- The Control Point gametype works on the premise of seizing territory to shift the focus of battle. Both teams compete for control points—large immovable metal pads — which must be captured by standing on them while no enemies are around. The team who forces their enemies into submission and captures all the points wins. In most control point maps, the points need to be captured in a linear fashion, but some allow a more open-ended approach.
- Variants include Territorial Control, where the map is divided into mini-maps with two control points each, and Attack/Defense, where RED owns all the control points from the start, and wins if time runs out before the other side captures all the control points. This isn't always as simple for RED as it sounds, because they can't retake control points that BLU has managed to capture, plus BLU gets time extensions for every point they capture.
- Medieval Mode is an alternative Attack/Defense Control Point map set in a castle in the distant past (the Soldier angered a magician). What makes this mode special is that, like in Terminator, guns (and other weapons too futuristic for the 10th century, except grenades) can't be brought back in time. Thus, all characters can only fight with melee weapons (with the exception of arrows and the like). Unlike Terminator, clothes can be brought back in time because Robin Walker wanted hats to be in the game mode. He wants hats everywhere. Currently, there is only one official map in this mode.
- In TF2's take on Capture the Flag, the flag is a large briefcase containing "enemy intelligence," which trails papers behind it when an opposing player carries it. Unlike many other games, one can score while their own team's intel is not in the base, and touching dropped friendly intel won't immediately send it home. Instead, it must be defended in place until a timer elapses, during which any opponent can pick it up again.
- Mannpower is a variant of Capture the Flag. Its most notable features include powerups and a grappling hook for all classes to use. The rules are slightly altered. Like many other games with Capture the Flag, the intel must be in one team's base before the other can capture, and touching a dropped friendly intel sends it back to the base. Random critical hits on non-melee weapons are disabled, random damage spread is disabled as well, and respawn times are much shorter. All Mannpower maps take place on existing maps that have been modified to work with the game mode. This game mode is currently in beta as a Mann Co. Beta Test.
- In Payload, a mine cart with a bomb on it sits on a track. Attacking players (again, virtually always BLU) crowd around the cart to push it along the track towards the enemy's base. The more players present, the faster they can push.note The cart must pass through several segments of the map for the attackers to reach the end point. If the attacking players fail to push the cart for 30 seconds, it will slowly move backwards or roll back down hills until it is pushed again or reaches the last checkpoint passed. The defenders win if they can manage to hold back the cart for a certain length of time, though unfortunately for them, the attacking team gets a time extension for every checkpoint reached, and the cart always contains a first level dispenser.
- Payload Race is a variation of Payload, introduced in the Sniper/Spy update, that is Payload times two: Both teams have a bomb, and the first team to get their bomb to the other team's base wins. Things get crazy when you factor in the little fact that each team can interfere with the other's progress. This has a tendency to stall if the two carts end up adjacent, as the lines tend to criss-cross and meet at bottlenecks and tunnels. Furthermore, unlike in standard Payload, there are no checkpoints and carts only roll backwards if unattended on a hill or ramp, which sends them to the bottom.
- Arena puts the two teams in a much smaller map, with little-to-no health packs or water, and no respawns. Last team standing wins. After one minute, a single control point in the center of the map activates, and the round ends when it's capped if the other team hasn't been killed yet. Fast, frantic fun.
- King of the Hill is arguably a variant of Arena, using similar small maps built around a central control point, where the teams work their way up to the middle of a map to a point that is initially locked. After a short amount of time, it becomes available and the team that captures it has to defend the point for 3 minutes. If the enemy team recaptures the point, the other's timer freezes; it counts down again if once again recaptured from that time. Unlike Arena, players can respawn.
- Special Delivery is a mode that could be considered a combination of Capture the Flag and Payload. The objective of this game is to transport a suitcase full of volatile Australium to the space shuttle of Poopy Joe, the all-American monkeynaut. Naturally, the enemy team wants to deliver the Australium as well in order to "make history", and you have to ride an incredibly slow elevator to reach Joe's rocket. Good luck. There is currently only one official map with this mode: Doomsday.
- Mann vs. Machine is a 6-player co-op mode similar to Killing Floor. Here, RED and BLU must team up and take down massive waves of robots (which drop money when defeated) in order to keep the robots from blowing up Mann Co.note The robot horde is armed with basic stock weaponry, but there are special robots with unique capabilities (mostly due to their loadout) and a giant robot every now and then. There are six* official Mann vs. Machine maps, each of which have a variety of missions.
- Robot Destruction is a unique mode currently still in beta, and is limited to one official map. Each team starts with three tiers of defenseless robots in their base, which must be destroyed for their collectable Power Cores until one team acquires enough. However, players also have the power to steal the enemy's points by holding the reactor core spawn area; holding the area for longer means more points will be stolen. This mode, along with its first map Asteroid, debuted as part of the Mann Co. Beta Maps program, an in-game beta test function.
For manageability, Team Fortress 2 has separate pages for tropes in these categories, aside from the ones on top of the page:
- Audience, for tropes about community reactions.
- Supplemental Material, for tropes found in the update pages, The TF2 Blog posts, and other Team Fortress 2 work Valve produces outside of the game itself.
- Machinima, for tropes found in the "Meet the Team" videos as well as any other official machinima Valve releases
- Comics, for tropes found in the official comics released on the TF2 website.
- Items, for tropes found in the loadouts of each class.
- Shout Outs.
Outside of those subcategories, Team Fortress 2 provides examples of the following tropes: