![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4DhArg0uyYBB017HcXMCNh84W_MrrSR5LYyt-AJQz_utyIATMQM6o_9cK7WLv7Ir09xo2I8tTWEnpGHfjuO0zR8pWz7kl8xPGENgWi0qK58fIdftFSceO3wGQIz98pwSagStBDS5DLJY/s400/750px-TF2_2fort_map.jpg)
Name: cti_2fort
My Likes: Ah, 2fort. One of my personal favourites and one of the only official Capture The Flag type maps VALVE has seen fit to bestow apon the TF2 community. Based on the classic Quake Era of Team Fortress with a new interior and exterior look that fits the style of TF2 like a glove as a deranged Pet Detective once said and despite the clean sterile look in the picture, soaked with the blood of many who defy me. Why do I love 2fort? On a good server with a decent team, it is a map that can make a game last longer than the usual 20-15 minutes. This is however, also a bad bad thing I'll cover below too. The old school game mode and time extension are not the only plusses. I love how VALVE decided to give us several ways in getting into the enemy base as a lovely fuck you to all those annoying campers out there.
Seeing as I mainly a Pyro Class player, 2fort is my favourite map to defend the base in simply because of the fact there is so many routes to ambush, hide and backtrack. Think you and your Heavy buddy is going to push through because our Engineers are stacking turrets somewhere outside our base? Wrong buddy. Not if I set you alight via dropping from the grate from the sniper deck interior space.
My Dislikes: The stalemate, Oh god the stalemate! Nothing is more annoying playing a game of 2fort where you have a team full of idiots on both sides. People seem to sometimes think that TF2 is HL2 Death Match. It isn't. Your kill/death ratio does not count. It is not on the scoreboard, so it doesn't count. Quit camping, and either be a Scout or Spy and blow up all those stacked freaking turrets now. Stalemates in all TF2 maps are bad, but a 2fort Stalemate can lead to hours of repitition which leads to boredom.
I also despise the fact the open decks of the fort appeal to the whiny kiddy bitch sniper every gamer has in hit. When you see more than 2 Snipers on the deck, or more against a single player panic, go Spy, stab and end the insanity.
Personally, I think 2fort should have another route added in and VALVE should make a slightly larger version for servers that go over 24. Also, more things to blow up plz :(. And living, gibbable chickens.
Name: cp_well
My Likes: Well might be my favourite control point map by look alone. A train yard that sort of reminds me of the good bit of the Blue Shift Half Like expansion between two factories. The battle for the middle control point is also amusingly epic, as you must not be also aware of being out flanked by enemy team members but you must awesome beware of the two trains of death. Nothing is more amusing (Or annoying) than falling prey to these vicious beasts because through the miricle of coding VALVE have made them appear when you least need them to.
The design of the map is also a haven for those Demoman and Soldier chappies who love to jump to higher places. You can easily get into the building for the middle point of the map to gain the advantage at the possible cost of scorched toenails or missing the odd ankle. This map is also chock a block full of places when an eagle eyed Engineer can set up his or her turret. My Sentry kill cherry was lost on this map, just outside to the left of the middle spawn. A Pyro met my level one turret. Sigh.
It also has some watery bits where Spies and Scouts can sneak through. The reason for the name in the first place. It also have huge fricking missles outside the HQ spawn rooms. Awesome.
My Dislikes:
This map is a pain in the ass if you want to be sniper. Seriously. The Battlements are oddly designed, as if they were thrown in at the last minute. Also, the chutes that lead to the moat have an irritating one way only feature. Once you go out, you stay out. A shame if you leap in after some Pyro BBQ's you. Also, like 2fort this map suffers sentry camping. Sentry camping is where several Engineers place turrets right on the door stop of the enemy HQ. Which is sort of, you know, unfair.
It wouldn't suck if the Battlements for snipers were not such a death trap. Aside from that, Well is pretty much an okay well balanced map. It could also do with a few more middle points, but that could go under an extension sort of thing.
Another control point map, which takes place at a Granary Silo. Which is pretty unique place to fight a violent epic battle. It also full of Cargo Containers, another VALVE art fetish from the days of Half Life. Those Cargo Containers are easy to access with the right kind of jump. Like well, it shares the same sort of design. Neutral point in the middle, Red and Blue base at the far top and bottom. In fact, I admit when I first started playing this map and well I kept mixing the two up. It is a common mistake.
This map is gold for Soldiers and Heavies, as death is impossible to escape from the wide sweeping corridoors. The Snipers also have a few choice places to snipe from. Also, it wouldn't be a map set in the Half Life universe without vents to crawl around, which makes Spy infiltration a lot easier. The middle neutral control point of the map is the perfect battleground for the epic Scout Rush. Plenty of cover to hide behind and jump on.
Dislikes: None. Seriously. Granary is the perfect map for a quick TF2 fix, It looks good and adheres to classic map design. No class is gimped on this map. All it needs is the odd pile of grain you can trample into the bloody corpses of your slain foes for the lol.
My Likes: Another Quake era map redone for the fans, Dustbowl is a map of tension and bloody conquest in dusty late gold rush eras mines. The map is devided into several different areas which can be unlocked if the Red teams advances against the Blu team by capturing the single point. Blu team can win by simply keeping the Red team back as the clock counts down. Like Gravel Pit, teams should be stacked by the classes of the offensive or defensive varieties with Blu and Red.
Visually, the map is excellent. It however, could do with a little bit more bloom. Dustbowl is THE map for close combat. If you want to kill a guy with a melee weapon, this is your map. The best section, in my opinion for the map is the second one with the mine and the little outpost outside it. Players here can easily perfect their skills as Demomen as Medic, as either class is a must for both sides during the game.
Each little section also has an alternate route for attack, which like always is quite handy.
My Dislikes: The first section. The control point is simply too close to the spawn point. Seriously. A short walk away. In other words, a good offence can simply sweep away what little defence is assembled because of the BLU team is trying to camp the main spawn point entry way. This doesn't work, becuase they forget the side entry point and the small canyon entry point. Moving that point back a little would make the map last longer on certain rounds.
Name: cp_gravelpit
My Likes: This is one of the new boys, a different type of control point compared to the simple go to a point and stand there. Gravel Pit, a map set in a quarry somewhere Midwest America needs you to take a certain point first. To unlock one of the other points, or both. In other words, this map promotes pure offence or pure defence. In other words, hardcore Heavies, Demomen, Pyro, Soldiers and Medic will love this map. Sniper, Engineers or Spies will not.
Point A, B and C are completely unique. All the CP are in structures, from easy to defend (Point B, which is usually the bloodiest of the map) to the hardest to defend (Despite being on a tower, a simple Pyro can easily ruin every defenders day ontop of Point C). A series of tunnels and the odd warehouse leads to all areas of the map which hosts the points which leads to some interesting ways of getting there (Go the riskier bloody route, or attempt a sneak attack with a spy?)
Gravel Pit is also one of those maps scattered with handy bits of cover of both sides, because, you WILL need it. Especially if you are the attacker. Demomans grenades love bouncing off stuff, including the odd rock and landing at their own masters feet.
My Dislikes:
Turrets should not be allowed to be built ontop of point B's freaking roof. That is annoyingly unfair, since it makes cover worthless. I don't mind death from above from the rockets of some Soldier or a Snipers bullet, but a Level 3 turret just makes the grinding assault annoyingly worthless. Also Valve, do something about Point C. At least make the platform on the top a little bigger.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiohuKRz36HI8Or3AYkgR68GpwsIEQIU-nZgYylIihRmRYD3GUi1Ou6W_nUWLeM_wi9-o134NswJHKEU5rVR_7NGVgPjxcupmGrfQWgO2QCLmeAB8lxqW1nAjVIarDXlD6KWYcKyevKjVI/s400/750px-TF2_Hydra_Map.jpg)
Name: tc_hydro
My Likes:
Hydro is a biiiiig map. Really big map. Several different maps combined with one. It also has another VALVE art staple. A Dam, A Dam that suspiciously looks like the one in Half Life. You know the one. Territorial Control is an interesting sort of gameplay mode. Red and Blu team own half the map and are given a random section to right in at the start of the game. This happens until most of the map is taken. To do this, you must take the singe control point on the enemies team while guarding yours. This map is one of the most unique in my opinion, and Hydro maps when both teams have decent skill can take the longest or next to 2fort, most likey to end in sudden death themed Stalemates.
I can't quite pin down the area I like of this map. It is the one with the dish ontop and the CP inside, where you can attack the enemy CP from the slope or go into the bedrock of the canyon. I suspect a lot of VALVE artists had Half Life waves of nostalgia. I wouldn't be surprised if Red and Blue were fighting over construction rights of Black Mesa it very self.
Demomen players will espcially lover the interior control point node areas of the map.
My Dislikes:
With a really poor team, Hydro is not fun. But that is pretty much true in most maps. I have no other dislikes for Hydro really. This map must have got the most attention during design because it has areas for everything. Heights and cover for Soldiers and Heavies with ze Medic, narrow rock corridoors for the Pyro, nice little bits of cover for Snipers and Sentries to hide and plenty of alternate routes for Spies to cloak and sneak though.
The only bit of improvement I suggest is adding a new area, where we're fight ontop of the very Dam it self.
In the future, when Badlands and Goldrush are released, I'll do an extension for this article and bring up a few of the best custom maps for TF2 as well.