Team Fortress 2

Team Fortress 2

Infiltration
58 Comments
HUMIDIOUS 29 Nov, 2024 @ 12:17pm 
Are there any servers which uses this map that is currently active (and has players to play with)?
Gigachad Gaming 14 Aug, 2024 @ 1:09am 
This server has this map in its rotation: connect 91.109.116.31:27015
WλsKara1 1 May, 2024 @ 11:42pm 
that's nice to hear, cuz i really think this gamemode has a lot of potential to be implemented in the game in the future and the possibilities are much high with the Vscript :demoticon:
Donut the Vikingchap  [author] 24 Apr, 2024 @ 5:55am 
Maybe for the next version of the map (since you can't change the tags without uploading a new map file), but unfortunately, I don't really have time to work on this map right now, due to some much bigger projects I'm currently working on. I'll keep it in mind though, in case I find the time for it another summer!
WλsKara1 23 Apr, 2024 @ 4:23pm 
there is some posibilty to add the summer tag?
WλsKara1 22 Mar, 2024 @ 10:55am 
add the summer Tag
Donut the Vikingchap  [author] 8 Jul, 2023 @ 5:30pm 
Are you sure they can't be deleted manually in SFM? You might be able to use "ent_fire !picker kill" in the console while aiming at them, for example. You can also try "ent_fire item_ammopack_full kill; ent_fire item_ammopack_medium kill; ent_fire item_ammopack_small kill; ent_fire item_healthkit_full kill; ent_fire item_healthkit_medium kill; ent_fire item_healthkit_small kill".
‘Tis But A Scratch! 7 Jul, 2023 @ 8:17pm 
Can we please have this in SFM without the packs/ammo on the ground? looking foward to use this maybe
Dr. FeelGoose 26 Apr, 2023 @ 8:53pm 
ADD SUMMER TAG
They'll never expect Lu7ky! 3 Aug, 2022 @ 11:33pm 
Are you still working on this? I feel this could work out super well and I am going to try it on the server I play on once it gets uploaded to it. One observation i can see right off the bat is red needs maybe 1.5 minutes setup time.
ME GUSTA! 6 Jul, 2022 @ 6:56pm 
@Bot01 they should, but if they don’t, then just type nav_generate in the console and after you type that, your game will start lagging like CRAZY for about 45 seconds due to the map trying to restart, and after it restarts, your bots will work. And just so you know, for whatever reason, bots will never work on player destruction maps even after typing that command
Tye-Wynd 7 Feb, 2021 @ 1:47pm 
will tf_bots work on this?
WisdomShoes 18 Feb, 2020 @ 11:41am 
ight epic
Donut the Vikingchap  [author] 18 Feb, 2020 @ 11:12am 
No, c_infiltration is a different map made by a different person.
WisdomShoes 18 Feb, 2020 @ 10:41am 
are you the same dude who made C_Infiltration ?
Mountain Man 16 Oct, 2019 @ 3:07pm 
Hosting on 66.55.142.17:27015
Rodas 15 Nov, 2016 @ 6:51am 
Red Base , nice for source filmmaker :)
Billo 3 Sep, 2016 @ 6:38am 
i have played it and i have to say i needs to be on the game best ctf map i have ever seen
also plz dont mind because some ideas and insperation i had i took from your map to make mine.
for instance vents
also 10/10
Likiung 22 Aug, 2015 @ 1:16pm 
This map looks epic!!!! :D
☞♤HAPPY_NINJA♤☜ 20 Aug, 2015 @ 7:03am 
i always thought the one way ctf would be cool i this looks awesome
:conwayheadscratch:
Mesa 19 Aug, 2015 @ 7:23pm 
Looks Epic, Cant wait to Try it out
DeltaUnknown 17 Aug, 2015 @ 12:27am 
i like the idea behind this map is sure sounds fun
Pimp Skeletor 9 Aug, 2015 @ 8:56am 
Hey, me and my Friends are thinking on making a Youtube Channel, I could garner you up some publicity, it's not much but it's the least I could do.
Briaen 31 Jul, 2015 @ 3:51pm 
hey i put bots on this map and did nav generate but only red spys and snipers could move can you fix this?
:steamhappy:
TEQUILA SUNSET 29 Jun, 2015 @ 4:18pm 
I can't find any servers with this map. It's the only map I'm interested in, it's a really good idea. I wish valve would introduce this game mode officialy.
Snorlax 14 Jun, 2015 @ 12:19am 
what if you did an exterme rancho realxo on this :)
a depressed cactus 10 Jun, 2015 @ 1:43pm 
what server is it on
Donut the Vikingchap  [author] 10 Jun, 2015 @ 6:32am 
Thanks, this is great feedback guys! I'm going to try addressing some of it in the next version, but it might take a while.
Scrimblo Bimby 9 Jun, 2015 @ 10:42pm 
(Part 3) Overall:

+Very fun to play on defense. Running back and forth to each entrance, patrolling around the base, sneaking outside and getting behind the enemy as they push inside. Chasing down the intel while it's being stolen and retrieving it from the blu cap site.

+-Fun to play on offense,infiltrating and sneaking into the enemy base feels epic. Jumping over the gate and blowing up a gate to the side is also a cool mechanic. However it's really hard to win if your team isn't very organized or there are too many sentries.

+Round timer is fast and creates fast and exciting rounds. I also really like the fact that time is added everytime a Blu player grabs the intel. It makes suiciding for it actually mean something and gives Blu a slight edge on this map.


You're doing an amazing job with this map. Looking forward to improvements and future updates.
Scrimblo Bimby 9 Jun, 2015 @ 10:42pm 
(Part 2)

Map Feedback:
The courtyard outside Red's base needs additional third flank route.

The vents above the intel are kind of bland and not very fun to use. Perhaps create more routes inside the vents to allow more interesting gameplay.

The forest and hill towards Blu base is really dark. Needs just a tiny bit of light, it makes gameplay clunky because you can hardly see your opponent/teammates.
Scrimblo Bimby 9 Jun, 2015 @ 10:41pm 
I just played your map and I just want to say that I love the concept and design of this map & gamemode!

General Feedback:
The gamemode itself: Very good, it is what Team Fortress 2 is all about. I also enjoy this version of ctf more than any other, and that is due to the 1-way gamemode of this map. Blu is always offensive, and Red is always defending. (With the exception of capping/retrieving the intel)


The cap time for Blu retrieving the intel: Very good game mechanic. I very much enjoy it. It allows the defense to put up one final fight before they lose the game.

The Red "intel respawn cooldown" game mechanic is an interesting one. While it makes defending your objective quite a bit easier, I feel as if it shouldn't even exist. The objective itself is too easy to defend as it is. Plus it's a massive pain is the butt for the offensive team.


Δ KingofPsychos 9 Jun, 2015 @ 9:39pm 
I played this map tonight and really enjoyed it. This is the first time I've ever played an attack/defend style of CTF, and I loved it. The outdoors is great for rocket jumpers, and I especially like the small med kit that's on top of the gate tower. I thought that was an awesome hidden gem for rocket jumpers like me. ;)

My main critique is similar to Jansteffen's in that I feel like the inside of the building has too many opportunities for RED to flank the BLU team. My team wasn't even able to touch the intel because we were constantly getting attacked from all sides. The only other critique I have is that I feel that the hill takes too much time to run up/down, even for people who are rocket jumping. Perhaps this issue could be solved by having an engie just build a tele, but I would still like to see the hill shortened just so BLU doesn't have to waste so much time running.

Overall, awesome map and I really hope Valve makes this official! :)
eh dab 9 Jun, 2015 @ 2:20pm 
Yea, I to think you can get to the intel way to fast when you enter the building, now theres a few ways of going about this, making the building larger, add more corners, or put it on the second floor or in a basement area.

Or another really cool idea is on the roof you could have a satalite (being a red dispenser with a whole lot of health) that the blues have to destroy in order to get the intel before they can run the intel back to their base, or you could simpily make the dispenser a capture point that opens the door leading to the intel.

Now I don't know much about tf2 map design, And the map is already amazing as is since it strays far from the norm into a attack and defend grab and run. But you could also build on it to make it an even more incredible map.
Donut the Vikingchap  [author] 9 Jun, 2015 @ 12:48pm 
Thanks for your feedback!
Prinz Kasper 9 Jun, 2015 @ 12:47pm 
Played this map this morning and had a blast, the gamemode is very interesting. The only problem I found is that most of the figthting seems to go on on the outdoor areas, and the interiors are mostly just being ran through. Also, I think the roofs on the outdoor area should be a little more restricted, but at the sime time engineers (specifically blue ones) should be able to set up up there. I think the interiors should be a little more "streamlined" rather than being a million flanks and no main path so actual teamfights happen instead of everyone running around on his own. Other than that I have nothing to say but this map is awesome :D
no more 8 Jun, 2015 @ 2:31pm 
Lewd map bother, keep up the fantastic work as always. Stay mellow. :SBHorse:
eh dab 5 Jun, 2015 @ 2:17pm 
I have to say, I love this idea. The map is awesome and works well. Looking at Brosoldiers comment tough, sewers, vents, and darker areas would be really cool.
Pimp Skeletor 5 Jun, 2015 @ 11:38am 
It seems pretty balanced between RED and BLU the way ya say it
The intel is still pretty well protected but just enough
I wish Valve would accept more complicated maps like these, I hate Steel, but I still want a map where I can learn new routes like Mountian Lab, Rottenburg or Mannhatten
The only thing left to say would be some darker areas in the inside for Stealth or ambushes and more extense vents and sewers as to take creative advantage that there are in fact areas as such
Donut the Vikingchap  [author] 5 Jun, 2015 @ 5:53am 
Oops, fixed :torqueduck:
BOY♂NEXT♂DOOR 4 Jun, 2015 @ 5:29pm 
*with fast-paced action and a clear and enticing objective.
Donut the Vikingchap  [author] 4 Jun, 2015 @ 12:25pm 
You can unzip it using 7-zip and put it in your tf/maps directory.
eh dab 4 Jun, 2015 @ 11:42am 
The map is a bz2 file, how do I play it?
Donut the Vikingchap  [author] 4 Jun, 2015 @ 10:06am 
Yeah, the defensive power of sentries is something I have definitely had to take into account when designing this map since a couple of well-placed turtle nests could essentially lock down the entire intel room. To prevent this, some of the things I have done include limiting the amount of ammo packs in the intel room, adding a lot of flanks and spammable angles to the intel room, and making engineers unable to place buildings in certain areas (more specifically on top of the computers and in the big marked square around the intel).

Engineers are still very good though, and I think they should be on a map like this since you don't want taking the intel to be a breeze, but the layout is still subject to change so if playtests show that engineers are too favorable in spite of all this I will try to deal with it.
Pimp Skeletor 4 Jun, 2015 @ 9:02am 
You're welcome
It does seem cool, doesn't it?
I feel like ore maps should have Water areas, Sewers and Vents, while the former is fun in large scale, the latter 2 are simply good and underused concepts
I feel like a map like this really might show the true potential of the Spy and actually use his Stealth as a utility (usually the Spy has no time for stealth in-game, every second the victory and survival of your team is on line and there is no time for second thoughts) on this map, the ability to cloak, disguise and generally be a Spy is the way to send your team to victory
Due to all of the defensive areas, Engy seems good too, giving multiple Sentry Positions.
Spy v Engy CUNFURMED!!11! LOL
I'm sorry
Lastly, I feel it's best to put in some tweaks to prevent Turtling, which is very common in these kinds of indoor maps (I don't know but maybe some doors or rooms only BLUs can enter, would be nice as a Tele Checkpoint)
Flustershy 4 Jun, 2015 @ 3:42am 
Well done.
Donut the Vikingchap  [author] 3 Jun, 2015 @ 2:58pm 
Thanks, Brosoldier. The main building has 4 entrances on the ground level (3 big ones) as well as a vent on the roof and a staircase on the outside leading to the upper floor. I was thinking about adding sewers or a basement at some point, but I never did as it didn't feel necessary, but It's an idea I might get back to since it sounds kind of cool.
[Th3Comb1ne] 3 Jun, 2015 @ 12:45pm 
sweet i like the fort consept
Pimp Skeletor 3 Jun, 2015 @ 11:17am 
I was thinking: Front Entrance, Back Entrance Roof, Vents and Sewer
Pimp Skeletor 3 Jun, 2015 @ 11:16am 
I LOVE this map.
I have imagined it a long time ago and it is so satisfying to konw someone with the same idea.
How many Entrances does the building have?