A territorial map based on the original canalzone for TF. It contains eight command points, with about 3 entrances to each one, and several hidden items/passages throughout the map. Each team receives a point every 30 seconds for each command point they hold, and receive 25 points for an all-cap.
Grab the opponent's Flag from their Base, bring it back to your Base and "Capture it" by running over the square in the sniping nest in your base: You score 10 points for your team per Capture. You also get 10 points. The button near the capture point opens the door over the flag for 2 seconds.
This map is a set of carnival rides and activities including: - A Roller Coaster - A Ferris Wheel - A 'Hammer' Ride - A 'Gravitron' Ride - A deadly snack machine - A Dunk Tank - Two skeeball machines.
Casbah (Mideast - Capture The Flag)
CTF
Valve Software
Steal the enemy flag from their flag room, and return it to your own.
Functional, medieval style, catapults - to launch yourself or others across the map, A new entrance to each base can be found by detpacking the center of the battlements, these can be repaired by their respective teams by hitting the rubble with the engineers spanner
Once upon a time there was a great castle. But at some time in history a major earthquake hit the region. And som how the castle was split into 2 pieces, devided by a great canyon. In the downpart of the canyon the lava flows and makes it a angerous place. The people in the castle soon was divided into 2 different teams. And like in other places a war was not to be stopped.
Take the enemy flag to their detonation point in their base. The enemy base will cave in and you must be in a safe zone or out of the base to survive. If you are not in the safe detonation room you must get to another safe zone.
A standard CTF map. It does have grenade packs, but they are in an out-of-the-way place so spammers and snipers don't have easy access to them. Also there is a water entrance that needs a wall destroyed by weapon or grenades before it has to be opened by a demo's det-pack.
For matches and fights of the Fortress Combat Federation. The red and blue teams fight. The crowd just gets to watch, and the judges get to award and penalize the fighting teams.
There are 10 flags. Each team starts with 5 flags so you must steal the flags from each other! Tunnels below the bridge can be detpacked and resealed at any time. Extra way in & out under the bridges!
Blue and Red teams must get into the enemy base and press the button to open the door to the outside bunker containing the flag. The third yellow team are snipers and get their points from killing the other teams.
Two teams battle over control of a metal-alloy proccessing plant. Use traps to send your opponents falling 50 feet into a lava pit while their scream fills the silence of the dark night.
Enter the enemy Base and make your way to where their Flag resides in the Basement. Grab it and bring it back to your cap point located at the top of the stairs.
1. Capture the enemies Flag or Key to score points. 2. Defend the Bonus Capture point - stop the enemy using it. 3. Shoot the WARNING SIGNS to alert your team to the enemy!
CTF 9vs9 or 5vs5 with a beautiful tropical setting. Flags in a laser room with convenient water access and working trains. Also a floor fan for high jumps.
Each team has 40 spawn points so it can handle 32 players. Grab it and bring it back to one of cap points. 7 Points at the Flagroom cap point. 3 Points at the Sniper Deck cap point. 1 Point at the Blockhouse Cap point
Enter the enemy Base and make your way to where their Flag resides in the Back. Grab it and bring it back to one of Cap points. Place it on the raised square to Capture it.
Enter the enemy Base and make your way to where their Flag resides in the Back. Grab it and bring it back to one of Cap points. Place it on the raised square to Capture it. Revision to Citadels v1.1
Darkness falls over the smelting plant as evening settles in. It has been several days since the militia's forces descended upon the quiet industrial town and took over the biggest chemical refinery in the States.
The Command Line Mining Company is the most valuable Tiridium mining facility in existence. When the owners lost contact with the mine operators, chaos broke out as the two mining teams fought for control of the complex.
Rival factions are at war for a large amount of coke. The assassins must take out the drug baron so they can monopolise the market. The bodyguards must protect their boss so they can get a cut of this month's sales.
Why did I start this? I guess the idea of exploring new Worlds and making them habitable for future generations excited me. That was 10 years ago. At least I'm not on the "Nostromo". Hah. If only something exciting like that would happen to us! It might relieve the tedium of Colony Maintenance. [C:7683/300] Signing Off until we reach Colony A3
Infiltrate the enemy compound and take their flag. Return it to your capture point. There is an alternate way to each team's flagroom via a detpack, but watch out, it might make things harder than before. .
This is both CTF and Death Match. You are 2 inches and in either in red computer or blue. To capture the flag travel through the network card and then through the video card there you will find the flag. Capture point is in monitor. If you spawn outside the computers it is a death match style map with a quad damage and invulnerbility skull.
Enter the enemy Base and steal their Flag which resides deep in the basement of the base. Grab it and bring it back to the capture point just inside your base.
The government has ordered a select group of surveyors (you) to go through and survey the area of Hell through a newly opened portal in one of their test labs. You are to use concussion grenades in oder to explore the entire area, since hell's landscape is harsh enough to be fatal if you were to step or fall in the wrong place.
The object of this map is simple, practice your conc jumping. Simply make your way through the course doing your best. You will reach a deciding room, which has 3 marked exits. 1 leads to the easy solution, 1 leads to the medium solution, and 1 leads to the hard solution.
Use your unique concussion grenade jumping skills to reach the end of the map. There are 18 jumps, ranging from easiest to progressive difficulty. Made in dedication of [TG], The Group.
A brand new conc jumping adventure! Try your best to make it to the end by taking the paths of your choice. This concmap was inspired by the many others out there including but not limited to concmap(_r), concmap2, concmap3, concmap_csi, concmap_icup, and the list could go on and on. Now what are you waiting for!? Go and play!
Get to the enemies flag room and steal their flag via three different routes: Airlift, ladder, or battlements. Bring it back to your capture point balcony to score 10 points for your team. Flag carriers drop the Flag when they die. Dropped flags return to their Base after 60 seconds.
This is a two team ctf map but unlike most the forts have traps in them which can be activated by pressing buttons. The flags are in the top of high buildings you can use the steps in the building or concjump.
This is the second vesrion of my coolfort map and it is a lot better as it is a lot more open and there are lots of other improvments. This is a two team ctf map but unlike most the forts have traps in them which can be activated by pressing buttons. The flags are in the top of high buildings you can use the steps in the building or concjump.
Objective: Capture the artifact from the museum/art gallery. Red and Yellow are on offense (in competition) and Blue acts as security. Blue can cap the artifact only after it has been taken from the display. Blue should not approach the display. Points: Red and Yellow get 10 points respective for a cap. Blue gets 5 points per cap. Blue also gains points while the artifact is on display.
1 is a DM arena, 2 is a sniper war area and 3 is a conc jumping course. Get to the top of the conc jumping course if you can there's a good surprise up there [yes! working pop machines!] :)
Scoring:Blue and Red: 10 points per Capture. Yellow: 2 points per capture and the ability to call in air strikes on that team for the next 60 secconds.
Objective: Take a flag from the bridges and bring them to the corresponding capture point in your base. Scoring: 10 points per capture of flags on outside bridges 25 point per capture of flag on middle bridge
Steal the flag from your opponent's sanctuary and place it in your bell tower. Spies may use the teleport pad. Shoot the emblem above the flag for access. Trap opponents on the flag altar or in the basement healing pool!
To capture the enemy teams flag, you must touch it to your own flag. Also, flag's will not return after a set time, but will only return when that flags team member touchs it. Flags taken into your spawnpoint will return right away.
Hit the choosen gods picture under the water by the enemy Ankh. This lowers the forcefield for 20 seconds to gain the Ankh. Capture the enemy Ankh by taking it to your capture point.
Capture and hold as much Territory as you can by placing Flags on the Command Points throughout the map.
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Installation
Unzip and place the (mapname).BSP and (mapname).txt files into your C:\Sierra\HalfLife\Tfc\Maps directory. Create the maps subdirectory within C:\Sierra\HalfLife\Tfc if required.