If you want to learn more about the Nexuiz basics look at this thread: http://forums.alientrap.local/viewtopic.php?t=1344
I had to move the ctf MAP guide into a own thread because it was getting too big.. please see here for the ctf GAMEPLAY guide: http://forums.alientrap.local/viewtopic.php?t=1344 and here for the ctf MAP guide: http://forums.alientrap.local/viewtopic.php?t=3029
Nexuiz ctf MAP guide by esteel
Now that you know how to play Nexuiz CTF in general lets take a look at the most commonly played maps and their vital tactics. Basicly it boils down to find a AREA (we are not camping are we? Read my ctf GAMEPLAY guide again!

I added some (very personal) rating to the maps, from 1-10 with 10 being the best.
19mai:
70mm13_10ctf:
Rating: 4, to cramped to be fun
A very interesting map but it feels quite cramped to me because of the narrow walkways. There are numbers on the floor and markers on the walls to guide you. Use those markers or decending numbers towards 1 to find the middle part where the red and blue sides intersect. The flags can be found in the number 5 rooms. The flag rooms are small and should be easy to defend with the rocketlauncher waiting there to be picked up. As the walkways are rather narrow you will take heavy fire so make sure to stack up before attacking. There are a lot of hide secrets were you can collect strength (quad damage), 100health and such goodies. Try to fly around the map in freefly mode to find them.
70mm13_11:
70mm13_12:
70mm13tunnels:
accident:
accident_v2:
arboria:
atcs:
augenkrebs:
basementctf:
Rating: 6, a small map so do not try to play with more then 6 players
A conversion of a Nexuiz death match map and included in Nexuiz. This map should be rather straight forward. Mortar, electro and armor to defend your flag. Machinegun, hagar and strength (quad damage) for the attackers. Ammo is a bit critical on this map so make sure you get enough. This map does not allow much variation but going by the strairs and not the middle part might help in avoiding being attacked.
battlefront_alpha1:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down
battlevalentine:
begrot:
Blastedlands:
blindside31:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down
bloodprisonctf:
Rating: 7, intense but the more you play the map the smaller it feels
A conversion of a Nexuiz death match map and included in Nexuiz. The rocket launcher, hagar and armor near the flag are ideal for defending the flag while the armor near the mortar and the mortar itself are great for the attackers. There are not much guns near to the flag so make sure to also grab the guns around the map and drop some to your defenders. The direct way from base to base is the one with the most fights so it is a good idea to try other the ways too. The 100 health in the middle of the map is useful when attacking but remember the health will soon begin to slowly drop back to 100 so do not waste your time after you got that item.
blueamuse81:
Rating: 1, tooooo big, bad lightning, unplayable
Just a placeholder till i'm more clear on the tactics or had time to write them down
blueamuse81_wsw:
bonuscarousel1:
brokenworld_r2_s3over2:
Canoplasmaspam:
Rating: 1, a small spamfest map, unplayable
Just a placeholder till i'm more clear on the tactics or had time to write them down
capturecity:
Rating: 3-6 depends on teams and balance as its hard to defend and easy to hide
Here once again the midfielders job is to sniper the hell out of the other team and to grab the strength (quad damage) together with the electro, hagar and mortar or the machine gun. The crylink also works good with the strength (quad damage) in close range. Its very hard to defend on this map is its just too open. Try to stay out of direct sight from the other teams base and the other teams sniper tower. The house between your base and the strength (quad damage) house is good a place for snipers. Also the corner of the base next to that building. Standing there with a mortar is a good way to stop people from grabbing your flag. If the hook is active getting around the map is much faster and also most of the jump pads, lifts and ladders (for example to the nexgun) are useless.
Its very easy to escape and hide on the map so cross captures happen quite often. Protect your flag carrier by all means. Do not let him walk alone and try to stay near the street level. Both of you are proteced by the surroundings then. With time you will learn all the good hiding place to look for a flag carrier.
Its really important to defend you base on this map and to get rid of people attacking your defenders. They are totaly open and exposed so machineguns, hagars and such weapons are good to get rid of defenders.
Caverna:
cbctf1:
Rating: 7, fun with balanced teams
This space map is totally open, has some fast ways to get away with the flag and the weapons are far away from each other. This means the best way to defend the flag is to not allow people getting near it. Someone with a machine gun or even shotgun can stop people from crossing the jump pads to the middle platform (the push will slow them down and make them drop into the space). With the 100health on it this can even be a rather nice spot, just watch out for people coming from the side platforms with rocket launchers. A good sniper can help with protecting that guy and also easily create havoc among the other team. The space is your friend as it kills people and weapons that push people around help with getting them there. The rocket launcher stops people from camping your own nex platform. Sometimes a well placed laser shot does the same (specially helpful against campers that do not move). But the machine gun, shotgun, crylink are just as helpful when the opponent is flying/jumping nearby.
Once you have the flag as attacker try to use the jumppads to get out of reach of use the teleporters to the rocketlauncher or the one below the flag platform to get away without too much harm. But be prepared that defenders will learn your tricks pretty fast
cb_ctf4:
Chasmv2:
controlfactor:
Rating: 10 with good teams
This map has a strength (quad damage) in the middle of the map and very near to both bases. This requires a midfielder to get it very very quickly to give his team an advantage. The player spawning next to the mortar in the base should go to get it and the ones spawning above the flag room should drop into to defend. Remember the time you pick up the strength (quad damage). It will reappear in 2 minutes. Take a look at the current time or take a look at the scoreboard (where the map time is displayed). Subtract 10 seconds from the time and add two minutes and remember that time. You should notify your team about "quad soon" so they might help defend the spot and go there to grab it again at that time then.
The nexgun is very important for the defenders and attackers but you should have learned by now that the defenders have more need for the gun so make sure they get it first and only then the attackers or you should take/keep it. The later versions of this map have more then just one nexgun in it so its easier to get one. Just make sure everyone gets one.
The base and flag room is very sparse of items thats why the midfielders and defenders should switch jobs very often. The rooms to the right and left above the bases have lots of armor and health. In newer versions this map got lots more weapons in general but in both versions you should not lower your defenses to grab those! A midfielder shall get those and turn into a defender then. If the situation or player numbers allow it one of the defenders (at a time) can restock instead of switching with the midfielders. When you pickup armor shards and health packs the armor and health "rot" will stop for 5 seconds. That way the items in the base can be used to hold your health and armor status if used wisely (just pickup one and wait 5 seconds for the next to pickup). Also the armor/health there HAS to be take by YOUR TEAM! You do not want to fight an enemy attacker stacked at 300/300!
When attacking try to stackup in the rooms above the flags, that is if the other team did not read the sentence just before this one. Attack in groups, try to attack from both sides at once. Laserjumping once you got the flag can be very useful to get out of the base the fastest way. Avoid the fastest/shortest way between the two bases as its full of people all the time so its easy to get stopped.
cor_ctf3_b1:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down
crossover:
ctctf6:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down
ctfcubical:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down
darkbases:
darkvalley:
darkzonectf:
dastower40:
Rating: 1, just do not play it
Just a placeholder till i'm more clear on the tactics or had time to write them down
davesantitower9:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down
desertcastles6:
Rating: No rating yet
http://emptyset.endoftheinternet.org/~polzer/nexuiz/maps/thumbnails/unofficial-Darkzonectf.jpg
Just a placeholder till i'm more clear on the tactics or had time to write them down
destructive:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down
digdigdig:
Rating: 3, only fun the first few times when you like digging through the map
Just a placeholder till i'm more clear on the tactics or had time to write them down
dismal:
Rating: 1, bad idea
One of the first Nexuiz CTF maps. It was fun as DM map but its not very well suited for CTF. One side does have a strength (quad damage) available in the base while the other team only has a 100health. Also the weapons are unfair distributed between the two sides. I doubt you will find that map played online so i did not even think about tactics.
dm_castle:
Rating: 7, simple layout but perfect for a wild puplic match
Just a placeholder till i'm more clear on the tactics or had time to write them down
docs_gothic_rush:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down
docs_hell_incarnate:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down
dublhelix:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down
dusty:
Rating: 8, very good for a small non-symetric map
A remake of a famous CS map. One of the very few non-symetric maps but its still nicely balanced. The red team has more easy access to the nexgun but their base is also more open and its easier to get out of the red base in my opinion. In both cases the rockerlaunchers and armors near to the middle part are important when preparing to attack. Attack in pairs as it will be more easy to distract defenders and try to be fast. Laserjumping is vital to an attacker on that map! Just make sure you do not get surprised when playing defender as its hard to stop someone that has the flag and is laserjumping wildly. If a defender gets his hands on a rocketlauncher he will notice its also very useful but there is no ammo for it in the base so the cell based electro, nex and crylink combined with the machinegun are more useful. Those just have great stopping powers and a high rate of damage.