Difference between revisions of "Control Point"
H4rdC0r3 LT (talk | contribs) (→Attack/Defend) |
(major re-vamp. I'm sure I made mistakes so feel free to review my changes.) |
||
Line 1: | Line 1: | ||
[[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}} | ||
− | '' | + | ''This article is about the game mode. For the physical objective, see [[Control points]].''<br/> |
− | + | ||
− | '''Control | + | '''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: | There are three statuses for a control point: | ||
Line 16: | Line 15: | ||
<br/> | <br/> | ||
+ | ===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= | |
[[Image:CP_Yukon_overview.png|thumb|right|300px|cp_yukon]] | [[Image:CP_Yukon_overview.png|thumb|right|300px|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. | '''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 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. | ||
Line 55: | Line 59: | ||
|} | |} | ||
− | ==Control Point | + | == 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. | ||
+ | |||
===Standard control point=== | ===Standard control point=== | ||
{| class="wikitable grid" | {| class="wikitable grid" | ||
Line 140: | Line 145: | ||
== See also == | == 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. | * [[Capping (competitive)]]. User guide to capturing efficiently. | ||
{{maps}} | {{maps}} | ||
[[Category:Game modes]] | [[Category:Game modes]] |
Revision as of 21:58, 24 March 2011
“ | This point ain't gonna cap itself! Get over here!
Click to listen
— 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.
Contents
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
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 | |
---|---|---|
5Gorge | cp_5gorge | |
Badlands | cp_badlands | |
Coldfront | cp_coldfront | |
Fastlane | cp_fastlane | |
Freight | cp_freight_final1 | |
Granary | cp_granary | |
Well | cp_well | |
Yukon | cp_yukon_final |
Attack/Defend
Map | File Name | |
---|---|---|
Degroot Keep | cp_degrootkeep | |
Dustbowl | cp_dustbowl | |
Egypt | cp_egypt_final | |
Gorge | cp_gorge | |
Gravel Pit | cp_gravelpit | |
Junction | cp_junction_final | |
Mann Manor | cp_manor_event | |
Mountain Lab | cp_mountainlab | |
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.