Difference between revisions of "Control Point"

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(Attack/Defend)
(major re-vamp. I'm sure I made mistakes so feel free to review my changes.)
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[[Image:Dustbowl s2c2.jpg|thumb|right|300px|cp_dustbowl]]
 
[[Image:Dustbowl s2c2.jpg|thumb|right|300px|cp_dustbowl]]
 
{{Quotation|'''The Engineer'''|This point ain't gonna cap itself! Get over here!|sound=Engineer_helpmecapture02.wav}}
 
{{Quotation|'''The Engineer'''|This point ain't gonna cap itself! Get over here!|sound=Engineer_helpmecapture02.wav}}
''See also: [[Control points]]''<br/>
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''This article is about the game mode. For the physical objective, see [[Control points]].''<br/>
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'''Control Point''' maps have two main types of game modes.
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'''Control Points''' is the "main" game type of Team Fortress 2, composing 4 of the original 6 maps. The game revolves around capturing and defending various [[Control points]].
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Control points are circular platforms with a team-colored light in the center - or, in the case of neutral points, a white light. To capture a point owned by the enemy team, the player simply stands on the point until the capture meter fills with your team color. The more people of the same team on a point, the faster it will capture, though only to a [[Control point timing|limited extent]]. [[Scout]]s and those wielding a [[Pain Train]] count as 2 players when capturing points. No capture progress will be made when players of both teams are on the point. If all the capturing players are killed or driven off before the capture is completed, the capture progress will not reset immediately but instead will slowly revert back.
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=Gameplay=
 
 
There are three statuses for a control point:
 
There are three statuses for a control point:
 
 
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<br/>
 
<br/>
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===Offense===
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Control Points are captured by standing on top of them. The speed at which a control point is captured depends on how many players from the capturing team are present on the point: two BLU players capturing a RED point will capture that point faster than only one BLU player would. [[Scouts]] count as two players, as do [[Soldiers]] and [[Demomen]] wielding the [[Pain Train]]. There is a limit on how fast a Control Point can be captured (see [[Control point timing]]).
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===Defense===
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If players from both teams are on the same, unlocked control point, that point is said to be ''contested'', which means no progress is made toward the point changing team control. When players from the offensive team are removed from the point all of their progress is lost gradually over time, not immediately. If the defensive team stands on a point that the offensive team had previously made progress towards capturing (but did not finish) they will gradually revert that progress.
  
There are two main types of control point maps &ndash; Standard Control Point and Attack/Defend maps:
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=Game Modes=
 
 
 
[[Image:CP_Yukon_overview.png|thumb|right|300px|cp_yukon]]
 
[[Image:CP_Yukon_overview.png|thumb|right|300px|cp_yukon]]
  
===Standard Control Point===
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==Standard Control Point==
 
'''Standard Control Point''' (or Linear Control Point) maps play symmetrically. Both teams start with an equal number of two controlled points and a central point that starts out controlled by neither team. The team that captures all the points wins. Standard control point maps will go into [[Sudden death]] (or [[Stalemate]]) if no team captures all the points before times runs out. Control points close to a team's spawn point are captured more quickly by the enemy team.
 
'''Standard Control Point''' (or Linear Control Point) maps play symmetrically. Both teams start with an equal number of two controlled points and a central point that starts out controlled by neither team. The team that captures all the points wins. Standard control point maps will go into [[Sudden death]] (or [[Stalemate]]) if no team captures all the points before times runs out. Control points close to a team's spawn point are captured more quickly by the enemy team.
  
===Attack/Defend===
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==Attack/Defend==
 
'''Attack/Defend''' maps play asymmetrically. [[RED]] begins with all the points in their control. [[BLU]] wins if it captures all of RED's points. Points may only be captured in a set order (though some maps, such as Gravel Pit and Steel, may make exceptions). RED wins if it prevents BLU from capturing all points before the timer expires. Points captured by BLU are typically locked and cannot be taken back.
 
'''Attack/Defend''' maps play asymmetrically. [[RED]] begins with all the points in their control. [[BLU]] wins if it captures all of RED's points. Points may only be captured in a set order (though some maps, such as Gravel Pit and Steel, may make exceptions). RED wins if it prevents BLU from capturing all points before the timer expires. Points captured by BLU are typically locked and cannot be taken back.
  
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==Control Point maps==
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== Control Point Maps ==
 
Control point maps carry the '''cp_''' prefix; community maps are identified with italic font.
 
Control point maps carry the '''cp_''' prefix; community maps are identified with italic font.
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===Standard control point===
 
===Standard control point===
 
{| class="wikitable grid"  
 
{| class="wikitable grid"  
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== See also ==
 
== See also ==
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* [[Territorial Control]]. A game mode featuring a dynamic Standard Control Point map that changes depending on which team wins each round.
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* [[King of the Hill]]. A game mode that utilizes a single Control Point.
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* [[Arena]]. A game mode that utilizes a Control Point as a secondary objective.
 
* [[Capping (competitive)]]. User guide to capturing efficiently.
 
* [[Capping (competitive)]]. User guide to capturing efficiently.
  
 
{{maps}}
 
{{maps}}
 
[[Category:Game modes]]
 
[[Category:Game modes]]

Revision as of 21:58, 24 March 2011

cp_dustbowl
This point ain't gonna cap itself! Get over here!
The Engineer

This article is about the game mode. For the physical objective, see Control points.

Control Points is the "main" game type of Team Fortress 2, composing 4 of the original 6 maps. The game revolves around capturing and defending various Control points.

Gameplay

There are three statuses for a control point:


Offense

Control Points are captured by standing on top of them. The speed at which a control point is captured depends on how many players from the capturing team are present on the point: two BLU players capturing a RED point will capture that point faster than only one BLU player would. Scouts count as two players, as do Soldiers and Demomen wielding the Pain Train. There is a limit on how fast a Control Point can be captured (see Control point timing).

Defense

If players from both teams are on the same, unlocked control point, that point is said to be contested, which means no progress is made toward the point changing team control. When players from the offensive team are removed from the point all of their progress is lost gradually over time, not immediately. If the defensive team stands on a point that the offensive team had previously made progress towards capturing (but did not finish) they will gradually revert that progress.

Game Modes

cp_yukon

Standard Control Point

Standard Control Point (or Linear Control Point) maps play symmetrically. Both teams start with an equal number of two controlled points and a central point that starts out controlled by neither team. The team that captures all the points wins. Standard control point maps will go into Sudden death (or Stalemate) if no team captures all the points before times runs out. Control points close to a team's spawn point are captured more quickly by the enemy team.

Attack/Defend

Attack/Defend maps play asymmetrically. RED begins with all the points in their control. BLU wins if it captures all of RED's points. Points may only be captured in a set order (though some maps, such as Gravel Pit and Steel, may make exceptions). RED wins if it prevents BLU from capturing all points before the timer expires. Points captured by BLU are typically locked and cannot be taken back.

Attack/Defend maps can come in various styles:

Style Description Examples
Linear single-stage BLU must capture all control points in a set order. Gorge, Mountain Lab
Linear multi-stage BLU must capture a set of control points in a set order to move to the next stage. Reaching the final stage and suceeding is required to ultimately win the map. If BLU fails to win a stage, then the map is reset to stage 1 and the teams switch. Dustbowl, Egypt
Pyramid-style BLU must capture three points. The first two points may be captured in any order. Once both points are captured, the final point is unlocked. Gravel Pit, Junction
Centralized-style BLU's objective is to capture the central control point. There is another set of control points available, one of which is open for capture at a time in a set order. Capturing these auxillary points makes it easier to capture the final point. Steel
Medieval-style Similar in principle to pyramid-style, with the main difference being that the initial points reset to RED's ownership after a length of time. Degroot Keep

Control Point Maps

Control point maps carry the cp_ prefix; community maps are identified with italic font.

Standard control point

Map File Name
5gorge1.png 5Gorge cp_5gorge
Badlands2.png Badlands cp_badlands
Coldfront5.png Coldfront cp_coldfront
Freight1.png Fastlane cp_fastlane
Fastlane1.png Freight cp_freight_final1
TF2 Granary Map.jpg Granary cp_granary
TF2 Well Map.jpg Well cp_well
CP Yukon overview.png Yukon cp_yukon_final

Attack/Defend

Map File Name
Degroot Keep Castle.png Degroot Keep cp_degrootkeep
TF2 Dustbowl Map.jpg Dustbowl cp_dustbowl
Egypt 01.jpg Egypt cp_egypt_final
Cp gorge.jpg Gorge cp_gorge
Tf2 gravelpit.jpg Gravel Pit cp_gravelpit
Junct 01.jpg Junction cp_junction_final
Mannmanor cp 01.png Mann Manor cp_manor_event
Art Pass Winner 3DNJ.jpg Mountain Lab cp_mountainlab
Steel Main.png Steel cp_steel

See also

  • Territorial Control. A game mode featuring a dynamic Standard Control Point map that changes depending on which team wins each round.
  • King of the Hill. A game mode that utilizes a single Control Point.
  • Arena. A game mode that utilizes a Control Point as a secondary objective.
  • Capping (competitive). User guide to capturing efficiently.