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What you will need:
You need the conversion-archive and some maps. In order to be able to play at
any point in time, you will need all the maps listed below, as each one of them
can be selected from the vote map. At some point in time we hope to be able to
offer the maximum amount of 40 maps for voting.
Whenever we add new levels to the vote map we will add links to them here, too.
We will also include a description of each map. |
IMPORTANT!
Almost every map archive includes a readme file that contains vital information
about the map. In some cases you need to copy additional files into specific directories
and sometimes the map has scoring rules different from regular TF.
You are absolutely required to read and understand the map readmes,
because not knowing what a map is all about will spoil the fun for you, for
your team members (since you will be useless to them) and possibly all players
on the server (do you like fighting enemies who don't have a clue?).
Do yourself and others a favour and read the map instructions. |
Main binaries:
| Name |
Filename |
Added |
Description |
| TeamFortress 2.8 |
tf28.zip |
Sep 3, 1998 |
The main TeamFortress binary. You need this first of all the files. Size ~4.2MB.
|
| TeamFortress 2.8 |
tf28.zip |
Sep 3, 1998 |
Same archive as above, but download directly from ftp.cdrom.com
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The Maps:
| Name |
Filename |
Added |
Description |
| Vote-Map |
vote40.zip |
Sep 3, 1998 |
This is the vote map - this map has 40 numbered doors which can be opened
by inflicting a certain amount of damage to them. Behind each door is a teleporter
which leads to the map assigned to this door. The more people agree on one map, the
faster they'll be able to crack open the appropriate door and get to play the level
of their choice. After the frag/time limit has expired, all players automatically
return to the vote map and can select a different level.
Every now and then we will change the door-level assigment or remove/add some levels.
In these cases you do NOT need to download the vote-map again, as the changes
are made only on the server side.
|
| Two forts |
2fort5.zip |
Sep 3, 1998 |
This map has evolved into the standard TeamFortress map and can be found
on virtually any server. This map is very plain (and thus fast even on 040 systems)
and quite simple. It also tends to get terribly boring if played too long or too often.
|
| B A M |
bam4.zip |
Sep 3, 1998 |
This map could be considered "2fort5 done right". It is very similar in structure to
2fort5, but is visually much more appealing and has two secret passageways inside of each fort.
|
| The Hunted President |
hunted.zip |
Oct 1, 1998 |
This is a very interesting map: One player takes the role of the president and
must try to escape from the map. He can do so by using the lift in the center of the
stone circle and will earn his team 50 points if he escapes. The president can only travel on the road, he'll be killed if he tries
to leave it. The president is a civilian and does not carry any weapons except for his
axe, neither does he have any armor.
Up to three players are the assassins (only Snipers and Demomen are available
as assassins) who try to kill the president. They cannot enter the building where
the president starts and gain 5 points everytime they manage to kill the president.
An unlimited amount of players may act as the president's bodyguards and can be Pyros,
Soldiers, Medics or HWGuys. Bodyguards share their score with the president and have
access to any place on the map.
|
| 2 Tech 4 |
2tech4.zip |
Sep 3, 1998 |
This map has a lot of nifty features. Each team has a wall in their midlevel basement which
can be blown up by an enemy demoman - it hides a battery which can then be taken back to your
own team's base where you have to put it into the sniper-deck spotlight. After that, the enemy
sniper deck will be illuminated for five minutes.
Also, each main entrance hall has a set of computer consoles - enemy engineers can hit these
with the spanner to "hack" the base computers, giving access to enemy supply rooms
and lifts.
|
| The Box |
the_box.zip |
Sep 3, 1998 |
This level is just what its name suggests: little more than a small box. Each wall has
a narrow "base" where teams can return the single flag of this map and small
ramps which give access to ledges on top of the bases.
This map has only one flag which is located in a hole in the middle of the map, and fewer
frags than usual are awarded for the flag capture.
For added fun, this map allows the use of the grappling hook :)
Standard constellations on this map see lots of HWGuys and the occasional
sniper taking shots at each other while scouts and medics dart in between
and win because they keep capping the flag all the time while the others
are just intent on killing each other.
|
| Canal Zone |
canalzon.zip |
Sep 3, 1998 |
This map adheres to a scoring system completely different from regular TF.
Instead of capturing the enemy flag, you have to take so-called "command markers"
from your base to certain points on the map. While you control such a command point (i.e. a marker of your color is located on it)
your team will accumulate frags and be given access to health/supply buttons in
the vicinity of that point.
If your team manages to gain control over all eight of these command points, the doors
of the enemy base will start opening in 10 second intervals. You now have a few minutes
time to take another command marker into the control room of the enemy base. If you
managed to achieve that, you will WIN the map, i.e. this map has exactly laid
out victory conditions - cool stuff!
|
| Storm 7 |
storm7.zip |
Sep 8, 1998 |
This is another of the many popular "let's play something different from CTF"-maps.
Two simple forts are connected by a rather lengthy "road", the goal is to penetrate
the enemy fort and find and activate six buttons - after you have done that another
door inside the enemy fort will open, enabling your team to claim victory as soon as
you pass through it.
|
| Spazball |
spaz4.zip |
Sep 3, 1998 |
This map is very different from most other TF maps. Instead of capturing the enemy flag,
up to four teams engage in a violent combat sport and try to slam the spazball into the
enemy goal. Teams which have five goals scored on them are out and are locked up in
the observation deck.
To make things more interesting, each goal that is scored on a team activates a trap that
this team can use to defend their goal, making it progressively harder for the others
to score.
Please jump over to our links section and follow the link to
the official spazball website - there you will find all the information you could ever
want about this map.
|
| The Rock |
rock1.zip |
Sep 11, 1998 |
This map has you seeing double! Each of the two teams has a prison of Alcatraz, aka
"The Rock" to call their own. Rather than capturing the enemy flag, you have
to first get a key from the enemy and then intrude into their gas chamber from where
you can kill virtually anybody on the entire map if they don't manage to grab one of
the few gas masks or hide in the water. There is a tunnel into the enemy prison that must
be detpacked in two places before it can be used.
There is a more current version of this map available, please check the additional maps
section to learn why we don't run it.
|
| Bunker Hill |
bh1.zip |
Sep 28, 1998 |
This nicely laid-out 2Fort-style map has a catch to it - in order to enter the
enemy flag room you need to grab a key at your base and take it to the enemy
base in order to unlock the map room. Only players with a key will be able
to enter the flag room.
BEWARE! There are only three keys for each team, and it is possible for one player
to pick up more than one key which he will keep until he dies, so watch out what
you are doing and don't limit your chances of winning by picking up more than one
key or picking up a key with a class that doesn't stand a good chance of bringing
the flag home.
This flag has some lava in it which, just like the water, has no surface and can
thus not be identified as such - be careful where you jump :)
|
| The Well |
well6.zip |
Sep 3, 1998 |
This is a rather large map with a wall dividing the battlefield between the forts.
This map also has several water tunnels, some of which are blocked by grates and can be blown open
using detpacks.
Standard CTF scoring system.
|
| Braveheart |
2brave1.zip |
Sep 3, 1998 |
This is pretty much a standard CTF-type level, only that is has a medieval
setting and the teams are not red and blue but the Scottish and the English.
Consequently, you are not capturing the enemy flag but the English king or
William Wallace (depending on which side you're on).
Each castle has a long water tunnel, partly obstruced by grates which can be
blow up by any demoman.
|
| 2 Castles too |
2cast2.zip |
Sep 3, 1998 |
This map is a medieval-styled map which allows the use of the grappling hook and has
neat wind tunnels for escaping with the flag. We first played this on the night between
Sep 5/6 with a considerable amount of people and we had a blast!
|
| Midnight Rumble 2 |
2night2.zip |
Sep 8, 1998 |
This is a very nicely designed map - it is quite complex but devoting ten minutes
of your time to checking it out will keep you from getting lost.
Standard CTF gameplay. According to the author there are a few hidden
features in there, good luck finding them.
Oh, apparently there's a duck walking about the level someplace - nothing
to worry about :)
|
| The Dump |
thedump.zip |
Sep 3, 1998 |
This map is fun for occasional play. The forts are quite small, have no secret
or water entraces and doors that must be shot to open.
The clue of this map is the immensely long bridge between the two forts and
the fact that each fort has a wind tunnel that acts as a cannon - everything
thrown into it (i.e. grenades) will end up at the far end of the bridge and
explode there!
|
| 2 Nuke 2 |
2nuke2.zip |
Sep 3, 1998 |
This is one of the more popular maps on our server. Instead of capturing the enemy flag you have to
penetrate the enemy base, capture their key and return it to a computer terminal in your
own base - this will launch a nuclear missile at the enemy base and kill all people
in the base, including your own team mates. So, make sure that none of your team
members are in there when the big BOOM comes :)
|
| 2Sphinx6 |
2sphinx6.zip |
Sep 8, 1998 |
This is a very nice map with an egyptian setting. The scoring system is CTF with a slight
modification: instead of flags you have to steal the other team's Ankh symbol, and have to
return it to your own Ankh symbol, which must be present in order for you to score.
If it's not there, better go out and kill the enemy flag carrier and guard the Ankh - it
will return to your base after 30 seconds.
This map has a Quad Damage and a Ring of Shadows in the area between the two forts - either
one will grant its powers to the entire team, so you better grab those first.
This map is not suited for people who fear high places.
|
| Progression 1.2 |
progres2.zip |
Sep 3, 1998 |
This map really adds a new twist to the game. Rather than being able to grab the enemy flag
right away, you first have to take three runes into the enemy base in order to open the
cage that surrounds the flag. You have to place the runes in order and can only do so one
at a time.
To make things more interesting, each rune succesfully placed gives your team an advantage,
such as opening a friendly supply room in the enemy base or giving access to a wind tunnel
that leads right into the enemy base.
Once you captured the flag, the runes will return and you have to start anew.
|
| 2 Fort LoL |
2fortlol.zip |
Sep 8, 1998 |
The forts on this map are actually medieval castles, and you know what castles are designed for, don't you?
Exactly - for keeping the enemy out! Consequently, a well-organized defense makes the fortresses on this map
nearly impenetrable, any attacking team that lacks in the cooperation department might as
well forget about it.
Two water tunnels connect the castle trenches, but there is no water tunnel into
the actual castle.
|
| Stargate 2 |
stargat2.zip |
Sep 28, 1998 |
This map was added to the vote map per request of several TF players. This map is very
lightly inspired by the movie "Stargate" and features standard CTF gameplay on a 2Fort-style
map. However, you respawn in a room with a stargate that will transport you to your actual
fortress and you have to take the flag back in front of your stargate.
Look out for a teleporter that takes an entire wall of your homebase - that's the one
that will take you back to the stargate room.
|
| Two Destroyers |
warship1.zip |
Oct 1, 1998 |
This rather small level contains a lot of water and is great fun. Instead of a fort,
each team possesses a warship and in order to reach the other team's flag you have
to swim. On the deck of each ship there is a tube that points towards the enemy ship -
this tube has a built-in wind tunnel and acts as a cannon, enabling you to launch grenades
at the enemy ship, hopefully catching some people on deck with the blast.
ATTENTION! You also need to download this small archive, unpack it and copy the
resulting PACK.MDL file to your "fortress/progs" directory.
|
| The Outpost v3.0 |
outpost3.zip |
Oct 1, 1998 |
Standard 2 Forts-style level, but magnificiently designed - there are four bunkers on the
battlefield between the two forts, and all of them are interlinked by a set of tunnels
that also gives access to the sewage system connecting the two forts.
|
| Bases |
bases.zip |
Oct 26, 1998 |
2 Forts style level with some extras: You can detpack the enemy computer
room for 5 frags and get re-armed at the same time. Capturing the flag
will give everyone on the team full cells and medkits.
|
| Wind Town ver 3.0 |
windtwn3.zip |
Oct 26, 1998 |
In this level you have to get nuggets from a gold mine and have to take them to the bank.
Nuggets will slow you down while you carry them and other players can kill you and
rob the nugget. There also is a switch that allows you to seal off the mine for a short
period of time - try to shut down the enemy mine while keeping yours open.
|
| 32Smooth |
32smooth.zip |
Dec 26, 1998 |
Standard two-team capture the flag, taking place in two fairly large castles, each
with a hidden Quad somewhere. This map is big and this map is dark, better do a sight-seeing
tour before playing this for real.
|
| 2 Base Cobra |
2bcobra.zip |
Dec 26, 1998 |
This is a CTD map (Capture the Diamond, i.e. the flags have been replaced with
diamonds) with a huge killing field in between the fortresses. The map
itself is very simple and does not provide much room for tricks and strategy.
The entrance to the enemy sewer can only be blown using a detpack.
ATTENTION! This map is not contained on the earlier versions of the TF CD,
so you'll have to download it.
|
| Bad vs Evil with Cops |
town4.zip |
Dec 26, 1998 |
This is a three team map. Two teams are the bad and the evil guys, one team is
formed by the (good?) cops. The bad/evil guys have to destroy the computer lab of the
respective other team while the cops need to capture the suitcases located in the HQ
of each gangster team.
Recalling my experiences on Hunted President I daresay 80% of all players are too
stupid for this map anyways :-/
|
| Unholy Kingdoms |
unholyk.zip |
Jan 11, 1999 |
This map has fantasy-style setting, placing each player either in the team of fire or ice.
The goal is to capture the enemy princess, take her to your prison and keep her there.
Rather than automatically returning upon capture, the princess has to be freed by her
own side and will have the team holding her captive score for every 30 seconds they
manage to keep her in the dungeon.
This set-up makes for a nice change between all offense, all defense and mixed scenarios.
Oh, BTW - it is possible to get into the sniper towers and shoot from there, just try
a bit...
|
| 2Splash1 |
2splash1.zip |
Jan 11, 1999 |
Nicely designed level with standard CTF gameplay. The flag dropoff point is a bit tricky: opposite
your own flag/key there is a steep ramp leading up to a very long drop into a pool of water.
This is where you have to take the enmey flag in order to score, having you land in the pool with
a big SPLASH, hence the name.
|
| Mach Death |
2mach1.zip |
Jan 11, 1999 |
Very small map for 2x2 or 3x3 action. Finally you can be sure that the guys who
didn't come missed out, even if there weren't enough players for larger maps.
|
| 2Fort bomb the base |
2fort5bo.zip |
Feb 14, 1999 |
This map is a modification of the original 2fort5 map, done by Clan Risen's very
own Centaurus! Instead of capping the enemey flag you must grab a detpack
off the center bridge and take it to one of several locations in the enemey fort
(those locations are marked with flags). Once all detpacks are in place a button
appears at the flag capture point in your own fort - by pushing that button all
hell breaks loose on the enemy side, giving your team lots of frags and the enemy
lots of hurting :)
|
| Civilian Sawmill |
civsaw4.zip |
Feb 14, 1999 |
This map is pure madness. It allows up to two HWGuys on one team (that's it! no other
classes and no more than two players) and as many civilians on the second team as care
to join the slaughter. This map is basically one room with the flag in one corner
and the cap point in the other - the civilians must capture the flag (and will receive
a quad damage for a short period of time after each capture) while the HWGuys must
keep mowing down the civilians as fast as they can.
Happy Carnage!
|
| Havoc |
havoc.zip |
Feb 14, 1999 |
The name says it all...
This map is small, this map is tight, this map is mean and to top things off
it also uses a different scoring system: Each team has a control center
with a monitor in it - shooting that monitor gives you one frag and can be
repeated every seven seconds.
BTW, this map will award Quad damage to players at random intervals, better
watch your grenades and missiles or you'll be getting a taste of your own medicine.
|
| Twin Trees |
2tree7.zip |
Feb 14, 1999 |
BEWARE! This map is absolutely, positively huge, gigantic -- in one word: it is VAST!
You better do an extensive sightseeing tour of this map before playing it for real!
Gameplay is standard CTF but there are three places that can be detpacked to get
to certain places quicker and more safely (one of these places can be re-detpacked,
i.e. closed again using another detpack), so a demoman who knows his ass from
a detpack is a must on this map.
One note: You better forget about playing this map on a 68k. Period.
|
| Stargate SG-1 Hunted |
sghunt1.zip |
Feb 14, 1999 |
As the name suggests, this map was inspired by the Stargate TV series (setting) and
the map "Hunted President" (scoring/gameplay). There are three teams: Asgard, Goa'uld and the human.
There can be no more than one human and five Goa'ulds with no limit to the size of the Asgard team.
The human must make it to the stargate and the Asgard team must help him while the Goa'uld try
to stop (i.e. kill) the human. Certain class limits are in effect for each team, and the human
is always a civilian (i.e. axe and no armor).
Experience with "Hunted President" has shown us that 95% of all people who visit our
server are simply too dumb to grasp this kind of gameplay/scoring, normally killing
everything that doesn't have their color.
On those rare occasions when all players actually know what they are supposed to be
doing this map is as fun as "Hunted President" is.
|
| Klan Wars 2 |
klanwar2.zip |
Feb 14, 1999 |
This is a nice, simple map with CTF-Style gameplay. No special features, no
really difficult architecture. 'Nuff said.
|
| Tiny Team TF |
kidfort.zip |
Apr 9, 1999 |
This map is pure madness - only one room with a toy-block mini fort at each end as well
as a closet for resupplying and getting into a space below the table.
Madness, slaughter, killing - not much fun, really - might as well play DeathMatch
right away.
|
| Ephidrina War Grounds III |
ewg3.zip |
Apr 9, 1999 |
Standard 2forts-CTF map. This map is nicely designed and good for defensive play, but
too big to be any fun on 68k-based machine :-/
|
| Impact v1.0.1 |
impact1.zip |
Apr 9, 1999 |
This is a very nicely designed map featuring standard 2forts-CTF scoring and an extensive
tunnel system, intimate knowldege of which is the key to winning this map.
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Addtional maps
| Name |
Filename |
Added |
Description |
| The Rock |
rock2.zip |
Sep 3, 1998 |
This map has you seeing double! Each of the two teams has a prison of Alcatraz, aka
"The Rock" to call their own. Rather than capturing the enemy flag, you have
to first get a key from the enemy and then intrude into their gas chamber from where
you can kill virtually anybody on the entire map if they don't manage to grab one of
the few gas masks or hide in the water. Extensive subterranean tunnels and the ability to take out the
enemy power generator complement this truly great map
Our links section has a link to the official rock2 webpage,
and we highly recommend that you take a look at it.
Unfortunately the Amiga version (and only the Amiga version) of Quake has problems
with rock2 that result in weird graphics bugs in several places, spoiling most
of the fun - thank you very much, ClickBOOM :(
|
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Page last updated by Eclipse on November 2, 2002
- All content of these pages is ©Clan Risen.
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