Game Mode | Example | Notes |
---|---|---|
arena_1cp | arena_lumberyard | Arena, but with only 1 Control Point that opens after 60 seconds |
arena_2cp | arena_byre | Arena, but with 2 Control Points that are open from the start |
ctf_standard | ctf_2fort | It's just Capture the Flag, fun is infinite in this game mode |
ctf_mannpower | ctf_hellfire | The Mannpower version of Capture the Flag |
ctf_reverse | ctf_crasher | Capture the Flag, but the Intelligence is in your base and you have to deliver it to the other team |
cp_1cp | cp_cloak | It's exactly like KOTH, the only difference is that when you cap you automatically win, and also it takes forever to cap... Don't blame me, Valve created this game mode |
cp_3cp | cp_powerhouse | Symmetric Control Point, with 3 Control Points |
cp_5cp | cp_well | Symmetric Control Point, with 5 Control Points |
cp_linear_1s_2cp | cp_gorge | Attack/Defense, with only 1 Stage with 2 Control Points |
cp_linear_1s_3cp | cp_mercenarypark | Attack/Defense, with only 1 Stage with 3 Control Points |
cp_linear_2s_6cp | cp_snowplow | Attack/Defense, with 2 Stages and each one with 3 Control Points |
cp_linear_3s_6cp | cp_dustbowl | Attack/Defense, with 3 Stages and each one with 2 Control Points |
cp_linear_3s_6cp_open | cp_frostwatch | Attack/Defense, with 3 Stages and each one with 2 Control Points, but on Stage 2, both Control Points are available for capture at the same time |
cp_centralized | cp_steel | There is various Control Points for BLU to cap, but only the last one is necessary to win and it's always open |
cp_centralized_koth | cp_sulfur | There is various Control Points for BLU to cap, but only the last one is necessary to win and it's always open, this one works like a KOTH in wich RED and BLU have a countdown |
cp_domination | cp_standin_final | Both teams have to cap all 3 Control Points |
cp_pyramid | cp_gravelpit | BLU must capture A + B to capture C, and RED must defend |
cp_medieval | cp_degrootkeep | Basically the same as the last one, but with only melee weapons, and there is a small timer for the last Control Point |
koth_example | koth_viaduct | It's just King of the Hill, by default the timer is set to 3 minutes, but there is maps in the game with other times, like 5 minutes (Los Muertos) or 7 minutes (Ghost Fort) |
mvm_example | mvm_bigrock | It's just Mann vs. Machine, this one already came with the Source SDK, so thank you Valve! |
mvm_gates | mvm_mannhattan | The Gates version of Mann vs. Machine |
pass_example | pass_brickyard | It's just PASS Time, thanks to 14Bit for their PASS Prefab! |
pl_1s_3cp | pl_rumford_event | Payload, with only 1 Stage with 3 Control Points |
pl_1s_4cp | pl_upward | Payload, with only 1 Stage with 4 Control Points |
pl_1s_4cp_chew | pl_frontier_final | Basically the same as the last one, but with the Li'l Chew Chew cart model |
pl_1s_5cp | pl_pier | Payload, with only 1 Stage with 5 Control Points |
pl_2s_5cp | pl_cactuscanyon | Payload, with 2 Stages with 2 Control Points on Stage 1, and 3 Control Points in Stage 2 |
pl_3s_6cp | pl_hoodoo_final | Payload, with 3 Stages and each one with 2 Control Points |
pl_3s_7cp | pl_goldrush | Payload, with 3 Stages with 2 Control Points on Stag 1 and 2, and 3 Control Points in Stage 3 |
plr_single | plr_hightower | Payload Race, with only 1 Stage |
plr_multi | plr_pipeline | Payload Race, with 3 Stages |
pd_example | pd_watergate | It's just Player Destruction, thanks to Egan for their PD Prefab! |
rd_example | rd_asteroid | It's just Robot Destruction, thanks to worMatty for their RD Prefab! |
sd_example | sd_doomsday | It's just Special Delivery, now includes the rocket and elevator! |
tc_example | tc_hydro | It's just Territorial Control, thanks to 14Bit for their TC Prefab! |
vsh_example | vsh_tinyrock | It's just VS Saxton Hale, but now it's official. You can check the official manual of the mode here! |
zi_example | zi_atoll | It's just Zombie Infection, not much else to say... |
Note: I also made an extended list with all the maps and gamemodes that you can check here.