Control point timing
From Team Fortress Wiki
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The following is a list of information on control point timing.
Contents |
Base capture times
The base capture times are the rates to capture each control point depending on the amount of people (the multiplier) that are on the control point. The capture speed grows as a harmonic number depending on the number of capturing players.
| Multiplier | Adjustment | Rate | ||
|---|---|---|---|---|
| ×1 |
| 100% | ||
| ×2 |
| 150% | ||
| ×3 |
| 183% | ||
| ×4 |
| 208% | ||
| ×5 |
| 228% | ||
| ×6 |
| 245% | ||
| ×7 |
| 259% | ||
| ×8 |
| 272% | ||
| ×9 |
| 283% | ||
| ×10 |
| 293% | ||
| ×11 |
| 302% | ||
| ×12 |
| 310% | ||
| ×13 |
| 318% | ||
| ×14 |
| 325% | ||
| ×15 |
| 332% | ||
| ×16 |
| 338% | ||
| ×17 |
| 344% | ||
| ×18 |
| 350% | ||
| ×19 |
| 355% | ||
| ×20 |
| 360% | ||
| ×21 |
| 365% | ||
| ×22 |
| 369% | ||
| ×23 |
| 373% | ||
| ×24 |
| 378% | ||
| ×25 |
| 382% | ||
| ×26 |
| 385% | ||
| ×27 |
| 389% | ||
| ×28 |
| 393% | ||
| ×29 |
| 396% | ||
| ×30 |
| 399% | ||
| ×31 |
| 403% | ||
| ×32 |
| 406% |
Note to map makers
The trigger_capture_area entity defines the time it takes to capture a control point, but not in a clear way. The number of seconds to capture a control point is 2 * area_time_to_cap * team_numcap_2 (and/or team_numcap_3). In other words, the number you set in Hammer Editor is actually half of its real value in-game.
Decay rates
The decay rates are inversely proportional to the base capture times. This means the shorter the base capture times are, the longer the decay rates are. During Overtime, the control point decay rate is six times faster than normal. The mp_capdeteriorate_time console variable controls the base decay rate.
Map-specific times
Arena
Badlands (Arena)
| Granary (Arena)
| Lumberyard
|
Nucleus (Arena)
| Offblast
| Ravine
|
Sawmill (Arena)
| Watchtower
| Well (Arena)
|
Standard Control Point
5Gorge
| Badlands (Control Point)
| Coldfront
|
Fastlane
| Freight
| Foundry
|
Granary (Control Point)
| Fastlane
| Well (Control Point)
|
Yukon
| ||
Attack/Defend
DeGroot Keep
| Dustbowl (Control Point)
| Egypt
|
Gorge
| Gravel Pit
| Junction
|
Mann Manor
| Mountain Lab
| Steel
|
King of the Hill
Badlands (King of the Hill)
| Eyeaduct
| Ghost Fort
|
Harvest
| Harvest Event
| Kong King
|
Lakeside
| Nucleus (King of the Hill)
| Sawmill (King of the Hill)
|
Viaduct
| ||
Territorial Control
Hydro
Training Mode
Dustbowl (Training)
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