Game Modes

A list of almost every game mode in TF2.
Game Mode Example Notes
arena_1cp arena_lumberyard Arena, 1 Control Point. It opens after 60 seconds
arena_2cp arena_byre Arena, 2 Control Points. They are open from the start
ctf_standard ctf_2fort Capture the Flag, the standard version
ctf_mannpower ctf_hellfire Capture the Flag, but with the powerups of Mannpower
ctf_reverse ctf_crasher Capture the Flag, but you have to escort the Intelligence to the enemy base
cp_1cp cp_cloak Symmetric Control Point, 1 Control Point
cp_3cp cp_powerhouse Symmetric Control Point, 3 Control Points
cp_5cp cp_well Symmetric Control Point, 5 Control Points
cp_linear_1s_2cp cp_gorge Attack/Defense, 1 Stage, 2 Control Points
cp_linear_1s_3cp cp_mercenarypark Attack/Defense, 1 Stage, 3 Control Points
cp_linear_2s_6cp cp_snowplow Attack/Defense, 2 Stages, 3 Control Points
cp_linear_3s_6cp cp_dustbowl Attack/Defense, 3 Stages, 2 Control Points
cp_linear_3s_6cp_open cp_frostwatch Attack/Defense, 3 Stages, 2 Control Points each. On stage 2, both control points can be captured at the same time
cp_linear_dossier_single cp_carrier Attack/Defense, but to capture you need to bring the intel into the control point, with 1 stage
cp_linear_dossier_multi ctf_haarp Attack/Defense, but to capture you need to bring the intel into the control point, with 3 stages
cp_centralized cp_steel There is various Control Points for BLU to capture, but only the last one is necessary to win
cp_centralized_koth cp_sulfur BLU must capture the last Control Point to start decreasing their timer and win (basically a mix of centralized + koth)
cp_domination cp_standin_final Both teams have to capture 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 King of the Hill, the most popular game mode!
mvm_example mvm_bigrock Mann vs. Machine, this one already came with the Source SDK, so thank you Valve!
mvm_gates mvm_mannhattan Mann vs. Machine, but with gates that robots will try to capture
pass_example pass_brickyard It's just PASS Time, thanks to 14Bit for their PASS Prefab!
pl_1s_3cp pl_rumford_event Payload, 1 Stage, 3 Control Points
pl_1s_4cp pl_upward Payload, 1 Stage, 4 Control Points
pl_1s_4cp_chew pl_frontier_final Payload, 1 Stage, 4 Control Points, but with the Li'l Chew Chew cart model
pl_1s_5cp pl_pier Payload, 1 Stage with 5 Control Points
pl_2s_5cp pl_cactuscanyon Payload, 2 Stages, 2 Control Points on Stage 1, and 3 Control Points in Stage 2
pl_3s_6cp pl_hoodoo_final Payload, 3 Stages, 2 Control Points
pl_3s_7cp pl_goldrush Payload, 3 Stages, 2 Control Points on Stage 1 and 2, and 3 Control Points in Stage 3
plr_single plr_hightower Payload Race, 1 Stage
plr_multi plr_pipeline Payload Race, 3 Stages
pd_example pd_watergate Player Destruction, thanks to Egan for their PD Prefab!
rd_example rd_asteroid Robot Destruction, thanks to worMatty for their RD Prefab!
sd_example sd_doomsday Special Delivery, now includes the rocket and elevator!
tc_example tc_hydro Territorial Control, thanks to 14Bit for their TC Prefab!

See here for Vscript Versus Hale and here for Vscript Zombie Infection.
Lacry also made an extended list with all the maps and game modes that you can check out here.
Check out their Environment Pack and Menu Photo Pack!