minor fix for jawraw2. It is unknown what the problem was.
  1372. jeb5 - by Jeb. It's a mostly barren little map. There's a river of lava in the center with moving boats helping you cross. Usually you can hop along, but the risk of falling in is real. The flag is inside a little fort that also has some lava. The map does not allow dropitems, so if you fall in the lava with the flag, it's over.
  1373. jfort - by Partisan. This map has an ending. You must first grab the enemy rune key. Then you take it upstairs and grab their reactor key. You cap the reactor key at the entry to their reactor room for 10 points. After 5 caps, the reactor door opens. Set a detpack to get another 15 points and win the map.
  1374. jftf3 - by Jack Frost. The theme is a mutiny on a ship. The mutineers try to access the control room and sit in the chair to score points. The ship is pretty linear. Scoring seem to be individual rather than team.
  1375. jgp2fort - by Jean-Guy Poulin. It's a reimagined version of 2fort5, as the name suggests. The outside area forms more of an X shape rather than a straight I. The spawns have a teleporter for defense to go directly to their own flag. Offense can single RJ out the elev. The base is a bit redesigned but there are spirals and a ramp room.
  1376. jgpbase1 - by Jean-Guy Poulin. It's a creative keepaway map. There are 2 very tall bases with a pit of lava between them. At the bottom there is a small platform that has the flag in it. After grabbing the flag, a wind tunnel helps you bounce to the top of the map. Still, it's difficult to get back to your own base without some kind of conc or grenjump. But if you do get back, it's hard for the other team to get to your base. Score racks up as long as you hold the flag.
  1377. jgpbase1e - by Jean-Guy Poulin. I'm not sure how it's different from jgpbase1, but it's revision e.
  1378. jgpbase2 - by Jean-Guy Poulin. This revision of jgpbase1 is more clear. The pillars at the bottom are now towers connected to the center flag area. There are also windows added in the base. Gameplay is still mostly the same.
  1379. jgpbridge - by Jean-Guy Poulin. It's a prison escape map that uses Wolfenstein 3D graphics. There are 3 teams. The guardians kill the escaping prisoners. The prisoners are civilians who try to escape. Their protectors are snipers only. There's supposed to be a bridge that gets activated so prisoners can cross the water, but with enough hopping speed, prisoners can jump across the water.
  1380. jgpcity - by Jean-Guy Poulin. It seems like a remake of 2town2. I wasn't a big fan of the original. The concept is the same with cops, bad guys, and gang members. The bad guys try to steal the gold.
  1381. jgpcity4 - by Jean-Guy Poulin. It's a later revision of jgpcity. I don't know what's different.
  1382. jgpentity - by Jean-Guy Poulin. You could try to play it but I wouldn't recommend it. It's a small room with various ents like flags, cap points, and resupply packs. Presumably it was used by the mapmaker to test ents. If you played it, caps would happen very fast, and one team has the advantage of 2 different things to cap.
  1383. jgpforta - by Jean-Guy Poulin. It's a large MegaTF map with forts. It doesn't seem to have a clear purpose in regular TF and I don't want to waste time on it. Walking on the cap point nearly crashes the server.
  1384. jgpfortb - by Jean-Guy Poulin. It's like jgpforta but with a turret (MegaTF).
  1385. jgpsub - by Jean-Guy Poulin. Like the jgpfort maps, it's a big map and meant for a different mod. It isn't really playable in regular TF.
  1386. jib1 - by MystDragon. It's a small 4-team civilian DM map. There's a quad in the center. Just run around trying to chop up the other players.
  1387. joker - by John Cook. This map is 2fort23. I don't know why it has been renamed to joker. Perhaps it was a joke played on someone promising an exciting new map.
  1388. joust - by vodor. It's a flat, rectangular 1on1 DM arena. It's surrounded by lava, and it's fairly likely someone will get knocked into it.
  1389. joust2 - by vodor. It is a revision of joust so that it is no longer flat. The arena is peak-shaped, with each side tilting downward toward the lava. Evidently it is designed to encourage players to knock each other into the lava.
  1390. jsfort - by j.sera. It's another map (see castcarn) that feels like Phantasy Star. It's a large labyrinth and the walls all look the same. It is a 1997 map and should stay in that era.
  1391. jstown - by j.sera. Evidently the setting is Verona, because the teams are Capulettes [sic] and Montagues, as well as the United Nations (anachronistically). It's an old village, and you have no idea where you are at any time, because this author makes confusing mazes. You try to cap flags, but the UN can use a suitcase to take points away. There's also a subway. It's a complete mess of a map.
  1392. jumble - by BladeZ. It's a nice simple map, as this author often produces. It's designed somewhat like cyb1, but it's larger. There are zigzagging ramps leading down to the flag. There's no easy way back up the ramps.
  1393. jump2 - by Drow. It has very similar themes to disorder. It's clearly by the same author. The gameplay mostly takes place within a small area in the upper part, but the lower part is fairly large with jump pads to get you to the upper area. Fast paced, good for soldiers.
  1394. jump4 - by thetrooper. Unrelated to jump2. It's a 4-team DM map. There are platforms over lava. RJ around and try to knock people in.
  1395. jumptst4 - by Gnarler. It's a co-op soldier-skills course. One player has to help the other player complete the jumps. On the first test, the helper has to shoot the soldier's feet after he RJs. It's a nice idea.
  1396. jungle1 - by Gorebag and Kruruk. You go down a long, straight, narrow corridor to the flag. That's pretty much it.
  1397. junk - by Rodney Johnstone. It's a single-player map from 1997. You get a biosuit and go through slime. It isn't meant for TF.
  1398. just4fun - by Lord Skippy. It's a blue-only soldier map where you have permanent quad and pent. You just try to RJ up to the small platform. As the name says, it's just for fun.
  1399. jvx1 - by Jvox. It's a regular DM level. There are weapons scattered around and a quad that you can reach with an RJ. It's all gray and there are a lot of teleporters. It isn't for TF.
  1400. k0wsp4m2 - by DP. It's a very small 4-team DM arena that has a cow in the center. You can detpack the cow.
  1401. ka2fort5 - by John Cook and Rev.Hippie. It's the same map as 2fort5st or 2fort5steal. You can hide in the lower respawn with the flag.
  1402. kaoskeep - by Cisek. It's a basic 2forts-like map. You go up a few ramp rooms to the flag. Each side has a hidden quad.
  1403. kappa1 - by Indigo. It's a small map but it has everything you don't want to see. There's lava, doors with a button, super slow doors that stop movement, stairs, and resupplies right by the flag. It's like a tutorial on how not to make a map. All of those issues are fixable.
  1404. ka_spires_lava - by unknown and Kevin. It's a conversion. The map looks nice. However it's literally a straight line back and forth between flags. You can ignore the rest of the map.
  1405. kcd2 - by [DD]MikroMike. It's ok for a very old map (Jan 1997). The major flaw is that the small stairway is the only way out of the base. But if you jump in the pool of water in the center between bases, you bypass the stairs. Still, it's too choked off.
  1406. kduel - by Khalme. It's a bit interesting for a 1on1 arena. There are skinny ramps that you'd like to stay balanced on. If you fall off, the other player will have the height advantage.
  1407. keep - by Jonan. It's a decent keepaway map with the flag starting in the center. Teams can try to hide in their fort but it's small and exposed. The balance between attack and defense is pretty well done. The scoring is 2 points for every 20 seconds the flag is held.
  1408. keep2 - by [DoW]Kerberos. Unrelated to keep. It's a straightforward 4-team DM arena within castle walls. The floor is flat and there's a platform all around the top.
  1409. keepflag - by Jonan. The objective of keepflag is to keep the flag. Actually it's the same map as keep, but the scoring is 1 point every 10 seconds.
  1410. kegger1 - by Gun Man. This map is a slightly modified version of grail2 by the same author. This map is from May 1999, compared to Mar 1999 for grail2.
  1411. kemanb31 - by Keman. It's a soldier skills course. The first 2 tasks are quite useful bunnyhopping tests. Then there's a water grenjump.
  1412. kidfort - by unknown. The setting is a child's bedroom. It is a very small map where you can just rocketjump back and forth between the flag and the cap point. No more than 2v2 unless you want a total spamfest.
  1413. kinduel - by Zang[KiN]. It's a 1on1 DM arena. It's not flat like most arenas. There are a bunch of ramps giving the map different height levels.
  1414. king - by Jonan. It's a small 4-team king-of-the-hill map. There's a pad in the center that you stand on to earn points. Scoring is very quick, around 1 point per second. The layout has a few rocks and other things in the way but is pretty simple.
  1415. kingdoms - by PlagueLord. It's an unappealing brown castle with an elevator up to the flag. I think this map unintentionally allows you to grenjump up to the flag in the tower, making it more fun than it should be. Otherwise this map would be comparable to 2towers1.
  1416. kingohill2 - by AlbinoBob. It is indeed a king-of-the-hill type of map. There's a central building that has a beer can that regenerates every 15 seconds. The first team to touch it scores 5 points. The concept is similar to bff6 by the same author.
  1417. kings32 - by [SLi].ArKhan. I was able to look around some of the level, but then it crashed. It looked like typical 2forts-style.
  1418. kjforts - by [REV6]Freebie and KillJoy. It's a revision to 1on1fort that makes the ceiling much higher. Players would often hit their head on the ceiling when rocketjumping in 1on1fort.
  1419. klanw4rs - by Carbon83. This map is also known as kw4. It's a defensive, tactical map. The entry is a cramped spiral and elev, but it can be bypassed by taking either the left or right path through the water. The right water path leads to a detpackable wall leading to the 2 paths to the flag area. The left water path requires some kind of gren or rocketjump, but it takes you directly above the main flag room entry. It's better as an exit with the flag via conc jump. The other FR entry is also high and closer to the flag. Engineers are strong on this map.
  1420. klanwar2 - by Carbon83. This map is a smaller and simpler version of klanw4rs. Getting to the flag room is much faster in this version. There is no left water entry, and the right one is not really useful. The most notable common feature is the second FR entry from above that drops the player near the flag.
  1421. klanwar3 - by Carbon83. This version looks similar to klanw4rs, but it is missing the left and right water entries. It's too easy to defend, leading to the addition of the other ways into the base in klanw4rs.
  1422. klowntest - by klown. It's a single area with resupply packs for red, a few boxes, and a wall. Since blue cannot use the resupply packs, it's not suitable for DM. I don't know what the map was testing.
  1423. kndycity - by Kandyman. It's a large regular deathmatch map from Jan 1997. It crashes the server.
  1424. knockout - by Plasticity. It's a small, circular, 4-team DM arena. You can fall off the edge. There's a quad high up but it's hard to reach.
  1425. knockout2 - by Plasticity and Aphasia. It's a remake of knockout. It plays almost the same, but it looks better. There's lava instead of an empty void if you get knocked out of the circle.
  1426. kom - by Exhumist. It's a small 4-team map with a single key in the center. It's meant to be played on low gravity, but it works better without it. You have to gren or concjump to the key and then get back up to the top of your base. It plays like a harder version of accel. Unfortunately it gives only individual frags instead of team score, but that could be fixed easily.
  1427. kotc - by Jonan and HellStorm. Both teams try to make their way to the throne and stay on it as long as possible. 1 point is scored every 2 seconds. Various refills are granted while on the throne as well. I feel that this author has overused this concept a bit, and this map is not as good as some of his others.
  1428. koth1 - by SirLiam. It's a simple 4-team king-of-the hill type of map. Get 10 points by touching the flag in the center. The flag regenerates every 20 seconds. There is also temporary quad after touching the flag.
  1429. koth2 - by GlitchHunter96. Unrelated to koth1. It's a 4-team DM-only map. You want to be king-of-the-hill simply because it is the central and highest point of the map. You can knock off other players to their death.
  1430. koth3 - by vodor. Unrelated to koth1 and koth2, but the style is similar to koth2. It's a 4-team DM-only map. The top of the hill has quad, and it's very easy to rain rockets down on the other players from the top.
  1431. kotunf15 - by Miasma. It's a DM map, kind of like knockout but with 2 rooms. You can get knocked off the edge into lava.
  1432. ko_myth_5v5 - by unknown and Kevin. It's a small, defensive map converted from TFC. Attackers have to come through the ramp room, and if they kill the defender, he spawns right there ready to finish them off. It's hard to get any speed going, as well.
  1433. krapola1 - by Cisek. This map is so defense-friendly that I don't think it's playable. The author seems inspired by rock1's lack of space. There are very narrow and linear halls to the flag. Getting out is ridiculous, with a thin staircase and walkway over lava.
  1434. krieg_b1 - by bvr. It's a small map with hardly any central space. You enter the only base entry and go left or right. Either way, you coil leftward down to the flag. There should be a second way into the base. The map was later revised and renamed to steelworks.
  1435. ktod - by Carbon83. It stands for Kill the Other Dude. It's a small, straightforward 1on1 DM arena. The shape is linear and rectangular as opposed to the more circular 1on1r.
  1436. kulle5 - by Lib and FF. It looks like there's supposed to be a flag, but there isn't one. There's a big hill in the center, kind of like impact1. There are dual spirals leading to nothing.
  1437. kuro - by Chris. It's a tiny test map from 1996, also known as sham. It's meant for single-player rather than TF.
  1438. kw3r - by Carbon83. This map is the same as klanw4rs.
  1439. kw4 - by Carbon83. This map is also the same as klanw4rs. In Chaos League, this version was used.
  1440. kysniper - by unknown. It's a sniper-war map but with flags to cap. You cross over into the other base via the upper bridge. You can fall into lava but you're more likely to get sniped. Capping is worth 5 points.
  1441. lador11 - by PaBarkis. This map is the same as chicken. lador11 is the correct name.
  1442. lador12 - by PaBarkis. It seems the same as lador11, also known as chicken.
  1443. lakeoffire - by DXC[Booman]Hiss. Essentially it's a larger version of fl2 by the same author. It's inverted TF in which you grab your own flag and cap it on the opposing team's cap point. You have to survive the bridge outside, which is above lava.
  1444. lantern_b2 - by ids. It's sort of like a modern reimagining of 2fort5. There are spirals and an elev to the flag in the basement. But it's much more open. The outside area has nice colors on the ramps.
  1445. laser1 - by Sniper[FA]. Laser Wars is a map that has no lasers. It's very linear and there's a single narrow entry to the flag room. There's an opening above the flag, but it has no function. The map feels unfinished.
  1446. laser2 - by [MM]Sniper[A]. The map now has a laser gun, but it's not very useful since you have to go out of your way to push the button to activate it. The map is better overall than laser1, with improvements to aesthetics and flow. There is still one way into the flag room, but there is a second way out.
  1447. lasers3 - by Pa3bpath. Unrelated to laser1 and laser2. The layout is the same as openfire or frozen1, but it isn't made quite as well. It's quite a bit larger. The textures are all brown. Getting out of the water is more difficult.
  1448. laser_test - by unknown. It is a very basic laser test map. There is a flag, a cap point, and lasers guarding the flag. The lasers can be deactivated by pressing the button. Although it is extremely simple, but you could legitimately play it 1v1 or 2v2.
  1449. lastbase_b4 - by Bvr. It's kind of a forts-like map. It's a bit complex but you can ignore a lot of it if you want to take the most direct path to the flag. There's not a lot of freedom of movement.
  1450. lastexit - by unknown and Kevin. It's a conversion from TFC. It seems slightly inspired by 32smooth with the pair of central towers. But it's more attack-oriented and hop friendly.
  1451. lastresort2 - by lordy. It's converted from Q3F, but it has an old-school Quake feel to it. It's a pretty small map where you make your way up to the flag.
  1452. lastresort_b5 - by lordy and klown. It's converted from Q3F and given a modern look and style. Keep taking bounce pads up to find the flag. It feels pretty restricted for a newer map.
  1453. lastresort_b8 - by lordy, klown, and Tulkas. There is no longer an overhang over the snipe deck (a huge improvement), but the skybox has been lowered to compensate. It's possible to conc deck to deck, although it requires some skill. There are also simplified spawns, lower water, and the detwall has been opened. All of these changes improve the map.
  1454. laughpit - by Tactician. It's an interesting but flawed idea. You grab the gem from the enemy base and go to the laughing pit to freeze the bridge to the only flag. Without the gem, the pit opens and closes so you fall in. The mapmaker said it's theoretically impossible to cross without freezing the bridge in place, but I did it with a concjump. The other flaw is that there's no incentive to defend your gem. You want someone to create the bridge. Either team can grab the flag.
  1455. launch - by [REV6]Freebie. It's basically shoop combined with 1on1 DM, which is fun in theory because of the airshots. But you take fall damage every time you cross the map.
  1456. launchb1 - by [REV6]Freebie. It's a beta version of launch with fullbright lighting. Play launch instead.
  1457. lavabiscuit - by unknown and Kevin. It's a circular 1on1 DM arena surrounded by lava. You bounce up from the center on spawn.
  1458. lavadam2 - by Tactician. It's a 3-team map but the yellow team is civilians who just swing axes. The goal is to get into the enemy's base and shoot their button on the wall. It's 1 frag (not team point) for each shot. If the scoring issue were fixed, it would be ok, but it feels old.
  1459. lavag - by XceptOne and Harb!ngeR. It's based on CTF-LavaGiant from Unreal Tournament, but it's not a direct conversion. It's a simple map with 3 tunnels in the center leading to a flag behind a wall. The tunnels are too long and cramped for any tricks, but you can RJ over the flag wall.
  1460. lavalamp - by unknown. It is a single room that contains a lava lamp.
  1461. lavatf - by UltraCarl. The level is fairly small but well-made. There are 3 paths to the flag from the entry: straight, right, or high left. The center has lava, but the bridges have short guardrails.
  1462. lduel4 - by unknown. It's a 1on1 DM arena similar to 1on1r. The gimmick is that you can teleport out of your spawn to a few different parts of the arena to keep your opponent guessing.
  1463. legolin - by Zaka. It has excellent castle aesthetics and a good layout. There are multiple paths to the flag and movement flows well. However, this rating is provisional, because I looked all over the map for the cap point and couldn't find it.
  1464. lego_dm - by unknown and Kevin. The textures are all in Lego style. It's a small map with sort of an S-shaped layout, but you can RJ or grenjump over the wall to the flag as a shortcut.
  1465. let_it - by Ventrax. It's a basic older-looking map. Come through the ramp room area to the flag up high. There is initially a single hallway to the flag, and it's a piper's dream. However if you get into their flag room, you can set a detpack that opens a passage making it much easier to get in via the sniper deck.
  1466. level_3 - by unknown. It's a high-tech-looking single player level. It's not meant for TF.
  1467. lfsp7 - by Leafface. It's The Huntdown, a single-player level made in 2004 as part of the LFSP series. It's not meant for TF.
  1468. libraryh - by [SS]Gunther. It's a very large attack v. defend map. Fortunately there are arrows to guide you to the flag and back out. It's a seemingly endless trek to get to the flag even with hopping.
  1469. life - by Dajan. It's a small DM level that has quad in the center. It doesn't seem made specifically for TF, but it works.
  1470. lifetree - by Drow. It's a very nicely made attack v. defend map. It has a dark atmosphere. Attack through the front of the building or via the water.
  1471. lightning - by Big Bill. The map is like a combination of h4rdcore and bam4, but it differs from bamcore. It's much smaller and tighter than bamcore. Also the flag area retains more of bam4 style with the secret passage, whereas bamcore is purely h4rdcore in the basement area. The map could also be described as like h4rdcoresmallr but with more restricted movement.
  1472. lilbvr - by Jonan. This map is the same as hmw by the same author, but all classes are allowed instead of HWGuy v. Engineer. For some reason, the map still has the unbelievably slow center barrier at the beginning, wasting a lot of time. The barrier might make some sense so that Engineers have time to build on hmw, but it has no place here.
  1473. lion - by Brandon Smith. It's a small 1on1 DM map. It differentiates itself by adding 2 side rooms that you can utilize to ambush the enemy after killing him.
  1474. livenudevores - by unknown. It's designed like a city block, and one of the buildings is a strip club. Upon entering, I saw no girls of any kind, despite being promised live nudes. Unplayable!
  1475. lltk - by Jonan. This map appears mostly the same as kotc by the same author. I think kotc is the official version.
  1476. lmania - by The Shadowmaster. Lavamania. As expected, it's a map with a good amount of lava. The flag room is especially perilous, with narrow planks to the flag. The cap point is also devilishly placed in the center of a lava pool. It plays pretty fast.
  1477. lmskee2_vf - by Xavior. It's some kind of skeet shooting, but it's not meant for TF. There's nothing to do.
  1478. lmskeet_vf - by Xavior. Again it's skeet shooting and doesn't work as intended in regular QWTF.
  1479. lms_alamode - by Avirox. I believe the lms_ maps are all from and/or meant for the Last Man Standing mod, but I'm not certain. They can be used for 1on1 DM. This one has a small building in the center, like the Alamo.
  1480. lms_castle - by ss. It seems to be an LMS map modified for MegaTF. You defend your castle from monsters. As a regular QWTF map, it's not playable because you can join team 1 only.
  1481. lms_ggb - by Xavior. It's a DM map. There's a fighting pit in the center and ammo around the top sides.
  1482. lms_keep - by [DoW]Kerberos. This map is the same as keep2. It's a 4-team DM arena.
  1483. lms_kidfort - by unknown and Zxeses. It seems to be the same as kidfort but with slightly different ents.
  1484. lms_knockout_v2 - by Plasticity. It's the same map as knockout.
  1485. lms_siege - by ss. The style is similar to lms_castle where you can join team 1 only and withstand an assault. It's not related to the more famous siege series of maps.
  1486. lms_snip2all - by I.H. Schots. It's the same map as snip2all, an outdoor sniper-war map.
  1487. lms_stmd_test - by Xavior. It's a test map in which a shambler drives a truck on a road. The test looks like it's working pretty well, but there's nothing else to it.
  1488. lms_town2 - by Karl and Aphasia. It's essentially the same as town2, which is also the same as 2town2. The ents are slightly different between versions.
  1489. lockdown - by ]KwK[ EvilJim. The map tries to be both standard CTF and canalzon-style, but it's a bad mix. The gates that restrict movement are no fun. It's complex, which can be ok if it's intuitive, but there are too many rules here. People just want to shoot rockets, man.
  1490. lodge5 - by Aphasia. It's a small map with a winter lodge theme. Essentially it's a little ramp room (with a lava sauna) leading into a flag hall. The outside area's water is annoying.
  1491. lol - by unknown. It's a flat, circular 1on1 DM arena. You will bounce up if you go to the outer perimeter.
  1492. long - by DP. It's a single really, really long corridor with flags at each end. A grenjump (at around 1200 speed) takes about 9–10 seconds to go from flag to flag.
  1493. longhall - by uk jezus. The concept is similar to long but not as extreme. There are long hallways high and low that lead to a base area that has the flag.
  1494. lootkillpillageburn - by [mf]evil. It's not as demented as the name makes it sound. It's a plain 4-team DM arena. There's a high and low area and various pickups scattered around.
  1495. lostfortress - by Chrome. The textures are nicely done. It seems like a smaller version of 2king2, another very good map from the same author. This version doesn't have the annoying steps, making it a bit more enjoyable.
  1496. lowgrav - by unknown. It claims to be the worst map ever made, but it's an unorthodox DM arena. There are high and low areas, and you can get back up to the high area by swimming in an impossible water wall. As for the actual worst map—disregarding test maps, broken maps, meme maps, voting maps, and non-TF maps—I'd nominate cobra2.
  1497. lunge - by John Cook and Pennywise[FOLD]. It's similar enough to 2fort5 that Cook deserves credit. The ramp room is significantly changed and becomes the main feature of the map. It is expanded and much more complex than in 2fort5. Spirals and an elevator lead to the basement.
  1498. machn1 - by Orion. It's another map where you have to read the manual beforehand to understand what to do. The textures are all a bunch of similar Quake II-looking junk. There are chips, generators, and coolant systems.
  1499. madhops - by Primary. It's a hard Scout or Medic skills course. It's a mix of hops and concjumps.
  1500. magbus2 - by thetrooper. It's a pair of magic buses floating in the sky. It can be used as an unusual DM map.
  1501. magmap_b1 - by unknown. It's a Brazilian map that is in the initial beta stage. The flags and resupply packs are reversed. There also appears to be no cap point. The design of the map shows some promise with open rooms.
  1502. magtowr1 - by falkon2[HF]. It's somewhat like cast103, with the dreaded 2towers1-style endless upward spiral, but thankfully there's a wind tunnel in the center that takes you directly up to the flag. Nonetheless, this type of map would only be made in 1997.
  1503. malice_b1 - by Bvr. It's a small map with a single front door entry. Enemies can do a pincer attack to the flag, coming from the front or back. The front is a closed ramp, whereas the back is a stack of boxes with 3 openings. A Demoman at the flag would be quite vulnerable. There's a balcony to guard the entry to the boxes. It's meant for 2v2.
  1504. malice_b2 - by Bvr. It has the same layout as malice_b1, but it clarifies which doors are spawn doors, as opposed to regular doors that either team can pass through.
  1505. malice_b3 - by Bvr. The main gameplay change from malice_b2 is that the openings in the upper part of the boxes are now 2 boxes deep instead of 1, but it is no longer a flat surface that you can escape through. Getting out that way would require an additional rocketjump or concjump. There are also graphical changes.
  1506. malice_b4 - by Bvr. I'm not sure what changed from malice_b3.
  1507. mansion - by ]TCOB[Telefragger. The layout resembles well6 to some extent, but I wouldn't say it's a well6 clone. It has a similar structure of a center area, a ramp room, and a flag up high in a tower. It's smaller than well6 but still defense-friendly.
  1508. marics_ctf1 - by Maric and Kevin. All of the marics_ maps were made by Maric for the Quake II mod LMCTF and converted to QWTF by Kevin. This one is All That Divides. It is very smooth, with easy transitions between the high and low routes. The are a number of boost pads that take you up just the right height to get where you want. You can hop from the high route onto the flag and then try to RJ out the opposite direction. Fast, elegant map.
  1509. marics_ctf10 - by Maric and Kevin. Arcanum Vendetta has 4 mostly straight paths to the flag. The 2 side routes are lower and can somewhat be ignored. There's the central corridor that takes you from flag to flag. Then there's also somewhat of a secret ultra high route to bypass defense in the central corridor.
  1510. marics_ctf11 - by Maric and Kevin. Rooftop Capture is designed like the roof of an NYC building floating in space. It offers very interesting grenjump possibilities onto the flag. Unique and intriging.
  1511. marics_ctf12 - by Maric and Kevin. Llama Tomb Showdown is a somewhat large and flat map that ultimately has 4 ways into the flag room, all of which are good. There are 2 sides entrances, a central entry, and a boost pad taking you up to where you can drop right on the flag. There's also a quad high up in the center area.
  1512. marics_ctf13 - by Maric and Kevin. Antagonism on the Heights somewhat resembles awaken2_ctf3 in the flag area, but it is also quite different. There are many possible routes all converging at the small flag room, which is vulnerable from both the front and back. Defense really cannot play anywhere other than at the flag.
  1513. marics_ctf14 - by Maric and Kevin. Ride the Dragon has a beautiful dragon-themed design. However the layout is very similar to marics_ctf10, with a primary central corridor between the flags and 2 side routes that are less useful.
  1514. marics_ctf14_5 - by Maric and Kevin. Ride the Dragon Lite is essentially the same as marics_ctf14, but the center area has but cut down a bit, so it's a little faster.
  1515. marics_ctf15 - by Maric and Kevin. Another Valley, More Shadows is a really fast map with a dark castle atmosphere. There are 2 ways into the flag room, and the flag stands atop some steps. But you can RJ at the right time to grab the flag and hop out the other way.
  1516. marics_ctf16 - by Maric and Kevin. Underneath is a single long, winding corridor in an underground cave. While that's usually a bad idea, the execution here is very well done. It forces you to hop fast and accurately. It is not nearly as easy for defense as it seems.
  1517. marics_ctf17 - by Maric and Kevin. Stone Simple is a modification of marics_ctf16 so that there are 2 paths to the flag instead of only 1. The distance between flags is also significantly shorter. It's easier to cap on this map.
  1518. marics_ctf18 - by Maric and Kevin. The Pit is a very simple map with 2 routes to the flag. The main route is on the same level as the flag and allows you to come in fast, but it's a bit longer. The other route is through the pit, which is shorter but also requires using a bounce pad up to the flag.
  1519. marics_ctf19 - by Maric and Kevin. Higher Ground is a variant of marics_ctf18 that forces you to come up from the pit. It also makes the pit around more complex and adds another boost pad up.
  1520. marics_ctf2 - by Maric and Kevin. Out Where the Thunder Roars is somewhat large for a Maric map. It uses a lot of stairs, which slow down the gameplay. A variety of outdoor routes converge at the flagroom with a high and low entry.
  1521. marics_ctf20 - by Maric and Kevin. Defensive Anxieties is accurately named. Players can grab the flag at incredibly high speeds from 3 different entries (left, right, and high right). When players are really moving fast, it takes about 5–6 seconds to go from flag to flag. There's also a quad in the center to add to the craziness.
  1522. marics_ctf21 - by Maric and Kevin. A Variation on the Blues is a bit more of a forts-style map than Maric typically makes. But the direct route from flag to flag is pretty short. The flag is on a ledge that soldiers can RJ up to. Otherwise there are stairs on the side to reach it.
  1523. marics_ctf21_5 - by Maric and Kevin. A Variation on the Blues, Simplified removes the unnecessary, potentially confusing parts of marics_ctf21. There is just the direct route from flag to flag remaining.
  1524. marics_ctf3 - by Maric and Kevin. Mayhem in the Middle is a pretty flat and angular map with 2 entries to the flag room. Each team has a quad, but it doesn't last very long. There's just enough time to cause some mayhem in the middle of the map.
  1525. marics_ctf4 - by Cedric Fiorentino, Maric, and Kevin. Facing Dragons is quite obviously based on Facing Worlds from the Unreal series. There is almost no difference between this map and ctf_facingworlds.
  1526. marics_ctf5 - by Maric and Kevin. Too Many Crates! has a warehouse with a bunch of crates, but they play essentially no role in the map. It reuses the familiar idea of a central main path between flags and 2 side paths that are used only to change things up, much like marics_ctf10 and marics_ctf14.
  1527. marics_ctf6 - by Maric and Kevin. Narrow Passage uses the familiar dragon base flag room, but the center area has 2 narrow passages. There's a high route and low route.
  1528. marics_ctf7 - by Maric and Kevin. Both Ends Against the Middle is another dragon base map that uses a central route and 2 side routes to the flag. In this case, the side routes are just as good as the central route, but the design is not much different from other marics_ maps.
  1529. marics_ctf8 - by Maric and Kevin. The Valley of the Shadow is a variation of marics_ctf15 with the dark castle atmosphere. This version is not quite as good and has quad, but gameplay is generally similar.
  1530. marics_ctf9 - by Maric and Kevin. Nights Plutonian Shore is totally bananas with its multi-level open pathways. There's quad that allows you to quad-RJ from flag to flag across the map. You can do completely wild things with RJs and grenjumps on this map. You can grenjump in the middle of taking a boost pad. It's a speed demon's dream.
  1531. marsh - by bob64. It's a 2forts-type of map with the flag in a partial cage at the top of the base. You have to take an elevator up to get to it. But the map has some intrigue because you can die with the flag on the edge of the cage and then grab it from the outside, bypassing the whole base.
  1532. massivtf - by Mr Flibble. It's called 'massive' because it's a very large map. It is one of the maps made during the excitement of QuakeWorld's expansion from 16 to 32 players. Today, it doesn't feel quite so large thanks to hopping. It has an interesting flag room, with a flag surrounded by lava. You can either RJ/CJ out or use the very slow intended path of shooting a button to create a stairway. The map would still work today for larger games.
  1533. matrix - by Agent Smith. This map is a recreation of the setting of the famous lobby shootout scene from The Matrix, in which Neo and Trinity attempt to rescue Morpheus. It is suitable for DM battles, although there are no resupplies.
  1534. maya - by Bleach and unknown. This map is very similar to egypt1on1. It's essentially 1on1r with a Mayan theme.
  1535. mayan1 - by Magma. I was already thinking that this map was bad before I got to the flag room. Now I think it's one of the worst maps I've seen. You must spend at least 10 seconds (probably more) in the flag room waiting for a rising pillar to take you up to the flag, and there seems to be no trick to speed it up. The layout of the map is terrible, anyway.
  1536. mayan3 - by Magma. There are some minor changes, but this map is pretty much as bad as mayan1.
  1537. maze - by [CG]BrewMan. The map seems like a combination of hedge and 2fort4—not a great combo. The maze outside has quad but it's better to RJ over the whole thing. The only way down to the basement is via a closed-off elevator that is super easy to defend, especially with pipes.
  1538. mbases - by Midori and Wils. mbases is an improved version of bases. Like bam4—also by Midori𝅶 𝅶—mbases has long been one of the best substitute options when 2fort5 won't do. Aside from making the map look much better, Wils improved the map in many ways, such as expanding the corridor width, smoothing ramps, increasing ceiling height, and creating a lift to replace the awful wind tunnel. This version was made in 1999—2 years after the original—and it has stood the test of time.
  1539. mbasesf - by Midori and Wils. This map seems the same as mbasesr, which is the proper name for it.
  1540. mbasesl - by Midori and Wils. It's the league version of mbases used in MTFL. There are no major changes.
  1541. mbasesr - by Midori and Wils. It's the official revision by Wils to fix a flag bug. In mbases, it is possible, but unlikely, that the key will get trapped under the water elevator and then not reset properly.
  1542. mbasesrsta - by Midori and Wils. It's the version used in the STA league. It seems the same as mbasesr.
  1543. mbasesr_prac - by Midori, Wils, and unknown editor. There are some packs floating in the blue base. But they do nothing, and so this version is as playable as the other mbases versions.
  1544. mbase_tf - by Mr Flibble. Unrelated to mbases. It's a 1996 map from this author, and it has everything you would expect from that year. There's forced underwater swimming across the center, supplies scattered around the map, spawning at your own flag, stairs, doors, elevators, and of course a non-functional cap point.
  1545. mbase_tf2 - by Mr Flibble. This version adds some resupply packs to mbase_tf. However it does not add a working cap point.
  1546. medenge1 - by Soul. It's a Medic AND Engineer battle, not Medic VS Engineer. The layout is like a bigger engbat, but the addition of Medic makes it more tactically interesting. Like engbat, there is an unnecessarily long wait before the center barriers open.
  1547. medic - by wiTz. It's a Medic training course. This one is unplayable because after completing the first concjump, you go through a wind tunnel that gets you stuck in a door that eventually drains your health and squishes you.
  1548. medic2 - by Povo-H4T. This Medic training course is independent of the medic map by wiTz. It's well-made in general, with distance concjumps, height concjumps, hops, and grenjumps. I was greatly disappointed after getting all 4 keys only to find that the teleporter to the ultimate jumps was broken. The double length concjump is the only one that is somewhat difficult.
  1549. medic3 - by [MoV]DarkSoul. It's another separate Medic training course. Actually it's the same map as cjump1.
  1550. medic3rr - by Soul. Unrelated to medic3. But it is another Medic training course. Soul typically makes them more difficult.
  1551. medic4 - by Soul. It's a new Medic course, made by the same author after medic3rr. It gets difficult already on the first test with multiple concs needed.
  1552. medic7rr - by Soul. It's yet another distinct Medic course by this author. And again it has some difficult concjumps right away.
  1553. medieval - by The ShadowMaster. It's a small medieval-themed map, as you would expect. Although it is somewhat cramped like 2fort5, there is an interesting teamplay dynamic with a button that opens a gate that provides an easy second path to the flag. However the gate doesn't stay open long (7 seconds). But additional intrigue comes from the ability to grab the flag through the gate.
  1554. meditech - by [G2]Darkness. I figured it was pretty old, and it's from 1997. It's like 2fort4 without the elev entry. There's a ramp room and the spiral is the only way to the flag. There are also spike traps near the flag. Furthermore, there is quad in the respawn. The map is outdated.
  1555. medlab - by Dennis Katsonis. It's a single-player map from 1997. It's not well-regarded and doesn't work for TF at all.
  1556. medusa - by MaTr1X Hank. It's a revision of 2tallforts. It adds some extra junk in the center. It's still a strange map that requires gren+RJ combos to get anywhere quickly.
  1557. meeting - by DyerMaker. There's a small square room for blue, and an equally small square room for red. There is no interaction between the 2 sides. Nothing happens. It is inferior to icemeet1, which at least had nice comfy chairs.
  1558. megaalca - by Sgt. Thundercok and Mathieu Perrenoud. It's the same map as alcatraz but intended for MegaTF.
  1559. megatf_asteroid - by Maric and Kevin. Ignore the name; it's a conversion from OpenArena. The style is very similar to awaken2_ctf3. There is a button that temporarily closes the 2 front doorways, but it has little use since there are bounce pads allowing easy access from above.
  1560. mercmdl - by unknown. There appear to be letters that say 'TRIC.' There is otherwise total blackness. This map is worse than 60bothtest.
  1561. merrsnip - by Spark. It's a straightforward sniper-war map. Snipe from various heights and positions. You can't cross into the center.
  1562. metal - by Carbon83. This small map distinguishes itself with its unusual combination of being cramped but fast. It seems like a Soldier in the hall and a Demo at the flag room chokepoint can lock it down, but the waterway provides another way in. It has some similarities to kw4 by the same author.
  1563. metgate1 - by Roland Adorni. This map looks old-style (1997) and was inspired by 2fort4, but the layout is pretty solid. There's a ramp room leading to a downhill spiral, but there's another way in through a water passage. The map needs a modern revision.
  1564. metl14a - by Bastige. Although the map has an ugly metallic design, the layout is pretty interesting. Generally you make your way up some spiral ramps to the flag. It's a little bit like mbasesr, but there are side lift entries to the flag area as well. There are also buttons at the flag that can be temporarily activated to create a death pit below the flag.
  1565. mexx1 - by Marcus Dromowicz. It's The Entrance, a small, early single-player map. It isn't for TF.
  1566. mexx2 - by Marcus Dromowicz. It's The Sanctum, a single-player map that directly follows mexx1. It likewise is not meant for TF.
  1567. mexx3 - by Marcus Dromowicz. It's Chthon's Castle, which is considered slightly better than mexx1 and mexx2, especially for a 1996 map. But it's a dark and boxy map that isn't meant for TF.
  1568. microcos - by [GmbH]Wedge. The map is fairly small, but it's impossible to get through the defense because the only way into the flag room is a lift. You can pipe the lift and put a sentry at the bottom as well for guaranteed death.
  1569. midair - by Spark. Although the map works only in attack v. defense mode since there's no blue flag, the concept is pretty cool. The map is floating in the sky, like a larger xpress. There is no way up to the flag other than an RJ/GJ/CJ. It requires high skill.
  1570. midairtf - by Spark. Unfortunately this map is the same as midair, with no blue flag. The map needs a fix.
  1571. midas2 - by Zimba. It's a linear and fairly slow map. The central area is poor, with a choice between water or tiny corridors. The base is pretty standard ramps and a single path to the flag.
  1572. middleskool - by Plasticity and klown. It's a revision of preskool for FortressOne. The original has only a single low hallway of lockers and a single high route to the pool. Now there are 2 corridors for both the high and low routes, making it much harder to defend. It looks like the roof is also lower to make rocketjumps easier.
  1573. midground - by Drow. It's a modern map but it perfectly blends new and old styles. It's small and quite fast, with the cap point in the center. The feel somewhat resembles lifetree from the same author, whose maps are typically well done. There is a 10-second quad in the respawn.
  1574. midground2 - by Drow. It's a revision of midground. It looks pretty much the same, and it retains the quad. I assume this version is somehow better.
  1575. milplex2 - by Spark. This map consists mostly of ramps that you hop up or down. There's nothing really stopping you aside from your ability to turn quickly. It's pretty fast and fun. A single official match is known to have been played on this map in Chaos League 5v5, in which .shi defeated nB 18-15.
  1576. mine - by Bubish. Imagine if an entire map were like walking through the 2fort5 spiral. Most of the activity takes place in an underground mine that is hard to hop through and very linear. Also the cap point doesn't work, but it would still get an unplayable rating if it worked.
  1577. mine2 - by unknown. Unrelated to mine. It's a tiny test map that has a mine that explodes. Boom.
  1578. mines - by EXO. The outside area is like WWI trench warfare, which is a promising idea. If you go off the central path (which is in the dark), mines blow you up. But the gameplay is ruined by the very restrictive flag hall. The map needs more refinement.
  1579. mingolf2 - by Carbon83. The idea is like axegolf, in which a player tries to rocket boost a player representing the ball through the course. But the execution is much better here. There's no awful sand trap. 'Balls' in hazards teleport to a drop spot. It does require a bit of an honor system to play, but so does real golf. Like hunted, it's a different way to play TF. There are 9 holes and a driving range. Scoring has to be done manually.
  1580. mingolf2b1 - by Carbon83. It's the initial beta of mingolf2. It's far from ready to play, with only the 1st hole designed.
  1581. mingolf2b2 - by Carbon83. It's another beta of mingolf2. This one goes up to the 3rd hole.
  1582. mingolf2b3 - by Carbon83. It's another beta of mingolf2. This one introduces the driving range.
  1583. mingolf2b4 - by Carbon83. It's another beta of mingolf2. This one completes the 4th hole. It also adds the ball/golfer signage.
  1584. mingolf2b5 - by Carbon83. It's another beta of mingolf2. This one goes through the 6th hole.
  1585. mingolf2b9 - by Carbon83. It's another beta of mingolf2. This one has all 9 holes, and so it should be ok to play. But it may be missing something, and so mingolf2 is still recommended instead.
  1586. mingolf5b1 - by Spark. Although it's by a different author, it's clearly part of the same mingolf series of maps. This one is exceptionally difficult, and it uses the awful wind-tunnel sand traps.
  1587. mini32s - by DrSmooth[OSKI], [REV6]Freebie, and [REV6]John Zorn. It's a mini version of 32smooth. It has only the lower part of the ramp room and a modified version of the lower part of the flag room. Yet it retains the quads, which are totally unnecessary. Without the higher platforms, the charm of 32smooth is absent.
  1588. mini32sr - by DrSmooth[OSKI], [REV6]Freebie, and [REV6]John Zorn. It adds the old 32smooth-like respawn area instead of having packs out in the open. Again the map is ok but it's no 32smooth.
  1589. miniaztec1 - by Edge and haze. It's a mini version of aztec1, which certainly could use a smaller version. aztec1small doesn't cut much out of aztec1, whereas miniaztec1 creates a significantly smaller map. It removes the best part, which is the drop onto the crystal from above, but it replaces it with a possible grenjump. It also fixes the annoying resupply packs from aztec1.
  1590. miniaztec1b01 - by Edge and haze. It's the initial beta of miniaztec1. For some reason the center walkway is split up and can mess up your hops. It was smoothed out in the final version.
  1591. miniaztec1b04 - by Edge and haze. It's beta 4 of miniaztec1. It's pretty similar to the final version.
  1592. miniaztec1b05 - by Edge and haze. It's beta 5 of miniaztec1. It's pretty similar to the final version.
  1593. minifort - by Ammoboi. It looks like an old map, with dated textures and slow doors. But the layout is clean, with 3 entry doors that all lead to the flag quickly. With some modern cleanup, it could be a good map.
  1594. mininmtrees - by Mathieu Perrenoud and haze. This mini version of nmtrees is an improvement over the original, which was confusing and defense-friendly. The flag area is far more open.
  1595. mininmtreesb02 - by Mathieu Perrenoud and haze. It's beta 2 of mininmtrees. The ramps in the flag room differ significantly from the final version. Also the cap point is low in this version rather than high. Play the final version.
  1596. mininmtrees_r - by Mathieu Perrenoud, haze, and Bvr. Compared to mininmtrees, this revision adds more spawn points to avoid telefragging and removes gren2s from packs.
  1597. mininoheros - by Microlitre. It is perhaps the most famous of the 'mini' maps, far surpassing the popularity of the original noheros. Anything beyond 2v2 turns into a major spamfest on this defense-friendly map. There is only a single entry to the flag room, which can be locked down by a good piper and Engineer combo.
  1598. mininoheros2 - by Microlitre. It's a slight redesign of mininoheros. There are now lifts in the flag room instead of ramps. It's not any better. etf_miniheros is more offense-friendly than these mininoheros maps.
  1599. mininoherosl - by Microlitre and unknown editor. It's mininoheros but with a forced 5-minute prematch. That is way too long.
  1600. minion - by SirLiam. It's one of this author's old maps (Jan 1997), and so the first thing to do is test whether capping works, and of course it does not. A very small map like this one also should not have quad, pent, and megahealth available so easily. The layout is somewhat interesting though, basically forming an S-shape. It's worth revising.
  1601. minisewer1 - by eV-Someone and haze. sewer1 has a major need for a mini version, but this map is more like a new sewer-themed map. Like the original, it isn't easy to get up to the cap point. This map doesn't have the same type of play as sewer1, which was more of a psychological game.
  1602. minisewer1b03 - by eV-Someone and haze. It's beta 3 of minisewer1. It seems much like the final product.
  1603. minisewer1b04 - by eV-Someone and haze. It's beta 4 of minisewer1. It seems much like the final product.
  1604. minishoop002 - by Zang[KiN] and haze. This map is beta 2 of a tech remake of shoop. It looks far from finished, but it is playable in its current state. I wouldn't recommend playing it though. It's a total skeleton of a map. It adds lava at the bottom, and you are likely to fall into it. It also destroys the perfectly fine shoop layout. Shoop is a map that does not need a mini version or any revision.
  1605. minishoopbeta03 - by Zang[KiN] and haze. This map is beta 3 of a tech remake of shoop. It seems much like minishoop002. There is no reason to play this map while shoop exists.
  1606. minitf2k - by Inphidel[NOVA] and Spark. It's a smaller version of the original tf2k. It cuts out the center area. The base entry area of tf2k is now the center. Essentially you just go flag room to flag room for a faster game. You can still sneak in through the left water but not the right water. This version is probably best for 2v2.
  1607. mintf2k - by Inphidel[NOVA] and Spark. This mini version of tf2k is completely distinct from minitf2k. It is larger, closer to the original map. It makes the map more basic, but it retains most of the concepts of tf2k. This version could be used for 3v3 perhaps, whereas the original would be more of a 4v4.
  1608. misery - by Marc Roussel. It's a 1996 DM map. It's small and nothing special. It's not meant for TF.
  1609. mkm - by Meht. It's a very small map. Cross the bridge in the center to a single-room base. The flag is semi-protected behind a wall. There's a small pit of lava that is more for annoyance than an actual feature of the map. The cap point is at the high back corner.
  1610. mktf - by BaRaK. It's a small map but the design makes capping unlikely. First you must manually press a button high in the ramp room to open the doors to the flag hall. Then you must also open the door that holds the flag. The ramp room door may close behind you and lock you in. And one more thing: the flag hall is also the enemy's respawn room.
  1611. ml80-2fort5 - by John Cook and Zxeses. It's almost the same map as 12fort5r, 2mtf5, and 42fort5 except it has fullbright lighting. It is definitely not the best version of 2fort5.
  1612. mlctf1beta - by Meisterlampe and Kevin. It's a fast and fun conversion from OpenArena. Somewhat like marics_ctf9, there's a quad in the center, and the map is designed perfectly so that you can quad rocketjump across the entire map from flag to flag. The only slow spot is the stairs near the flag, but that encourages you to come in from another angle at high speed.
  1613. mmap35c4 - by unknown. The map technically could be played attack v. defense style because there is a blue flag that can be captured, but the map is really just random things thrown together. Red practically spawns on the flag.
  1614. mnmtb01wtf - by Mathieu Perrenoud and haze. It's the initial beta of mininmtrees. It has only one base finished. It's clearly not ready for play.
  1615. mod2 - by Merc. It's a modified version of sniprwar. You can walk in the center area, and there are new platforms and barriers.
  1616. monkey - by The_Cheese and Kevin. It's a conversion of the TFC version of monkey, which has the same general layout as ff-monkey. This version feels a bit simpler than the more fancy ff-monkey.
  1617. monkey4 - by [REC]Someone and Pennywise[FOLD]. Unrelated to monkey. It has the same concept and style as border1. Crazy monkey people ride a magic carpet out of the compound. They can also take a secret tunnel. It was more fun in border1 with the axe boosts.
  1618. monolith - by unknown. It's a square-shaped 1on1 DM arena. There's not much else to it.
  1619. monster_ctf1 - by unknown and Kevin. It's an underground cavern, similar to marics_ctf16 and marics_ctf17. The uphill slopes slow it down a bit. There's also a water passage directly to the flag room. It looks nice but the design doesn't stand out.
  1620. montzuma - by Gorebag. It's a maze of ramps. There are dead ends. The map looks ugly. Ceilings are low in places to block hops. It isn't a fun experience.
  1621. moonbase - by Aphasia. It's a large map in which the theme is a base on the moon. A lot of effort went into customizing the look and feel. The objective is to excavate 4 alien artifacts from the dig sites, which are quite large. I don't think the map works properly without MegaTF.
  1622. moonwar - by Jean-Guy Poulin. I think this map is meant to be played in low gravity, based on the design and the moon theme. Otherwise you have to be a good grenjumper. There's a huge barrier in the center. It doesn't much else to it besides open space and the flags.
  1623. mordor1 - by DP. The map has an obvious Lord of the Rings theme and the textures look nice. But the layout is unnecessarily complicated, slow, and cramped. It feels like a 1997 map but with better graphics. It could have been played on a pub back in the day but it doesn't seem like a fun map.
  1624. mordor2 - by DP. This map is much better than mordor1. The layout is much less confusing, but it retains complexity for tactical richness. The graphics are excellent, with a memorable dragon's mouth at the water. The uphill battle for the flag is interesting, although you can also bypass everything by taking the water route to the flag. Movement is much better here than in mordor1, as well.
  1625. mountdoom - by Bvr. It's a pretty straightforward map without many tricks. There are 2 flat corridors to the flag room, which is tough to break through since a Demoman is likely piping the entry. The flag is in a small cavern with lava in the back.
  1626. mth1 - by Pa3bpath. It's a somewhat large 4-team king-of-the-hill map. It has few features other than the central structure. The person who releases the thunder gets 5 team points and quad. Both the quad and the thunder are on a 30-second cycle.
  1627. mtp2s - by Mytos. It may be a skills course requiring 2 Soldiers. I'm not sure it works. You start at a spot that is too high for a Soldier to jump and he has no ammo.
  1628. mudholef - by Chris. It's an unusual but interesting idea. Blue is snipers only and plays at the top of a giant hole. Red is civilians, and they have to jump from ledge to ledge spiraling their way up to the top of the hole without getting sniped. The map would require a large number of red players to have a chance to make it to the top. It would be fun as a pub map in 1997.
  1629. mudholev - by Chris. It's essentially the same as mudholef. It's revised slightly, such as moving the snipers higher.
  1630. mudholev1 - by Chris. This version is like mudholev, but it has the spawns reversed. Civilians can't do anything up in the sniper area. This map shouldn't exist.
  1631. mulch_fnf - by Mulchman and Kevin. It's a conversion from TFC. It's a very flat and basic map set entirely outside. The front entry splits left and right into a courtyard, and then there are also left and right entries to the flag stand.
  1632. museum - by Sgt.CoolGuy. The theme is museum security guards v. thieves. There are safes filled with valuables. As a thief, you detpack the safe and take the prize back to the van. It's unorthodox but not great.
  1633. muskrat - by Rev.Hippie. It's a 1997 map and certainly looks like it. Instead of giving normal packs, you have to leave the respawn and find the one particular pack that gives full armor. There is one main path to the flag that is extremely cramped, and there's a lava pit at the flag. However there is also a secret button in the entry room that opens a direct path to the flag, making it an early "button" map. There are also various slipgates (not to be confused with teleporters) throughout the bases.
  1634. muskrat1 - by Rev.Hippie. This revision of muskrat slightly widens the flag hall but also removes some supplies, which is the last thing the map needed.
  1635. muskrat2 - by Rev.Hippie. This map is a minor fix compared to muskrat1, but the map has important history worth noting. The map became a regular map in Russian BattleAxe play after initially being downloaded at random. The teams had played to a draw in both regular and extra time on 2fort5, and they needed a tiebreaker. So they played the map blind, and one team discovered the secret button before the other. And afterward, they decided it was a worthwhile map to keep playing. Sure, it's playable as opposed to unplayable. But there are better maps out there.
  1636. muskrat4 - by Rev.Hippie. This revision of muskrat2 focused on improving the detpackable underground. The underground route is very tedious and requires many detpacks to fully blow open. But you can go from base to base that way.
  1637. mw1 - by [IcE]Spade. The style of this map is very old, with bad textures, straight and narrow passages, and an overall blocky look. The layout is simple enough and the map has potential with some easy refinements.
  1638. mw1r - by [IcE]Spade. I noticed arrows on the floor showing the way out of the base in this revision of mw1. Otherwise it's essentially the same.
  1639. mw2 - by [IcE]Spade. This map is far worse than mw1. The center area looks cool with an open area over lava. But inside, the bases are absurdly cramped, the ladders barely work right, and the path to the flag is very linear. I don't think it could even be played because of how small the space is.
  1640. mw3a - by [IcE]crap. This map is a remake of mw1. It's better, but it isn't significantly changed enough. There is a little more space, but the layout is basically the same linear path as mw1.
  1641. mw4 - by [IcE]crap. This map is completely new, but the author chose to make it part of the Medieval Wars series. It's a fairly large map the favors soldiers for RJ ability. There are anachronistic images of sexually attractive female models in one section. However the map in general is quite dreary looking.
  1642. mw6 - by [IcE]crap. It's much better than the other Medieval Wars maps, and it caught on for play in leagues. The most memorable feature is the circular flag area. The map is mostly flat with some steps along the way. You have to come through the front of the base, and then generally you will take either the quick straight path or try to sneak around the back way through the graveyard.
  1643. m_arena - by [TSI]pyro. It's a 1on1 DM arena, but multiple players can be on the server. Other players will watch through the window and then try to take their turn. There is no resupply once you are in the arena. Nice concept.
  1644. n1 - by Neurobasher. There's a built-in 30-second prematch. Then it becomes a 2forts-type of map. You can use your team's teleporters to travel around the base quickly. The layout is not great. There's a big curved bridge in the center. A revised version is needed.
  1645. n2fort5 - by John Cook and Zxeses. It's yet another version of 2fort5 in which you can't touch the flag within the first 2 minutes.
  1646. naf_taj1 - by Tails and Rogue. The exterior is nicely done and looks like the Taj Mahal. The severe flaw of the map is that the way in and out of the flag room is a chute that requires taking a lift up. So what is the plan on offense when there are pipes on the lift and the defense raises the lift?
  1647. naked3 - by Gandhi. It's Naked Cows On Stage, a purely multiplayer regular DM level. There are teleporters and supplies. It isn't meant for TF.
  1648. nandb_04 - by Neal, Bob, and Kevin. It's a conversion. The map has a very distinct comic-book graphical style. There are multiple ways into the flag room at various heights. The flag is in the open at the back of the base. It's generally flat and fast.
  1649. nano2 - by unknown. It's a hard rocketjumping skills course. It's not well-designed since the 2nd test has lava, and if you fail you start over at the beginning rather than the start of the 2nd test. The author probably grew up playing NES. Still, no one wants to waste time redoing what they've already done successfully.
  1650. nanotf1 - by unknown. This version corrects the flaw from nano2. Instead of falling into the lava, you start at the beginning of the test instead of dying. Although by the naming of the maps, perhaps the author decided to increase the difficulty with nano2 and force you to not screw it up.
  1651. navajo32 - by ]SWAT[HaXMephiT. This map is from 1997, and obviously the 32 in the name reflects the demand at the time for 32-player maps on pubs after the expansion of QW's capability for 32 players max. If you played this map during the 'walk fortress' era, it felt absolutely gigantic, and it still feels huge today. It felt like you were on an epic journey just to get to the flag. On defense you would rarely, if ever see anyone. In a cruel twist, if you somehow managed to get the flag and take it home, the cap point has a broken bridge with lava beneath it, so if you mess up the jump, all that effort is lost.
  1652. nbases_b1 - by Midori, Wils, and zut. It's a modified version of mbasesr. It makes it more favorable to offense, as you would expect. There are boxes outside to help other classes reach the sniper deck. The lift has been made into a double lift. The ramps are wider, although the lift-side ramp has instead been turned into a stairway. The flag is also in the center back part of the flag room and the computer is gone. Some might like this version more, and some might prefer the original mbasesr.
  1653. nbases_b2 - by Midori, Wils, and zut. This version adds a major change to the gameplay of mbasesr. The non-lift side now has a secret passage directly into the flag room, where the piper usually stands (similar to bam4). This change makes it even easier for offense, and the map is significantly different from mbasesr at this point. Again, it is a matter of preference regarding how much you want the map to favor offense.
  1654. neenf - by Jonan. Now this is a fun map. It resembles the map poop with a lot of creative grenjump opportunities. The flag is exposed from all angles, including behind. You can catch ramps right and make beautiful hops to the flag. The map deserves way more attention.
  1655. neo - by Jonan. This map has a long center area between bases, including a high wall that requires a lift to get over. The base is a small structure with the flag accessible by lift or RJ. The map is too tedious, with any real speed quickly lost by some sort of barrier. The resupply packs are annoying as well. It also doubles as a 1on1 duel map.
  1656. neo2 - by Jonan. These neo maps were made in 2002, but it doesn't seem like it. They play like the old slow style. This one seems worse than the original neo because now there's water in the center in addition to a wall. Supposedly it also fixed some bugs in neo.
  1657. neo3 - by Jonan. It's a lot like neo2. And that isn't good.
  1658. neoalcb1 - by Wils. The name is NeoAlcatraz and is likely inspired by The Rock. There's a single flag that both teams go for. It slows the carrier to half speed. They try to take is back to their biocontrols terminal.
  1659. nerdsq1 - by Birdcrap[FOLD], Pennywise[FOLD], and [NERD]Downer. Downer basically ripped off square1 and called it his own map. square1 is the 2nd-most popular TF duel map behind 1on1r.
  1660. neverlnd - by unknown. It's a 1on1 DM map but it has a bit more complexity than usual, like a regular Quake deathmatch map. It's still pretty small but it's not the usual flat setting.
  1661. newmap - by unknown. It's one of the more mysterious and rare maps in QWTF. I had the only known copy, acquired many years ago, but I don't know where it came from. It's a very simple straight-line map with a small pit of lava in between the flags. The spawns are reversed, so you spawn on the side with the enemy flag instead of your own. But it works.
  1662. newmap1 - by unknown. Like newmap, this map is a mystery. It has only slight modifications, but for some reason the framerate is horrible.
  1663. night - by unknown. It's a regular DM map. The design looks very old and is poorly done. The walls look like teleporters but aren't. It has water cubes and open platforms.
  1664. nightshacksb1 - by Niccy. The map has a nice design that lets you get a good amount of forward speed between bases. There's a little bit of weaving up ramps to get to the flag room. The map oddly has a lot of teleporters that don't add much to it. They could all be removed.
  1665. nightshacksb2 - by Niccy. The map's layout is mostly similar to nightshacksb1, but the cap point has been moved to the traditional sniper-deck location rather than the ramp room. You also no longer get refilled after capping.
  1666. nightshacksb3 - by Niccy. In the previous nightshack versions, there were 2 ways into the flag room and 1 way out. This version adds another way in and out, similar to the difference between 2fort4 and 2fort5. The respawn is also a bit different.
  1667. nightshacksb4 - by Niccy. This version seems very similar to nightshacksb3.
  1668. nightshacksb5 - by Niccy. This final version of nightshacks is the best yet. The textures have been changed to bam4 style. The ramps are wide to help the offense. The teleporter into the flag room now drops you near the flag. It feels very much like a classic TF map that definitely would have been a regular part of leagues.
  1669. nightwatch2 - by Bvr. Visually, the map has the author's typical industrial style. There's a central barrier/passage, somewhat like well6. The interior of the base somewhat resembles mw6, where you make a right turn to the flag in a little enclosed area.
  1670. nitefyte - by StarLord. It's a 4-team king-of-the-hill-style DM map. The hill at the center has quad at the top. Then you blast everyone below you.
  1671. nitejump - by Shockwave. It's a nightmare-level rocketjumping course. I'm not sure it can be done in regular QWTF. The first test is a super long jump that I cannot do even with double grens and a rocket.
  1672. nmf2e - by =]AdE[=DoGJR. It's another nightmare soldier course map but unrelated to nitejump. There are 2 difficulty options.
  1673. nmf2eva - by =]AdE[=DoGJR. It's an earlier version of nmf2e. It seems a bit easier.
  1674. nmtrees - by Mathieu Perrenoud. This map was played a bit in leagues as a newer lockdown type of map. The flag room was notoriously defensive with a Demoman piping the entry combined with a sentry above the entry. So if you tried to come in fast, the sentry would get you, and if you came in slow, the piper would get you. Today it is not quite as bad because offenses are both faster and smarter.
  1675. nmtreesbeta - by Mathieu Perrenoud. It's the beta version of nmtrees. It has no cap point, making it unplayable.
  1676. noad2 - by unknown. This map is a bit unusual with bases pretty close together. The base is essentially just the flag room and the corridors leading to it. You can attack from the roof, side entry, or window. There is a slime trap near the flag that is very troublesome to fall into. You will be trapped underneath the base (boxed in by lava) unless you go back up through the slime hole.
  1677. noadvantage - by unknown. The original version is better than noad2. There's more distance (slightly) between bases. It's easier to concjump from the ground to the roof. And the slime pit isn't a hole that traps you; it's just a shallow pit of slime.
  1678. noheros - by Microlitre. It's the map from which the much more well-known mininoheros originates. At first you may think that the flags are broken, but the objective is to cap your own flag at the enemy cap point. You get 15 frags but no team score for a cap. As expected, the layout is not much more than a larger version of mininoheros.
  1679. noheros1r - by Microlitre and Kevin. This revision fixes the issues with noheros. It is now a normal CTF map and the team scoring works. The map also has subtle visual improvements.
  1680. noherosl - by Microlitre and unknown editor. It's noheros but the ents have been changed for MegaTF. There's a forced 5-minute prematch.
  1681. noname - by Carbon83. Actually it has a name: Mayan Blood Pits, also known as the map blood. It's a 1on1 DM arena.
  1682. normandy - by Bladez. This map is a recreation of the WWII Normandy beach invasion. As the Allies, you are either a Demoman or Medic. As the Germans, you are either a Sniper or HWGuy. There are 5 points on the map the can be detpacked, with increasing points depending on the difficulty. But there seems to be nothing to do after all 5 points have been detpacked. But the concept is interesting.
  1683. north1 - by [SD] Hunter. It's a reasonably small forts-like map. There's a chokepoint at the flag room entry that can be piped since you have to go that way regardless of whether you take the high or low route. But there is also a skull door activated by a button the leads directly to the flag. The gameplay is similar to bastion.
  1684. north2 - by [SD] Hunter. One change from north1 is that the flag room is deeper in the base. But the major change is that the high route to the flag now has a shield the drains all of the enemy's armor. It can be deactivated with a detpack, but an Engineer can repair it right away. It is very unbalanced toward defense.
  1685. nosofa - by [SD] Hunter. It's easy to get lost on this map, even if you have experience on it. The floors and corridors look similar all over. Additionally, putting water in the middle of a 2022 map is unacceptable. There's an open spiral stairway up to the flag, but there's also a quicker way near the entry. Although it takes a while to get to the entry.
  1686. notarget - by D.S. The style is very old and basic, with an empty center between what could generously be called 2 bases. The map is unfairly asymmetrical. One team's flag is up higher in a tower, whereas the other is in a small building on the ground. It's playable but you shouldn't play it.
  1687. november_b2 - by Bvr. The flag room setup is unusual, with the flag on a high platform. It's easy to RJ up, but other classes may need to walk through the teleporter and then jump across the gap to the platform. The map otherwise allows good movement and is fairly small.
  1688. ntrash3 - by nettle plant. The map is small but has 3 horrible features. There are connected wind tunnels between the bases that continuously shoot you back and forth at 13000 speed if you enter them. The front doors have to be shot open. The flag is high in the base and is accessible by a very slow lift that blocks off the whole flag room entry.
  1689. nude - by unknown. It's a 1on1 DM arena in poor lighting. There's a raised platform in the center. It did not offer lascivious images like 1on1porn.
  1690. null - by [Ent]. The style immediately reminded me of alchemy by the same author. But it's much more difficult to cap on this map, because you have to go up tight staircases to get to the flag. There's an upper alternate route but you can still get choked off at the top stairway.
  1691. nullglas - by -NULL-Baldridge. The idea is to make a big 2fort4 like map but with windows so you can see into the enemy base on defense. Furthermore, the Engineer's railgun can shoot through the glass, giving it an important tactic purpose. Sentries also get confused trying to shoot through the glass unsuccessfully. Unfortunately, the layout of the map is frustrating, especially the gigantic spiral. The railgun idea should be used on a better map.
  1692. nxctf1 - by neoxotb and Kevin. It's a conversion from Quake II. It allows for fast movement throughout. The map is generally circular, with 3 paths leading to the flag (2 high and 1 low). There are bounce pads to transition from the low area up to the high area.
  1693. nxctf4 - by neoxotb and Kevin. The map has a high serpentine route linking the flags in addition to a pair of low routes for entry and exit of the flag room. The flag is not so easy to grab on a raised platform with ladders on the sides. A good soldier can RJ on the move, but other classes will be slower. The map is a bit cramped as well.
  1694. nxctf7 - by neoxotb and Kevin. This map also has 3 paths to the flag. There are 2 typical low paths and a 3rd corridor that allows you to sneak up from behind and drop on the flag. There's also quad in the center but it lasts a very short amount of time. The stairs in the center are a bit annoying.
  1695. o&a&i&o - by Jonan. The name means Out & About & In & Out. The layout reminds me slightly of 2bunker1, which is bad because that map is very defense-friendly. The gem (flag) is protected in an underground corridor. The outside area is also rather large and annoying with trees and rocky terrain that is slow to cross.
  1696. o&a - by Jonan. Out & About is similar to o&a&i&o, as you would expect. The outside area is equally tedious, but the flag area doesn't have the long tunnel. It's slightly better but not enough to get a better grade.
  1697. obamaville - by Sgt. Thundercok and Mathieu Perrenoud. This map is physically the same as alcatraz, which is an edit of rock2. However the ents have been changed to have real classes instead of civilians.
  1698. oblivion - by Drow. It's a fairly large but well-made map. The most memorable feature is the huge spike pit in front of the flag. You have to carefully walk around the edge, unless you RJ or CJ. There's a hidden quad, but it is a pain to get to.
  1699. ocean1 - by Bladez. This map is one of the earlier maps from this prolific author. It's more of a standard forts-style map than his usual small, fast maps. The main problem is the spiral, which is too cramped and slow. The layout is otherwise pretty good. There is a wall that can be detpacked to connect the high parts of the bases.
  1700. ocean2 - by Bladez. This version is better than ocean1, but it still has the issue with the bad spiral. It adds a central outdoor area, and unfortunately it has steps at the entry to the base. The elevator is improved for grenjumps. The map is just more like 2forts than before without offering anything special.
  1701. octavia - by [Ent]. It's a spacious forts type of map. You can hop most of the way aside from stairs near the flag. There's only a single way into the flag hall, but it's pretty wide.
  1702. octavia2 - by [Ent]. This revision of octavia is much better even though the layout is generally unchanged. The sniper deck is lower so you can RJ up to it. The stairs have been replaced with ramps so you can hop all the way through the map. However the defense can close the door to the flag room temporarily by pressing a button (this button was in octavia as well).
  1703. oddworld - by unknown. The map is difficult to define. The path from flag to flag is rather short, with only a small outside area and a corridor between them. But there is much more to the map with seemingly unnecessary water and upper routes.
  1704. office - by The Omnimancer. It's an unusual DM map taking place in a skyscraper. There is an elevator that goes from floor to floor, and you can stop at any floor to pick up supplies and perhaps get into a fight if someone is there.
  1705. off_def - by [REC]Someone and Cataclysm[MC]. It's a variant of engbat in which the playable classes are Scout and Engineer. There's a delay before the center barrier opens so Engineers have time to set up sentries. The flag is in the teleporter.
  1706. ojfc-17 - by unknown and Kevin. This map is a conversion from QLRace, so obviously it's built for speed. The map itself gives you a speed boost so you can grab the flag at over 1000 speed. However you need to do a bit of rocketjumping as well to avoid stairs and get to the cap point faster.
  1707. oldtown - by [SD] Hunter. It's pretty small and simple compared to this author's other maps. It's a small town without any real center area. There's a main building that has the flag inside, and you typically enter via the front or roof.
  1708. olympus - by [Ent]. It's a simple map that's similar to alchemy from the same author. Enter the base and there are 2 paths that converge at the flag. The defense also can press a button in their base entry room that opens a lava trap, similar to 32smooth.
  1709. omcint - by OneManClan. This map is nothing more than a room that says 'intermission' on the wall. You cannot pick any class. I believe these intermission maps by OneManClan are used during the yearly Rocktober event.
  1710. omdjr4 - by OMD-Xtreme. It's a forts-like map from 1997. It somewhat works today because you can grenjump from the bridge up to the tower where the flag is. The map is pretty small but generally you have to go through a ramp room and fight your way into the tower area.
  1711. one-shot - by unknown. It's a typical sniper-war map with a high and low area to snipe from in the base. There's lava in the center but you can cross it with a grenjump.
  1712. one4all - by Roger Soder. It's an old 4-way map in which everyone goes for the same flag underground and tries to bring it back to their base's cap point. The trouble is surviving the outside area after escaping with the flag. It would be better for pubs than serious play.
  1713. onyx - by [Ent]. It's another very simple map from this author, but there's only one way into the flag room, and it's a teleporter. Obviously, a piper can simply wait where players come through the teleporter and det them, and so the offense has to overwhelm the teleporter with numbers.
  1714. op4ctf_hairball - by Matthew Armstrong and Kevin. It's a conversion from Half-Life: Opposing Force. The map's layout is like a much smaller version of coast2. The base consists of only a ramp room with the flag at the top.
  1715. open - by HellStorm, Warlock, and KillJoy. It's an earlier version of openfire. The layout is the same, but the textures are very basic. Sometimes you spawn in the ceiling. It may not have been meant for public release.
  1716. openf1 - by HellStorm, Warlock, and KillJoy. It's very similar to open, but it looks like the spawn error was fixed. This version works fine, but it isn't the finished product (openfire).
  1717. openf38 - by HellStorm, Warlock, and KillJoy. This version has the more familiar textures seen in openfire. But, again, it is an unfinished developmental version, and so you should play openfire instead.
  1718. openf55 - by HellStorm, Warlock, and KillJoy. This version is another step closer to the final version of openfire. It looks almost the same as the final product but is not quite there yet.
  1719. openf8 - by HellStorm, Warlock, and KillJoy. Chronologically, this map comes between openf1 and openf38. Some of the textures were changed, but it doesn't look like the final version.
  1720. openfire - by HellStorm, Warlock, and KillJoy. This map is the most well-known 'button' map from the original QWTF era. The flag is protected by lasers that are deactivated by pressing the button, which is usually guarded. The map is also known for its flat corridors allowing for high-speed grenjumps. It is brilliant because it is a strong divider of talent levels. Skilled players generally cap a lot, whereas less skilled players can struggle to cap much at all.
  1721. openfire2k - by HellStorm. This map is the original TFC version of openfire. Although the layout is mostly the same, there are subtle differences that make the gameplay worse. It also has unappealing textures.
  1722. openfirer - by HellStorm, Warlock, KillJoy, and klown. This version makes many subtle improvements to openfire. There is slightly more space to move, the lasers have been improved, and the lighting is better.
  1723. oppose1 - by Rip. It's an old and slow forts-type of map. The front doors stop you. There's a long spiral. There are vertical wind tunnels. The map was popular in Russia from 1999 onward even though it was low scoring.
  1724. oppose2 - by Rip and S-Sniper. It attempts to fix some of the issues with oppose1. The textures are updated. There are a lot of waterfalls. There's a security system if you read the boards on the walls. The original oppose1 is not worth trying to salvage.
  1725. opposer - by Rip. It's more similar to oppose1 than oppose2. Some textures are different.
  1726. opposesmall-compile - by Rip, S-Sniper, and lordy. It's an unfinished version of opposesmall. It has only the blue base.
  1727. opposesmall - by Rip, S-Sniper, and lordy. It's a vast improvement over oppose1 and oppose2 because it cuts out much of the map. The ramp room wind tunnel now takes you directly to the flag. The long spiral still exists, but there's no need to use it. The wind tunnel is still inherently flawed because of the ability to get stuck. Nonetheless, the original oppose maps desperately needed this smaller version.
  1728. opposew - by Rip. This map seems the same as opposer, which is basically the same as oppose1.
  1729. optics2 - by Spark. The design is interesting, with the flag high on a ledge over lava and difficult to reach by conventional means. The standard path to it starts with a ramp outside and a journey hugging the wall of the base. Better players will use more creative methods with rocketjumps, grenjumps, and concjumps. The low entry to the flag room has no direct access to the flag.
  1730. optics5 - by Spark. This revision of optics2 takes away the safety net. There is no direct access to the flag up high. Rocketjumps, grenjumps, and concjumps are now required to get to the flag. The layout is generally the same as optics2 but without the ramp outside for easy access to the high route.
  1731. optics5r - by Spark. This edit of optics5 adds an additional low path from the ramp room to the flag room. There is still no direct access to the flag. Some sort of jump is required.
  1732. optics6 - by Spark. This update to optics5—revised in Dec 2023—makes numerous improvements, despite the general simplicity of the map. The center water has changed to lava. The bridge is redesigned with slits for concjumps. The outside spawn is distinguished from the flag room spawn. The outside deck is lowered and slightly disconnected from the ramp into the flag room. There's a new bigger ramp in the flag room for CJs and RJs, and the top part is trimpable. There's also a new small ramp in the ramp room to add to the tactical value of the window, and a Scout can jump from that small ramp to get up to the high part of the flag room. The map retains its primary feature of having no way to simply walk to the flag. The improvements are outstanding and transform what was a good map into one of the best maps ever made.
  1733. optics7 - by Spark and Plasticity. It's an odd combination of the outer area of the optics series combined with the pool area from the skool series. The flag is easily accessible again at ground level. I'm not a fan of combined maps—play either optics6 or preskool.
  1734. orava - by Zaka. This map is one of the dreariest maps in TF with brown castle textures everywhere. It's difficult to navigate. The flag is in an elevated cage that has one way in (a drop) and one way out. The map drew some interest in Finland and Russia.
  1735. orava2 - by Zaka. This sequel to orava is pretty similar except that there's a quad on the cap point. Moving around is still a chore.
  1736. oravar - by Zaka and [SD] Hunter. It removes the quad, presumably from orava2. Thus it is pretty much the same as orava.
  1737. orbit_l3 - by jungle and Kevin. It's a conversion from TFC. It's a distinctly green, open-space map. But the traditional base area is also a bit complex and maze-like. It's difficult to move around in some places. The cap point is also somewhat hidden.
  1738. orfort4 - by Machus. It's the familiar story of a guy in 1997 who wants to make a forts-like map for his clan. Some flaws in the map are that it's way too dark in some areas and it's too easy to accidentally go into the enemy respawn (which kills you). But the layout is not bad. The flag hall is a bit narrow, but you can attack from the roof as well as Soldier.
  1739. osiris - by Drow. On first glance it definitely looks like a Drow map, with a complex exotic metropolis. The map feels extremely similar to gods by the same author. It's a very large keepaway map, and a lot of time would be spent just trying to find the flag carrier. More importantly, the scoring doesn't work. It's a shame to waste such a nice-looking map.
  1740. osok1 - by SirLiam. It's a standard sniper-war map. The most interesting aspect is that it has an unusual method of preventing you from crossing over to the enemy base. If you try to hop across the gap in the center, you are immediately pulled down into the lava, regardless of your speed. So stick to sniping.
  1741. outlook1 - by Candle[Zzz]. It's designed to be a tactical map. There's only a single flag, and both teams try to cap it at various points within the enemy base. The deeper you go, the more points the cap is worth. The 1 point cap is on the snipe deck, the 5 point cap is in the base after the ramp room, and the 15 point cap is at the back of a long hall. Considering the speed of today's game, players would typically go for the 15, but it could make sense to go for the 1 or 5 if they're undefended.
  1742. outlook2 - by Candle[Zzz]. The center area that has the flag has been slightly redesigned from outlook1. You have to jump up a couple of steps to grab the flag. Otherwise the map seems the same.
  1743. outpost - by Creed. It's a single-player map. It's a decent base level for 1997. It isn't meant for TF.
  1744. outpost2 - by grimm [502]. Unrelated to outpost. It's a basic 2fort4-style map. There's a ramp room, a spiral, and a flag hall. The map could easily be improved if it had more than a single path to the flag. There's also an underground passage between bases because back in the day you had to avoid snipers.
  1745. outpost3 - by grimm [502]. It's a bunch of technical adjustments to outpost2. Gameplay is basically the same.
  1746. outsidetf - by Clawfist and Kevin. It's a conversion of CTF-TitanPass, an Unreal Tournament map. A stream connects the 2 flag areas, but they are elevated, and so the land route around the side is better for access. It's a visually impressive map with large stone structures.
  1747. overbrd2 - by Head Lice [GP]. The author wanted to map a visually impressive map like well6 or rock1. It does look nice for a 1997 map, with a well-crafted ship and castle. But it was made to be played in the walk-fortress era. The doorways are small and there are a lot of steps at the entry. The inner base is too cramped to move freely. Team scoring doesn't work either.
  1748. ovrbrd31 - by Head Lice [GP]. The stairs outside in overbrd2 have been replaced with ramps. It is an improvement, but overall the map is almost the same. The inside of the base is small but very tight. This map was commonly played on the Qrips Wargrounds server, which was frequently full. It was also ported to Q3F.
  1749. ovrbrd4s - by Head Lice [GP], Golden, and Levatron. It converts ovrbrd31 into a keepaway map with Quake III textures. It's a better use of this layout than the original CTF. The flag starts on the ship. 1 point is scored every 20 seconds the flag is held. You can't hide in your respawn. There is a forced 1-minute prematch.
  1750. ovrkill - by Gimpus Maximus. On this map you can capture the flag or the rune. You need to carry the flag to grab the rune, and the rune will return instantly if dropped. But the rune is worth 20 points instead of the usual 10 if captured. You also get 1 point for touching the flag and 3 points for touching the rune. You can tell it's by the same author as fragbowl because of the unusual scoring. But this map is more tedious with a very long path to the flag. The flags are right next to each other and basement defenders can shoot at each other through the open windows. This map was good in 1998 but does not hold up well today.
  1751. ozark - by [Ent]. It's a maze of doors and lifts. While it visually looks like a typical [Ent] map, it doesn't play like one. It's far more complex and annoying. Stick to the simpler maps.
  1752. ozforces - by Blip. I've seen this map before under the name ipgn. There's still nothing to it.
  1753. oztfvote - by Blip. This map is the same as ipgn or ozforces. It is not an ozTF voting map.
  1754. ozvote - by Blip. Once again, this map is the same as ipgn, ozforces, and oztfvote. There is nothing happening on it.
  1755. p33rmapc - by [IcE]crap, p33r, and [REV6]Freebie. It's a remake of 3on3fort2, which definitely needed a remake. The main feature is the long ramp leading directly to the flag. The gameplay is similar to the original version, but it looks better at least.
  1756. p3x947 - by Spam-Lite. The author is clearly a fan of Stargate SG-1. It's mostly a concept map that includes both the teleporter rings and the Stargate from the series, and both of them function as intended. Aside from those elements, the actual base is just a resupply room and a small flag room.
  1757. p69sword - by Psalm69 and Jonan. It's 2 castles with a medieval theme. You can grab Excalibur but I'm not sure what it does. You instead want to grab the flag and cap it as usual. Either team can hit a switch to close the front gate, but you can come in over the outside wall. The map is designed to be slow.
  1758. palace - by Grenathor. It certainly does not look like a palace. Instead it has an ugly wooden design. The entries are low to ruin hopping. It's clearly old (1997) based on the effort put in toward sniper areas. But the greatest flaw is the asymmetrical flag rooms. One requires pushing a button to get in and out, and the other doesn't.
  1759. panabbey3 - by Aphasia. It's an epic keepaway-style map involving 2 churches floating beyond the realms of reality. You must first grab the correct grail, which regenerates health, and stand on your altar with it in order to score points. It's well-made and offers something a bit different.
  1760. paradigm - by [Ent]. This author has many good maps, and this one may be the best. It has the author's distinctive simple style, with an entry splitting into 2 paths leading to the flag room. The flag room has the flag on a platform with a lake of lava below. But soldiers can RJ to the flag and then continue through and head back to the ramps. There's also a secondary way directly to the flag via the water.
  1761. pastel - by Harb!nger. It's a 2fort5-like map with a spiral and elevator leading to the flag in the basement. Oddly, the enemy team can use the opposing lift (avoiding the long spiral) and resupply rooms. It feels a bit large but movement is also fairly good.
  1762. pbj - by PhooeyBane. It's an attack v. defense map but it's poorly designed. Attackers have to go down a skinny ramp that is easily defended, then the only way out of the basement is via lift.
  1763. pbj2 - by PhooeyBane. It is mostly the same as pbj, but now the map looks better. The layout is the problem.
  1764. pbmap - by PhooeyBane. It's an unfinished version of the original pbj. It's not possible to enter the defenders' base.
  1765. pduel - by Gummybear KAsMO. Evidently it's the official duel map of the Soldier guild Paragon. It's a simple flat arena, similar to 1on1r, but with a ledge on the side.
  1766. pduelup - by Gummybear KAsMO. It looks like the same map as pduel.
  1767. persia - by Cheshire. It's Persia Blade, a 1998 map designed for regular DM. It has quad and is fine as a regular DM map, but it isn't meant for TF.
  1768. pg1 - by Tronyn. It's The Outer Regions, a single-player map from the Phantasmal Garrison episode. It's fairly well-regarded but isn't for TF.
  1769. pg3 - by Tronyn. It's another map from the Phantasmal Garrison episode. It's not a TF map.
  1770. ph7583 - by MadFox. It's Phantom Pholly, a large-single player map. It is not suitable for TF.
  1771. phloctf1 - by Phlogiston and Kevin. It's a conversion from Quake III. A major feature is the large stairway near the flag. The map is open in some places, but slow or cramped in other places. There's a lot of zigging and zagging rather than straight lines.
  1772. phloctf2 - by Phlogiston, Bree, and Kevin. It's a remake of phloctf1, and it's vastly improved. The colors make it more clear which base area you're in. The map is more open and simple. It's much easier to get around.
  1773. picnics_b3 - by Redfox. It's a very simple 'button' map. Cross the open central area and go into the main room with the button. Pressing it deactivates the lasers and security door to the flag room. Then just grab the flag and go out the front door. Button maps are a lazy gimmick to avoid real tactical design.
  1774. pillx - by DeeVA[IR] and Tyroch[IR]. Here's a typical 2forts clone. The layout inside the base is ok since the flag area is somewhat open rather than a tight corridor. But the outside area is too long and you get stopped by doors twice.
  1775. pimpval1 - by [IcE]Mastapimp. This map was played occasionally in North American leagues after its creation in 2001. It's memorable for its jagged terrain and detpackable walls that make it hard to defend. It could be described as somewhat of a smaller 2forts-style map based on the layout.
  1776. pineapple_b3 - by zut. It's a FortressOne map but it works in regular TF. The textures look modern. It's a button map (to disable lasers), but the button is right by the flag room. The layout can be confusing at first because of similar-looking doorways, but it's not too complicated. There's a fast underground route that is dangerous because of moving platforms over lava.
  1777. pipejmp - by Mushi[lol] and DeadCat. It's a modified version of rcktjump that adds Demoman. It's actually easier to finish with pipejumping than rocketjumping. It should take only a few minutes to beat it all, including the nightmare level.
  1778. pipejump - by [aX]ViRuS-BoB-. It's a different pipejumping map than pipejmp. It's also extremely easy. You should complete every jump on the 1st or 2nd try.
  1779. pipeline - by Phiend(EGH). This map is very old, made at the time when experimentation was common. It's an attack v. defense map. The raiders start on the roof and have to drop down into the building to steal the secret weapon from the guardians. The map is quite small, so caps should be frequent, with 5 points per cap. But the map works properly—a rarity for early maps.
  1780. pirates - by unknown. The map is totally broken. There's a vast sea but eventually you fall off the map. Blue and red both have a flag but the area around it also sends you falling forever. There's a yellow civilian team for unknown reasons. Very bad all around.
  1781. pit - by AlbinoBob. It's a small 4-team king-of-the-hill-style map. An interesting twist in this map is that it's not time-based. The flag returns to the pit in the center immediately after the flag carrier dies. And teams score 20 points every time they grab the flag from the center. Thus, teams can try to intentionally time their deaths to when they control the pit. However the map is so small that the flag carrier will likely die quickly anyway. It is intense.
  1782. pjump - by Spark. It's another pipejump map. It's quite easy and takes only a few minutes to beat.
  1783. pjumpv1 - by Spark. It's essentially the same map as pjump.
  1784. plank2 - by unknown. Very strange map. It does appear to be intended for TF, but it doesn't look or play like any normal map. There are 4 teams, and it seems the only point is to DM in a small underground cave complex.
  1785. platform - by [TNA] Wuffell and [TNA] Jono. It's a 4-way DM on a square platform. There are no sides so you can knock other players into the lava.
  1786. platforms - by [mf]evil. Unrelated to platform, but the idea is similar. It's a 4-team DM map, but in this case there are platforms that move up and down. If you fall off, you teleport back to the platforms rather than die. The moving platforms create a unique DM environment.
  1787. plexi3b - by Z-plexi. It's a reverse CTF map in which you immediately have access to the flag and then try to cap it inside the enemy base. The base linear is very linear and you have to go up a big ramp corridor on the attack.
  1788. plygrnd2 - by Brian Mooy. It's a 4-team asymmetrical DM map. There's a flag up high that you can take into a hall a choose a powerup, but you get no points. It would be good for large pubs, nothing else.
  1789. pmpduel1 - by [IcE]Mastapimp. It's a dueling arena somewhat like square1 but more complex. There's an upper section with a platform in between the 2 sides. You have to shoot a button to open your resupply.
  1790. pmpduela - by [IcE]Mastapimp. It appears to be an early test version of pmpduel1. The door doesn't open, and so you're trapped in the resupply.
  1791. pointblankv4 - by Venom. It's a sniper-war map. It's very wide. There are more varied features than a typical sniper map. You can't cross the center lava.
  1792. pool2 - by Korath[BHC]. It's a small but cramped map. You oddly spawn in the sky and drop into the pool in the center. The only entry to the flag room is a very tight doorway. And the flag room is hard to move through as well.
  1793. poop - by Chosen-Dec. Here is another brilliant map from the creator of anaconda. The genius of this map is that the flag can be attacked from so many angles, including coming around from behind with grenjumps. It's very fast-paced and high-scoring. Even the rocks in the front of the base are remarkably designed because they allow highly creative maneuvers.
  1794. pornshow - by unknown. I've seen this map already as goodtime... but I didn't mind seeing it again. It is exactly what the name suggests it is.
  1795. potshot - by Sgt.CoolGuy. It's a sniper-war map where you can't shoot the other sniper. Instead you can shoot the civilians on the yellow team and also the buttons that trigger traps to kill the opposing sniper. With at least 3 players, the unconventional style can work, but it's pointless with only 2 players.
  1796. povhop02 - by Povo-H4T. It's a Soldier hopping race map. It sounds fun in theory, but it's rather unforgiving. The initial corridor has a low ceiling and gaps that cause you to fall into slime. If you miss a hop (very likely since there's not much you can do), you respawn in a spot that makes it hard to build up the speed needed to cross the gap. There's a particularly difficult grenjump hop later in the race.
  1797. povmed1 - by Povo-H4T. This map is very similar to medic2, but it's arranged differently. It has the same types of Medic training jumps.
  1798. povmed2 - by Povo-H4T. This map seems exactly the same as medic2, with the layout that separates different types of jumps. It's fairly routine for experienced players but helpful for new players.
  1799. pow1 - by Cisek. It's a 3-team map, with a prisoner (blue), rescue team (red), and guerillas (yellow) who try to stop the rescue team. The rescue team tries to free the prisoner and escort him to the helipad. The scoring is partially glitched because the prisoner can stand at a spot on the helipad that allows him to continue scoring points without returning him to the cell. The concept of the map is ok but the execution needs refinement.
  1800. pq - by Jonan. It's an original and fun map. There are 4-teams in an arena with a lot of height. Everyone has permanent pent and quad. The goal is to blast yourself to the top of the map as much as possible. The map would be better if it were more difficult to reach the top, because anyone can hold a gren and get blasted up there.
  1801. pr0nduel - by [eXo]LIoNO. First of all, this map is false advertising and is nothing like 1on1porn. It's a regular duel map like square1. But the design is poor. It takes forever to get out of the resupply. There's a ramp in the resupply so you can go up high and shoot down on your opponent in the arena.
  1802. pract3b2 - by Phydiux. It's an attack v. defense map. The forts-style layout is ok. It is somewhat large but also spacious. As usual, take the ramps to either the lift or spiral and get the flag from the basement.
  1803. pray - by Bladez. The concept is based on the film Predator. Blue team has Soldiers who try to make it to the end of the jungle. Red team has Spies with a knife and permanent invisibility. With properly balanced numbers, it can be an interesting matchup.
  1804. prefina2 - by Lc-BartmaN. It's a Brazilian map, making it a bit difficult to understand. It seems that first there is a key to get, and then you use it to break a prisoner out of the enemy jail. Then you have to return him to your base.
  1805. presball - by PlagueBearer[CoC]. It's a soccer-like game but the ball is a yellow player. Each team tries to blast him into the goal to score. Like with the golf maps, the civilian player has to be honorable and not move on his own.
  1806. presidios2 - by Lc-BartmaN. It's a heavily revised version of prefina2. The idea is the same, but the layout has been altered a bit.
  1807. preskool - by Plasticity. This map is a much smaller and better version of the 2skool maps. There is a low route through the lockers and a high route from the roof leading to the pool area, which has the flag at the back. The map has proven to be a great separator of skill levels.
  1808. prison2 - by DukeNukem. This map immediately felt very similar to jailbreak. I am nearly certain that one of them is based on the other. But I don't know which one came first.
  1809. prm-ix1u - by unknown. There are 4 teams. It is described as a Perl-generated random map. I can believe it, because it's a very linear series of rooms eventually leading to a flag. You can hop continuously but there's a lack of space to get around defenders. Caps are worth 9 points and you can cap multiple flags at the same time.
  1810. prodark - by [SD] Hunter. It appears to be an earlier version of prolite by the same author. The only notable difference is the presence of a light switch on the wall near the flag room, but it dims only a tiny area.
  1811. prodigy - by [Ent]. It's like a modern 2fort4, as strange as that sounds. The negative aspect of the map is that the spiral is the only way to the flag. But the positive aspects are that the spiral is a bit wider and easier to hop down than in 2forts, and there's a teleporter at the bottom that takes you to the front door after you grab the flag. Thus it's a struggle to get down the spiral but essentially a cap for sure if you make it there.
  1812. produel1 - by Bleach, Tay, JasonM, and Spark. It's a dramatic revision of 1on1r in which the features of the arena continuously change. Sometimes the walls disappear and there's lava around the sides. Sometimes various ramps and platforms appear. It's well-made on a technical level.
  1813. progres2 - by Mr SaLTy. It's a big and old map that uses both runes and flags. You have to first place the 3 runes to unlock the enemy flag, but each rune is worth 3 team points. Then the cap is worth 10 points like normal, but everything resets. It isn't fun to do so much extra work to get the flag.
  1814. project3 - by [LoD]StealthViper. The map looks like a poor imitation of bam4. There's a ramp room at the entry leading to a lift and long spiral. In the basement there's the flag in a small area. Same old stuff with a different layout.
  1815. prolite - by [SD] Hunter. It is an earlier version of prolite1. A significant difference is that the flag room has lower doorways that make it harder to come in with speed.
  1816. prolite1 - by [SD] Hunter. It's one of the best maps from this Russian author. The entry is a large ramp room with access to the flag area via the left or right entries. There's also a lift in the center the lines up perfectly with the flag for performing concjumps or grenjumps. The flag room is tight and an Engineer is quite powerful because of the small platforms designed to put sentries high.
  1817. propenfire - by unknown and Kevin. This map is a modified version of ojfc-17, unrelated to openfire. Since ojfc-17 is wildly unbalanced in favor of the offense, this version adds a button and lasers in front of the flag. It moves the flag back slightly, making it harder to grab at high speed. Furthermore, the speed booster has been reduced from 1000 speed to 500.
  1818. proton - by qWOT and Kevin. It's a conversion from TFC. The original author says that it's inspired by ff-siege, ff-schtop, and hollow. It's a button/laser map, with the button on the right side. But you can cut across the flag room from the left to get there, similar to openfire. The lasers protect the flag and the front entry to the flag room, but there are 2 side entries. The cap point is hidden under the center ramp. The only annoyance is the steep ramp found mid-map, but it's possible to conc from deck to deck. The map upgrades on serious flaws of both siege and schtop: siege has an annoying low ceiling in the flag room, and schtop is very crowded around the flag room.
  1819. prototype9 - by Bvr. The map is unfinished, with only one base. It's just ramps leading various ways to the flag.
  1820. pskills - by Berty. It's a pipejumping skills map. It's a bit more difficult than the others.
  1821. pstat100 - by Dreadnought. It's an attack v. defense map without a flag. Instead, the goal is to damage the pumping systems. You can't use rockets or detpacks to do the damage. HWGuy is the most effective. It's similar to dpt5 but not as good. Defense scores points based on time. Attackers get 5 points for damaging pump 1 and 1 point for damaging pump 2.
  1822. psycho - by Mytos. The design is atrocious. The map is not only full of water, it's full of impossible water. It lacks any redeeming qualities.
  1823. ptb - by Torn and DP. This map looks like it was made in between dpt4 and dpt5. There's only one base and the ents aren't quite right. The finished version is dpt5, and this version shouldn't be played.
  1824. puffroom - by unknown. It's a small room that has 'Crono' written repeatedly on the walls. There are 3 teams that are civilians only. It's a map for axing people to death.
  1825. puffroomr - by unknown. The original puffroom crashes a regular QWTF server. This revision fixes the error. The map is the same.
  1826. pugfort - by Aftershock. It's clearly inspired by 2forts. There's a small entryway and you have the choice between taking the long, slow spiral or the lift down to the flag. But another option is the water, which directly connects both flag rooms.
  1827. pugfortsta - by Aftershock. It's the official version of pugfort used in STA. The map is unchanged.
  1828. pumpkindeliverer - by sort. This map is much better for Halloween than haloween. It's fairly small. You enter a moonlight house that has 2 paths to the flag in the basement. The flag is behind a wall with narrow entries. Both teams take the flag to the graveyard in the center to cap.
  1829. punch1 - by klown. It's a modern map with some hints of influence from impact1, 2night2, and optics5. There are many doors, but the main one in and out of the flag room opens only when the enemy grabs the flag, activating the button. Thus, getting out is a lot easier than getting in. The map is hurt slightly by the low entry ceiling and the completely unnecessary water outside.
  1830. punch1beta - by klown. As the name indicates, it's an earlier version of punch1. The bases face each other rather than using the 2night2 wraparound layout. The flag is harder to get to because the secret side passages aren't used and you can't go through the glass ceiling.
  1831. punch2 - by klown. There are notable changes from punch1. One of the side passages is gone, but it's not really needed. The windows blocking the view into the flag room are now open all the time. The outside area is now an S shape instead of a curve. The respawn area is larger as well. There's a 30-second timer above the main door. Some may prefer punch1 and others may prefer punch2.
  1832. punch2beta - by klown. It looks like an earlier version of punch2. There's no timer and the outside area is simpler. It plays similarly to punch2, perhaps slightly better.
  1833. punch3 - by klown. Evidently something in punch2 was causing framerate problems. The issue was fixed in punch3. There are also minor technical fixes.
  1834. punch4 - by klown. This revision of punch3 adds a water passage that is opened with a detpack. Both paths lead to the roof dropdown area. It makes the map easier for the offense.
  1835. punished - by Punisher[MC]. It's a 1on1 DM arena. It combines the layout of 1on1r with the button of square1. There's also a ring around the arena that boosts you straight up if you fall in, making it easy to airgib you.
  1836. purg2 - by Bryan Pillow. It's Life After Death, a wizard-themed single-player map from 1997. It would not work well for TF.
  1837. pushed - by unknown and Kevin. It's a conversion, presumably from TFC. It's a surprisingly large map set outdoors. Nothing really stands out. It's a long journey through some hills, rocks, and boxes between flags.
  1838. pwnage - by [Pi]Carnage-OSA-. It's a big 4-team DM arena. There are 3 vertical levels to fight on. You can take elevators to the highest level.
  1839. pyramids - by Roger Soder. This map is very old and very slow-paced. There are multiple doors between the bases that take forever to open. The map initially looks small but ends up being a chore to get through. The pyramid theme makes it sound intriguing but it really is not.
  1840. pyramidz - by klown. This map is very new but it's gigantic and a chore to get through. You must work your way up to the top of the pyramid and grab the crystal floating in mid air. It is almost like a modern 2towers1 but with plenty of space. It also has some aztec1 elements.
  1841. pyro - by zOdd. It's a very small Pyro-only map as the name suggests, but it's not a training course. Instead, there are 5 flames in the center that you must return to your base. You may have to do a Pyro RJ to get on the flame platform. If a team controls all 5 flames, they win and the map ends.
  1842. pyrwar2 - by [aXe]Daolin. The map is Pyramid War, not Pyro War. It's a 4-team king-of-the-hill map. Grab the power of Amon Ra in the center of the map for 2 points every 10 seconds.
  1843. q1dm17 - by id Software and unknown editor. It's a conversion of Q3DM17: The Longest Yard from Quake II Arena. It's a multiplayer DM map. It is very well-known and is considered master tier level. It has a lot of bounce pads and potential to fall off the map. It's not a TF map.
  1844. q1edge - by id Software and unknown editor. It's a conversion of Q2DM1: The Edge. It's a fairly popular DM map. That's why it was converted to Quake 1. It's not a TF map.
  1845. q1q3lastgift_beta2 - by Suicide-20 and Mick. As the name makes clear, the map has been converted from Quake III Arena to Quake. It's another DM map with some bounce pads. It's not a TF map.
  1846. q1q3thunderstruck - by Till Merker and Mick. It's another converted Quake III Arena DM map. It's pretty small. It's not a TF map.
  1847. q3ctf1_foo - by Foofinoo, Sneaky.amxx, and Kevin. It's a conversion of a very small map from a Quake III Arena mod for CS1.6. It takes about 3 or 4 hops to go from flag to flag with an RJ. There are a lot of boost pads on the ground. Very simple. It looks nice.
  1848. q3ctf7 - by Bux, Sneaky.amxx, and Kevin. It's another conversion from a Quake III Arena mod for CS1.6. The mix of red and blue boxes looks cool. There are high and low paths to the flag. The low route may be better because it's flat and has a bounce pad directly onto the flag. The high route has the boxes and stairs in the way, but it's on the same level as the flag.
  1849. q3f-stag - by Leon, aVis, Dragline, and klown. The original map is stag. It has been ported to multiple fortress games. This version is very similar to fo_stag_b2.
  1850. q3f-stagr - by Leon, aVis, Dragline, and klown. It's a revision of q3f-stag. I don't see the difference.
  1851. q3flogger1 - by LF*One4guN, s!n*Gerfy, and Kevin. It's another Quake III Arena conversion. It's a fairly sizable Egyptian-themed map with a pyramid in the center. The paths to the flag require going through high and low paths, and there are stairs to deal with.
  1852. qbase1_b1 - by Big Bill. At first glance it looked similar to 4tech4, which is a good map, but I think the similarity is coincidental. It also has almost the exact same conc jump as the lava conc jump in dragongod, which was released only a week earlier (both in Feb 2024). Despite layout timing that favors the offense, the map is relatively low scoring because of the defendability of the flag room. There are only 2 ways in through somewhat tight passages by modern standards, the flag is protected by the layout, and players tend to enter without a lot of speed. Aside from the defenders, there is natural slowdown at the entry and ramp room. It can also be tricky to conc or RJ to the sniper deck because the gap is so small. Nonetheless, it fills the need for modern 4v4 maps in the classic TF style.
  1853. qbase1_b2 - by Big Bill. This revision of b1 makes the balcony slightly easier to access, differentiates the front cube textures, and adds to the upper ramp.
  1854. qbase1_b3 - by Big Bill. This revision of b2 pushes back the wall near the upper resupply to make the hallway slightly larger. Deck-to-deck conc jumps across the yard are possible but only if done perfectly. The changes from b1 to b3 are subtle but slightly improve the map.
  1855. qdeth2 - by [MG]ScorpioN. It's a worse version of 2fort4. There's a long upward spiral to the flag room. It's slow and defensive.
  1856. qdeth3 - by [MG]ScorpioN. It's a revision of qdeth2, and some of the changes are obvious, but the gameplay isn't much better. The main differences is that there's a trap door to take you out of the flag room down to the ramp room, but it causes some health damage. The spiral is still the only route to the flag. The map is popular in Russia for some reason, but the author is American.
  1857. qdldm1 - by unknown. It's The House of God, a poorly made DM map. There's a chimney that shoots you up to the roof area. It isn't a TF map.
  1858. qtown - by Colonel Sanders. The map is very similar to town2, which was made 5 months earlier. It seems like a ripoff. There are 3 teams and you grab the gold and cap it in the central building.
  1859. qu4d - by haze. The outside area of this map creates interesting grenjump potential because of the ramps. You can come in at high speed right to the flag. There's also a big hole in the center that you can fall through, but it's surprising rare to do so.
  1860. quad25 - by unknown. It's a small attack v. defense map, with red on attack. There are 2 simple paths to the flag. Then you have to press a button in lava to open the flag gate. It's somewhat like mountdoom.
  1861. quadlava - by Tieman. It's a Soldier DM arena. There are both pent and quad in the center, although if the pent isn't there then you'll take lava damage instead.
  1862. quakechess1r - by vodor and [r3m] AnimeMan. It's very similar to chess3, but the chess squares don't have differing heights in this version. Thus it's very similar to the other chess maps.
  1863. quander - by BigBallZMaN. It's somewhat large for a 2002 map. The base layout is original and somewhat odd, because one path to the flag is much faster than the other. Take a right at the base entry and go down a ramp to the flag. However, the longer way also provides the option to drop directly on the flag. But that makes the other ramp to the flag fairly useless.
  1864. quarrel - by unknown. It's essentially a mini version of 2fort5. It's perhaps comparable to 2on2fort in terms of size, but this layout is better because you don't have to go out a cramped spiral.
  1865. quarry2 - by Vi[tim-[B+H]. If cobra2 didn't exist, I might call this map the worst TF map ever made. The bases are asymmetrical, and the red flag is impossible to grab unless you do a perfect concjump (otherwise spikes kill you). But first you have to get there by getting out of your own slow base, going through the toll bridge in the center (with buttons to shoot), and walking up steps into the cramped base. The blue flag is in a tower that is much easier to access.
  1866. quartz_b1 - by Big Bill. It is a modern, larger remake of tf2k (a map with many variants already). The flag room in particular is inspired by tf2k, with the pair of staircases on each side. There is still a button to shoot, but it is now for a cage around the flag. The grate exit is now an open space window, making it easier to get in and out. Most of the water of tf2k is gone, but there is still a long secret water passage from the ramp room to the flag area. The yard seems larger and is more like coast2. The ramp room is also redesigned similar to the qbase1 flag room. While the map is intended for 4v4, it may be more of a 5v5 variant of tf2k, which is a 4v4 map. Despite the ease of movement, the size makes the attack travel time longer.
  1867. quicky1b - by [SS] Gunther. It appears that the map requires MegaTF to work properly. It's a sandball game, presumably played like soccer based on the map design. Players are civilians only, and I assume that they try to move the ball into the goal area.
  1868. qwtf_canalzone_b1 - by Ramirez and lordy. This map is very similar to canalzonsmall but with different rules. There are again only 3 CPs (canalzon CP3, 5, and 6). Each team has only 1 flag, and they have to capture the CPs in sequential order. Blue has to capture CP3, then 5, then 6, whereas red tries to capture 6 first, then 5 and 3. It creates tug-of-war momentum. In contrast, canalzonsmall retains the original 4 flags, and the 3 CPs can be captured at any time.
  1869. qwtf_canalzone_b2 - by Ramirez and lordy. This revision of qwtf_canalzone_b1 adds waypoint guides that are visible from anywhere on the map, similar to fo_rock_a8 by the same author.
  1870. r1 - by [REV6]Freebie. It's a heavily modified version of 1on1fort that strips away most of the actual base. There is just the flag on a platform and a cap point also up high, similar to their positions in 1on1fort. But the outer structures and ramps are missing. The gameplay changes because the defender can see the attacker earlier.
  1871. r123 - by genghistron and twincannon. It's a port from Fortress Forever. This map's unique design makes it great fun to play on offense. The layout is a circle, and there's a center barrier to prevent any shenanigans. There are 2 speed boosters along the way to the flag, and so attackers come in with up to 1800 speed when they grab the flag. There's also a small ramp in front of the flag that launches attackers up in the air. A well-timed conc jump sends a Medic or Scout all the way to the speed booster. The simplicity of the layout makes it interesting for the defense to try to figure out how to slow down the attack. The possibility of falling off the sides of the map adds to the intrigue. The map rose to prominence as the favored map choice of clan r3m in the 2023 FortressOne 2v2 League, in which it provided many close and exciting matches.
  1872. r1m1 - by Rogue Entertainment. All of the r1m and r2m maps are from Quake Mission Pack 2: Dissolution of Eternity, released in Mar 1997. It is the sequel to Quake Mission Pack 1: Scourge of Armagon. The first episode of this mission pack is called Hell's Fortress but is unrelated to Team Fortress. The first map is Deviant's Domain, a medieval level with a boat ride through slime.
  1873. r1m2 - by Rogue Entertainment. It's Dread Portal, a medieval level from the Hell's Fortress episode of Dissolution of Eternity. It isn't meant to be a TF map.
  1874. r1m3 - by Rogue Entertainment. It's Judgment Call, a runic level from the Hell's Fortress episode of Dissolution of Eternity. It isn't meant to be a TF map.
  1875. r1m4 - by Rogue Entertainment. It's Cave of Death, a medieval level from the Hell's Fortress episode of Dissolution of Eternity. It isn't meant to be a TF map.
  1876. r1m5 - by Rogue Entertainment. It's Towers of Wrath, a wizard level from the Hell's Fortress episode of Dissolution of Eternity. It isn't meant to be a TF map.
  1877. r1m6 - by Rogue Entertainment. It's Temple of Pain, a medieval level from the Hell's Fortress episode of Dissolution of Eternity. It isn't meant to be a TF map.
  1878. r1m7 - by Rogue Entertainment. It's Tomb of the Overlord, a medieval level from the Hell's Fortress episode of Dissolution of Eternity. It isn't meant to be a TF map.
  1879. r2m1 - by Rogue Entertainment. It's Tempus Fugit, a Roman level from the Corridors of Time episode of Dissolution of Eternity. It isn't meant to be a TF map.
  1880. r2m2 - by Rogue Entertainment. It's Elemental Fury I, a medieval level from the Corridors of Time episode of Dissolution of Eternity. It isn't meant to be a TF map.
  1881. r2m3 - by Rogue Entertainment. It's Elemental Fury II, a medieval level from the Corridors of Time episode of Dissolution of Eternity. It isn't meant to be a TF map.
  1882. r2m4 - by Rogue Entertainment. It's Curse of Osiris, an Egyptian level from the Corridors of Time episode of Dissolution of Eternity. It isn't meant to be a TF map.
  1883. r2m5 - by Rogue Entertainment. It's Wizard's Keep, a medieval level from the Corridors of Time episode of Dissolution of Eternity. It isn't meant to be a TF map.
  1884. r2m6 - by Rogue Entertainment. It's Blood Sacrifice, a Mayan level from the Corridors of Time episode of Dissolution of Eternity. It isn't meant to be a TF map.
  1885. r2m7 - by Rogue Entertainment. It's Last Bastion, a medieval level from the Corridors of Time episode of Dissolution of Eternity. It isn't meant to be a TF map.
  1886. r2m8 - by Rogue Entertainment. It's Source of Evil, a medieval level from the Corridors of Time episode of Dissolution of Eternity. It isn't meant to be a TF map.
  1887. r2s - by Sgt.Thundercok and Hardkore. It's a co-op, retextured version of rock2. Presumably it is meant to be played against monsters. You can only join the blue team, making it useless for normal TF.
  1888. r321 - by genghistron and twincannon. It's a modified version of r123. The speed boosters have been removed, but the center barrier is more forgiving, allowing you to gren or conc across more of the map. Thus while the layout is mostly the same, the gameplay is quite different.
  1889. r3mgolf3 - by Spark. It's another map in the TF golf series, similar to the mingolf maps. This one is brutal with sand traps that are nearly impossible to get out of, making it not even worthwhile as a golf map.
  1890. r3mgolfr - by Spark. It's a revised version of r3mgolf3, but it has the same problem with wind-tunnel sand traps.
  1891. radio1a - by [SS]Gunther. It's a building that has a radio station inside. Evidently there was something called MegaTF Radio, but any information about it is long gone. You can DM on the map, although it isn't a typical DM arena.
  1892. rage - by ]Bs[BigDog. The map is essentially a smaller version of mbases. It is very simple, with 2 straight ramps in the ramp room and a small flag room. This map may be more suitable for 2v2 games, and mbases can be used for 3v3 or larger.
  1893. rage2 - by ]Bs[BigDog. There are only slight changes from rage. The doors look different but don't open faster. There's a small window between the flag room and ramp room but doesn't seem to open. Presumably a RR soldier can shoot through it to try to stop the flag carrier. This version is slightly preferred compared to rage.
  1894. rage2r - by ]Bs[BigDog and [SD] Hunter. This revision to rage2 fixes the flag capture message and some issues with playing sounds.
  1895. rage2sta - by ]Bs[BigDog. It's the official version of rage2 used in STA. It appears the same as rage2.
  1896. raiders1 - by Dreadnought and Dox. It's a map inspired by Indiana Jones with unorthodox rules. Both teams try to bring the 3 artifacts (ark, stone, and grail) back to the cap point. The ark is easiest and worth the fewest points. The stone is a little harder and worth a bit more. The correct grail must be chosen, and it is much harder to get than the others.
  1897. rainpal - by [Kona] and Tronyn. It's Rain Palisade from the Rapture map series made in 2001. It's a well-regarded single-player level, but it isn't for TF.
  1898. ramap1 - by Vortex and Epilimic. It's a 1on1 DM arena. There are ramps along the sides and a platform in the center.
  1899. ramap2 - by Vortex and Epilimic. It's a 1on1 DM arena like 1on1r but with an interesting addition. The sides have shoop-like tunnels that send you up in the air, giving you an aerial advantage but also exposing you to airgibs.
  1900. rampage - by [SD] Hunter. As you may expect, there are quite a lot of ramps, but they all lead to a single central ramp at the flag room, somewhat like bastion. There is a massive concentration of players at that flag room ramp since it's the only way in. The flag is defended fairly easily. However there is a 2nd way out of the flag room, and once it's out it's hard to hold.
  1901. rampage1 - by [SD] Hunter. There are minor revisions compared to rampage, but the map is essentially the same.
  1902. rar - by TN.Vali. It's a 1on1 DM map. The map is almost exactly the same as 1on1r but with different textures.
  1903. rasen - by unknown and Kevin. It's a conversion, presumably from TFC. The map is mostly flat and featureless on the somewhat lengthy journey between flags, allowing very fast speeds. However a front attack on the flag is somewhat of a dead end and you'll have to regain speed going back the other way. A slower and trickier approach is to attack from the side, but you can get out with the flag quicker.
  1904. ratport1 - by unknown. This map does not load properly. It is small enough that it is unlikely to have much content anyway.
  1905. ratsm160 - by unknown. It's Not Forgotten, a single-player level. It's neatly organized but isn't suitable for TF.
  1906. rawr - by [TDA]Mr.Virus and Kevin. It's a conversion from TFC. The base is rather complex for a TFC map. The multiple ways in leave the flag rather exposed.
  1907. rawvoc2 - by John Cook and RawHide. It's another remake of havoc6. There are 4 computers to shoot and they can be damaged almost continuously. But don't shoot them too quickly or the point won't register.
  1908. razr - by Big Bill. It is a very defensive 3v3 map that is meant to be low scoring. That is not inherently bad, but the map can be completely locked down with competent defense because the ramp room is the only entry point and the only spawn is nearby. Furthermore, the map has a 30-second return time, making caps unnecessarily difficult since coast-to-coast caps are unlikely.
  1909. razr1_b3 - by Big Bill. It is a slight upgrade over the highly flawed razr, but it remains extremely difficult to cap because of the inherent design of the map. The fast return time has been increased to a reasonable time. There is also a new side ramp, but it still leads to the ramp room chokepoint. If players get through the upper lobby, they still have to pass through a tight spiral or tunnel that has a height disadvantage (and is near the spawn, making it a bad idea to go out that way).
  1910. razr1_b4 - by Big Bill. Compared to razr1_b3, it adds a new respawn near the cap point, removing some of the overwhelming advantage to the defense. It also converts the tunnel near the original spawn area into a more conventional ramp to further aid the attacking side. It is now more of a typical Big Bill map.
  1911. rck3tpro - by Spark. Although it is a supposedly 'pro' rocket course, it is actually pretty easy. It has a variety of gren and rocketjumps but should take a good player 4 to 6 minutes to complete on the hardest difficulty.
  1912. rckteer - by Soul. It's a Soldier rocketjumping course. I'm not sure where to go on the 3rd trial.
  1913. rckthard - by Soul. It's a co-op Soldier course. It doesn't seem that you can do anything on it in regular QWTF.
  1914. rckthell - by Soul. It's meant to be a hard Soldier rocketjumping course. And the 2nd trial is already quite difficult with a RJ out of water.
  1915. rcktjump - by Mushi[LoL]. This map is generally considered the standard for Soldier rocketjump skills training. It serves as a tutorial on the basic RJs and GJs, and you can also race on it. Experienced players should finish it in 2 minutes. But it deserves special acknowledgement because it spawned the skills course concept.
  1916. rcktjump2 - by Spark. It's another Soldier rocketjumping course. It starts out easy but gets more difficult.
  1917. rcktjump2re - by Spark. It seems to be a revision of rcktjump2, but there appear to be no significant changes.
  1918. rcktjumpentmod - by Mushi[LoL], Gun_4_Hire, and (Merr)>B-Phatti. It's a modified version of rcktjump. There are now 2 defenders allowed at the trial that has the slow lift and button. There's also a sniper at the beginning. The other players try to complete the course, sometimes with powerups.
  1919. rcktpro - by Spark. For a 'pro' Soldier rocketjumping course, it isn't that difficult, even on the hardest mode. It's comparable to rcktjump.
  1920. rcktpro2 - by [SYP]L33tn3ss. This Soldier rocketjumping course cannot be completed, and it is not because of lack of skill. The 2nd trial requires a series of rocketjumps and there is no health resupply along the way.
  1921. rcktpro2b6 - by [SYP]L33tn3ss. It's beta version 6 of rcktpro2. It has the same flaw as the supposedly final version.
  1922. rcn_dinkybase - by unknown and Kevin. It's a conversion from TFC. As you would expect, it's a small map, but it's interesting. Instead of an actual wall in front of the flag, there's thin black liquid that you can pass through but not see through. You can gren jump from flag to flag but the layout is fast no matter what you do.
  1923. rctf4tf - by Rook, Infiniti, and Kevin. The map has alien textures. It's a circular loop but you can also cut through the middle. However the flag entries are on the sides, and there's only a boost pad provided to get up to the flag. That slowdown at the flag is a bit annoying.
  1924. real - by J.F.Gustafsson. It's a single-player map from 1997 with a wizard theme. It's ok for its age but it isn't for TF.
  1925. realmd1 - by Inphidel[NOVA]. I initially thought I had seen this map before, but actually it just has some similiarities to cryptic1 by the same author. It is somewhat like tf2k as well, also made (later) by the same author. But this map is somewhat slow because of tight stairways, and it's kind of large.
  1926. reapjmpvf - by The Reaper. It's a Soldier rocketjumping skills course. It's well-made and underrated.
  1927. reapmed - by The Reaper. It's a Medic skills course. You must master grenjumps and concjumps to succeed.
  1928. refinery_b3 - by Meht. The design is confusing and broken. After figuring out which way to go, you eventually find the flag suspended high in the air. It's no fun to navigate or play this map.
  1929. reheat - by unknown. The textures of this map look ancient, but it plays like a surprisingly modern map. It's small and mostly hoppable. The main feature is an open cage-like structure holding the flag that you can go through with speed. This map desperately needs a remake.
  1930. reheat2 - by unknown. This version is like reheat but with one major difference: the exit hole of the flag cage is now closed. So you have to go back out the way you came in, somewhat like mbasesr. It's hard to say which version is better for gameplay, but this version will have fewer caps.
  1931. renderrj3 - by Render. It's a Soldier gren/rocketjump map. The 1st trial is rather tedious, requiring a perfect gren release timing and angle. I got through it and the 2nd trial was even worse—waiting forever for a moving platform.
  1932. renrj5b - by Render. It's a beta version of renderrj3. It has the same tedious 1st trial.
  1933. renrjbta - by Render. It's an earlier beta of renderrj3.
  1934. resist - by Tieman. It minimally qualifies as a TF DM level. It's a very small map with train tracks running through it. There's a high ledge with armor and rockets.
  1935. revbonus - by unknown. This map is more familiar as the final trial of rcktjump, in which you must land on a small platform very high up. Here you have only a single grenade to accomplish the feat. Play rcktjump instead.
  1936. revival_a10 - by zut. The style is similar to pineapple_b3 by the same author, but the layout is different. It takes a little time to adapt to, but it could be considered a modern 2fort4-style map. The cap point is in the center.
  1937. revival_a11 - by zut. The most noticeable change is that the resupply doors are distinct from other doors now, whereas they were the same in revival_a10. The map is fairly similar otherwise.
  1938. rfk - by Punisher[MC]. It appears to be an earlier version of punished, a 1on1 DM arena. The layout is the same, but the textures are different and the spawns aren't finished. Play punished instead.
  1939. rfort - by Risto. This map does not work properly and the file size is small.
  1940. rfort1 - by Risto. It's a small but interesting map with a series of hills outside between the 2 small forts. With some skillful hopping and RJs, the map doesn't cause too much slowdown. It stands out from the usual flat landscape.
  1941. rfort1r - by Risto and Up2NoGood. I'm not sure what Up2 revised. The packs certainly need revising because they give a tiny amount of armor/health, but he didn't do that. Nor did he give a full resupply on capping. So it seems like the same map as rfort1.
  1942. ricochet - by Greymon. The author of excel has created a more complex map here. Quoting the txt file: "Ricochet is a capture the flag variant. Each base contains a single flag. However, each base has three capture points: two are on the lower level, one is behind a closed door on the upper level. The flag is taken to the points within the enemy base, not returned to your own. The lower capture points may be taken in either order. Once both are taken, the door behind the flag area on the upper level will open. The path to the third capture point is then open. Once the third capture point is taken, the door will close and the capture points reset. The offense then begins capping sequence again." When you play it, it's actually pretty clear. The flag is easy to find. Cap left, cap right, cap center.
  1943. ricotfc_janetcore - by Rahzel and Kevin. It's a conversion from TFC. It's a simple map that's in the general shape of an 8, but there is space above and behind the flag. The multitude of angles available to attack the exposed flag makes it difficult to defend.
  1944. riot1 - by [WP]Jason. It's a civilian-killing map like border1 or civsaw. The story in this one is that the civs are rioting on the street, and riot control has to put an end to it. Civilians can get quad from a pack. Numbers have to be heavily in favor of the civs for the map to be enjoyable.
  1945. ripple - by >V< Null. It's an attack v. defend map. It's excessively large and uses the old idbase style. This author is very into the technical aspects of mapmaking. He did a good job with ambient sound and lighting, but the map itself is an endless maze and not enjoyable.
  1946. river - by Cremator and Ishtar. It's a small map that's basically a simpler version of 2forts. There's a ramp room and spiral leading to the flag. The spiral is the only way in. However Enginerr can be very powerful on offense because of the proximity of the ramp room Soldier to the Demoman's pipes at the top of the spiral. Scoring is strange, with 1 point for grabbing the flag and another 15 for capping.
  1947. river2 - by Cremator and Ishtar. It looks like there are some minor changes to the respawns compared to river. The layout of the map seems the same.
  1948. river3 - by Cremator and Ishtar. This version fixes the odd scoring from river and river2. It is now the standard 10 points for a cap.
  1949. riverk - by TeKNo, MaElSTrOm, and OdErUs U. It's a small map with an awful flag hall. The outside and ramp room are fine, but then the flag hall is very cramped, and it's the only way in. It's too easy to defend. Team scoring also does not work properly but could easily be fixed.
  1950. rj101 - by Mushi[LoL] and klown. It's a modern (2020) version of rcktjump, designed for FortressOne. The difficulty is higher than rcktjump, but the ideas relating to basic Soldier skills are similar.
  1951. rj3 - by Antimatter. It's a difficult Soldier skills course. On the 3rd trial you can die instead of the usual respawn-if-you-fail. But it is solvable.
  1952. rj4fun - by DreaD. The mystery of butao has finally been solved. This map is a Portuguese Soldier skills course, starting with a double RJ.
  1953. rj4testb - by unknown. It's a different Soldier skills map than rj4fun. It's fairly difficult, starting off with a GJ+RJ combo similar to the final trial of rcktjump. Blue and red can race on it.
  1954. rjart2fb - by Spark. It's a ridiculously difficult Soldier rocketjumping arts course. The 1st trial has multiple elements to it that all must be done perfectly. This version is #2, public test beta.
  1955. rjart2va - by Spark. It's the #2, alpha version of the rjart series. This one starts with 2 easy trials before one similar to the 1st trial of rjart2fb.
  1956. rjart2vf - by Spark. This version is very similar to rjart2va. It is described as version #2, final.
  1957. rjart3bf - by Shakos.h]S[. It's version 3 of the rocketjumping arts, but the author isn't the same as version 2. The 1st trial is basically impossible to complete.
  1958. rjart3vfr - by Shakos.h]S[. It's the final, revised version 3 of rocketjumping arts. The 1st trial is now slightly easier to the point of not being impossible, but it is still designed to be very difficult.
  1959. rjartb01 - by Spark. It's another rocketjumping arts map. It's labeled as beta 1. It's again designed to be hyperhard. The 1st trial puts you in water and the tip says to gren+RJ+RJ+RJ to the pad, then gren+RJ through the hole to the ledge.
  1960. rjartvf1 - by Spark. This map is the final version of rjartb01. The 1st trial is the same and I'm not sure it can realistically be completed.
  1961. rjdelite - by Spark. It's labeled as beta 1A of Rocketjump 3. There are 2 separate Soldier courses within the map. They are a reasonable challenge.
  1962. rjed - by Spark and Keman. It's the final beta of Rocketjump Xtreme. To start you have to do a perfect wraparound grenjump.
  1963. rjextb01 - by Render and [>B<]Thorn. It's beta 1 of Rocketjump Extreme, as opposed to Xtreme. The 1st trial is a difficult double RJ.
  1964. rjextb02 - by Render and [>B<]Thorn. It's beta 2 of Rocketjump Extreme, and now it's even more difficult than rjextb01. The tip for the 1st trial says to RJ+gren+RJ+RJ off the wall then GJ+RJ+GJ into the exit. No, I don't think I will.
  1965. rjextb03 - by Render and [>B<]Thorn. It's beta 3 of Rocketjump Extreme. The 1st trial is the same as rjextb02.
  1966. rjhella1 - by Chaoz and Scandal. There are 4 options on this Soldier course: racing, rocket riding, hard, and nightmare. Only the racing part has any real value. The other parts are actually quite easy.
  1967. rjmpadfb - by Render. It's Rocketjump Advanced Course, final beta version. It's a challenge but not exceptionally brutal.
  1968. rjmpadv5 - by Render. It's beta 5 of the rjmpad series. It appears pretty much like rjmpadfb.
  1969. rjmpadv6 - by Render. It's beta 5 of the rjmpad series. It introduces some minor technical problems that would be corrected in later versions.
  1970. rjmpadvf - by Render. It's Rocketjump Advanced Course, final version. It's very similar to the other rjmpad maps.
  1971. rjmpadvf2 - by Spark and Soul. It's Rocketjump Advanced Course 2, by new authors. It has new challenges compared to rjmpadvf and seems more difficult.
  1972. rjnml - by Saboteur. It's meant to be a rocketjumping nightmare. It gives blast armor, which is always a cheap and unrealistic way to make it harder. It's a single continuous level, and when I got to the top there didn't seem to be anything else to do, but there was no clear ending. It wasn't that difficult.
  1973. rjproadcf - by Spark. Here is Rocket Pro Advanced, another Soldier skills course. The 1st trial is a grenjump through a tiny window at a low angle.
  1974. rjracer - by Spark. The name indicates that it's a rocketjump race. However the 1st trial is in fact a difficult grenjump. But it does offer racing.
  1975. rjracer2 - by Spark. It's a different map than rjracer by the same unknown author. The 1st trial is now an actual rocketjump.
  1976. rjskills - by Saboteur. Like rjnml by the same author, you have to do the Soldier course with blast armor. It's a single connected level and there appears to be no ending.
  1977. rjskills2 - by Saboteur. It is labeled as Rocketjump Skills 3, despite the 2 in the name. Thankfully, it is more of a traditional Soldier skills course than this author's other RJ maps. There is a permanent pentagram, distinct trials, and no blast armor.
  1978. rjump - by Mushi[LoL] and DeadCat. It's the same map as pipejmp. It's rcktjump but with the option to play Demoman added to it.
  1979. rjump1 - by Soul. It's the same map as rckthard. It has to be played co-op and not in regular QWTF.
  1980. rjump2 - by Antimatter and Schweppes. It seems to be an updated version of rj3. I'm not sure what changed though.
  1981. rjump3 - by Render and [>B<]Thorn. It's the same map as rjextb01.
  1982. rjvote - by Saboteur. It's a typical voting map but the winner is chosen by whoever exits the level via rocketjump first. The map choices are a variety of trick maps, such as rcktjump, povmed1, or cj1. It is faster than the usual civilian voting maps. Thus, compared to other voting maps, this one is good.
  1983. rjxtreme - by Render. It seems to be the final version of the rjext maps (Rocketjump Extreme). The 1st trial remains insanely difficult.
  1984. rkextb01 - by Render and [>B<]Thorn. It's the same map as rjextb01 and rjump3. It's unclear why this beta version of a Soldier skills course was distributed under 3 different names.
  1985. rktjump3 - by Spark. It is another version of rjdelite. There are 2 separate Soldier skills courses within the map.
  1986. rlaim - by unknown. The map requires at least 2 players to be useful. It's a skeet-shooting type of map, in which one player is launched into the air, and the other player (as Soldier) tries to hit him midair with a rocket.
  1987. rlskeet2 - by Twista and Lestat. The concept is like rlaim, but the design is better. The 'pigeon' has a wider area to launch out of and gets frags for surviving.
  1988. rmanor_b3 - by Big Bill. It is a modern remake of kw4, undeniably drawing from some of the layout concepts of that map but making it much more open and fast, since kw4 is notoriously defensive. The maps share the mechanic of a shootable grate above the flag. The flag room is somewhat of a pit since the only stairs to the upper section are in the ramp room. The map could be exploited by constantly building a sentry near the only resupply, which is near the front door (similar to rs_zzr).
  1989. rmanor_b6 - by Big Bill. Compared to rmanor_b3, there are some technical fixes, but gameplay is not noticeably different aside from a more visible capture point.
  1990. rm_norway - by unknown and Ratbert. It's Bloodgates, a single-player map. It has been edited to change the monsters. It remains unsuitable for normal TF.
  1991. rn-sst-1 - by unknown. It seems to be a Sniper practice map. Blue is Sniper only, whereas red, yellow, and green are civilians only. There's a wide open arena to snipe the civvies.
  1992. roadtohh - by Håvard Moen. It's a 3-team map in which the red team tries to get to Heaven, the blue team tries to get to Hell, and the yellow team tries to stop both of them. Reaching Heaven ends the map, whereas reaching Hell does nothing. This map reminds me of hitler7 because it has a really nice idea going for it, but it needs to be re-ented to improve the gameplay. The ents make it unplayable, but it could be a very good map with some work.
  1993. rock1 - by Sgt.Thundercok. The original version of The Rock was released in May 1997, and it became one of the most popular and influential TF maps of all-time. It introduced a number of gameplay ideas, such as detpacking an alternate path to the base, capping in the enemy base, enemy detection lights, and gasmasks to survive the nerve gas released after capping. The prison-themed layout is a true classic of design, with the famous courtyard, prison cells, shower, and respawn protection lasers.
  1994. rock2 - by Sgt.Thundercok. This map was released a year after rock1, in May 1998. Although rock1 was beloved, it was a very defensive map. Thus, the biggest change in the new version is the addition of another hallway to the gas chamber, but it's protected by a forcefield unless you damage the enemy generator in the new hallway. The generator takes a lot of damage to take down, but it can be worthwhile in large games. The underground passage is also expanded to connect to the shower area in addition to the courtyard, and a HWGuy can clear the initial rocks. The Rock2ober event is held annually every October, in which players gather to play rock2.
  1995. rock2l - by Sgt.Thundercok and [SS]Gunther. It's an ent edit to rock2 that creates a forced 5-minute prematch. The spawn is now at the generator area.
  1996. rock2runes - by Sgt.Thundercok and [SS]Gunther. It's another ent edit to rock2 that puts powerups in the water in the center. There's a forced 30-second prematch, and the spawns have been moved to the generator area.
  1997. rock2sta - by Sgt.Thundercok and unknown editor. It's the official version of rock2 used in STA. It seems the same.
  1998. rock3_b3 - by Sgt.Thundercok and lordy. It's a modern update to rock2, with some influence from etf_rock, resulting in better gameplay. It is easier to move through the hallways and hop. The generator no longer has to be damaged; instead it is simply disabled for 30 seconds by pressing a button.
  1999. rockbase - by Zaphod. Unrelated to rock1 or rock2. It's another map in which you're supposed to go up through the base's ramps to get to the flag on the roof, but in reality everyone will do a grenjump up there. Gameplay is somewhat like qu4d and neenf, even though the map was made in Dec 1997.
  2000. rockwar - by BigBallZMaN. It's a 4-way Soldier DM arena. It has natural outdoor terrain, making it a bit more tactical than the usual flat arenas.
  2001. roman - by [REV6]Freebie. It's a DM arena designed like the Roman Colosseum. It is similar to the map coliseum, but this map has a smaller spectator area and doesn't allow killing the civilian spectators.
  2002. rooks - by AlbinoBob. The author's obsession with South Park goes a bit overboard on this map, with too many lengthy sound files, but they are optional. The map itself has the flags at the top of a tower. A grenjump is possible to get there, but rocketjumps may be more practical. It's a bit tedious.
  2003. room - by John Cook and unknown. It's essentially a remake of 2fort5 with bam4 textures. It's called 'room' but it doesn't add more room to the original. In fact the spirals and ramp room entries feel tighter and harder to hop through. There is no advantage to playing this map compared to 2fort5r.
  2004. room2 - by unknown. Unrelated to room. It's a big house with rooms. It's meant for regular DM, it seems.
  2005. rootbox - by unknown. This map causes horrible FPS slowdown. It has wild red, purple, and blue colors on an open floor. It seems to be a DM map but it isn't clear. It for sure isn't for TF.
  2006. rrbat1 - by Soul. It's a 1on1 DM arena in a ramp room. It's a useful idea compared to the normal flat arenas.
  2007. rstart - by Rogue Entertainment. It's the intro level to Quake Mission Pack 2: Dissolution of Eternity. Essentially you just walk onto the slipgate and exit to r1m1.
  2008. rstrong - by [SD] Hunter. It's a fairly straightforward map compared to the author's other works. There's a single narrow hallway to the flag, reasonably comparable to the disorder flag hall. It seems like it would be hard to break through on offense.
  2009. rs_zz1 - by [RS]Brasseye, and [RS]Zarjazz. Here is the original zigzag, made in 1997, from which multiple variations were later created, including rs_zzr, etf_stq_zigzag, and etf-bigzag. It's called zigzag because of its memorable base layout, with vertically stacked ramps and a zigzag path between bases. A little known fact is that the light in the center can be detpacked on and off.
  2010. rs_zzr - by [RS]Brasseye, [RS]Zarjazz, and klown. This edit to rs_zz1 adds some significant space and lengthens the bases. It's designed for modern 4v4 play, typically using a Demoman, Pyro, HWGuy, and Engineer on defense. The flag room has been pushed back into a separate room.
  2011. rtnest1 - by Razzimatazz. The title is Rob the Nest. The author spent 8 months making it. It's a 4-team (max) map with an unusual style. At the beginning, there are 7 flags in the center, and there's a mad scramble to grab them and cap them in your base. From there, your team earns points as long as you hold them (1 point per 30 seconds per flag). But other teams can come into your base and the take your flags back to their own cap point. The concept is excellent and requires tactical expertise to succeed.
  2012. rtnest1b - by Razzimatazz. It's a revision to rtnest1. There was a minor flag return bug in the original that has been fixed.
  2013. rtohh11 - by Håvard Moen. It's a revised version of roadtohh. It fixes the problem with the road to Hell, among other changes. However the bigger problem remains that the level immediately ends if either Heaven or Hell are reached. And it takes only about a minute to get there. Thus, the map still needs an ent update so that it can continue for the full timelimit. The idea of the map is creative and worth continuing to work on.
  2014. rubin - by Gloom. There is likely an explanation for how to play this map, but I do not know what it is. There is no txt file available. The map is large and there's a large drill-like area that seems to be the key but a detpack isn't the answer.
  2015. ruins - by unknown and (Merr)Nuadhu. It's a complex keepaway map. It reminds me somewhat of the maps gods and osiris, which work as keepaway maps on big pub servers but not for matches because they're so large. Too much time would be spent trying to find the flag carrier.
  2016. ruins11 - by Speedy[BH]. Unrelated to ruins. It's a 1on1 DM arena among ancient ruins. You can get on top of the enemy's resupply area and shoot down on him when he comes out. The ruins provide height and barriers.
  2017. rumble1 - by Jonny Mag and Babcom5. The map has a pretty simple layout. Go down some ramps to the flag, then go back up. The map is lacking modern polish but the fundamentals are solid.
  2018. run - by Jonan. It's an unorthodox map in which green team can only play as Engineer and tries to run through a gauntlet to the end point to earn 7 team points. The other 3 teams try to kill the green runners. It's a bit like hunted but without bodyguards, making it difficult for green to succeed unless the numbers are balanced properly.
  2019. runet1 - by John Cook, Pulseczar, Gnarler, and [NERD]Brain. It's 2fort5 co-op. It also places the relics from the invade maps near the blue flag. You can grab your own flag and cap on the enemy cap point. For regular QWTF it makes no sense to play this over 2fort5r.
  2020. runico - by [AD]Sitnah and Russian-Omicron. It's a well-made small map. The space is a bit cramped, resembling kw4's runic style. But the design shows originality despite the small size. The flag is in a cage-like structure, but you can get in and out pretty quickly, unless you get stuck in the cage (an unintentional texture/brush problem). It would be a good 2v2 map.
  2021. runic_tf - by [AD]Sitnah. It's the original version of runico. The packs give every type of armor, ruining the gameplay. Fortunately runico fixed the issue.
  2022. rush - by RedFox. It's a rectangular 1on1 DM map. There are boxes scattered around for cover. There's also a ramp up to a 2nd level.
  2023. rust - by Zaka and Ruoste. Contrary to the name, it has more of a jungle theme. The layout feel familiar yet original. From the ramp room entry, there are 2 paths to the flag room (spiral and stairs). Movement flows nicely throughout the map.
  2024. rust1 - by Purge. Unrelated to rust. This map is more appropriately named. It's a 1on1 DM arena. And it has the same layout as arena1 and arena1rmx. It has the pent but not the quad.
  2025. s0h - by GotT. BamB1. It's a medium-sized map with a dark realm theme. The layout is straightforward but also offers nice tactical ideas. There's an entry room with spirals and a lift up to the flag room rather than down. The flag room layout is memorably Hellish and you can fall off the sides.
  2026. s2md - by Freebium. It's an early version of scout2. It's a Scout skills course. A good feature of this map that's missing from most skill maps is that you can teleport to any trial of the course. But you can also go through them consecutively.
  2027. sabotage - by [Ent]. It's a 3-team map with an interesting twist. The yellow team is Engineer only and plays in the middle of the map, trying to kill both teams. Blue and red have to deal with yellow's trolling while also trying to cap flags as usual. There is a delay—like on engbat—before the central doors open, but it's just a few minutes while Engs build sentries.
  2028. sacrifice - by [IcE]Spade. This map is the same as mw2. My opinion hasn't changed; the map is unplayable because of how cramped it is.
  2029. sacrifice1 - by [IcE]Spade. It's a slight modification of sacrifice to make the hallways slightly wider. The map is still very cramped, but at least it's out of the 'unplayable' category.
  2030. sadlark8 - by Jonas N.P. Lindstrom. It's Temple of Amon-Sadlark, an Egyptian-themed single-player map from 1997. It does not work for TF.
  2031. salem - by Drow. It's a DM-only map with a well-made Salem witch hunt theme. There's a yellow Spy who serves as 'the witch' to fit the map theme, but there are no actual team goals. It's another map from this author with a lot of unrealized potential.
  2032. sanct - by Bladez. It's a classic small and fast map from this author. You can continuously hop through most of it (with some RJ assistance), but you need to know which turns take you where you want to go. You can come into the flag room high or low (or water). The map is most suited for 2v2.
  2033. sanctuary_b9 - by Bvr. It's a loop map with bam4-style textures. There's a main ramp room with 3 passages to the flag room. The long way is the most hop-friendly; the other 2 are shorter but more cramped and defended. A problem with the map is that there is no pack in the respawn. But the map works well for 4v4.
  2034. sand - by Cthulhu. It's a small map that's a bit old in style. You go through a front door and then up to the second story of the building to get the flag. While it seems clumsy at first, the author may have unintentionally allowed some interesting gren jumps into the flag room, because the left side is open and has a catwalk to land on outside.
  2035. sandball - by DyerMaker. It's a small soccer-style arena. It may work properly only in MegaTF. In regular QWTF, there's no ball and players can be civilians only.
  2036. sandrena - by Pineapple. It looks like an upgraded version of sandball. It is bigger and looks nicer. Unfortunately it's still not clear how to play the game since there's no ball.
  2037. saq1 - by Scarecrow and synOs. It's a 1on1 DM arena. It combines the appearance of square1 with the layout of 1on1r.
  2038. scarabaeus - by Kevin. It's a conversion from TFC with interesting Egyptian textures. It's a small map but it's a button/laser map. Without the button, it could be played 2v2, but with the button it's a 3v3 map. Essentially there's just a yard and flag room that are connected by a front and side entry. The bases are mirrored rather than rotated, and so the blue team goes right to take the side path to the flag room, whereas the red team goes left. It's mostly flat and open for ease of movement.
  2039. scavcent - by RScavenger. It's a fairly large 1997 map. The bases are severely asymmetrical. They also have no real logic to them. They feel like randomly thrown together hallways to nowhere.
  2040. scorn - by Michael Reed. It's a metal-style single-player map from 1997. It's not meant for TF.
  2041. scout - by [REV6]Freebie. It's a Scout skills course. The 3rd trial is an awful troll attempt with a ramp and a small platform activated by a button that seemingly has to be shot with perfect timing, but there's actually a much easier way to get through it. Most of the time spent on this map is used recovering from concs. It's quite easy overall.
  2042. scout2 - by [REV6]Freebie. It's much like s2md. You can use teleporters to choose which Scout trial you want to go to.
  2043. scoutin - by [REV6]Freebie. It is the same map as scout.
  2044. scoutin2b1 - by [REV6]Freebie. As the name suggests, it's a beta version of scout2, similar to s2md.
  2045. scuba - by Jonan. The entire map is underwater, but you have a permanent biosuit. There are 2 basic forts but it feels like a large map because your speed is limited. It's a throwback to the old walk fortress and low gravity maps of 1997.
  2046. sd16v13 - by Maniac. The map is meant to be a combination of CTF and havoc-style computer damage scoring, but capping is broken (as is common for early maps). However the map arguably works better purely with the havoc scoring. The layout is fairly simple, with a barren base consisting only of a lift up to the flag/computer area. Enemies have to press a button to access the flag or computer area. There are 2 computers and each is worth 2 points each time it's damaged.
  2047. sduel - by GummyBear KAsMO. It's a typical sniper-war map. There's a single deck and nowhere to take cover. You can't cross into the middle part of the map.
  2048. sd_facility1 - by unknown. It's a small map using idbase style. It is incredibly cramped, like mw2/sacrifice. It also slows you to half speed when you take the flag. This combination makes it unplayable.
  2049. se2 - by Blip. Ah, this map again. It's the one with lava and a boarded-up entry. It is also known as ipgn, ozforces, oztfvote, and ozvote.
  2050. secure - by Bladez. It's an unorthodox map from this author. There are 4 buttons in the enemy base, and each is worth 5 points when pressed. After they've all been pressed, the flag cage opens. The cage always stays open, and the flag never returns if moved. Capping the flag is worth 80 points and ends the map. The map would be better with standard scoring of 10 points per cap. The map will be finished too quickly. However it can work well as a sudden death map if needed.
  2051. seige - by Jason Feffer and John Cook. Unrelated to ff-siege. This map (a misspelling of 'siege') was released in Oct 1996 as one of the earliest TF maps. It was originally designed as a DM level, but it was converted to TF by Cook. The supposed goal is for red to penetrate into the fort in the middle. But nothing happens in that case, so it's still just a DM level.
  2052. sentinel - by Drow. It's a fairly small idbase-type of level, but it feels a bit larger because it was designed to inhibit bunnyhopping. The reason is that it promotes greater class variety, particularly use of Engineers and Spies. Although the throwback style is intentional, it doesn't make it more enjoyable to play.
  2053. sentry - by >V< Someone and Sgt.Thundercok. It's an Engineers v. Medics map, but it's not the same as boxes1_4. The layout is a modified version of the flag area in well6 that has been made a bit friendlier to sentries. The flag is at the very top, and the cap point is in the water.
  2054. sentry2 - by Bladez. It's an engbat-type of map with both Spies and Engineers. Instead of a flag, there are 6 buttons to push. The 1st 5 buttons open the final self-destruct button. Like the map secure by this author, it's a one-and-done situation. Pressing the self-destruct ends the map with a win. Spies make building a sentry pointless, so the map concept is flawed.
  2055. september - by Kevin. It's a single control-point map. Each team takes the flag from their own base to the cap point in the church. A team gets 5 points for every 30 seconds that they control the church. The other team can gain control by capping the same spot in the church.
  2056. serpent_b6 - by Bvr. It's a straightforward 2forts-type of map. There are high and low entries to the base. The high route can take you to the elevator shaft to grab the flag from behind. The main route is a stairway down to the flag room.
  2057. seven_l - by Koochy and Kevin. It's a conversion from TFC. It's like a flat 2forts. You can hop through most of the map, aside from a minor stairway. The flag room is a small area behind a wall with an entry and exit on the sides. It's fine but has nothing memorable.
  2058. sewer1 - by eV.Someone. Like many >V< (or eV) maps, this one had a lot of hype upon its release in Aug 1998, and it immediately entered the map rotation in the Iron Glove League. The map is large and was played 10v10 back in the day. The most notable feature is the wall, which requires 3 detpacks to fully topple. The pipe behind it can also be detpacked to open another route to the flag. The other ways to the flag are through the front and the waterway, but the water often had a team's best defender and was very hard to get through. The map is low-scoring and takes time to move through. But it has long been considered a fine achievement of mapmaking skill.
  2059. sewer1l - by eV.Someone, [SS]Gunther, and [OP]RajunCajun. It's a league edition of sewer1. It has a forced 5-minute prematch.
  2060. sewer1p - by eV.Someone. It appears to be the original version of sewer1, which allowed a Demoman to set a detpack in the waterway, making it impossible for enemies to get through. This issue was fixed later by removing the detpack when Demomen entered the water.
  2061. sewer1small-compile - by eV.Someone and lordy. It's an unfinished version of sewer1small that has only the blue base.
  2062. sewer1small - by eV.Someone and lordy. It cuts down some of the excess space in sewer1, especially the outside area. The basement is also a bit smaller. But most of the features of the map remain. This version is clearly better for modern play than the original.
  2063. sewer1sta - by eV.Someone and Golden. It's an ent update to sewer1 for STA. It seems mostly the same as the original.
  2064. sfort - by Magma. Although it's an early map (Feb 1997) and clearly looks like it, the layout works nicely. It's somewhat of a smaller 2forts, with an entry and ramp room leading to 2 teleporters that take you to the flag room. However, a serious flaw is that Engineers can build a sentry behind the spot where enemies teleport in, giving them no real chance. (The Engineer class did not exist yet when this map was made.)
  2065. sfort1 - by >V< Someone. Unrelated to sfort, but both are called Small Forts. This map is very similar in concept to 1on1forts. The flag is elevated, but it's more toward the center of the room instead of the back, making it easy to RJ from underneath. 1on1forts remains the standard for 1v1 Soldier CTF.
  2066. sfort5_b - by Drow. This map is Stormfort rather than Small Forts. As usual from this author, there is great detail and technical quality to the map. It has many side rooms that are unnecessary, which can make the map confusing. Because of the size and layout, the gameplay is a bit slow.
  2067. sg1test - by Spam-Lite. This map is the same as p3x947. It's a Stargate SG-1 map.
  2068. sghunt1 - by Roger Soder and Machus. It's a different Stargate SG-1 map that uses hunted style. In fact it's essentially a ripoff of hunted, with a Stargate at the end of the path instead of the slow-rising pillar. The other 2 teams try to either kill or protect the human along the way.
  2069. sgodrun1 - by Spacegod. It's Tale of Abbot's Rune, a unique 3-map single-player series from 1998. While interesting, it isn't meant for TF.
  2070. sgodrun2 - by Spacegod. It's another map from Tale of Abbot's Rune. It isn't meant for TF.
  2071. sgodrune - by Spacegod. It's another map from Tale of Abbot's Rune. It isn't meant for TF.
  2072. shadow - by ArchAngel. It's an old 2fort4-style map. The path to the flag is linear and narrow, making it quite defensive. However there is a teleporter in the basement, making it somewhat similar to prodigy. There are some areas that seem to have no purpose. There are better options using the 2f4 style.
  2073. shadowb - by ArchAngel. This map is a slight alteration of shadow but is essentially the same. The txt files of the 2 maps don't match, indicating that there may be a different map out there somewhere with the same name.
  2074. shadows - by Harb!ngeR. It's a small map with an industrial theme. The flag area is a bit tight. You go in a loop from flag to flag. There's a ramp near the flag to slow you down some. Nothing stands out.
  2075. shamcty3 - by Gnarler. It seems like a MegaTF map with shamblers in a city, but there's no goal in regular QWTF. It's not good for DM either.
  2076. shank76 - by Nick Xeno. The design is simple yet excellent with plenty of opportunities for grenjumps. The lower area is flat while the upper area has a bit of variety. Although the map is medium-sized, it plays fast and fun. The flag is at the top of a pair of ramps in the back of the base.
  2077. shaolin1 - by MOB-RULES. It's a 1on1 DM arena. It's slightly larger than 1on1r but similar in style.
  2078. sharkctf - by unknown and Kevin. It's a conversion from TFC. The concept of this map is interesting. Most of the middle of the map is shallow water, but there are ramps allowing you high-speed movement via grenjumps. However, there are some map errors and the flags don't work, making it unplayable in its current state.
  2079. shbz1 - by Mr E. It's a very small map with similarities to desperat, but the flag is on the right side instead of the center. There's also a button in the middle of the map allowing either team to raise and lower a cage around the flag. The small flag room has a ramp on the left side and some boxes. The map is good for 2v2.
  2080. sherm_ctf2 - by Sherminator and Kevin. All of the sherm_ maps have been converted from Quake II. This map is extremely small and basic. It takes 3 seconds to hop from flag to flag in a circle. It's designed as a 1v1 CTF map.
  2081. sherm_ctf3 - by Sherminator and Kevin. This map is also fairly basic and flat, but it's significantly larger than sherm_ctf2. There's a lot of weaving through the middle before you get to the enemy flag, which is elevated above a small stairway.
  2082. sherm_ctf5 - by Sherminator and Kevin. This map has the look and feel of a marics_ map. It's a small and simple fort with a higher side entry that takes you to the flag and a lower front entry that requires a RJ or bounce up to the flag.
  2083. sherm_ctf7 - by Sherminator and Kevin. It has a bit more complexity than the other sherm_ maps. There are numerous bounce pads throughout the map. It is most advantageous to use the tallest pads, allowing any class to hop down on the flag. Otherwise players have to use the pads near the flag to get up to it, making them easy targets for the defense unless they RJ instead.
  2084. shinaztec_b1 - by unknown. It's a more recent map with an aztec theme. There's a small entry/cap point area splitting into the spiral and lift, which lead to the basement and flag. Thus it plays like a smaller 2fort5 or bam4.
  2085. shitpit - by MoG. The map is small, but the flag is difficult to access. The intended way is through a small lift that the enemy can block with a HWGuy or sentry. However the map redeems itself (perhaps unintentionally) thanks to the ability to do precise grenjumps to grab the flag from the main hall. Cap the flag in the fire in the center.
  2086. shn2 - by ]KwK[.dp. and [SD] Hunter. It's a large, complex, slow castle map that plays older than its actual age (Aug 2002). Don't take the endless spirals. Use the lifts to get to the flag.
  2087. shnb2 - by ]KwK[.dp. and [SD] Hunter. It's beta 2 of shn2. It seems mostly the same.
  2088. shoop - by Zang[KiN]. The release of this map in Jul 1999 profoundly changed TF forever. It is the fastest, high-scoring major map in QWTF. The primary feature of the map is the air chute (canonically called the shoop), which blasts players at 1800 speed into the enemy base. The base is quite small, and the flag is in an extremely vulnerable position, allowing it to be attacked from many different angles. Players also have numerous ways to get out with the flag. Teams would often try to allow the enemy to move the flag off the main spot and then hold it on the floor to slow down caps. Soldiers—especially with forward RJ scripts—dominated the map (as they did many maps), but Scout worked as well. Many legendary battles occurred on the map, particularly in Chaos 5v5.
  2089. shoopr - by Zang[KiN] and Up2NoGood. It's physically the same map as shoop, but some textures have been changed, the map is fullbright, and capping is worth 1 instead of the standard 10. These edits all make the map worse. Play shoop instead.
  2090. shoutr - by Spark and Junk. It's a 4-way DM map. There are ramps and air chutes. Everyone meets in the center and fights it out. It works best with a lot of people flying all over.
  2091. showdown2 - by TN.Xyrael and TN.Lancer. It's a 1on1 DM arena with an upper and lower level. It makes the fight a bit longer and more tactical. The upper area tilts downward toward the opening in the center.
  2092. sicksack_b4 - by [RS]Brasseye, [RS]Zarjazz, and ids. It's clearly based on rs_zz1 but uses alien textures. Of the many variants of the original, this map is closest to rs_zzr in terms of layout and spacing.
  2093. siege - by Omega and Kevin. It's another conversion of the original siege, and so the map is nearly the same as ff-siege.
  2094. siege3 - by Jason Feffer and John Cook. This map is almost the same as the misspelled seige. The difference is that scoring now partially works, since red scores 20 points for reaching the central fort. The ents still need more work to make the map interesting.
  2095. sigh_b1 - by zut. The flag is protected by a door opened by a button, and the door stays open for 1 minute. The central underground mine area can be a bit confusing. The flag room design could also be improved.
  2096. silowar2 - by [LPF]DragonYen. It's a large DM arena with many circles stacked on top of each other and connected by water. The idea is similar to pwnage but with more levels and space in the middle. It's better for team DM than 1on1.
  2097. silverm - by [IcE]crap. The idea is quite interesting. You have to climb a mountain to get to the enemy flag. It provides gameplay unlike typical TF. Defenders of course will go to the top and shoot down on the enemies. The layout makes concjumps very useful.
  2098. silvfort - by >V< DareDevil and >V< Vantage. This map was released in Jul 1998 with much hype as the supposed "next canalzon." The map had a website with a FAQ and demo to help explain it. It was played in IGL soon after release, and it became a highly controversial map. The first issue was that the map had an "ent 512 error" that would cause it to crash during matches (fixed in slvfort2). But the larger issue was that the map was very difficult to learn. However, others argued that they enjoyed the challenge and that it was one of the best team-oriented maps ever made. The general way that the map works is that you first have to grab the enemy flag, and then you take it to whichever of the 3 enemy points is open. However, the enemy team can press buttons in their base to change which point is open if it's in danger of being capped on.
  2099. simple - by [Ent]. The map is fairly simple, as the name suggests, with 2 ramps leading up to an open flag room. But the biggest issue with the map is that the outside area has 2 bridges with low ceilings that ruin hops. You can conc or RJ over them, but then you use up your grens or health. The ramps also have narrow entries that are troublesome.
  2100. simpsons - by Fathed. It's an interesting 3-way attack v. defense concept. Blue is defense and red takes the flag, but red consists of civilians only. The yellow team protects red, since yellow can't carry the flag themselves. However, the layout of the map makes it quite difficult for the civilians to ever reach their goal, similar to the flaw of hunted. Yellow also gets no team points when red caps. The idea has great potential but it isn't executed well here.
  2101. sinkorswim - by [mf]evil. It's a DM map in which the water level rises and lowers. Thus, sometimes you fight on ramps and platforms, and sometimes you fight underwater. It's a nice technical achievement.
  2102. sirvoteq - by [MQM]Claymore. This map is very similar to 20bvoteq1. I'm not sure it functions properly, and even if it does, it's a voting map.
  2103. skank9 - by MrBlack[SIMP]. Each team must take the key (flag) in their own base to the enemy security doors. There are 5 doors, and each is worth 10 points when opened. They stay open permanently. After that, the enemy reactor computer must be detpacked, and each detpack is worth 50 points. It can be detpacked repeatedly. (The map does not end after the first detpack.) The layout offers good enough movement for a somewhat large map. The concept is original and fun.
  2104. skeeball2 - by Aphasia. The map is designed like the classic arcade game skeeball. You play as a civilian, and air chutes launch you into holes worth various points depending on difficulty. There is very little skill involved.
  2105. skeeball3 - by Aphasia. It appears to be a more developed version of skeeball2. There is an arcade area where snipers go to shoot at the skeeballs while they're in the air—in theory, that is, because the civilians mysteriously die when they launch. It may work properly in MegaTF, for which it was intended.
  2106. skeeballz - by klown. This map looks like a prototype or concept design of what later became skeeball2/3. The civilians launch, but the holes are just placeholders.
  2107. skol - by Plasticity. This map is the same as 2skool1. There are smaller, better variations of the map (preskool and middleskool).
  2108. skpark - by Bladez. The design is like a skate park. The idea is nice, but the low entry to the base inhibits a lot of speed potential. Getting to the flag likely requires a rocketjump or concjump.
  2109. skybat - by Saboteur. It's a flat 1on1 DM arena in the sky. You can fall off the edge.
  2110. skydive - by unknown. It's a map in which you jump from a high point and fall. That's all that you can do on the map. The idea is similar to highdive and superf.
  2111. skydiver - by unknown. It's a revised version of skydive. Now there is lava at the bottom so you don't have to kill yourself. If you want to fall a lot, this map is an upgrade over the previous version.
  2112. skydomez - by Drow. It's a more recent map (2017) that looks majestic and has intriguing gameplay to go with it. This author tends to do well with smaller maps instead of massively detailed projects. Rocketjumping is a big advantage with the ability to go upward quickly. The flag is at the top of a long but somewhat open spiral.
  2113. skys48 - by Cattlebritches and SK-Imaginos. The map is CTF in an office building, with red's flag on the roof and blue's flag in the basement. It should be obvious that such asymmetry favors red. The middle area is a lot of meaningless office space. The concept is very flawed.
  2114. skywardf - by [SG]Llama2000. It's a Soldier skills course. It avoids using teleporters. It is a single continuous course with resupply packs along the way. It's not too extreme.
  2115. sk_fort2 - by John Cook, SK-Imaginos, and SK-realistik. It's a revised version of sk_forts. The original had a timelimit and fraglimit coded into the map, but now it's gone. Some textures are also different.
  2116. sk_forts - by John Cook, SK-Imaginos, and SK-realistik. This map was intended as an improved version of 2fort4. It is also known as 2fortsk. Some of the major changes are ladders in the ramp room, a lift up to the sniper deck, an improved spiral, and—most importantly—an alternate high route to the flag.
  2117. slab - by Catch22. You start in a very large sky area, and drop down to a water area with a flag on the center island. But only blue can grab the flag. It seems that it was meant to be a keepaway map. But it wouldn't be a good one even if it worked.
  2118. slam - by Jonan. It's Slamball. It's a small and fast basketball-like court in which you try to slam the ball in the opposing goal. You can't just touch the goal, because you'll get bounced out. You have to get height and slam it down inside the goal. Scoring is 5 points per slam. You play as real classes rather than civilians. It's one of the best TF sports maps.
  2119. slam1 - by KillJoy[FOLD]. It's a different variation of slamball. There's constant bouncing up and down, like the real-life slamball. That's bad, but even worse is the lack of a ball.
  2120. slavabiscuit - by unknown and Kevin. It is almost the same as lavabiscuit, but it is a mix of both slime and lava. It's a circular 1on1 DM arena.
  2121. slhouse - by Pa3bpath. It's a very small map, suitable for 2v2. Without a rocketjump, it is difficult to grab the elevated flag. Lighter classes can jump across a very tight spot, but it's difficult. There also is a lack of supplies on the map.
  2122. slickbd - by sLIck. It seems to be a very early stage of development of a map. You can join blue only. There is a resupply and then a large room with a partial wall. There is nothing to do.
  2123. slimebiscuit - by unknown and Kevin. It is another variation of lavabiscuit and slavabiscuit. As the name indicates, this one has slime instead of lava.
  2124. slottar1 - by Pa Barkis. The author is Swedish; slottar means castles. It's technically a 'button' map but you open the doorway to the flag by throwing a gren down a well. And it's not easy to do it, because the defense will put in quite a lot of effort to protect the well. The flag hall is very long and linear, making it easy to defend also. There are also no supplies. While some ideas are nice, it's another case of a 1997 map that is way too defensive.
  2125. slur - by Pennywise[FOLD]. It's a medium-sized CTF map. It uses idbase style, which makes it confusing to find your way around the bases. The flag room has a simple ramp up to the flag. The map doesn't stand out in any way.
  2126. slvfort2 - by >V< DareDevil and >V< Vantage. This revision of silvfort fixes the ent 512 error that crashed servers. It also makes the sewer area easier to defend and the inner battlements easier to infiltrate. The map remains one of the most polarizing and difficult in TF.
  2127. slyfox1 - by Roger Soder and [DoW]Wolfmann. It's a hunted-style map. The civilian president role belongs to Saddam Hussein, who must get to the bunker. He has guards who protect him from the assassins. There are some class restrictions on both the guards and assassins. Scoring is 50 points for blue and 10 for red if Hussein releases the gas from the bunker. Yellow gets 10 points if Hussein dies.
  2128. sm57_pulsar_se - by PuLSaR. It's The Lair of DOOMestic Animals, a small metal/runic single-player level. It isn't meant for TF.
  2129. smap21 - by Hafhead and Kevin. It's a conversion from Quake II LMCTF. The map is small but doesn't have the typical flat and rocketjump-friendly layout. Concjumps seems more effective. (The mod for which it was created uses grappling hooks almost constantly on the map.)
  2130. smap36 - by Respekt and Kevin. It's a conversion from Quake II LMCTF. This map is more of the flat and fast hopping style, with 2 ways in and out of the flag room. There are a few steps and slopes but generally you move around in a loop.
  2131. smap45 - by Sherminator and Kevin. It's a conversion from Quake II LMCTF. This map is also a basic flat loop with 2 ways in and out of the flag room. It's fast and flows well.
  2132. smap47 - by Sherminator and Kevin. It's a conversion from Quake II LMCTF. It has small bases and feels like a Maric map. There's a hole in the middle of the flag room. The flag is low, and there's a low and high entry. It's an excellent map for movement and works very well in TF.
  2133. smkyrj - by Smokey and Saboteur. It's a Soldier rocketjumping skills course. The 1st trial has a moving platform that is impossible to reach most of the time. You have to perfectly time a double RJ off the wall. Not fun.
  2134. snip2all - by I.H. Schots. It's a large outdoor sniper map. The team areas are separated by a canyon, but you can grenjump across.
  2135. snipe - by Network. This map is the same as sniprwar, the most well-known sniper map.
  2136. sniper - by unknown. It's a small sniper-war map, likely intended for 1v1. You can go to the center of the yard, but then an invisible wall stops you. It has an upper and lower sniper deck with a ladder in the center.
  2137. sniper2 - by Caviller[REL]. It's a large sniper-war map, with many battlements from which to snipe. There's a lake of lava in the center, but one can grenjump across with a bit of skill and cause chaos in the enemy fort.
  2138. snipermd - by Network and unknown editor. It's a poorly edited version of sniprwar. It opens up one side of the base so you can cross the yard to the enemy base.
  2139. snipes - by TRK-Xtreme. It's a standard sniper-war map with 3 decks. The sides look open but there are invisible walls making them useless.
  2140. snipfes1 - by Spark. It's a sniper-war map with a slight twist. There are also Soldiers and Pyros (on yellow and green respectively) who play in the center of the map and can kill the Snipers.
  2141. sniprwar - by Network. This map is the most well-known sniper war map. The layout is similar to the yard area of 2forts, where many sniper battles occurred. But it has been modified especially for snipers. Snipers have to stay in their own base, which has a high and low deck from which to snipe.
  2142. sniprz0n - by [KGB]_HERBivore. It's a sniper-war map with flags. Make the difficult journey to the top of the enemy base to get the flag. Then go through the pipe under the bridge in the center to cap it.
  2143. sniprzon - by [KGB]_HERBivore. It's a beta version of sniprz0n. They are pretty similar, but the preferred version is sniprz0n.
  2144. sniptowr - by Blurb. It's a sniper-war map with 4 pods of various heights from which Snipers shoot each other. There's also a hidden option to join team 3 as a civilian and run around in the center for Snipers to shoot at.
  2145. snowbowl - by unknown. It's a very small 4-team CTF map with a single flag in the center. The style is similar to accel and kom, but this map is much easier. You grab the flag and RJ up to your cap point. Then repeat over and over.
  2146. snowlake_b6 - by ids and Bvr. The map has a strong ice/frozen theme. (The author is Finnish.) The chilly water does instant damage, similar to slime, in addition to normal drowning damage. Gameplay is somewhat like genders2, with the flag room open on 2 sides and needing some kind of boost to get out the main route. It's meant for 3v3.
  2147. snowlake_b7 - by ids and Bvr. Compared to snowlake_b6, this map adds some HD retextures and fixes FPS issues.
  2148. snowlake_xmas - by ids and Bvr. It's a Christmas version of snowlake_b6. There are lights on the trees and presents underneath them.
  2149. snpthis1 - by [SR]GrandpaSmurf. It's a sniper-war map. There are 4 levels to the sniper deck. You can also go through a tunnel to the enemy base to snipe them from behind.
  2150. soar - by Jonan. This map is kind of like neenf by the same author, but it's not quite as wild. It's more linear grenjumping from one base to the other. The bases are fairly tall and there are lots of ramps, but ideally you will avoid most of the travel time and gren straight to the enemy flag.
  2151. soccer - by [VBA]MrBbad. It's a soccer map intended for MegaTF. It's meant to be simpler than sandball. On a regular QWTF server, there is only an empty field.
  2152. soccer13 - by unknown. It's another soccer map that doesn't have a ball, probably because it requires MegaTF. But the field looks pretty nice.
  2153. soccerb5 - by [IcE]Carbon83. Here's a soccer map that works. Yellow team has a civilian player with pent who acts as the ball. The blue and red players try to rocket blast him into the opposing teleporter for a goal. It's a solid TF sports map.
  2154. sod - by thetrooper. The original, unfinished version of sod functions as a 4-way DM arena. Players can get knocked off the platforms into the slime below and slowly die.
  2155. sod1 - by thetrooper. The revised version of sod has a single flag in the center that all 4 teams try to cap in the purple area underneath the top section. There is still slime at the botton that players will get knocked into frequently.
  2156. sofdm3 - by unknown. It's a regular multiplayer DM map in an urban environment. It isn't meant for TF.
  2157. softq - by [Hippy]Sheppard. The layout is ok, but the jumble of textures thrown together don't help since there are a good number of corridors. There's only a single flag hall, and the flag is in a half cage. The map could use a remake.
  2158. solarena - by Soul and John Cook. The map has 6 arenas to practice fighting in: the 2fort5 ramp room, the 2fort5 basement, the 2fort5 base entry (entranc1), the 2fort5 bridge, a large ramp room (rrbat1), and a hilly area resembling the outside of impact1.
  2159. solarena2 - by Soul and Mr.Havoc. It's 5 new arenas to practice fighting in: a town, an uneven area with lava, the outside of 4f4, a cave, and a watery area.
  2160. soldemo3 - by Mytos. It's a Soldier rocketjumping course. It consists of basic RJs and RJ+GJ combos.
  2161. soldfly - by DreaD. It's a difficult Soldier skills course. It requires precise gren1 timing and positioning.
  2162. soldier - by Povo-H4T. It's the same as povhop02. It's a Soldier hopping race.
  2163. soldier1 - by Spark. It's a highly flawed 1on1 Soldier DM map. You have to RJ out of the spawn area cage. The map is poorly lit. There are also possible Scouts on teams 3 and 4 that exist to annoy you. The arena layout is otherwise fine, with boxes and ramps.
  2164. soldier3 - by Soul and Schweppes. It is essentially the same map as rckthell. It's a Soldier skills course.
  2165. soldier4 - by Mytos. It is the same map as mtp2s. It is a skills course requiring 2 Soldiers.
  2166. soldrun - by DreaD. It's a very difficult Soldier hopping course. There are no rockets available. You have to have the exact right speed and placement to cross the gaps.
  2167. soldrwar - by PacMan. It's a large Soldier DM arena. The author threw together some random things. It shows obvious lack of mapmaking experience.
  2168. solidia - by Spark. It's a large but open map. The only major slow point is a large ramp when coming out of the base. There's a lot of hopping but plenty of space to move with speed. It looks a little like 8-1 (same author) but without lava. It would be good for 5v5.
  2169. soulrj1 - by Soul. It's supposedly a beginner Soldier course, but rocketjumps don't reach their intended height. It's harder than it's supposed to be.
  2170. soulrj2 - by Soul. It's an intermediate Soldier course, the sequel to soulrj1. Again, the author's sense of the standard rocketjump height is off.
  2171. soulrj2f - by Soul. It's the final version of soulrj2, made in 2018. The map is essentially the same.
  2172. soulsq1 - by Soul, Birdcrap[FOLD], and Pennywise[FOLD]. It's a variation of square1, one of the most well-known 1on1 DM maps. It has a single door and no button to shoot.
  2173. sp1 - by Spark, Birdcrap[FOLD], and Pennywise[FOLD]. By coincidence, a completely different variation of square1 appears next alphabetically after soulsq1. This one has modifications to the arena, adding shallow pits.
  2174. sp2 - by Spark. This map is a more original 1on1 DM arena. There's a stream running through the middle and a deep pit in the center.
  2175. spacetf - by Aphasia. This map certainly looks cool. It is likely influenced by the map Q3DM17: The Longest Yard (converted to Quake as q1dm17). Much of the map must be traversed via bounce pads, because it is set in space. However the difficulty in moving around may not be as fun to play as it is to look at. A lot of health is lost trying to get to the flag, which is in an awkward spot.
  2176. spacewar - by unknown. It's a space-themed DM map. It is possibly the most resource-draining map in existence. Gameplay is literally 1 frame per second. It is unplayable unless you have a supercomputer.
  2177. spamfest - by Cisek. The title says it all. It's a very small 4-way DM arena. Resupply packs give full gren2 reloads. So you can throw 4 MIRVs, touch the pack, and throw another 4 MIRVs. The more players, the better.
  2178. spamn1 - by Plasticity. It's another 4-way DM arena with spam packs. This arena is bigger than the one in spamfest, and the packs are a bit slow to give refills.
  2179. spaz2 - by Sgt.Thundercok. It is the predecessor to the more famous spaz4. It ends up being very similar after some classes were temporarily limited in spaz3. The main difference is that players have no gren1s in this version.
  2180. spaz4 - by Sgt.Thundercok. This map is by far the most popular 4-team TF map and TF sports map. There was even a website dedicated solely to the map, with a 2000-word gameplay tips page. The spazball begins in the center of the arena, and the goal is to score 5 times on each of the enemy teams by taking the spazball to the back of the hallway in their base. After giving up 5 scores, the team is eliminated and has to watch from the observation area. But a twist to the map is that additional defensive measures become active on defense after each score. 1 goal activates the manual recycle chute, 2 goals activates the manual laser pit, 3 goals activates the automatic saws, and 4 goals activates the fans of death. The technical quality of the map is superb, especially for one made in 1997.
  2181. speed - by unknown. The map is simply a large square in which you can hop forever at very high speed. It is quite spacious, so it isn't suitable for DM.
  2182. speed2 - by HellFace. Unrelated to speed. The map's unorthodox gameplay is inspired by baseball rules. After grabbing the enemy ball, you have to touch all 4 bases with it to get a home run and score 1 point for your team. It plays more like a regular map than a sports map.
  2183. speedq1 - by Drow. It's a small map meant for no more than 2v2. The visual style is similar to the author's other works. The Soldier's RJ ability gives it an advantage to get up to the flag quickly, but other classes can take the high route as well. It's also possible to quickly grenjump or concjump out and back to the cap point.
  2184. spiralgalaxies - by Aphasia. It's another space-themed map from this author. It looks very cool and is unlike typical play. Unfortunately, it is another map that only works properly in MegaTF, because the flags don't appear in regular TF.
  2185. spit - by Phon. It's a 2fort4/bam4 type of map, but it's seriously flawed because of the major chokepoint on the way to the flag hall. A piper can lock it down easily. The map is from early 1998, so the author should know better. The map is otherwise ok.
  2186. spit1f - by Phon. It's a mini version of spit, and it's a big improvement over the original. The chokepoint is gone, and the bases are much smaller. But it's still more of a tight, defensive map.
  2187. spit2 - by Phon and [CaQ]SpeciouS. This authorized update to spit specifically addresses the awful bottleneck problem in the original by adding a new secondary corridor to the flag in the ramp room. It makes the map more like 2fort5. But it is not much more than a typical 2fort5 clone with a slightly rearranged layout.
  2188. spit2fel - by Phon, [CaQ]SpeciouS, and Golden. It's an entity update to spit2 for STA league play. The map is otherwise the same.
  2189. spit2sta - by Phon, [CaQ]SpeciouS, and Golden. It appears to be the same map as spit2fel.
  2190. spitsnipe2 - by BigBallZMan. It's a typical sniper-war map, with 3 height levels to snipe from. You can walk onto the field in the center but there's an invisible barrier at the midpoint.
  2191. spomcsq - by SPoMC, Birdcrap[FOLD], and Pennywise[FOLD]. It's a clone of square1 that adds observation areas on the sides and top. Observers can interfere with the duel if they want to since there's no invisible barrier.
  2192. spring_b4 - by ids. It's a 3v3 map made in 2022. It has the familiar unusual texture style of this author. Fortunately the layout is not too confusing compared to the author's other works. It is forts-style with most routes either forming a loop or flowing toward the flag.
  2193. sprjfr - by Spark. It's another Soldier rocketjumping skills course. It starts with a double RJ off the wall.
  2194. spy_vs_spy - by Unnamed. As the name suggests, Spy is the only class allowed on the map. It's a bit unfortunate since the map has a pretty good layout as a smaller 2forts type of map. The flag is in the ramp room, and it's in a nice position to grab it with a rocket/grenjump. Of course, there will be no pipes on the flag to defend it. The flag returns instantly if dropped. The ents should be updated to allow all classes...
  2195. spyder - by Unnamed and Arc. I decided to update the spy_vs_spy ents myself. The original ents were even more of a total disaster than I had initially thought when I reviewed spy_vs_spy. Among the many changes: players are no longer limited to Spy only, players are no longer stripped of ammo at the enemy deck, flag carriers no longer move at half speed, the flag returns after 25 seconds instead of instantly, doors open instantly, sides are differentiated for comms, and many other technical and gameplay issues are fixed. It's now an excellent map for 2s or 3s with plenty of opportunities for tricks.
  2196. sq1 - by Birdcrap[FOLD], Pennywise[FOLD], and unknown editor. This map is an unauthorized edit to make square1 brighter. Nonetheless, many players ended up choosing sq1 over square1 for 1on1 DM.
  2197. sq1ctf - by [REV6]Freebie, [REV6]JZorn, Birdcrap[FOLD], and Pennywise[FOLD]. It's a modified version of square1 so that it's played CTF style. The flag is in the spawn area and the doors are gone. It works fine for 2v2.
  2198. sq1dt2 - by Birdcrap[FOLD] and Pennywise[FOLD]. It's the same map as dualsq1. It's 2 square1 arenas that can link together.
  2199. sq1sucks - by [mf]evil. There are 3 distinct 1on1 DM arenas to fight in. The 1st has lighting that changes constantly so areas vary between dark and light. The 2nd has platforms that go up and down so the arena is continuously shifting. The 3rd has a wall in the center that goes up and down, and there are also teleportation spots.
  2200. sq2 - by Birdcrap[FOLD], Pennywise[FOLD], and unknown editor. This map is an unauthorized edit to make square2 brighter.
  2201. sq3 - by Birdcrap[FOLD], Pennywise[FOLD], and unknown editor. This map is an unauthorized edit to make square3 brighter.
  2202. sq5 - by unknown, Birdcrap[FOLD], and Pennywise[FOLD]. The official square series by Birdcrap[FOLD] and Pennywise[FOLD] had only 4 maps. The author tried to capitalize on the popularity of the series with a similar map. It's essentially 4-team square1 with quad and pent.
  2203. sq6 - by unknown, Birdcrap[FOLD], and Pennywise[FOLD]. It's called square6 but the arena has 8 sides. It's designed very much like a combination of square1 and 1on1r, although it's unclear whether the similarity to 1on1r is intentional.
  2204. sqbot - by Shellder.O. It's a 1on1 DM arena on a square platform above lava. You can knock the enemy off the sides into the lava.
  2205. sqmaze3 - by CaptSpeed, Birdcrap[FOLD], and Pennywise[FOLD]. It's a modified version of square1 that adds many platforms outside to form a minor maze. But Soldiers can RJ on top of them.
  2206. square1 - by Birdcrap[FOLD] and Pennywise[FOLD]. This map was the most popular map for 1on1 DM battles until 1on1r came along. The map is simply a flat, medium-sized yard to fight in, yet it was surprisingly polarizing. Part of the reason is that the map was actually designed for team DM—up to 3on3—and so it is a bit large for 1on1. There is also a button that has to be shot to open the resupply doors, making the battles a bit slow-paced.
  2207. square2 - by Birdcrap[FOLD] and Pennywise[FOLD]. This lesser-known 2nd map in the square series is similar to square1 as a DM arena, but there are uneven hills to fight on rather than flat terrain.
  2208. square3 - by Birdcrap[FOLD] and Pennywise[FOLD]. The 3rd map in the square series is another DM arena, but the fight is on a bridge, resembling the famous 2fort5 bridge somewhat. A similar reproduction of the 2fort5 bridge is seen in solarena.
  2209. square4 - by Birdcrap[FOLD] and Pennywise[FOLD]. The final official map in the square series is another DM arena, and this one simulates a ramp room battle. Again there is an alternate reproduction of the 2fort5 ramp room in solarena.
  2210. srun1 - by Lurch Addams. It's a decent forts-type of map. It's highly symmetrical, offering multiple routes in and out at each critical section. There are 2 spirals and a lift to the flag, and you can grenjump out the lift. However the map is lacking original features and needs graphical refinement.
  2211. stack - by MrBlack and Ratchet. This map is bizarre. You can only join blue and play Engineer. But it's not an Engineer map. There are some steps to walk up, and there's a very tall structure that you can't do anything with. There is not even a pack with cells to build anything.
  2212. stag - by Leon, aVis, lordy, and DP. It's a recent demake of q3f_2stag2, giving it older Quake graphics. The map has been ported many times to many fortress games, and I still do not understand why. The distinguising feature of stag maps is the memorable ramp layout of the flag room.
  2213. stag2 - by Leon, aVis, lordy, and DP. This revision shortens the outside yard area of stag. The bases now face each other, 2forts style.
  2214. stag2r - by Leon, aVis, lordy, DP, and Kevin. It is a minor revision to stag2. It is not clear what changed.
  2215. stag3 - by Leon, aVis, lordy, and DP. The small lava grate in the main ramp room of stag2 is now a full-blown lava pool. Although there is no danger of falling in the lava, it is much harder to rocketjump off the ground in that area.
  2216. stag3r_b1 - by Leon, aVis, lordy, and DP. This revision from stag3 is significant because it adds a new side entry at the front door. It allows you to get up to the higher platform of the ramp room without a rocketjump, since the ramp room lava pool makes rocketjumping difficult.
  2217. stage_b2 - by Bvr. It visually resembles mountdoom by the same author. The layout also uses the same formula of a left and right path converging at the flag room. But this map is mostly flat aside from a few steps on the way to the flag stand. The flag is on a high pillar.
  2218. stargat2 - by [DD]MikroMike and John Cook. Compared to the original stargate map, there are some clear visual changes, especially in the front area of the base. But the gameplay remains the same. It is a 2forts clone and you have to go through the Stargate on every life.
  2219. stargate - by [DD]MikroMike and John Cook. It's based on the film Stargate (and possibly SG-1), but it's not the same as p3x947. The layout is very similar to 2forts, with a grate, ramp room, and basement. Unfortunately the map forces you to go through the Stargate every time you die, and so it takes 10 seconds just to get to your resupply room. You also must go all the way back to your Stargate to cap the flag.
  2220. station2 - by Rateye [LoL]. It's a space-themed map. You first have to hit the button in the control room to expose the flag, but it stays open for 4 minutes. In theory, that is—the control room button doesn't seem to actually work. Even if it did, it's a gigantic 32-player map and you have to go up a long way to reach the flag.
  2221. stations - by Eradicator. It's coincidentally a large space-base map like station2, even though they are unrelated maps by different authors. And this one is similiarly unplayable because it is a giant maze in which you can't tell where you are. Just finding the other base is a chore.
  2222. sta_m2f5 - by John Cook and [SR]DarKStaR. It's 2fort5 with some MegaTF ent edits for play in STA. Gameplay appears to be mostly the same as the original in regular QWTF.
  2223. steady - by unknown. It's a 1on1 DM map on a high platform. Presumably the goal is to knock the other player off. There is slime at the very bottom, but they can make their way back up to the top with lifts and ramps. There's also a mid-level fighting platform.
  2224. steal4 - by Rev.Hippie. It's a small 4-team keepaway map with 1 point for every 20 seconds the flag is held. There are not many places to hide other than the narrow corridors of the small base area. With a lot of players, it could get intense.
  2225. steal4d - by Rev.Hippie. Revision D of steal4 significantly expands the base area to make it easier to defend. It makes sense for the base to be defendable to some extent, considering that the other 3 teams are all invading it.
  2226. stech1 - by SloW Man. It's a standard 2fort5/2tech4-type of map, but it's a pretty good one. There's a ramp room, spiral, and lift, as you would expect. But the layout is a bit different, and everything flows nicely. It's almost like a '2techse' because of the improved movement.
  2227. steelworks_b1 - by Bvr. This map is a renamed sequel to krieg_b1. It adds a second entrance, fixing an obvious weakness in the previous version. The map otherwise plays similarly, with a coil down to the flag.
  2228. stooge1 - by MOB-RULES. The darkness of the basement on this map is a serious flaw. There is no lighting in the hall to the flag or the lift. The map is also visually unimpressive. But after you understand the layout, it isn't quite as bad as it initially seems. Go through the main ramp room or the water to get to the basement.
  2229. store - by Venom. The map is a store with 2 levels. The lower level has groceries, and the upper level has books. It appears to be a team DM map.
  2230. storm1 - by John Cook. It is one of the very early TF maps made by Cook in Oct 1996. It is an attack/defend map in which the red team has to storm the castle and push 6 buttons to access the inner gate. Blue tries to hold them off for 10 minutes. The concept is good, but the map is small enough that blue is unlikely to last more than 1 or 2 minutes. But the map shows that the early period of TF was full of unlimited potential.
  2231. storm7 - by John Cook and Robin Walker. This revision of storm1 by the creators of TF came much later (Dec 1997). The map now has 2 bases, with both teams trying to invade each other. There is a somewhat lengthy central yard (at least in the walk-fortress days). The first team to press the 6 buttons and get through the inner gate wins. It serves as a good tiebreaker map, but it would be more enjoyable to reset and keep playing. Teams should get 10 team points for each successful invasion. But the idea of the map is excellent.
  2232. storm8b2 - by John Cook and Robin Walker. It is a graphical remake of storm7, but the gameplay is almost exactly the same. The map still ends after penetrating the inner gate.
  2233. storm8b3 - by John Cook and Robin Walker. This map is even more similar to storm7 because it restores the scoring of 2 points per button. It would matter if both teams could somehow hold the castle until the timelimit, but the timelimit would have to be no more than 5 minutes. The map still ends with a win by walking through the inner gate.
  2234. street1 - by Ben Alpers. The most notable aspect of this map is that there are 4 choices of rewards when capping. You can activate the vehicle, get scuba gear, close the waterway, and activate the security system. After getting the 4 rewards via 4 caps, the remaining caps are normal. The map was played in the walk-fortress days of 1997, and it was very hard to cap because of the open central area (Snipers), narrow corridors, and a single long flag hall that always had a sentry waiting at the end. Today, capping might be possible.
  2235. street1r - by Ben Alpers and [aXe]Daolin. It's an entity update to street1. I'm not sure exactly what the ent change accomplished.
  2236. streetchase - by Soul. You're either a killer (Sniper) or a runner. Runners try to cross a street with moving vehicles while avoiding the Sniper shots. It's a fine meme map to play around on.
  2237. strong2 - by [EHA]MatrixGold. It's a castle map. The general layout is ok, but it suffers from a very tight chokepoint on the way to the flag. You can detpack the back of the castle, but it takes you right to the chokepoint. The map could be fixed with wider access and an alternate route. In its current state it plays too old-fashioned, but it has good things going for it.
  2238. stroop10 - by Capyvara[CCC]. It's somewhat like estudio12 from the same author, because you grab the goal item in the enemy base and cap it in another part of the enemy base. The problem with the map is that passages are very tight, especially the 2 entry points. Defenders can physically block the other team, forcing a fight, and then respawn nearby after dying.
  2239. stroop11 - by Capyvara[CCC]. The map has an additional central yard section to separate the bases more than in stroop10. It still has the same problem with cramped corridors.
  2240. stuff - by PhooeyBane. It looks like an early unfinished version of pbj2 by this author. The outside area is visually broken, and capping crashes the map because of an ent error.
  2241. subterrania - by Fusion and KillJoy. This map was made in late 2002 with the small North American QWTF community of the time in mind, and it was tested out almost immediately in Chaos League 5v5. It is an attack v. defend style map. It's the right size for 5 attackers, but the similar-looking hallways are a bit confusing. There are 3 entries to the flag room, and movement is meant largely for fast-moving Soldiers. However the lasting legacy of the map is an unintended error allowing players to fall under the far-right portion of the grass outside. While trying to learn the map one night, members of the community became enchanted with exploring this dark underworld area to see if there was a way out at the end. It was a great adventure that helped the players involved further their bond.
  2242. subway - by [REV6]Freebie. It's a 1on1 DM map set in a subway station. Considering the date of the map's release (Aug 1999), there is a strong chance that it was inspired by the subway fight scene in The Matrix. (Note: There is also a map called subway by >V< Someone but it may not have been released publicly.)
  2243. succer - by An Elf And His Zippo. It is another soccer map in which the ball doesn't load, similar to sandball, soccer, and soccer13.
  2244. sunkenhopes - by Aphasia. It's a medium-sized map with a high and low route to the flag. The high route is full of annoying stairs, but the low route is smooth and even provides a curved ramp directly to the flag on both sides, making it appear to be the clearly superior choice. But there are also quads on the high part of the map.
  2245. sunnyramps - by Peketrack and twincannon. It's an interesting open map with a bit of an r123 feel. (Both maps were ported from Fortress Forever.) The center area is a zigzagging ramp linking the base areas, and there's water underneath to catch players who fall off. The flag is totally open on a slightly raised platform. It's fast and fun for 4s or 5s.
  2246. superf - by >V< Someone. It's similar to highdive and skydiver with the concept of falling a long way. There are 4 teams that are all civilians. The center spot at the bottom allows you to survive the fall. The map was played on the >V< public server with a lot of players, allowing for some silly fun.
  2247. superrj - by Spark. It's another Soldier skills course from this author. The 1st pack gives blast armor, making it difficult-to-impossible to do the rocketjumps.
  2248. superrj2r - by Spark. This Soldier skills course starts out easy with a bunnyhop and then progresses into more difficult rocketjumps and grenjumps.
  2249. superwar - by Oddjob and BigBallZMaN. It's a sniper-war map. It's an edit of superwarf2, creating a thin river of lava in the center that you can cross rather than a fully blocked center. The map is fullbright so Snipers can't hide in shadows.
  2250. superwardf2 - by OddJob. It's a dark version of superwarf2. Instead of a fullbright map, it is very dark so Snipers are hard to see. You cannot cross the center in this map.
  2251. superwarf2 - by OddJob. It is physically the same map as superwardf2, but the lighting is fullbright so Snipers can't hide.
  2252. suprwar2 - by Spark and OddJob. It's a sniper-war map that is essentially a revision of superwarf2. The center has slime instead of lava and is crossable. The base now has lifts on both sides taking players to the different deck heights.
  2253. surviv1 - by Spark. It's a small map with 4 teams and a single flag in the center, similar to the concept of accel. Everyone tries to take the flag back to the cap point in their resupply area. A serious oversight with the map is that all the bases are interconnected and look the same, so you can easily forget which base is yours. Caps are worth 3 points.
  2254. survival3 - by [Ent]. The style is very similar to other small maps by this author such as alchemy and null. It's almost a hybrid of those maps, in fact. There's a single stairway to climb to the flag, but it's very defendable.
  2255. svalley - by Greymon. This map is version 1.5 of the svalley series, originally named gtf4. It's essentially the same as gtf4 and remains far from the final product (svalley4).
  2256. svalley2 - by Greymon. Fortunately, the blast armor from svalley is gone, allowing normal rocketjumps. It otherwise appears to be mostly the same map.
  2257. svalley3 - by Greymon. This version improves the textures and lighting of svalley2. More importantly, it introduces a new gameplay feature in which setting a detpack at the enemy cap point is worth 3 team points. Thus the enemy must defend both their flag and their cap point, although the route to the flag is through the cap point area anyway.
  2258. svalley4 - by Greymon. This final revision of the svalley series is the one that caught on for play in leagues. The biggest change from svalley3 is that the flag room has moved to the ramp area and is easier to access. The scoring is also more complex, with 2 points for an initial flag touch (at pedestal), 8 points for a cap, 3 points for detting the cap point (can be done repeatedly), and 4 points for detting the grate (can be done only once).
  2259. svalley4sta - by Greymon and Golden. It's an ent update to svalley4 for play in STA. The map is otherwise the same.
  2260. svs - by unknown. It's a 1on1 DM arena for Spies. And they are stripped of ammo, so they can only attack each other with the knife. Presumably the name svs stands for spy vs spy, which should not be confused with the map spy_vs_spy.
  2261. swamp - by >V< Null. This map is one of the rare maps—alongside canalzon and well6—that had a league entirely dedicated to playing it. The SwampThing league, played in 1998, was hosted by clan >X<, but of course >V< participated in it. It's inaccurate to say they dominated because it's a notoriously low-scoring map, but they were the toughest clan on it, as expected. The only way to the flag is through the spiral, and players were lucky if they even got that far. Matches between clans in the same tier typically had no more than 2 caps per team.
  2262. swamp3 - by >V< Null. It has the same general layout as swamp, but there are some tweaks that perhaps make it a little easier on the offense. The most noticeable change is the wider spiral. The team scoring problem has also been fixed.
  2263. swamp4b - by >V< Null and PlagueBearer[GP]. It's a remake of swamp3 with sewer-themed textures. The layout is mostly the same, but there are changes to the spacing and heights of areas. Additionally, players cannot walk off the sniper deck anymore. I don't think the map improves previous gameplay.
  2264. swampog - by >V< Null. It is the same as the original swamp, but it fixes the team scoring issue when capping.
  2265. swampthing - by Aphasia. Unrelated to the swamp maps. It's a spacious swamp-themed map made for Halloween in 2018. The objective is to steal the enemy Necronomicon and return it to your altar. Unfortunately, it appears to be another map intended for MegaTF that does not work properly in regular QWTF.
  2266. swap2v - by [CaQ]BigDog and [CaQ]Aberrant. This map is interesting on a technical level. It's meant for 2v2 in attack v. defend style, but the teams alternate roles back and forth. The attacking team gets 5 points for taking the flag to the cap point, or the defending team gets 1 point if the flag carrier dies. Then the attackers become the defenders. The layout is small and fairly simple. It's a good concept. The map has a 3-minute forced prematch, unfortunately.
  2267. swiftvote - by Blip. Once again, it is the small map with lava and a boarded-up entry. It is also known as ipgn, ozforces, oztfvote, ozvote, and se2.
  2268. swim1 - by Spark. There is no clear point to this map other than having a swimming pool. There are some exploding boxes as well.
  2269. swim3 - by unknown. It does not appear to be related to swim1. It's a legit map with a swimming pool theme like the *skool maps. Although there appears to be an entry chokepoint, you can go over the top of the building. The flag is on the diving board. It is ideal for 2v2.
  2270. swmpbase - by >V< Null. It is not the same as swamp by the same author. It's a huge confusing map like concept.bsp. There's one flag that you have to find, and then you have to find the cap point as well. Perhaps people willing to spend time learning the whole map will enjoy it.
  2271. sylexbeta1 - by unknown. The map was made in 2020. It has unfinished textures, but it's ok small and simple layout. The design is somewhat of an equilateral cross with arms bent at right angles. There are small steps throughout the map that are a little annoying. It needs some work but could become worthwhile.
  2272. sync - by Spark. The author of this map also made midair, and they have similar 'sky' themes (but both are missing the blue flag, making them playable as attack v. defense only). But it is intriguing, with players hopping along thin railings on the sides to the flag. However there is also a safety bridge below with a lift that goes up near the flag.
  2273. sync2 - by Spark and Doc. The original map sync has been modified for MegaTF play with monsters, and there are no longer any flags.
  2274. sync2a - by Spark and Plasticity. It's a proper remake of sync, although there is still no blue flag. But it removes the lifts up to the top, making the lower route much less useful. It's also more difficult to cross the high side rails. It's an improvement over sync.
  2275. t3farena - by Spark. t3f stands for Tiny Team TF, likely meaning 2s or 3s. The map looks like a 1on1 DM arena, but it isn't. The style is similar to coliseum and roman with a gladiator theme. You must take the meat from the enemy's kitchen and return it to your table.
  2276. t3fdocks - by Gorebag. This map has a trucking theme, and the goal is to steal the enemy's gas card to run up their bill. Movement is limited by ramps, forcing you to power through rather than rely on trickery.
  2277. t3fpark - by Kruruk. The theme of this one is a parking garage. There are 3 levels, and the flag is on the 2nd level. Despite having ramps, movement is restricted by low ceilings.
  2278. t3fwzone - by Kruruk. This map is a major expansion of t3fpark. It adds a large urban central area between the parking garages. The original map was already a bit slow, and now it takes significantly longer to get to the enemy flag.
  2279. tallmap1 - by unknown. It's a strong candidate for worst TF map ever made, although I'm not sure cobra2 can be beaten. It is an extremely tall map, with one flag at the top and the other at the bottom. Both teams get up to the top by walking around an unbelievably long spiral. Maybe someone will respect the grind, but most people would consider it very boring.
  2280. tater - by Endiku. This map is the original and best keepaway-style map. Scoring is 3 points for every 30 seconds that the flag is held. The brilliancy of this map is that you do not simply chase the flag carrier around. Instead, the teams have small areas in their bases where they can set up defense, but they are never fully entrenched. Team tactics play a huge role in addition to fighting skill. Teams can choose to defend in their larger base or the smaller cave area, and both have strengths and weaknesses. A strong team can hold the flag indefinitely, but evenly matched teams can see the flag go back and forth between bases. It is a perfectly designed TF map that doesn't use standard capture-the-flag style.
  2281. tater- - by Endiku. There is some small difference between this version of tater and the other version, but I don't know what it is. The files are different sizes.
  2282. tater2 - by Endiku. The sequel to tater is not as fantastic as the original, but it's still a very good keepaway map. The larger base area of the original has been split into 2 separate areas. There are also some minor changes to the cave area.
  2283. tblm4 - by Juggernaut and Kevin. It's Gothic Enigma, a conversion from Quake III Arena. It's a simple flat and open map with high and low corridors leading to the flag.
  2284. tclmap1 - by Spark. It's a 1on1 DM arena. This map looks the same as sp1 but is slightly modified for Two Champions Left (TCL), presumably a 1on1 league. The style resembles square2's format and uneven terrain, although this map is much flatter.
  2285. tclmap2 - by Spark. This map is very similar to sp2 by the same author, but the central pit and stream are a bit different. The map was evidently used in Two Champions Left (TCL).
  2286. tclmap3 - by Spark. This map is the same as sp2. It has been slightly modified for Two Champions Left (TCL).
  2287. tdeath1 - by Firestorm[MH]. It has the memorable image of a shambler in stream of red water. It's hard to imagine that the map was intended for 10v10 originally since today it would probably be played with 3s. The side areas of the map have no use, however there are teleporters in the back of the base directly to the flag below. The flag is capped in the center and then you are sacrificed.
  2288. tdeath1r - by Firestorm.42. The only change from tdeath1 is that everyone on the team gets 10 frags for a cap instead of only the capper. The team score worked in the original.
  2289. tdeath2 - by [aXe]Firestorm. The main difference from tdeath1 is that the central area is bigger so that offenses can avoid each other. You are no longer sacrificed after capping the flag. There are some other minor changes around the map, but the primary area around the shambler remains the same. This version of the tdeath series is the best, and I give it barely a good grade because of the ability to conc in fast to the flag.
  2290. tdeath21 - by [aXe]Firestorm. This revision of tdeath2 puts a wall at the shambler spot specifically to prevent flying in fast to the flag. It's a serious step backward in the development of the map.
  2291. tdome - by Freebie[MH]. It's a 1on1 DM arena. It's pretty basic, with a few higher platforms on the sides. It's more notable for being the first map from this author.
  2292. tec - by Drow. This map is intended for MegaTF, but it works fine in regular QWTF. The real problem with it is that there are many similar looking corridors. The map is mostly a long hop through a maze until you find the flag. However the textures look nice. The map may also be called tecbases.
  2293. techbase_b2 - by Bvr. This map is 'based on' goblet_b6 by the same author. It is very similar, but one clear difference is a new secret side passage. The gameplay is mostly the same, ideal for 2v2 since the map is quite small.
  2294. techedb - by unknown. It's a tech-style 2fort5-type of map, although the layout is not exactly the same. Movement is fast throughout, like 2fortse. It's a bit smaller than the traditional 2forts, and there are high and low paths in the center that converge back at the flag room. It is ideal for 3s.
  2295. techfort - by The Shadowmaster[CK]. It combines classic base elements from maps like 2forts, 2tech4, and mbasesr. The flag room has a main entry and a secret high entry. The map's quality is good enough that it feels like it could have been part of the standard map rotation in a league.
  2296. techgen - by Harb!ngeR. The author laughably calls it a "graphical feast" despite the fact that the entire map is a dreary grey maze. It's unnecessarily large with a canal area in the center. Player hop around hoping that they eventually find the flag.
  2297. techshoop - by haze. The techshoop series is a continuation of the minishoop maps. They are all a tech remake of shoop. Evidently this version is intended as final, but it seems as unfinished as the early betas. The layout resembles the framework of shoop but is very open and lacks normal textures. The map is not close to being as good as shoop.
  2298. techshoopb04 - by Zang[KiN] and haze. It's beta 4 of techshoop. There are slight changes in the flag room compared to the final version.
  2299. techshoopb05 - by Zang[KiN] and haze. It's beta 5 of techshoop. This version has walls around the outside.
  2300. techshoopb06 - by Zang[KiN] and haze. It's beta 6 of techshoop. It's similar to beta 5.
  2301. techshoopb07 - by Zang[KiN] and haze. It's beta 7 of techshoop. The wall around the outside is gone again.
  2302. techshoopb09 - by Zang[KiN] and haze. It's beta 9 of techshoop. It's similar to the final version, with slight changes at the flag room.
  2303. techvsf - by >V< Someone. Tech vs. Fort. One team's base is 2tech4, and the other team's base is 2fort5. While one's initial thought may be that it's a lazy and unfair idea, the map has legitimate value for balancing matches between teams that are unequal in skill. 2tech4 is the more easily defended base.
  2304. techwar1 - by Venom. The map has an older feel to it (the main door has to be shot open), but it's small and not too cramped. There is a well6-like central structure that slows the map down a bit, and the central bridge is annoying because it teleports you. The map is in need of a modern remake.
  2305. techway - by Lord Bishop. This map is fairly small. The base entry is a major flaw, because it's the only way in and it's a tight and slow stairway. The defense can put a Soldier at the entry and pipes on the steps behind him. The flag area is not exactly open either. Without the awful chokepoints, it could be a decent map.
  2306. techwayi - by Lord Bishop. It seems the same as techway. The chokepoints remain.
  2307. techwell - by Sgt.Thundercok and MrBlack. It's a tech remake of well6. It is somewhat smaller than the original but not a mini version. You can't go over the central barrier because the wall goes all the way to the ceiling. Concing in the flag room is actually harder now because the platforms up above are in the way. The lifts have also been moved forward. There are many variations of well6, and this one is just ok.
  2308. techwlgl - by Sgt.Thundercok and MrBlack. The map appears to be the same as techwell. The name change seems based on the differing well6 and wellgl1, which are not quite the same.
  2309. techzone - by unknown. The map is large and confusing, with some unnecessary areas. There is a massive ramp room. The flag is somewhere in the lower area. It has the feel of an old 32-player pub map.
  2310. tech_beta - by Drow. It's Blood Technocracy, a keepaway map. Scoring is 1 point every 20 seconds. The map is fairly large but perhaps not as large as gods and osiris. Nonetheless, much of the time will be spent trying to find where the flag carrier is hiding rather than fighting to take back the flag. The intro menu says to touch the numbered pads to score, but they do nothing. The teleporters also do nothing.
  2311. tech_ka - by Drow. It is the final version of tech_beta, but there doesn't seem to be much different.
  2312. tekmap - by Drow. This map looks very nice, similar to disorder and jump2. It has open windows and spaces for easy gren/concjumps. It's fun for offense and hard to defend.
  2313. tekmap2 - by Drow. This sequel to tekmap is even more offense friendly. There are additional boosters allowing you to fly around the map while barely touching the ground. Caps can happen very quickly.
  2314. tele - by Lurker2[H]. It's a DM arena resembling 1on1r, but almost any movement you make teleports you somewhere else in the room. Maybe there's something to the idea, but it's not executed well.
  2315. tempest - by Drow. It's a 1on1 DM arena. It was made to test the rain effect in MegaTF, but it works fine in regular QWTF. The arena has stacked crates in the center area.
  2316. templar - by jarek and Kevin. It's a conversion from TFC. It's pretty featureless, with a lot of hopping through mostly flat areas.
  2317. temple - by Bardic and BrewMan. It's a 2forts-style map with temples. It's pretty linear and the ramp room is a chokepoint. You take 1 of the 2 spirals up to the flag hall. The flag is surrounded by lava. There's also a quad in the center. It has too many outdated ideas.
  2318. tent - by Zaka. The map looks like bam4 but with a lot of ramps. An interesting feature is that the flag is in a partial cage, but you can shoot a button to lower the bars before you grab it for an easy escape out the ramp room. There are side lifts to help get up to the flag, but you have to go back to shoot the button if you use them.
  2319. tent2 - by Zaka. Aside from using a different flag, it appears to be the same as tent.
  2320. teritory - by Chunka. My 1st thoughts were "this map seems familiar" and "it looks a bit like 2night2." Then I realized it's the same map as cteritry, which I compared to 2night2. I believe teritory is the correct name.
  2321. terra1 - by czg. It's Schumann Resonance, a single-player map from the Terra episode. It isn't meant for TF.
  2322. terra2 - by czg. It's Dead On Arrival, a single-player map from the Terra episode. It isn't meant for TF.
  2323. terra3 - by czg. It's Shotgun Experiment 1, a single-player map from the Terra episode. It isn't meant for TF.
  2324. terra4 - by czg. It's 3/4 Latent Quarter, a single-player map from the Terra episode. It isn't meant for TF.
  2325. test - by unknown. A map named 'test' does not inspire much hope. But this one is actually a working, large forts-style map. It's actually too big, with multiple sections and a cap point deep within your own base.
  2326. test02-1 - by Microlitre and Kevin. This map appears to be the same as noheros1r, which is the best version of the large noheros maps (in contrast to mininoheros).
  2327. test18 - by Spam-Lite. This map appears to be the test for the Stargate concept used in p3x947. The teleportation rings and Stargate work, but the bases haven't been built.
  2328. testjmp5 - by Gnarler. It appears to be a beta version of jumptst4. It's a co-op Soldier course.
  2329. testjmp6 - by Gnarler. It's another beta of jumptst4.
  2330. testspam - by unknown. It's an incomplete map called Spam Forts. There's only a bridge area of the blue base done.
  2331. texturetest - by unknown. Yeah, it is a texture test. There's a single small room with an original texture. Someone wanted to see how it looks in-game.
  2332. tf2day_b2 - by Inphidel and zut. All of the 'tf2' maps are variants of tf2k. This version, made in 2023, makes a few minor but useful revisions to the original, such as improving the water access and differentiating the sides for comms.
  2333. tf2g - by Inphidel and zut. It appears to be a renamed version of tf2gay to avoid offending some people.
  2334. tf2gay - by Inphidel and zut. It's a very small version of tf2k, basically cut down to only the flag tower structures. The stairs are replaced by ramps, and the flag grate is now an open window. It's meant for no more than 2v2.
  2335. tf2k - by Inphidel. This map arrived in late 1999 as a more modern version of well6, which had been around for almost 3 years. The map is clearly inspired by the flag room layout of well6, but it's different enough to be considered an original creation. Instead of the slow lifts, there are steps up to the flag. There are secret water passages on sides, also similar to well6. But the map is considered among the classics for updating well6 for a game that was becoming smaller and faster.
  2336. tf2kfel - by Inphidel and SKS. It's a minor ent edit of tf2k for STA. It's essentially the same.
  2337. tf2kr - by Inphidel and klown. This revision of tf2k adds green and purple lines on the walls at the flag area to make comms easier. It's a useful change to differentiate sides.
  2338. tf2ksta - by Inphidel. It's another official version of tf2k used in STA, but it isn't the same as tf2kfel.
  2339. tf2kv2 - by Inphidel and Render. It's a remake of tf2k with minor changes, such as faster doors and colored water. It might play slightly better.
  2340. tf2k_32a - by Inphidel. It's a 32-player version of tf2k. The forts are now connected by a U-turn instead of facing each other. There is also an extra ramp room added to the base to make it bigger. This map simply isn't needed and goes against the principles of what made tf2k successful.
  2341. tf3 - by >V< Null. It's clearly inspired by DM3: The Abandoned Base. It's meant to be a TF DM map. There are no flags, just a base-style map to fight on.
  2342. tfa - by TailWind. It's a 4-way DM arena. It's not totally flat; there is a central platform and some pillars.
  2343. tfarena - by Glorfindel. It's a different TF Arena than tfa. Players have to travel much too far to reach the DM arena, which is just a flat yard. It is one of the weakest 1on1 DM maps.
  2344. tfbattl - by Spark. It's a team-based battle arena. Evidently you wait your turn to engage in 1on1 DM and score points for your team. The idea is interesting.
  2345. tfcity - by Destroction. This map is like a primitive version of r123. It's flat and open, giving you the chance to gren jump for exceptional speed to the flag. But there are also gaps throughout the map that cause you to fall to your death if you mistime a hop.
  2346. tfc-demolish_b1 - by NeonLight and Tulkas. It's a conversion from TFC. The map is basically a mirror image of ff-destroy3. On the right side is the button to deactivate the lasers. On the left side is the spiral. They meet at the flag room. The center is a bit congested for movement.
  2347. tfc-demolish_b2 - by NeonLight and Tulkas. This revision moves the tunnels in the center of tfc-demolish_b1 so that it is more open for better movement. It's a definite improvement.
  2348. tfc_2fort - by John Cook and Trickle. It's the TFC version of 2fort5. The play is similar enough to the original 2fort5 that I will give them the same grade. 2fortse and ff-2fort are other popular variants.
  2349. tfc_orange - by c-ton, Cybermax, and Kevin. It's a conversion from TFC. The map is very orange. It doesn't bother with textures. It's all about the layout, which favors speed. It's a bit too small and simple. Just run back and forth at the flag.
  2350. tfc_orange_bridge_v2 - by Terrorkarotte, Cybermax, and Kevin. It's a conversion from TFC. At first it looks very simple, with 2 flags separated by only a bridge. But there are tactical ideas based around the ability to wrap around behind the flag and take the side routes. It is very hard to stop someone from grabbing the flag. It's more of a race to see who can cap faster with better execution.
  2351. tfc_orange_snow - by Punkki, Cybermax, and Kevin. It's a conversion from TFC. It's another small orange map. This one forces you to come through the flag from the side. It's a bit of a gimmick but it gets you thinking.
  2352. tfc_well_b1 - by Sgt.Thundercok, Valve, and Trickle. It's a conversion from TFC. It's a direct remake of well6. It's mostly the same, but the top part of the flag room is worse. There are many variants of well6, and this one is just ok.
  2353. tfd1 - by Pa3bpath. It's a 1on1 DM arena with lava. However you will never actually see the arena because you get stuck in a wind tunnel in the respawn.
  2354. tfd2 - by Pa3bpath. This 1on1 DM arena works properly. It's a simple flat arena like 1on1r.
  2355. tfe1m1_b4 - by John Romero and Paincreator. This map is based on Doom's E1M1 (Hangar), not Quake's E1M1 (The Slipgate Complex). It is nicely executed for what it is: a nostalgic map for fans of both Doom and TF. But its faithfulness to Hangar makes it rather simple and linear.
  2356. tfexper4 - by Crazy Ivan. It's surprising that the map was made in 1998 because it feels older, like a late-1996 clone of 2fort23. The flag area is a defender's dream with tight spam-friendly entries and a resupply right above the flag. Capping is very unlikely against a competent defense.
  2357. tfexpr - by Crazy Ivan. The original version of tfexper4 is better in some ways and worse in some ways. This version doesn't have the overhanging sentry perch at the flag. But it doesn't have the secret detpack entry to the basement, it's more of a spamfest, and corridors are narrower.
  2358. tfgeo1 - by [CwR]Drizzt84. It's a very small map with 6 corridors all leading to the flag at the back. You can RJ and go over the top of the walls. The corridors don't really do anything since the defense will just wait at the flag.
  2359. tfmetro2 - by Pa3bpath. There is a slow railway cart that goes in a square pattern around the map, but there's lava below it. To get to the enemy flag, you have to either wait in the cart until it gets to their base or hop along the tiny railing. Lava maps can work (see 8-1 or optics6), but this one does not.
  2360. tfmettle - by Microlitre. It's a 1on1 DM map like square1. There are platforms in the center and on the sides rather than a purely flat arena.
  2361. tforce1a - by CandyMan[SG] and Milky[SG]. This map is the same as 2force1, except it has no flags. The map is huge 2forts-style map that was more suitable for 32-player pubs back in the day.
  2362. tfp - by Malebolgia. It's small enough to avoid the outright unplayable grade, but it isn't recommended because you have to swim through water to get to the flag. Otherwise it's a simple 2fort4 clone.
  2363. tfprac2 - by Lord Bishop. It's like a mini 2fort4. This author's other CTF map (techway) has a similar problem with very narrow chokepoints. Attacking players have no chance when they are forced to move linearly and try to DM uphill through spam.
  2364. tfship - by Tony Bruno and Shawn Anderson. The map crashes soon after starting the level. The authors were students at North Dakota in 1997 experimenting with WorldCraft. It is intended to be a standard CTF map with 2 ships.
  2365. tfsnowland_b1 - by Paincreator. The map's theme is very similar to snowlake. It has severe framerate slowdown outside, making it hard to play. The design is simply 2 small bases connected by a bridge.
  2366. tfsoccer - by Gushen. It's another soccer map, but this one works because a player is the ball. It's designed for 3v3, and everyone is Soldier with permanent pent. You try to rocket the ball (yellow civilian with pent) into the enemy goal. For a sports map, it's ok.
  2367. tfsunset - by Gorebag and Kruruk. This map is way too old-fashioned for a May 1999 release. It might have been considered ok 2 years earlier. The pentagram simply cannot be used in CTF maps. The flag is at the end of a single hallway and the rooms are small. The textures look ancient as well.
  2368. tfvote - by Neurobasher. This map is the same as globovot. It's a supposed voting map but it doesn't work properly.
  2369. tfvstf - by >V< Vantage. It's a 1on1 DM arena, but it's meant for multiple people on a server who take turns trying to knock out the champ. It appears that the map was the inspiration for tfbattl, which is team based.
  2370. tfvstf2 - by >V< Vantage. It's an update to tfvstf. The idea requires some complex entities, so some issues were likely fixed. It remains a 1on1 DM map.
  2371. tfvstfb1 - by >V< Vantage. It's the first beta of tfvstf. I would have to dive deep into the ent file to see how it evolved over time.
  2372. tfwarz1 - by unknown. It's a 4-way DM in grassy fields. Each team has a small square field that connects to 2 others. You clip into the grass so you can't see grens or pipes.
  2373. tfwarz2 - by unknown. It has the same 4-way DM concept and layout as tfwarz1, but it's a different setting. There are now instant-death pits that you can get knocked into.
  2374. tf_01net - by Network. This map feels like early 1997, and my guess was on point (Feb 1997). It's a small castles map with very slow doors and lifts. The flag hall has a single way in that's blocked by a slow barrier. The author amusingly states that the map "may be too small for a 16 player game." It's 2v2 at most, maybe even 1v1.
  2375. tf_atdef - by Mr Flibble. It's this author's first of many maps, dating all the way back to Dec 1996. It's an attack v. defend map, as the name suggests. Like many 1996 maps, mapmakers didn't seem to understand how to make the capping ents work. The defense base is tricky to navigate because it uses teleporters. It's an interesting look at the distant past, like going to a museum.
  2376. tf_wars1 - by FM_Falconna. It is another map that crashes because of a solid bsp error. It's unfortunate because it's an interesting little map for its time (Mar 1997). The flags are on the sides of the central area, and you shoot a button to open the gates guarding them. There's lava in front of them that you have to get over. There's also a large amount of unnecessary space behind the bases. The map is worth saving but only as a total remake.
  2377. thatmapwithquad - by [mf]evil. It is indeed a map with quad. Permanent quad. The map is Soldier only and has some major flaws. It takes at least 10 seconds after spawning just to get to the outside area. The permanent quad means you get a single rocketjump unless you carefully conserve your health for another. The layout is a pain, almost maze-like.
  2378. thearena - by Mytos. It's 1on1 DM on the 2fort5 bridge. If you get knocked into the water, you can get out pretty easily. There's also some space on the sides to make it a more circular arena.
  2379. thebox - by SirLiam. It's the same map as the_box, which is the official name of this map.
  2380. thechase - by Cisek. There is a single flag, and you cap it in the enemy base. The layout is very basic, essentially just a hallway. You can grenjump immediately as you spawn, fly through the flag, and hop at 1000 speed to the cap point.
  2381. thecore - by unknown. It looks like a fairly new map with high-quality graphics, but it's unfinished. It appears to be set in a nuclear plant, and the core is a nuclear reactor core.
  2382. thecrucible - by Aphasia. It's a large 4-team DM arena. There's health and ammo scattered around. You can go down into the fighting pit or stay up high.
  2383. thedump - by nettle plant. This map looks very similar to ntrash3, but the interior is different. It has the same interconnected wind tunnels between bases. Instead of a lift up to the flag, there's a very narrow flag hall at the back of the base. This map is actually a slight upgrade over ntrash3.
  2384. theho1 - by John Cook and [TrF]Shrapnel. It's meant to be a bigger version of 2forts. The motivation is understandable because this map was made in 1998 at the height of TF's popularity, and some of the best players in North America at the time helped playtest it. But the map never caught on for a reason. It's way too large, and players are likely to go in circles through the various ramp rooms trying to find the flag.
  2385. thelift17 - by unknown. It's some kind of test level. The Dopefish is on the floor, and there are various platforms stacked up. Whatever type of lift was intended doesn't work.
  2386. thelift18 - by unknown. It's very similar to thelift17 but with less lighting. There is still no functional lift.
  2387. thepit - by [LoD]Blasphemy. It's a DM arena intended for small teams. There are ramps and platforms so fighting is varied. It's fine for what it is.
  2388. thepitt - by Gorebag and Kruruk. Unrelated to thepit. It looks like an earlier version of t3farena. It has fewer tables.
  2389. thesiege7 - by Jeb and Imp. It looks like an old map (Feb 1997), but it plays decently. It's fairly small, and you have to get up to the higher part of the castle (typically via simple RJ) to reach the flag room. There's an interesting trap in the front allowing you to press a button that opens a big hole, sending the enemy to jail. With a few small tweaks it would be a solid map today.
  2390. thesword - by Psalm 69. It's the original version of p69sword. The map has complex scoring, with points for both holding the sword and capturing the enemy taxes. The door to the tax room has to be opened with the key found on the other side of the enemy base. The cap is worth 20 team points instead of the standard 10. When the sword is dropped, evidently it never returns.
  2391. thetower - by Orion. It's not a serious TF map. Everyone joins blue and the objective is to stack everyone up to form a tower of players.
  2392. theunder - by Cisek. The name refers to the fact that you have to travel underwater to get to the flag. The design is amateurish, with visual errors outside and a dull base consisting of cramped spirals. The forced slow movement in most areas makes it very outdated.
  2393. the_box - by SirLiam. It's a very small map with 4 teams and a single flat in a pit in the center. You try to grab the flag and cap it at the end of your team's corridor. With a lot of players, it can have crazy action. It's a good map considering how old it is.
  2394. the_box2 - by SirLiam. It's a minor revision to the_box that puts the flag underwater. Gameplay is only minimally affected.
  2395. the_box3 - by SirLiam. This version of the_box is the one that should be played. The graphics have been upgraded, the water is gone, the arena is slightly larger, and there is more room to hop in your capping corridor. All 3 versions were made in early 1997, but this version looks clearly better than the other 2.
  2396. thunrun - by Big Bill. It's a simple 3v3 map, perhaps with some indirect influence from prolite1 and fatta2. There is no way out of the water in the center except by doing a trick; perhaps it should connect to the side entrance. The map is more spacious than the author's previous work (cnest1), but then it gets very tight at the flag room. The arch near the far ramp seems to exist only to block jumps. The author should spend more time in EntEd. The map has a good foundation and is worth revising further.
  2397. th_12t - by unknown. It's a city street with a marquee advertising AttackersGoRed. It's not a playable map, and so it's not clear what its purpose is.
  2398. th_13j - by unknown. It's very similar to th_12t, but there seem to be a few additions. It is clearly connected to AGR.
  2399. th_9j - by unknown. As the numbering indicates, it seems to be a slightly earlier version of the AGR th_ map series. The purpose remains unclear.
  2400. tiff - by Jonan. It's an unorthodox little map with 3 distinct pathways to the flag room. The flag is at the top of an odd, memorable open stairway structure. The good news is that there's a high route that allows you to drop down onto the flag. It could be a 3v3 map.
  2401. timebomb - by Charlie Wiederhold. It's a single-player level with numerous lifts. It isn't for TF.
  2402. titans - by Endiku. The map has strange scoring. Blue gets 7 points every 20 seconds for standing on a scoring pad in the red base. Evidently red wears the crown to prevent blue's scoring. There are also a lot of powerups. It's too complicated.
  2403. titans2 - by Endiku. It's a major overhaul of titans, but the map still has serious problems. It's now an asymmetrical CTF map with additional points for uniting the pieces. It still has the uneven powerups. When a team caps, it seems that the other team permanently cannot cap. A much better map with somewhat similar ideas is invade4a.
  2404. tmc - by mne[MON]ik. It's a large single-player base-style map from 1997. It isn't meant for TF.
  2405. tomb3 - by Funk Pig. It's a fairly small map but is hurt by narrow spaces and uphill movement. The layout is simple with 2 bases facing each other. The flag is captured in the center by sacrificing yourself rather than returning it to your base.
  2406. tombedf - by Soul. The map is just endless corridors. Blue team has adventurers (civilians) and red team has guardians (Soldiers) with permanent quad.
  2407. tombedvf - by Soul. The the final version of tombedf. It adds a third team, traitors. The adventurers still hop through corridors until they get gibbed or squished to death.
  2408. toowong2 - by DP. This map appears to be an early test of 2wrong1. It's unfinished, with only the blue base built.
  2409. topain - by Aphasia. Temple of Pain is a keepaway map with a large interior. There's a single crystal in the slime, and it returns almost instantly if dropped. Scoring is 2 points for every 15 seconds of control. There is no good place to set up defense, and so it's more of a chase-around type of keepaway map.
  2410. topaz - by Blip and Meht. Evidently the purpose of the map was to complete the unfinished a2137, but the map had already been completed as amth1. This version expands the map slightly, beyond the single-room base. But it's otherwise very similar to amth1.
  2411. torch2_r - by NaKa008 and Kevin. It's a conversion from TFC. The original was reverse CTF, but this version is normal CTF. The layout resembles dirtbox2 with a field in the center, but the maps are unrelated. Although it is mostly flat, the flag is up high, and there are various tricky ways to grab it fast.
  2412. torque - by Spark. It's clear that the map has potential. It is designed somewhat like egypt and 3way1 as a fairly small map with a sniper deck as a potential way to hop into the main ramp room. The map feels unfinished with basic textures.
  2413. torque1r - by Spark and Kevin. It's a recompilation of torque. The textures look much better in this version. The lighting is also improved.
  2414. torque2r-1 - by Spark and Kevin. It's a recompilation of torque2r. The sand outside looks noticeably better, along with the other textures. The lighting is also improved.
  2415. torque2r - by Spark. It's an expanded version of torque. There's now an additional path to the flag, making it harder to defend. It can be played with more people (probably 3s instead of 2s). However, the map has visual weaknesses like torque.
  2416. torque3 - by Spark. It's a major redesign compared to the previous torque maps, except the center area looks similar. There are 2 separate long spirals leading down to the flag room. The 2 paths to the flag make it closer to torque2r than torque.
  2417. torture - by Gyro Gearloose. It's a small single-player map dating way back to Oct 1996. It is considered very good work for its time. Nonetheless it is not suitable for TF.
  2418. totsun - by [SD] Hunter. The map has common elements seen in this author's other works, like cloudy and cbridge. There are 2 linear paths to the flag, and the higher one seems like the better option so you don't have to fight up a ramp. It's kind of a long hop either way.
  2419. totsun1 - by [SD] Hunter. There's now a locked door blocking the high route of totsun and it has to be opened by the other team, meaning it will stay permanently closed in attack vs. defense games. There is also a cage around the flag, similar to fcast. The map was clearly better without the barriers.
  2420. tower - by unknown. It's a flat octagonal 1on1 DM arena. If you get knocked off the edge, you fall to your death.
  2421. tower4 - by Drow. It's a small map with a lot of rounded textures. You enter the enemy base and essentially jump in a hole to get the flag. Getting back out of the pit is the challenge, since you are supposed to go through spiraling ramps. Unfortunately the map has some problems, including poor resupply placement and the inability to cap the red flag. It would be ok with some fixes.
  2422. towers1 - by unknown. The map is visually barren, but the layout works. The theme is extremely basic, with a wind tunnel taking you up to the top of the base's tower to the flag. For 2v2 it's interesting, although the wind tunnel should be replaced with a jump pad to avoid getting stuck.
  2423. town10 - by Soul. It's another variation of the town maps with cops, robbers, and gangsters. But it seems that the cops and robbers are trapped in their resupply rooms. I'm not sure if the map is finished.
  2424. town12 - by Soul. This map works properly and is similar to town2. The robbers try to take the krak back to their truck. The town maps were perhaps amusing on pubs back in the day, but the gameplay today isn't fun.
  2425. town2 - by Karl. This map dates back to 1997 and inspired the other town maps. The cops protect the gold, the robbers steal the gold, and the gangsters kill everyone. It's a map that belongs on old pubs only.
  2426. town2a - by Karl and Zxeses. This map is the same as 2town2. The original town2 is re-ented for MegaTF.
  2427. town4 - by Karl. It is similar in style to town2 but is a different map. Now the blue tries to destroy red's lab, red tries to destroy blue's computers, and yellow tries to capture either team's suitcase.
  2428. toxic1 - by [DoW]Kerberos. The map has a lot of hallways that take you in circles and stairways in tight spaces. Movement is quite restricted. The map is medium sized but it feels like it takes a long time to get to the flag. It's a poor clone of 2fort5.
  2429. toxin1b1 - by [EQ]Edge. This author has some hit maps, and so expectations were raised for this one. Unfortunately it appears to be an unfinished beta. There is a single flag in the center but it can't be grabbed. Getting to it is a bit tricky.
  2430. tra - by glitchhunter96. It's a small DM arena with quad in the center. It was made for regular DM instead of TF, and so there are no resupply packs, but it works fine for 1on1 otherwise.
  2431. trade_slipport1 - by unknown. It's a TF map but I'm not sure what the point is. It's a spaceport and there's a room with slipgates. There are no goals.
  2432. train5 - by DP. It's a small map set in a train station. Although you can ride the train between bases, it is fortunately optional. There are 2 spirals leading up to the flag area. The map is a bit too tight and slow, but the idea is solid.
  2433. trambababoline - by unknown. The map is a big trampoline. It allows you to have midair rocket battles while bouncing. There's lava around the outside.
  2434. tramboline - by unknown. It's another trampoline idea, but this one is executed worse than trambababoline. It appears to use wind tunnels, and they do not work very well. Getting stuck on the ceiling is no fun.
  2435. tramboline1 - by unknown. It's a revised version of tramboline that works better. It's now similar in style to trambababoline, but the arena is different.
  2436. trb1on1 - by Hrm. It's a 1on1 DM arena. Instead of the usual flat land, the sides curve upward. It's cylindrical.
  2437. trench5 - by Richard Aynsley. It's a very old map made in Dec 1996. The layout is actually brilliant, with lava and trenches outside and space to go over the top of them. Unfortunately, like most 1996 maps, capturing the flag is broken. The flag also returns instantly when dropped, and there's a single weak resupply pack in a bad spot. In this form, it's unplayable.
  2438. trench5r - by Richard Aynsley, FlagBanger, and Arc. Although it had major problems, trench5—if it worked properly—looked interesting enough to try in Chaos League in Nov 2002. I fixed the ents (thus creating this revised version) and scheduled it for play, and it went well. Compared with the 1996 original, the messages on the packs and captures are obviously anachronistic quotes from Xenogears (1998) and Chrono Cross (2000), making it clear that the ent revision came later. The pack in the center uses the Chrono Cross line "insanity leads to chaos," which is an obvious allusion to Chaos League, where I was the main admin. There are more and better-placed packs in the revised version. The flag may seem difficult to get to because you think you can pipe the entry door, but there are also 2 teleporters outside that take enemies right into the flag room, making it impossible to pipe all 3 ways in. It's a great map for 2s or 3s.
  2439. tribute - by [SD] Hunter. It has a lot of this author's trademark features, such as a bottleneck into the flag room and a grate protecting the flag. If you make your way up to the button, the grate opens for only 10 seconds. However, the layout is much simpler than usual from this author, and there are detpackable routes to the flag room via the water.
  2440. trickortreatx - by Aphasia. It's a Halloween map from 2018. You go trick-or-treating door-to-door but have to compete with the other team for the candy bars. You return the candy bars to your family van to get points. It's original and good for Halloween fun.
  2441. trickortreatx2 - by Aphasia. It's a slight modification to trickortreatx that moves the vans to opposite ends of the street to spread out the players better.
  2442. trk - by John Charette and SK-Imaginos. This 1997 map has a mix of good and bad things. The good things are that the layout is straightforward and it is surprisingly fast and spacious for a map of this time. The problems are that the resupply packs give every type of armor (so a Soldier can grenjump 4 times and survive) and there is a single path to the flag. The map had potential to be an early classic with a few changes, but it fell into the trap of imitating the 2fort4 flag hall.
  2443. trophy_b5 - by zut. The map uses the same cartoonish textures as pineapple. It's fairly large and can be confusing because the areas are not distinct. The flag area has a button/grate like well6.
  2444. trophy_b6 - by zut. The textures are unfinished, but the style is clearly from the same author as pineapple. Both maps are simultaneously pretty small yet slightly confusing because of the layout and lack of clarity. While there is similarity to trophy_b5, this version seems more simplified.
  2445. truck - by [SS]Jahandar. It's a very small and simple map with a slight twist. The flag is at the top of a flagpole, and you have to rip it down and take it back to your camp. The area below the flag can be piped, but the flag itself can't. Soldiers can RJ up and grab it mid air.
  2446. try6 - by Jonan. It's a skills course. It gets progressively more difficult, but it has no restrictions on rockets or grens.
  2447. try7 - by Jonan. It's a different map than try6, but it has the same idea. It's a skills course with no restrictions on rockets or grens.
  2448. try8 - by Jonan. It another new skills course, and this one is more refined. You can start on easy mode or skip to hard.
  2449. try9 - by Jonan. It's yet another new skills course, with a tutorial at the beginning to explain all the models and objects.
  2450. tr_grenade3 - by Skeebz and Kevin. It's a conversion from TFC, where it was a team DM map. Now it's a very small CTF map, but the textures are unfinished. Fortunately it's simple enough to avoid getting confused. Rocketjump up from the central area to a small room with the flag.
  2451. tswamp1 - by Blog. The outside area is unbelievably long even with hopping. The design of the base is ugly and annoying. There are also trolls on the green team who exist just to DM in the center. Bad map all around.
  2452. tswamp2 - by Blog. Supposedly the swamp area is a bit smaller than in tswamp1, but it seems as bad as before. Don't waste time on this map.
  2453. tubular_b5 - by Bvr. It's a fairly small map of hallways with the flag at the top of an open staircase to nowhere. You can go down to lower levels and then come around the backside with an RJ up to the flag.
  2454. tubular_b6 - by Bvr. This version fixes an imbalance in tubular_b5. It was possible to stand in the red window near the flag but not in the blue window, giving red an advantage. Now both are impossible.
  2455. tunnel - by Spark. The map is meant to be played attack v. defense, and so there's only a red flag. It's a small and simple map for 2v2, with the option to RJ/CJ over a central barrier or take the spiral to the flag. Going over the barrier allows the offense to get to the flag very fast, creating an intense game even with small numbers.
  2456. tunnel2 - by Spark and Aphasia. It's a remake of tunnel that gives both teams a flag. The layout is essentially the same, but there's a resupply room instead of just a pack. The spiral is also slightly more open, and a lift has been added. The simplicity of the original is better but having both flags makes this one better overall.
  2457. tunnel2_v01 - by Spark and Aphasia. It's clearly a beta for tunnel2. Both flags can be captured. While the map can be played in this condition, it's not quite complete.
  2458. turbo - by Pheesh and Kevin. It's a conversion from TFC. It has unfinished textures. It's a basic loop with space. There's an optional button to open a shortcut straight to the flag in the middle of the base, but it has water to slow players down. The layout gives players a chance to grab the flag with speed, but the 2 chokepoints on the left and right sides can be tough to get through against strong defenders.
  2459. turretspawn2fort5 - by John Cook and Zxeses. This map is yet another variant of the MegaTF 2fort5 edit that doesn't allow touching the flag in the first 2 minutes, similar to 12fort5r, 2mtf5, 42fort5, etc.
  2460. turtle - by Bladez. Although this map came along later in TF's lifespan, it was popular in almost every region. The layout is not a standard fort. There is a field in the front, a high catwalk, and a water entry directly to the flag. The map seems easy enough to cap on, yet it has proven to be one of the more defensive maps. It creates an interesting challenge.
  2461. turtle0 - by Bladez. It is slightly different compared to turtle, likely a beta. I believe that the jump up on the drawbridge is more difficult in this version and was made easier in the final version.
  2462. turtler - by Bladez. There are noticeable changes from turtle. The main resupply is much larger and has much more supplies. The bases no longer directly face each other but instead have a slight curve between them. The waterway is expanded, and it's no longer possible to directly swim all the way from the front door to the flag room. This version is best.
  2463. tussle - by Jonan. It's the finished version of cas. The outside yard area is very large. The map feels like an intentional throwback to the big old castle maps of 1997. The doors are very slow. The map could handle a lot of players but it's unclear why it was made long after the 32-player era was over.
  2464. tvc2b1 - by Spark and Soul. In this early beta, only the blue base is finished. It's a big castle.
  2465. tvc2b2 - by Spark and Soul. The tech base now has some substance to it in comparison to tvc2b1, but it's still incomplete. The bases look asymmetrical.
  2466. tvc2f - by Spark and Soul. Although the bases are visually different, they seem to have the same layout. The final product of the tvc2 series is a standard forts-style map, with some ramps eventually leading to a flag. The layout is solid but lacks a standout feature.
  2467. tvhut - by sort. It's a strange outdoor map with a green tint. There's a hut that has a TV in it, and you can enter the TV to enter a strange realm that has quad. It's not a TF map.
  2468. tvhut2 - by sort. It's the sequel to tvhut. It seems a little more finished. Maybe you can do regular DM on it.
  2469. tvote - by Neurobasher. It's the same map as globovot and tfvote. It doesn't even work as a voting map.
  2470. tw1 - by [IcE]Spade. It's a direct remake of mw1r, except it is tech base style instead of medieval. The map is completely linear.
  2471. twelve - by Pingu. It's a single-player wizard-style map. The objective is to complete it in 12 minutes or less. It isn't meant for TF.
  2472. twisted - by Venom. The author seems to really like ramps. There are a lot of ramp spirals down to the flag room in the basement. Then the flag room also has ramps you have to climb up to get the flag. Then you have to go back out the long ramp spirals.
  2473. twoking - by Inphidel and Hardkore. This map is the same as hk2k. It's a remake of tf2k but isn't quite as good.
  2474. uberoil - by Catch22. It's a naval map. You spend a lot of time in the water, although you can skim at high speed. Getting onto the enemy ship is tricky. The map actually requires quite a bit of skill but isn't practical for serious games.
  2475. udark - by Mort. It's a small early 1997 map. The layout is basic but shows some original thinking. Unfortunately the only way out with the flag is through a wind tunnel that is poorly designed. Although you can get out, you will likely get stuck temporarily. And the defense can go into their own wind tunnel and defend it, including building a sentry. And so capping is borderline impossible. The map needs a redesign.
  2476. udrsiege - by unknown. It's a regular DM map. It's too large for TF and not designed for it.
  2477. ultskeet - by unknown. It's a Sniper skeet-shooting map. Civilians get launched into a target and Snipers shoot them.
  2478. ul_ctf4 - by Maric, Underlord, and Kevin. The map looks nice, like all Maric's maps. Although it's small, you can get momentarily lost because the areas look similar. There's a single short hallway to the flag. That hallway will unfortunately be jammed and spammed.
  2479. undrgrnd - by Space. It looks a bit like a mini-2forts. The inside is a bit of a maze, but you can learn it pretty quickly. The biggest problem is that the hallways generally look the same, making it hard to communicate positions. The map needs each area to have some sort of defining feature.
  2480. uneven - by unknown. It's a small field that has a well in the center that has yellow armor at the bottom. The map probably was not intended for TF, but it's similar to other TF 1on1 DM arenas.
  2481. unholyk - by DyerMaker. It's by far the most well-known map starting with 'u.' It's unorthodox, playing as a hybrid CTF and control-point map. You must kidnap the other team's princess and place her in a cell for 5 points, and then you get 5 points for every 30 seconds you hold her there. Touching your princess returns her home. The idea is very interesting, but the execution has some problems. The scoring is team frags, not team points, but that would be an easy ent fix. The main issue is that the layout is fairly large yet resticting. It's difficult to get to the princess. Matches seem like they would either be dead even at 0-0 or a better team would gain control of the princess and hold her the entire time.
  2482. unkis - by Night. It seems to be 2 houses. Red team spawns inside a wall, but that could be easily fixed. The map is unplayable anyway because there are no flags or goals.
  2483. unnamed - by Chi[PtD]. The author intentionally named the map unnamed. It's surprisingly a decent 2fort5-style map. There's a spiral and lift down to the flag in the basement, but overall the layout differs significantly from 2f5. The map is fine but it just doesn't offer anything special.
  2484. unnamedbases - by Telefragger. Like unnamed, this author intentionally named the map Unnamed Bases. And also like unnamed, it is surprisingly well done. The map is gigantic and could easily handle 5v5 or more. The biggest issue with the map is that the sheer size combined with uphill ramps and stairs means you will either damage yourself a lot trying to get to the enemy base fast, or you will take a long time to get there. It could be compared somewhat to solidia, which has better movement for a very large map.
  2485. unsung - by Chi[PtD]. This map is smaller than unnamed and is likely suitable for 2s or 3s. It's somewhat like insanity2 because there is an area above the flag where the piper can hide out safely. The flag room entry is tight as well. There are a few other bothersome things like resupply pack placement and stairs instead of ramps, but it has some potential.
  2486. unsung1r - by Chi[PtD] and Kevin. It's a recompilation of unsung. This version looks better and should be played.
  2487. untitled1 - by Aphasia. Although the map is unfinished, it is fully playable in its current state. It is a modern map. The style is a bit like h4rdcore with 3 ways to the flag. It plays fast. The finished version is wasteland.
  2488. unwell_b1 - by zut and Sgt.Thundercok. The map was made in 2023 and played in the Oceania region. Although the map is clearly inspired by well6, it is significantly remade for modern play. The attic area still exists, but the flag area only vaguely resembles the old layout. It's higher scoring than well6.
  2489. ut1on1 - by Hrm. It's a typical 1on1 DM arena. It's circular and you can get knocked off the edge into lava.
  2490. utssecretpraticemap - by Sgt.Thundercok. It's well6 with fairplay ents. Evidently clan Ut didn't want their opponents to know which map they were practicing, and so they renamed the file.
  2491. utumno_b2 - by Bvr. It's a fairly small map designed for 2v2. The author favors playing Scout, and it's made with Scout abilities in mind. There are 3 ways into the flag room, but each is distinct. There's a standard hallway, a narrow secret path, and a trick path in the center. The arch is a classic graphical touch.
  2492. utumno_b3 - by Bvr. Compared to utumno_b2, there's a minor change in the flag room to push the flag back against the wall. It otherwise appears the same.
  2493. van - by Jonan. Vanilla Forts. The design is unique, but there's an unavoidable swim in the center that weakens the appeal. You move up the small base to get to the flag near the top, but you can also skip most of it by coming from above. Generally movement is tough.
  2494. vbase - by [CDS]LordSkiMike. This map is perhaps unintentionally brilliant. The flag sits right by a window that players can't shoot through. Presumably, the author didn't expect that you could grab the flag through the window, but you can. Instead of going through the ramps in the base, you can concjump or grenjump from outside and bump into the window to grab the flag. Detting pipes does damage through the window, but rockets and grens won't pass through it. This unintended feature makes the map very intriguing for 2s. There's also lava outside, since the map is called Volcano Base.
  2495. vent7 - by Chrome. It's a 2forts-style map. There are left and right paths to the flag, but they're a bit different. The left path has a fake wall, like in Zelda games. The flag is up high, and there's a lift right by the flag to get up to it. It might be the 7th version of the map but it still feels unfinished.
  2496. vents2 - by Spark. The map feels similar to torque2r. But this map has working vents, and one drops you right on the flag. There's an entry ramp area and then 2 paths converging at the flag.
  2497. vents2r - by Spark and Kevin. It's a recompilation of vents2. The graphics are better. This version should be used. It's good for small games.
  2498. versus - by cutthroat. As expected, it's a standard 1on1 circular DM arena. You can fall off the sides to your death.
  2499. versus1 - by cutthroat. It's not quite identical to versus, since the sky is different, but the play is the same.
  2500. vertex1r - by Sparkster. It's kind of a small zigzag without the zigzag. The flag is on the ground, but you can jump on it from 3 vertically stacked levels. All the ramps are at the front of the base. There's very little slowdown. It's a nice 2s map.
  2501. vertical - by LanMan. The map is not as bad as tallmap1, but the concept is just as flawed. One team starts on the top, and another team is on the bottom. You have to rocketjump one-by-one through gaps to move up. The top team has the obvious advantage.
  2502. vip - by Jonan. It's a hunted-style map, but the President is a weakened Spy (half speed and no grens). Rangers try to help the President while Scorpions hunt him. There's a part where the President has to slowly go uphill and can easily be killed.
  2503. vip2 - by Jonan. It's a completely different hunted-style map than vip. The President is now a regular Spy without grens. The map is mostly flat with unnecessary buildings along the way, except for the spiral building at the end that has the goal point. The President will likely have a better chance of success here than on vip.
  2504. visblows1 - by [TFT]bigidiot. The info that should be in the txt file is on a resupply pack. The biggest problem with the map is that there is a spiral designed similar to 2towers1. The hallways are too narrow. With any sort of defense it's going to be hard to make any progress.
  2505. vizconc - by Viz. It's a concjump course for Scouts and Medics. The 1st jump has to be perfectly timed as you're falling.
  2506. vm6 - by Pa3bpath. It's a small map with a single flag in the center that both teams try to cap. It helps to have RJ ability. Players get quad at the cap point. Team scoring doesn't work but could be fixed easily.
  2507. volcanic - by twincannon. It's a great open-space map with free-flowing movement. It is somewhat like shoop because there are 4 ways in and out of the flag room. There is lava below the entire outdoor area. There's a spawn door that's faster if you hop or do some kind of jump, but you can also choose a slower but safer route.
  2508. volcano - by Raistlan. It's from the author of the unplayable hedge maps. The goal is to set 2 detpacks in the enemy base, which ends the map. There is a lack of armor among your supplies. It is very difficult just to get out of your own base because of the layout. Furthermore, there are only 2 very narrow paths to the enemy base, and so you are likely to run into an enemy if playing the game traditionally. The map does not work in any time period.
  2509. vortex23 - by Owen Williams. It's a large old map. The txt says that the twist is that instead of going down to get the flag, you have to work your way up. That is rarely a fun idea, and it certainly isn't here. It belongs to the era of 32-player pub maps.
  2510. vortex24 - by Owen Williams. There are just a few minor fixes to vortex23. It is too big and unenjoyable.
  2511. vote01w - by Sgt.Thundercok and ChupaCabraDMarte. It's one of the many ent variants of vote40, the original TF voting map. This one caters to Brazilian TF and has only 18 maps to choose from.
  2512. vote02w - by Sgt.Thundercok and unknown editor. It's another Brazilian variant of vote40. This one has 29 maps.
  2513. vote04w - by Sgt.Thundercok and unknown editor. It's another Brazilian variant of vote40. This one doesn't work because the doors never open.
  2514. vote1 - by Sgt.Thundercok. It's the predecessor to the more well known voting map vote40. This one has only 10 doors, with 9 maps to choose from. The 10th was intentionally left unavailable as an example. The 9 maps chosen were 2fort4, well6, rock1, 2fort_32, 2brave1, canalzon, spaz4, town2, and colony1, which shows the state of TF when the map was made in the later part of 1997.
  2515. vote1ka - by Sgt.Thundercok and unknown editor. It changes some of the maps from vote1. The edit was likely made in 1998.
  2516. vote20 - by unknown. It's not a vote40 variant, but it works the same way, with 20 maps to vote on. All of the map options are skill course maps.
  2517. vote40 - by Sgt.Thundercok. This map is of historical importance, because it changed the way pubs operated. After a map finished, vote40 came up, allowing the players on the pub to choose the next map from up to 40 options. >V< SPEEDenator helped spread the map by creating a customizable ent generator so that server admins could put any 40 maps they wanted among the options. Voting is done by attacking the door corresponding to the map you want to play until the door takes enough damage to open, allowing the player to exit the level and trigger the map change.
  2518. vote40king1 - by Sgt.Thundercok and King. It's an ent variant of vote40 with MegaTF maps in mind.
  2519. vote50 - by Jean-Guy Poulin. It's a different voting map than vote40. There are 50 options, all of which are skills course maps. Players shoot the number of their preferred map until it takes enough damage and opens a passageway that triggers the map change.
  2520. vote80 - by Sgt.Thundercok and Estoroth[DLc]. It's another ent variant of vote40. There are 40 maps, not 80.
  2521. votemap - by unknown. It's a small empty room. There is nothing to do. There is no voting.
  2522. votemap1 - by DyerMaker. It's a small voting map with only 6 options, and 3 of them were made by the author (frontlin, sandball, unholyk). It was made small to be downloaded quickly in an era (1997) when players may have had such slow connections that by the time they downloaded the voting map, others would have already voted.
  2523. voter - by DyerMaker. It's another small voting map, different from votemap1. This one has 10 options. 5 are regular maps (4 made by the author), and the other 5 are skills course maps.
  2524. voteren - by Render. It's another vote map. This one has 20 options. It's divided into 4 sections with 5 maps each. There are regular team maps, 1on1 maps, Soldier skills maps, and non-Soldier skills maps.
  2525. votez - by ZOo and Archer. It's yet another different voting map. The authors' names are familiar from z7, but that map is not included among the voting options. There is a maximum of 15 map choices, but only 9 are used here.
  2526. voting - by Guardian[RoR]. It's a Russian voting map. There is a maximum of 10 options, but 8 are used. The maps include Russian favorites like muskrat and oppose.
  2527. voting2 - by PVV. It's another Russian voting map, similar to voting. This one has a maximum of 16 options, but only 8 are used.
  2528. voting2a - by PVV. It's a slightly modified version of voting2. This one uses all 16 voting options, with the popular Russian maps in 1998.
  2529. voting2f - by PVV. It's almost exactly the same as voting2a, with only minor differences in texts.
  2530. voyage07 - by Nicolai Wium. It's one of the ambitious sci-fi maps. Essentially it's a control point map where you need to control both points. Both teams are trying to control the spaceship, so the team in control gains points while the other loses points. Some passages are tight, but it's better than some of the other space-themed maps.
  2531. vpick - by >V< Someone. It's a voting map with 10 options, all of which you would expect from >V<: 2tech4, 2fort5, well6, rock1, 32smooth, canalzon, sniprwar, spaz4, border1, civsaw2. Based on those options, we can determine that the map was created in early 1998.
  2532. vplay - by >V< Someone. It's designed like a playground. It's a DM only map.
  2533. w6prac - by Sgt.Thundercok and unknown. It's a practice map of the well6 flag area. Players practice defending the grate against civilians flying in.
  2534. w6prac2 - by Sgt.Thundercok and unknown. It's another practice map of the well6 flag area. Players practice defending the sides against civilians flying in.
  2535. wall - by [CG]MadMike. It's like a bigger 2fort4. There's a long central spiral where a lot of fighting will occur. Attackers are much more likely to drop into the basement from the lifts. The map is ok because the flag hall is fairly wide and high.
  2536. walmart - by FockeWulf and SaCkMaN. It's designed like a realistic Walmart. Robbers come in and try to steal a sack of cash from the back and then take it to their truck outside. The Walmart staff try to stop them. It's like a better version of the town maps.
  2537. walmarta - by FockeWulf. It's beta version A of walmart. The basic gameplay appears the same.
  2538. war - by Martin Weiner. It certainly looks like a 1997 map and needs retexturing. But the map has a pretty simple and reasonable layout. There's a lava pit in the center that some people might hate. Once you're in the enemy base, you just go left or right and you'll get to the flag room pretty quickly.
  2539. war1al - by [IcE]C3PO and [IcE]Crono. Unrelated to war. It's a Normandy Beach invasion type of map. There's no goal for either team other than killing each other.
  2540. war2 - by Martin Weiner and Kevin. I said war needed retexturing, and this revision at least tries to make it look a bit nicer. I think the textures are the same, but the lighting makes it more atmospheric. It's an improvement over war, but it really needs a full modern remake.
  2541. war2_b5 - by Martin Weiner and Kevin. It's a beta version of war2. As expected, it looks like a mix between the original war and the final war2 version. There are some lighting changes, but it isn't the same as the war2 lighting.
  2542. war9b - by AlbinoBob. It's a DM map with 2 forts. There are quads up high. It was useful for big pub games back in 1998.
  2543. wareh1r - by Kill-O-Byte. It's a minor revision to warehau1. Play is essentially the same.
  2544. warehau1 - by Kill-O-Byte. It's an improvement to the original warehaus. The original has a single spiral to the flag that can be locked down easily. This version adds a much easier 2nd way to the flag hall where you drop down. You can also grenjump back up the hole with the flag, but it's not easy in a real game. Scoring is also fixed (10 points instead of 8).
  2545. warehau2 - by Kill-O-Byte and Dexus. It's a complete remake of warehau1, but I'm not sure why it was needed. Gameplay is largely the same. The main difference is that the drop hole to the flag hall is a bit smaller, but you can grenjump out still. Lighting is better in this version.
  2546. warehaus - by Kill-O-Byte. This map drew a bit of interest as one of the better available maps way back in 1997, alongside the old classics like well6 and 32smooth. The appeal is understandable, since it is somewhat of a 2fort4-style map. The outer areas are promising with plenty of space, but unfortunately as you get closer to the flag it turns into a major pain to get through.
  2547. warehouse2 - by Yollin. Unrelated to warehau2. It's a DM map set in a warehouse with crates. There are powerups.
  2548. wario_castle - by unknown and Kevin. The map looks like Mario 64 and other 3D Mario games. It's fairly small, and you can conc or gren over the top of the central area. You can also fall off the sides of the map, but the empty space gives the opportunity for interesting jumps as well.
  2549. warlords - by Highlander and Mr.Cannibal. It's a 2forts-style map, although there's more of an outdoor fort area. There's an underground mine that can be detpacked. There are spiral and lift paths to the flag underground, but the lift route is better. You can also go back out the lift with a double RJ. The flag area is a bit cramped.
  2550. warlord_arena - by unknown and Kevin. It's a much simpler version of the single-flag cap-and-hold idea seen in a few maps like 2evil1f. Scoring is 5 points per 30 seconds the flag is held on the cap point. The map is small, but there's just enough of a base structure to set up a legitimate defense to hold it. In an even match, flag control should move back and forth between teams.
  2551. warrooms - by The-Rooster. It's an interesting concept in which the goal is simply to touch the enemy flag to score 10 points. The flag can be retouched every 30 seconds. It differs from standard king-of-the-hill maps that have a single flag that both teams fight over. Resupplies give blast armor unfortunately, but that could be fixed easily.
  2552. warship1 - by DyerMaker. The map has naval ships, which almost always signal a bad map. At least here the map is fairly small, and there are wind chutes to help you move fast. However, the entire inside of the ship could be considered a chokepoint until you reach the flag room. And you'll likely find a sentry there.
  2553. wartruk - by Gnarler. It's an engbat-style map with Engineers only and a central barrier, but it has more of a horror theme. The barrier opens 3 minutes after being shot, but you can actually go through the side passage beforehand. Grab the enemy's quad or pent icon (flag) and cap it in your base.
  2554. wartruk2 - by Gnarler. It modifies wartruk to add Medic, HWGuy, and Spy, but those classes can't grab anything (ent problem). The side entrance also has monsters and a surprise lava trap, yet you can still get through it before the 3 minute timer. The map is worse than the original because of the bugs.
  2555. warz - by Zedek. The map seems old, with random supplies scattered all over the map. There are 2 major paths to the enemy base (fountain and tables) and likewise 2 ways into the flag room. However a serious flaw is that getting back out of the flag room requires either taking a lift or going out through the hole in the ceiling. There are some simple fixes possible but the map needs work in its current state.
  2556. wasteland - by Aphasia. It's the finished version of the unfinished map untitled1. The outside area is complete, and it's meant to be toxic, requiring a biosuit in MegaTF. The layout has changed slight with 3 lifts at the base entry. It still plays somewhat like a lesser h4rdcore.
  2557. water - by unknown. It's a small map but has a lot of water, as the name suggests. Grab the enemy flag in the lower area and swim up to the high area to cap. The ents need revising for team scoring and other fixes, but it is slightly above the unplayable grade because of the map size is right for this type of game.
  2558. waterbiscuit - by unknown and Kevin. It's like the other *biscuit maps but with water. It's a circular 1on1 DM arena.
  2559. waterbowl - by unknown. It uses the same base as snowbowl, a very small 4-team CTF map with a single flag in the center. But here the center is filled with water. Thus, the flag is underwater, making it a bit slower than the constant grab/cap cycle in snowbowl.
  2560. waterpolo - by Trepid and Kevin. It's a conversion from TFC. It's a literal water polo game, and it works properly. There's a ball in the center of the pool, and you take it into the other team's goal. A flaw in the game is that it's easy to grenjump immediately after grabbing the ball to score quickly.
  2561. watert2 - by Soul. It's 1on1 DM in a water tunnel. Water DM situations used to come up in the 2forts water in the old days.
  2562. waterwar - by madjester and Kevin. It's a conversion from TFC. It's a medium-sized map that of course has some water, but you can avoid it except at the flag by staying high. The water generally complements the layout rather than being the main feature. It's similar to other flat, hop-friendly TFC maps.
  2563. waterzon - by Lush and Vantage. It's similar to fortzon by the same duo, with the same zone arrangement and scoring system. The difference is that much of the map is underwater. Obviously, this map was not nearly as popular as fortzon. People do not get excited about swimming around and drowning.
  2564. watrways - by Jason Booth. It's a small regular DM level from 1996. There's water at the bottom and platforms above. It isn't for TF.
  2565. wc1 - by Cerberus[ROCK]. The map is unfinished and severely broken. Only red can leave the spawn. The two flags and cap points are right next to each other. Capping is severely broken, racking up tons of frags over and over. It's a total disaster.
  2566. wc2 - by Cerberus[ROCK] and Up2NoGood[ROCK]. Ok, now we have a serious map compared to wc1, although team scoring still doesn't work. The layout is simple and linear. The flag is sitting on a small ramp at the back of the base. There's a water passage as well. It's small enough for 1on1 CTF like 1on1fort, but 2s also works.
  2567. wc3 - by Cerberus[ROCK] and Up2NoGood[ROCK]. Finally, the issues in wc1 and wc2 have been fixed. Team scoring works, and you no longer die if you touch the enemy respawn door. The open flag hall offers nice potential for conc and grenjumps.
  2568. wcore1 - by Wils. The map is intended to be played with grappling hook enabled, but I don't see why. The map foolishly incorporates the same flawed idea of requiring your flag to be in its base position to cap, which ruined 2sphinx6. The flag returns in about 10 seconds. There is additional complexity involving a computer that can be used by a Spy or Engineer. Scout is also not allowed for some reason. An ent revision making it normal standard CTF would raise the grade.
  2569. wcw - by unknown. It's 1on1 DM in a wrestling ring/steel cage. WCW was the top pro wrestling promotion during the Monday Night Wars of the late 1990s, when the map was made.
  2570. wduel1 - by [aXe]Gatzby. It's an underwater 1on1 DM map. Biosuits are provided to avoid drowning.
  2571. weird - by unknown. Although it's called Weird Fort, it's actually very normal and symmetrical. It's a small map with a basic entry room and flag room. You can RJ up to attack high or stay low, with the flag sitting on the ground. You can also go behind the flag and gren out quickly. It's comparable in style to 1on1fort but larger and better for 2s.
  2572. well1 - by Sgt.Thundercok. Before the arrival of the legendary well6, there had to be a well1. And when you see it, you understand why the map was revised. The original version is huge. The central barrier—which is a mild annoyance in well6—takes up to 15 seconds to get through, without encountering enemies. It also contains an actual well, which was removed from later versions. The grate is also pre-detted in this version, but the waterway wraps around to what became the respawn waterway in well6. The main base area is mostly recognizable compared to well6 but differences are apparent.
  2573. well1on1 - by Sgt.Thundercok and [REV6]Freebie. The idea is very much like 1on1fort, but it's a small version of well6 instead of 2fort5. The map is different than 1on1well, which is a smaller version of the entire well6 map, whereas this map uses only the well6 flag area. It also should not be confused with well6mini, which essentially chops out the entire center of well6. The flag area is not exactly like well6 but is instead a customized variant, notably omitting the grate at the flag.
  2574. well2k - by Sgt.Thundercok and unknown editor. It's well6 with some visual modifications. There is sand instead of grass outside. The skybox is changed to a distracting vector grid. It plays the same as well6 but I wouldn't recommend it because of the sky.
  2575. well6 - by Sgt.Thundercok. This map is often considered the 2nd-most fundamental map in TF, after only 2forts. Its influence on TF is vast. Since the flag room has only slow lifts up to the flag, players were inspired to experiment with faster ways up. Thus, the map played a crucial role in the early development of conc and grenjumps. The map is also single-handedly responsible for the concept of detpack triggers, since the TF code was rewritten specifically to allow the grate to be detpacked in this map. Even the center barrier has inspired other mapmakers, as imitated in maps like 2forthm, bunkers, custek22, estudio12, hextf, and others. The map has also be remade many times, as seen in deathstr, ff-raiden, ff-well_b3, god_well, techwell, tf2k, tfc_well_b1, and unwell_b1. There are also plenty of smaller variants, including 1on1well, 2castles, cts2, well61on1, well6mini, and well6small.
  2576. well61on1 - by Sgt.Thundercok and klown. The idea is almost identical to well1on1. But this map uses the actual exact well6 flag area, with the bridge serving as the center of the map. Therefore it's smaller than well6mini, which retains the ramp room as a divider.
  2577. well6a - by Sgt.Thundercok. This map seems the same as wellgl1.
  2578. well6l - by Sgt.Thundercok and [SS]Gunther. It's well6 with a forced 5-minute prematch.
  2579. well6mini - by Sgt.Thundercok and klown. It significantly cuts down well6 for modern play. The original ramp room is now the center of the map. The water tunnels on both sides are open. There is also green and purple coloring on the walls near the flag to aid with comms. It is ideal for 2v2, whereas well6 was originally intended for large teams.
  2580. well6scout - by Sgt.Thundercok and [SS]Gunther. It's a Scout race on well6, similar to in style to 2fort5scout. Everyone joins as yellow team Scouts, and then they race to the enemy flag and return to their own flag to end the race.
  2581. well6small - by Sgt.Thundercok and lordy. This map cuts out the central barrier of well6, making it smaller than the original but larger than well6mini. It completely removes the water tunnel as an entry and exit point, which significantly lowers its value and makes wellgl1 a better option.
  2582. well6sta - by Sgt.Thundercok. It's the version of well6 that was used in STA. It appears to be unchanged from well6.
  2583. well6usa - by Sgt.Thundercok. It is the same map as well6sta.
  2584. well7_b2 - by Sgt.Thundercok and zut. This modification of well6 was made in 2020. But the only real change is that it removes the invisible barrier in the center, which wellgl1 did a long time ago. However, this version also has the ability to drop the flag built into it, whereas wellgl1 didn't. You also get a full refill after capping.
  2585. wellgl1 - by Sgt.Thundercok. This version of well6 makes the sky black in order to help with slowdown for GL users. In 1997, players who could afford higher-end graphic cards played with GL QuakeWorld instead of the regular QuakeWorld. However, the enduring legacy of this version was that it removed the invisible central barrier, making offenses faster.
  2586. wellofhell - by Sgt.Thundercok and Hardkore. It does some retexturing of well6 without changing anything in the gameplay. However, you can join blue only, making the map unplayable.
  2587. west - by AK-Fox. It has a Wild West theme. You have to climb a mountain in the center to get to the opposing fort, and then you steal their gold. The map lacks supplies. It would quickly get tiresome trying to get through the center over and over.
  2588. western - by Michael Vaughn. It has a Western theme, but most of it looks like old Quake instead. It's an eyesore. There is a terrible maze in the center between bases. It is one of the worst genuine CTF maps.
  2589. wetbase - by Andy Baird. It's a large space-themed single-player map from 1998. It is not suitable for TF.
  2590. wetworks_sandcastle - by Kevin. It's a conversion from TFC. Because the map is a large open space, you can build up a lot of speed and go right through the flag. But if you miss, you're likely to be slowed by frustrating stairs and pits.
  2591. wf - by Jonan. It's called The Wooden Forts but isn't the same as woodfort. The biggest issue with the map is that you will hop around in circles trying to figure out which path leads out of the base. The flag is at the top of the wooden fort, and players are likely going to grenjump up there rather than try to go up the intended way. All the jagged terrain does not help the map.
  2592. whisper - by Starbuck. It's a very small Egyptian single-player map. It isn't for TF.
  2593. whiteroom - by Willem. The textures are entirely black and white. It is very avant-garde but considered a genius single-player map. But it is not meant for TF.
  2594. wildcard2 - by [Ent]. It's much like other maps from this author with a basic, spacious design. Go through the ramp room and then pick 1 of 2 doors connecting to the flag room. There's also a back way in and out through the water, but the flag room door opens very slowly so that the defense knows you're coming.
  2595. wildwest - by Kruruk. It's designed like a Wild West mining town. It looks a lot like gldrush3. You can drop down almost directly on the flag from the town area. But then to get back out you have to make a long climb up through the mine shaft, unless you gren jump back out. Defense is required to DM outside to protect their flag.
  2596. windtown - by TokyoGunSmith[NUKED]. It is a rare map originating from a Japanese author. The theme is a small village. There is a dark atmosphere, and the use of sound is excellent. The design is also well done, but it is a little too old-fashioned around the flag area, making it difficult to get in and out.
  2597. windtwn3 - by TokyoGunSmith[NUKED]. Coincidentally, this revision of windtown also seems inspired by gldrush3. It uses the idea of collecting gold nuggets and returning them to your bank. It's not the revision I was hoping for. The depth of the mine, combined with moving at half speed with the gold, is a severe downgrade. And I don't think capping works.
  2598. wolf3d - by unknown. It recreates the first level of Wolfenstein 3D, released by id Software in 1992, before Doom and Quake. It's well done for what it is, but it's not meant for TF.
  2599. wolfie3d - by unknown. It could be considered Wolfenstein 3D style with blue hallways and a lot of doors, but the textures are Quake. There are DM weapons scattered around, but there is no real point.
  2600. woodfort - by Lurch Addams. The design is somewhat like Weird Fort or 1on1fort but more spacious. The flag is up high, but the map is excellent for grenjumps or concjumps if you don't want to take a lift. It's simple but looks professional.
  2601. works - by KhanDMan. It's a fairly small map where you make your way up spiral to the flag, but you can jump down a pipe to get outside easily. You can also come in through that pipe via grenjump. Getting around as any class but Soldier is a bit challenging.
  2602. world1-1 - by Aphasia. It's based on NES Super Mario Bros. It uses custom textures, models, and sounds to create a 3-D version of the game with mushrooms, coins, warp pipes, and more. It is nicely made but it is nothing more than a fragfest.
  2603. wrld11 - by unknown. It's a complete and accurate recreation of World 1-1 from NES Super Mario Bros using Quake graphics. A good amount of effort went into it, but it is not suitable for TF.
  2604. wrush - by )ohnny Ringo. It's like civsaw but for Engineers. There's a limit of 2 Engineers, and they build sentries. The civilians try to figure out how to survive to the castle. It could be fun with the right number of civilians to overwhelm the sentries.
  2605. ws1 - by eV.Daredevil. It's a 1on1 DM map in shallow water. It's a bit of hide-and-seek style where you have to keep hopping around to find the enemy.
  2606. wtf - by unknown. It's a troll map since most of the spawns drop you in lava. Sometimes you will get the good spawn, which is a room with a bunch of teleporters, and most of them also take you into the lava.
  2607. wtf42 - by ScrotcH and Kevin. It's a conversion from Quake III Arena. It's an extremely tall castle, but fortunately there's a jump pad to boost you to the top, and you don't really need to go up high except to cap. The flag is in the back, and there are a number of ways to get there.
  2608. wtrwrkb3 - by unknown. It's a small map that looks very old with various textures mashed together. There's a watery area leading to the flag. It likely makes more sense to go through the water in the center than to try to go through the enemy base, because the water goes right to the flag room. The flag is on a ledge above shallow lava.
  2609. ww2 - by Bladez. It's sort of a combination of normandy (by the same author) and hunted. The civilian blue team, protected by the red naval forces, try to take a bomb to the yellow Turks' ground. They invade from the water and have to go up a few hills.
  2610. wwf - by =AK47=Bill Clinton. There's a WCW map, so there also must be a WWF map. It's 1on1 DM in a standard pro wrestling ring.
  2611. wwf1 - by =AK47=Bill Clinton and Doc. It's an edit to WWF to make it co-op. But in regular QWTF it seems to break the resupply door.
  2612. wys - by DXC[Booman]Hiss. It's almost identical to fl2, except instead of lava outside you fall to your death. The concept doesn't work because it requires outside DM on a narrow walkway.
  2613. w_w2 - by unknown. The map is like a smaller canalzon. Players don't have to run flags; they just touch the control point. It's also played as attack v. defense, so only blue can score by controlling the points. When red controls a point, it stops the score from going up. There are 4 control points total. It would be better if scoring worked evenly like canalzon, but it's a fine alternative for smaller numbers.
  2614. xcaliber - by Zang[KIN]. It's sort of like if shoop (made later by the same author) were a proper castle, but it's also influenced by oppose1. It's bigger and slower than shoop, but it has the same idea of offering multiple ways into the flag area to avoid bottlenecks. The enemy's front door can be detpacked. It's large enough for 5s, but perhaps 4s would work. It seems difficult for both attackers and defenders.
  2615. xcalibr2 - by Zang[KIN]. There is a long list of improvements over xcaliber, but they are mostly technical fixes to the map rather than changes in design. The map is close to being good, but it feels like it's still missing something to make it more like shoop and less like oppose1.
  2616. xcalibr3 - by Zang[KIN]. It further revises xcalibr2, again mostly on a technical basis. Ultimately, the reason the map is just ok is that it is a lot easier to get into the flag area than to get out, because there are downhill ramps on the way in and uphill ramps on the way out. It manages to be both spacious and slow.
  2617. xeno - by Nick Xeno. It's a team DM arena, somewhat resembling the 2forts bridge but larger. There are ledges along the sides.
  2618. xflight - by unknown and Kevin. It's a conversion from TFC. It was originally designed for team DM. But in this version you loop around as fast as possible to cap over and over. There is a central structure that can boost you forward. There isn't a lot of skill involved since the piper has to det the first attacker and then the next one can fly through right after. It's fast and fun for offense.
  2619. xinfort - by Scorpionz and BaM]Midori[BH. Although the map visually looks similar to tf2k, it's actually a remake of bam4. The biggest giveaways are the spiral style and the secret passage into the flag room. There's also a new secret passage into the basement, attempting to make bam4 more open like bam7_b1 did much later.
  2620. xisphere - by Xi. It's a big sphere. Soldier is the only class allowed. There's a single flag at the top that you can grab with a grenjump. You score 1 frag every 7 seconds you hold the flag, keepaway style. It should be team score, but that could be fixed easily. The idea is nice.
  2621. xmas - by Aphasia. It's a Christmas-themed map. The 2 households are unable to find a furby at the mall, but there's a furby in Santa's sleigh. Both teams fight over the furby at try to keep it under their own tree. Unfortunately the team scoring does not work, but it works as a team DM map.
  2622. xmas2ft5 - by John Cook, Pulseczar, Gnarler, [NERD]Brain, and Ratbert. It's another 2fort5 co-op variant like runet1. This one has been modified for Christmas. It's meant for MegaTF instead of regular QWTF.
  2623. xmastree - by MisYu. It's a regular DM map. There's a big Christmas tree full of 'ornaments' like pent and quad. Although it is not designed for TF, it works as a TF DM map.
  2624. xp - by [Ent]. It's more of a standard fort than usual from this author. The entry room has a pool of water that is easy to fall into. There are 2 corridors into the flag room. The map was clearly designed with RJ 2 in mind. The size is right for 3s.
  2625. xpress - by Bladez. The xpress series of maps set the standard for 2v2 play. The first version is much like the others, with a long field in the sky. But a key difference is that the flag area is floating above everything. The map was intended for Scouts and Medics to fly around, but in reality it takes them away because using a RJ as Soldier is better than waiting for a conc to wear off.
  2626. xpress2 - by Bladez. In this revision of xpress, the flag is still up high, but at least there are ramps so everyone can get up there easily. Aside from the older-looking textures, one of the weaknesses of the map is that the sky is too low. But it is still a popular version of the map.
  2627. xpress2020 - by Bladez, Togra, and Kevin. It's a conversion from TFC. This version of xpress is significantly larger than the others. The center has a big hill like impact1. The concept is redeemed by the fact that you can grenjump through the resupply pack.
  2628. xpress3 - by Bladez. This version of xpress is the gold standard. The flag has moved back to a small platform behind the front deck. The offense comes in very fast to the flag. Attackers are not limited to Soldier only. The author's original dream of flying Scouts and Medics is fully realized here. The lack of walls around the sides plays a huge role in the gameplay and has been imitated in other maps. The only minor complaint is that the sky limit is still somewhat restrictive, but correctly executed jumps should come in at a low enough angle to avoid problems. It is one of the most popular 2v2 maps and is excellent at separating skill levels.
  2629. xpress3b - by Bladez. It's the same as xpress3 except the banners are messed up. Gameplay seems unchanged.
  2630. xpress3st-1 - by Bladez and Render. It's a keepaway version of xpress3. It's interesting for keepaway style because although it's a small map, the flag carrier can keep hopping between the 2 resupply packs to stay alive, as long as he doesn't get knocked off the edge.
  2631. xpress3steal - by Bladez and Render. It seems to be the same as xpress3st-1. Based on the name, I would trust this version more.
  2632. xpress4 - by Bladez. It's a 4-way version of xpress, similar to the style of 4f5_havoc. You can grab any of the opposing teams' flags and cap them at your base. There's also a quad floating above a shambler in the center of the map. You can grenjump to an enemy's flag from your own base. It's a wild time.
  2633. xpress4wtf - by Bladez. It appears to be the same map as xpress4.
  2634. xpress5 - by Bladez and unknown. It's a revised version of xpress3 by someone other than Bladez. The 2 small ramps outside are now on the same side. There's more to the deck structure, potentially blocking incoming jumpers more often. There's also no steps up to the cap point, but that's because the jump pads are broken. However a way that it's superior over xpress3 is that it pushes up the sky height.
  2635. xtreme - by Bladez. Unrelated to xpress. It's a surprisingly weak entry from this author. The main feature is a well6-style front door. The base is no more than a small ramp room with a flag in the back. Don't try to take the low path.
  2636. xtrmrjb1 - by Spark. It's beta 1 of another Rocketjump Extreme series of Soldier skills, not to be confused with rjxtreme. The 1st trial is actually a double grenjump instead of a rocketjump.
  2637. xtrmrjfb - by Spark. It's the final beta of the xtrmrj maps. The unnecessary dividers have been removed from the 1st trial.
  2638. xtrmrjvf - by Spark. It's the final version of the xtrmrj maps. The dividers are back. This time I completed the 1st trial, and the 2nd trial is a difficult long-distance multi-part jump.
  2639. yar21 - by KAsMO. It's a fairly small forts-type of map. There's a ramp room and a flag room. The flag is up high and guarded by a grate, but you can shoot the button from down low and RJ up (with RJ 2). You can also grab the flag straight through the grate if you hit the right spot. There's also a slower tunnel to take you up there.
  2640. yber - by Zaka. It's a large map with confusing temple ruins. It has visuals like rust (same author), but all the yellow walls make it hard to know where you are. The map is stylistically more like orava (also same author) with its non-linear paths of travel.
  2641. yp5 - by OneManClan. It's another 'intermission' map, which I assume was used during one of the yearly Rocktober events. It has X, Y, and Z on the walls.
  2642. z - by Bleach and unknown editor. It's 1on1r, but the floor has been replaced with text that says 'trigger' over and over. It doesn't trigger anything.
  2643. z7 - by ZOo. It's one of the most notoriously defensive maps around. There's a single flag hall like 2fort4, but, additionally, the basement itself is easier to defend. The only hope of getting through is with a grenjump through the long hall, as long as any sentries are down first, since there is a perfectly crafted deck for them. Nonetheless, the map was popular, especially in Russia.
  2644. z9 - by ZOo and Archer. It's an improvement over z7 but not by a lot. Some of the areas of slowdown have been changed, such as removing the water from the generator room. There's still a single chokepoint at the flag entry, but at least it splits into 2 separate paths now.
  2645. zap2fort5 - by John Cook and Zxeses. It's one last version of the MegaTF edit to 2fort5 in which you can't grab the flag in the first 2 minutes, also seen in 12fort5r, 2mtf5, 42fort5, a2fort5, ml80-2fort5, n2fort5, and turretspawn2fort5.
  2646. zecrets - by Crazykilla[N]. It's a map with secret areas. It's a regular DM map and not intended for TF.
  2647. zigzag - by [RS]Brasseye, [RS]Zarjazz, and [Ent]. It's the 1st version of zigzag before 2zigzag and 3zigzag came later. It's a remake of the original map, which is rs_zz1. It's a smaller variant, like etf_stq_zigzag. It doesn't have the trees outside, which actually increases its appeal.
  2648. zigzagr - by [RS]Brasseye, [RS]Zarjazz, [Ent], and Bvr. It's a minor edit to zigzag to improve lighting. It also removes an invisible platform that caused problems in zigzag.
  2649. zoo - by unknown. It's a very small 2-level DM arena. It was not made for TF, but it can be used for it, although there are no supplies.
  2650. ztndm5 - by ztn. It's a small regular DM map. Item pickups are frequent on the map. It's not meant for TF.
  2651. ztndm6 - by ztn. It's a small regular DM map, maybe a bit larger than ztndm5. It has quad and megahealth. It's not meant for TF.
  2652. ztricks - by Zaqwer. It's a skills course that wasn't meant for TF, but you can play it in TF. There are 7 trials, and you don't have to go through them in order because there's a teleporter to each one. They are difficult.
  2653. zzzfall - by unknown. You can fall through a psychedelic tunnel and respawn back at the top. Other falling maps are highdive, skydive, and superf.
  2654. _idaho_ - by Mr.Potato Head. The map's name, with the underscores, is indeed the original name given by the author. It is either 2nd or 3rd in the confusing idaho series, which includes idaho, bigidaho, _idaho_, and idaho_no. It's unclear whether bigidaho or _idaho_ came first, but idaho_no was last. Thus, this map is very similar to bigidaho.
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Page Citation:
Arc (9 May 2024). "Complete QWTF Map Guide." QWTF Chronicles - QuakeWorld Team Fortress Archive. qwtf.org. Retrieved .
QWTF Chronicles