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Your favorite FPS maps

Quake 2 The Edge:
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I might be dating myself, but Opposing Worlds.

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And UT: Facing Worlds!
 
Couldn't find a picture of it, but Rooftops map in Resistance: Fall of man is one of my favories.

I used to be a god in 1 shot kill mode on that map.
 
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qtf 2fort

qtf well6

qtf rock2

can't find pics of all of them as tfc contaminated the time stream

quake world tf when the grenades could still kill people after your death was the best.
 
Day of Defeat - Caen

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Yes! Like quite a fewer of the DoD maps.

A few obscure, honorable mentions in my list.Quake 1 House of Chton was awesomely chaotic. Played a lot of Duke3D Hollywood Holocaust and Freeway with my bro via null modem. Also a user map called WorldWar3.

Played a lot of Outlaws mp back in the day. Really like Dry Gulch and Sanctuary. A couple of user maps called Dogleg and Junction were great fun.

I have liked most versions of BF Wake Island, 1942's version is iconic.
 
UT2003/2004: Tokara Forest

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Probably not really a great map design compared to some of the classics in this thread, but it was the one I'd always return to. It was relaxing, due to the colours, the low gravity and the music.
 
Arica Harbour

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Battlefield 1942 - Wake Island

Most of my favourites are mentioned here

2Fort, Dustbowl, De_dust2 (most iconic), The Pit (Halo), Zanzibar, Crash (COD4), Vacant and Arica Harbour (BFBC2 with all its destruction)

I'll throw in Radec Academy from Killzone 2 (KZ3 and Shadowfall version can get lost)
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BF1942 was so good. I'm remembering just how good it was for its time. That 64 players, vehicles, large maps, varied environments, smooth and fluid gameplay with perfect responsive PC controls. The graphics were also good for their time too.

Easily one of the very best games ever made but rarely seen on anyone's list. It's almost as if it's overlooked.

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wake island - bf42

Killzone 2 Salamun Market

Godlike shit right here.
sorry no good pics

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Some videos of the map, please excuse the horrendous as fuck commentary.
One of the greatest maps of all time.
Designed for perfection/

https://www.youtube.com/watch?v=D9NdPh8G9Sk

https://www.youtube.com/watch?v=XEjR218O7xg

Loved all of these!
 
Lots of good classic ones already mentioned. A more recent one I really love is Relic from Titanfall. In fact I could probably list 10 amazing Titanfall maps. But I love the setting, a crashed space ship right in the middle. In Last Titan Standing you have epic Titan battles going on inside of it, or you can take the path underneath it which opens up to bigger areas outside on each end of the map.

War Games is another amazing one.
 
Counter Strike: Aztec
Non linear, yet balanced, and opened up for amazing gameplay, no matter if you were playing in a well coordinated team of pros or with randoms.

Enemy territory: fuel dump
There is this flow to this level that is unmatched. The way each base has a different strategy to it and how each struggle is unique and fun is just amazing.

Unreal tournament: deck 16
Just.. Perfection. Great verticality and horizontality and chaotic in every way, due to layout of map and of weapon location.

Perfect Dark: Complex (and most remade maps from Goldeneye, really)
The perfect way to have tight corridors in a way that battles are still interesting. So many hours looking for each other while being terrified of moving from a nice spot.
 
Steel (Team Fortress 2)

So many possibilities... The map is very unfriendly to new players, but once you get the hang of it Steel is the most versatile and dynamic map in the entire game. I never get bored of it. Various options of flanking, of tricking players or creating diversions. Being able to cap the final point at any time adds an additional layer of strategy to the proceedings. It's pretty well balanced for all classes, and has a rather excellent layout with well placed health and ammo pickups, and plenty of cover. That capturing each point modifies the map in some way means that you constantly have to adapt your strategy. It's very rewarding.

Skyrail (007 Nightfire)
This map has always stuck out in my mind. In theory it shouldn't be good, one team's base has a clear height advantage over the other and the map is very spread out in general. But Skyrail is ludicrously fun, with tons of vantage points, cliffs and rocks for cover and, of course, the gondolas that circle around the map. The two bases have just the right balance of open areas and smaller, more intimate fighting spaces and setting trip bombs on the stairs or in doorways never gets old.
 
Facing Worlds like it was posted here with the music awesome map. I tweeted this to Mark Rein from Epic he replied and retweeted it also because that map is just awesome.

Also CoD4 Pipeline is another favorite from me and it is remade in AW that is very cool.
 
Halo CE: Blood Gulch, Battle Creek
Halo 2: Zanzibar, Midship, Ivory Tower, Elongation
Halo 3: The Pit, Guardian, Sandtrap, Snowbound, Narrows
Call of Duty 4: Pretty much every map(Overgrown is probably my favorite)
Call of Duty WaW: Dome, Castle
Counter-Strike: Dust 2
 
Skyrail (007 Nightfire)

This map has always stuck out in my mind. In theory it shouldn't be good, one team's base has a clear height advantage over the other and the map is very spread out in general. But Skyrail is ludicrously fun, with tons of vantage points, cliffs and rocks for cover and, of course, the gondolas that circle around the map. The two bases have just the right balance of open areas and smaller, more intimate fighting spaces and setting trip bombs on the stairs or in doorways never gets old.

Love Skyrail. Countless hours spent there in NightFire.
 
UT2003/2004: Tokara Forest

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Probably not really a great map design compared to some of the classics in this thread, but it was the one I'd always return to. It was relaxing, due to the colours, the low gravity and the music.

Brofist. One of my fave UT maps as well, and I agree that the mood made it stand out.
 
Halo 3 has had some incredible artistic exploitation of their source material's scope. The possibility of Forerunner artifacts, and their subsequent Covenant use, appearing anywhere in the galaxy opens up some real creative, sci-fi license.

Guardian:

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Perhaps inspired by Ringworld author Larry Niven's The Integral Trees, this space is dripping with temperate rainforest atmosphere. The use of the artifact itself is mysterious, but there's benevolence in its integration with the trees. That it's a fine example of well-balanced asymmetry is the capper, and an inspiration for all my Forge maps since.

Snowbound


A frozen wasteland that isolates a Covenant excavation of long-buried Forerunner ruins. Its defensive turrets, obviously barren and unlivable backdrop, and the sky's quintessential massive planet ensure it a place in some of the world's finest science fiction representations. Also, its purple starkly contrasts with the white and assists with player visual identification. One of the GOAT for Ghost kills.

Epitaph


A reverent desolation. The fact this cloistered spire likely accomplishes a perfectly rational task does not diminish its holy significance -- or perhaps enables it. Controversial in gameplay balance, it was nonetheless intense in Multi-team, especially.

I couldn't believe how ugly Blackout's art choice was, in comparison to its sublime predecessor.
 
I couldn't believe how ugly Blackout's art choice was, in comparison to its sublime predecessor.

Blackout was just a boring oil base in the ocean. Lockout had so much going on for it, a remote research installation just barely hanging on to the Ice Mountain. Then you had the shotgun tunnel where there were hints of the flood.
 
So many to talk about, but I will just post one for now that sticks out to me.

Pavlov from Call of Duty

If I remember correctly, I played deathmatch on this map with preferably 10 players. I couldn't get enough of running from building to building while avoiding snipers, carrying out ambushes in the trench, sneaking up behind a sniper sticking to a spot for too long, and staying one wall behind a window to avoid being spotted.

Good times.

Others that were posted and I would mention are Office from Counter Strike: Source and most of the maps from the Project Reality mod for Battlefield 2.
 
UT2003/2004: Tokara Forest

Tokara02.jpg


Probably not really a great map design compared to some of the classics in this thread, but it was the one I'd always return to. It was relaxing, due to the colours, the low gravity and the music.
Doesn't beat Facing Worlds or Morpheus for me but still an incredible map. So atmospheric and the music is perfection.
 
Back in my CS 1.6 days I always enjoyed aim_ak-colt. I was just learning to play, the map wasn't complicated, and the matches went quick.

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Unreal Tournament 2003

Antalus:
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Tokara Forest:
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The openness felt refreshing after UT99's cramped maps. The Double Domination map Sun Temple was also good, but I couldn't find proper images of it.

UT2k3/4 had some pretty, pretty maps. Too bad nobody played them!

Also, I can't believe some people would consider iceworld and pool_day favorites!! I mean, they're decent enough maps to just veg the fuck out for an hour or two, but it's the gaming equivalent of eating a tub of ice cream by yourself.

Glad somebody mentioned cp_steel. I remember it being one of the first custom TF2 maps that really impressed people with its design.
 
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