Control Point
“ | This point ain't gonna cap itself! Get over here!
Click to listen
— The Engineer
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” |
See also: Control points
Control Point maps have two main types of game modes.
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 limited extent. Scouts 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.
There are three statuses for a control point:
There are two main types of control point maps – Standard Control Point and Attack/Defend maps:
Contents
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
- Capping (competitive). User guide to capturing efficiently.