Difference between revisions of "Capture the Flag"

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[[Image:Ctf 2fort bridge ss.png|thumb|right|300px|The bridge area in the center of [[2Fort]].]]
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[[File:Ctf 2fort bridge ss.png|thumb|right|300px|The bridge area in the center of [[2Fort]].]]
[[Image:CTF DoubleCross RedBase.png|thumb|right|300px|The bridge area over the crevasse on [[Double Cross]].]]
 
{{Quotation|'''The Scout'''|Wave goodbye to ya secret crap, dumbass!|sound=Scout_specialcompleted05.wav}}
 
 
'''Capture the Flag''' features both [[RED]] and [[BLU]] with their own [[Intelligence]] briefcase (known as the flag). The goal for both teams is to capture their enemy's [[Intelligence]] continuously until they have reached the game's capture limit (default limit is 3) whilst preventing their enemy from achieving the same.  If no team completes the capture limit before time runs out, the match will enter [[Sudden death]] mode.
 
  
{{anchor|CTF maps|Capture the Flag maps|maps}}
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[[File:CTF DoubleCross RedBase.png|thumb|right|300px|The bridge area over the crevasse on [[Double Cross]].]]
== Maps ==
 
{{main|List of maps}}
 
Capture the Flag maps carry the '''ctf_''' prefix; community maps are identified with italic font.
 
  
{| class="wikitable grid"
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{{Quotation|'''The Scout''' capturing the Intelligence|I got it, I got it, I got it!|sound=Scout_autocappedintelligence03.wav}}
! class="header" |
 
! class="header" | Map
 
! class="header" | Filename
 
|-
 
| [[File:Ctf 2fort bridge ss.png|100px|link=2fort]]
 
| '''[[2Fort]]'''
 
| ctf_2fort
 
|-
 
| [[File:CTF DoubleCross RedBase.png|100px|link=Double Cross]]
 
| '''[[Double Cross]]'''
 
| ctf_doublecross
 
|-
 
| [[File:CTF Sawmill Center.png|100px|link=Sawmill (Capture the Flag)]]
 
| '''[[Sawmill (Capture the Flag)|Sawmill]]'''
 
| ctf_sawmill
 
|-
 
| [[File:Ctf turbine v30024.jpg|100px|link=Turbine]]
 
| '''''[[Turbine]]'''''
 
| ctf_turbine
 
|-
 
| [[File:Well ctf.jpg|100px|link=Well (Capture the Flag)]]
 
| '''[[Well (Capture the Flag)|Well]]'''
 
| ctf_well
 
|}
 
  
{{anchor|Intel|intel|Flag|flag|Briefcase|briefcase}}
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'''Capture the Flag''' (commonly abbreviated as '''CTF''') is a [[List of game modes|game mode]] which features both [[RED]] and [[BLU]] teams with their own [[#Intelligence|Intelligence]] briefcase (known as the flag). The goal for both teams is to capture their enemy's Intelligence continuously until they have reached the game's capture limit (default limit is 3) whilst preventing their enemy from achieving the same. If no team completes the capture limit before time runs out, the match enter [[Sudden Death]] mode (unless either Intelligence has been taken and is still in play, in which case [[Overtime]] occurs until both teams' Intelligence are secured again).
  
 
== Intelligence ==
 
== Intelligence ==
[[File:Carried Intel.png|thumb|180px|right|A [[Scout]] carrying the Intelligence.]]
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[[File:Carried Intel.png|thumb|220px|right|A RED [[Scout]] carrying the Intelligence.]]
  
The Intelligence, also known as the "{{botignore|intel}}," "flag," or "briefcase," is the eponymous flag and objective of the Capture the Flag [[game mode]]. It appears as a team-colored briefcase, sporting a complicated numbered lock pad on the front and papers protruding out of its joints. Once picked up by an enemy, the case loses its color partially and will trail paper particles and a long team-colored tail.
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The Intelligence, also known as the "{{botignore|intel}}", "flag", or "briefcase", is the eponymous flag and objective of the Capture the Flag game mode. It is a team-colored briefcase sporting a complicated numbered lock pad on the front and papers protruding out of its joints. Once picked up by an enemy, the case begins to glow in the carrier's team color and will emit paper particles and a long team-colored trail.
  
=== Role ===
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== Gameplay ==
During a Capture the Flag round, each team is given their own Intelligence, located within their section of the map. It must be retrieved from this location by the opposite team and returned to a defined point, usually the opposing team's 'capture zone' where their Intelligence is stored.  
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During a Capture the Flag round, each team is given their own Intelligence located within their section of the map. It must be retrieved from this location by the opposite team and returned to a defined point, usually the opposing team's capture zone where their Intelligence is stored.
  
The Intelligence can be taken by any enemy player that walks up onto it. It will then appear on their back and the Announcer will notify both teams that the Intelligence has been taken. The Intelligence indicator located on the [[HUD]] will then point in the direction of the carrier who must make their way out of the enemy base and back to their own.
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The Intelligence can be taken by any enemy player that walks up onto it, but can not be interfered or moved by a friendly player. Once picked up by a player, the Intelligence then appears on their back and the [[Announcer]] notifies both teams that the Intelligence has been taken. The Intelligence indicator located on the [[Heads-up display|HUD]] then points in the direction of the carrier, who must make their way out of the enemy base and back to their own. Carriers are visible to their respective team players as they emit a green, yellow, or red glow (based on their current health) that can be seen through walls.
  
While carrying the intelligence, several disadvantages become in play. Firstly, A player cannot use [[Teleporter]]s. A [[Medic]]'s [[ÜberCharge]] cannot be used on the Intelligence carrier, nor can a player pick up the Intelligence while under its effects. [[Scout]]s are also unable to drink [[Bonk! Atomic Punch]] while holding the Intelligence, and may not pick it up while under its effects. [[Spy|Spies]] are unable to pick up the Intelligence while [[Cloak]]ed, but can pick it up while in [[disguise]], although this is automatically removed. Furthermore, the Spy cannot disguise or Cloak while carrying the Intelligence, and will automatically drop it if they do. Finally, the Intelligence is dropped automatically if the carrier is killed or enters a [[resupply area]].
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While carrying the Intelligence, players become more vulnerable. Additionally, certain conditions may result in the player being unable to pick up and carry the Intelligence.
 +
* Intelligence carriers cannot use [[Teleporters]].
 +
* The [[ÜberCharge]] of the [[Medi Gun]] cannot be used on or by the Intelligence carrier, nor can a player pick up the Intelligence while ÜberCharged by this weapon. (The charges from all other Medi Guns can be activated and work on both the Medic and the patient, even if one of them is carrying the Intelligence.)
 +
* [[Scout]]s are unable to drink [[Bonk! Atomic Punch]] while holding the Intelligence, and may not pick it up while under its effects.
 +
* [[Soldier]]s equipped with the [[Rocket Jumper]] and [[Demoman|Demomen]] equipped with the [[Sticky Jumper]] are unable to carry the Intelligence.
 +
* [[Spy|Spies]] are unable to carry the Intelligence while [[cloak]]ed, but can pick it up while in [[disguise]], removing their disguise. They cannot disguise or Cloak while carrying the Intelligence.
 +
* The Intelligence is dropped if the carrier is killed or enters a [[resupply area]].
 +
* [[Engineer]]s that use the [[Eureka Effect]] can teleport via the weapon's taunt, but the Intelligence drops at the spot the Engineer teleported from.
  
Once the Intelligence is returned to a capture point, the successful team will gain one point shown in the Intelligence Indicator, and will receive ten seconds of [[Crit boost]].
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Once the Intelligence is taken to a capture point, the successful team gains one point shown in the Intelligence indicator, and receives ten seconds of [[Critical hits#Crit boost|crit boost]]. There is no need for the capturing team's own Intelligence to be on their capture point at the time of the capture.
  
The Intelligence can be dropped manually if the player carrying it presses the drop-item button. Once dropped, a clock-like timer ring will appear over the Intelligence. When the default 60 seconds have passed without an enemy picking it up again, it is automatically returned to its original position in the team's base. If an enemy picks up and subsequently drops the intelligence, this timer will reset. Teams are required to defend the dropped Intelligence during this period or face losing it. Should the Intelligence carrier is killed by certain environmental hazards that prevent the dropped Intelligence from being touched, like the bottomless pits on [[Double Cross]], it will be forcibly returned to its original position. This functionality is inherent to the map's code and not the intelligence itself, and thus has to be added to the map manually by its creator. Thus, while [[Valve]] [[List of maps|official maps]] all share this for specific bottomless hazards, not all [[custom maps]] may utilize this function.
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The Intelligence can be dropped manually if the player carrying it presses the drop-item button ([[List of default keys|default key]]: {{Key|L}}). Once dropped, a clock-like timer ring appears over the Intelligence. If the default 60 seconds pass without an ally picking it up again, it is automatically returned to its original position in the team's base. If an ally picks up and subsequently drops the Intelligence, this timer resets. Teams are required to defend the dropped Intelligence during this period or face losing it.
  
== Strategy ==
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If the Intelligence carrier is killed by an environmental hazard that prevents the dropped Intelligence from being touched, like a [[pitfall]], it is forcibly returned to its original position. This functionality is not inherent to the intelligence itself, but must be added to the map manually by its creator. While [[Valve]] [[List of maps|official maps]] all share this for specific bottomless hazards, not all [[custom maps]] may utilize this function.
===General===
 
  
*Good players and good teams in CTF matches strike a balance between both offense, trying to capture the enemy Intelligence, and defense, trying to protect their own Intelligence.  In most cases, it’s important to have at least one or two players constantly devoted to defending the Intelligence, since most Classes are not mobile enough to both attack the enemy Intelligence and defend at the same time.  It’s also very important for the defending players to communicate with the rest of the team that might not be paying attention, to inform them of when extra help defending the Intelligence is needed. In turn, attacking players concentrating on stealing the enemy Intelligence should inform their team of the location of dropped Intelligence, and ask for extra help in getting it out of enemy territory.
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Certain maps depart from the standard formula of Capture the Flag. On [[Crasher]], players must carry the flag from their own base to a capture zone located inside the base of the opposing team. On [[Haarp]], [[BLU]] team must carry their own Intelligence to a capture point that [[RED]] team must defend in an [[List_of_game_modes#Attack/Defend|Attack/Defend]] format.
**Many teams rely on Engineers for defense in CTF.  While Engineers are certainly well suited for the role, assuming that Engineers alone can prevent the Intelligence from being taken is a mistake.  There is no such thing as a Sentry Gun that perfectly defends the Intelligence all by itself, even if it is placed right in the Intelligence room.  Engineers are vital as the backbone of defense on a CTF map, but it’s important to have some other Classes nearby to help out on the defensive end as well. 
 
*Extreme aggression from an entire team can often backfire, since it concentrates the enemy inside their own territory, making it that much more difficult to grab the Intelligence, and it also leaves the aggressive team open to easy captures. 
 
*The faster any enemy capture attempt is stopped, the less likely it is for your Intelligence to be brought out to an area of the map where defending it is much harder.
 
*Capture the Flag maps vary in terms of how defensible the Intelligence is.  [[2Fort]] is notorious for being defense-oriented, whereas the map [[Double Cross]] has a much more open and easily accessible Intelligence room, and benefits teams that are being extremely aggressive in their capture attempts. 
 
*All CTF maps have general structural similarities.  There are always several routes to access the Intelligence room, one that is direct and accessible to all Classes but highly trafficked and obvious, and one or two more that are either longer in terms of distance or only accessible to the more mobile Classes.  For example, the three main routes on 2Fort are through the Battlements (Sniper deck), through “the grate”, and through “the courtyard”.  On [[Turbine]], these routes are through “mid” (the direct route through the middle of the map), “spawn”, or the “vents” (the ventilation shafts).
 
*The middle area of most maps is generally open and easily covered by Snipers.  Quite often there is a constant battle being waged for control of this part of the map.  The middle of the map is also the only location where both defense and offense can occur simultaneously, since the Intelligence of either team almost always has to pass through this area to reach the other team’s base for a successful capture.
 
*Remember Capture Critical hits!  Quite often the Crit buffs can allow a team that gains a successful capture to get another one soon after by tearing through the enemy team.  Lay low somewhere until enemy Crits have worn off.  If you are about to capture the Intelligence, inform your team so they can prepare to let loose.  In close or very competitive games, pass the Intelligence off to a defending player such as an Engineer to capture so as not to waste potential firepower from the capture Crits.
 
*Scouts and Spies are by far and away the best Classes for reaching, grabbing and moving the Intelligence even when it is well defended.  Even if they get annihilated soon after touching the Intelligence, they can buy time for a real attack to break through and secure it.  Scouts and Spies are great for penetrating enemy Intelligence rooms and bringing the Intelligence at least partway out of the enemy base.  Against vigilant enemy teams, help from the other Classes is usually needed to bring it all the way home, but every little bit helps.  Defenders beware: give Scouts and Spies an inch, and they’ll take it a mile. 
 
*The Pyro’s [[Compression Blast]] is a very effective way of preventing and even undoing an Intelligence carrier’s forward progress.  At least one Pyro is vital for defending dropped Intelligence. 
 
*If you are carrying the Intelligence and the enemy team is attempting to knock you back with the Compression Blast or some other ability, drop the Intelligence before they are able to erase your forward progress. 
 
*The capture score can determine how aggressively teams can afford to play.  If a team is one capture away from victory and the other is not, the losing team will usually try to defend at all costs and attempt to force a Sudden Death or Stalemate.  The leading team can afford to be very aggressive, however it can risk losing its lead if too many players choose not to defend.  For this reason, even a team that seems to be hopelessly behind should have least one player trying to capture the enemy Intelligence if for no other reason than to force the enemy team to divert some resources to defending.
 
  
===Class Specific===
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== Strategy ==
{| class="wikitable grid" cellpadding="0" cellspacing="0"
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{{main|Community Capture the Flag strategy}}
! class="header" colspan="1" width="100"| Class
 
! class="header" | Strategy
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout match-ups|Scout]]
 
| The Scout’s speed and maneuverability make him an obvious choice for Intelligence stealer and carrier.  Using [[Bonk! Atomic Punch]], the [[Force-A-Nature]], and the [[Sandman]] is a great combination for an Intelligence-grabber Scout, since it maximizes his ability to breach and bypass enemy defenses, utilize alternate routes, and make a successful getaway by stunning or knocking away anyone who tries to stop him.  Aside from attacking the enemy Intelligence, the Scout can also be useful for harassing enemy Snipers, being a general distraction with Bonk!, and also by being a sort of “midfielder”, playing both on offense and defense as the need arises. 
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier match-ups|Soldier]]
 
| As a strong all around general combatant, the Soldier can play any role in CTF.  The ability to [[Jumping#Rocket jump|Rocket jump]] and the speed boost of the [[Equalizer]] can make the Soldier effective at taking alternate and unexpected routes to the enemy Intelligence room, and he is one of the few Classes capable of single-handedly dealing with enemy Engineers or other defenses that might be protecting the Intelligence.  On defense, rockets are great for disrupting the movement of enemy Intelligence carriers.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro match-ups|Pyro]]
 
| The Pyro shines on defense in CTF, keeping the area around the Intelligence Spy-free.  As in any match, the Pyro is also an excellent guard for Engineer positions, blunting attacks and disrupting enemy Übercharges and sap attempts.  The Compression Blast is a vital tool for preventing the Intelligence from being picked up, and can also be used to prevent or reverse the movement of Intelligence carriers.  When it comes to defending dropped Intelligence, a Pyro on the scene is a must.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman match-ups|Demoman]]
 
| Aside from his normal role of dealing massive damage and wrecking enemy Sentry Guns, the Demoman has a lot of other options in CTF.  The long and often defensive nature of rounds can really reward the use of the [[Eyelander]] to build up a massive bonus in speed and health.  The[[ Scottish Resistance]] is great on defense to seal off multiple access points to the base and the Intelligence, and also on offense to diffuse similar traps from enemy Demomen.  Sticky traps on dropped Intelligence can stop a single capture attempt instantly, but aren’t always the best for preventing the Intelligence from being touched in the first place.  Beware of enemy Bonk! Scouts and [[Dead Ringer]] using Spies causing you to trigger your traps prematurely.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy match-ups|Heavy]]
 
| While the middle of many CTF maps are often a no-man’s land for the Heavy due to Sniper cover, the team bases are usually much more claustrophobic and a talented Heavy supported by a Medic can become an almost unstoppable force in these locations.  Heavies are excellent for spearheading an assault to capture an Intelligence briefcase that has been partially brought out of a base by another, faster teammate, since going all the way to the enemy Intelligence room takes a long time both going in and coming out and requires plowing through a lot of resistance.  Always defer to a teammate in picking up the Intelligence unless you are the only choice.  On defense, the Heavy can be quite an effective Spy-checker and can use his high health to block doorways or other routes to prevent the escape or entrance of enemies going after the Intelligence.  The [[Natascha]] is great for slowing down Intelligence carriers and making them easier targets.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|Engineer]]
 
| The Engineer provides a vital first line of defense against the easiest offensive tactic in CTF – the Scout.  Even modestly well-placed Sentry Guns can completely deny Scout capture attempts, and unlike human players Sentry Guns never get bored of waiting for enemies.  Boredom however can be common for Engineers on CTF maps, especially during stretches where the enemy team might not be trying particularly hard to capture your Intelligence.  This can be the biggest pitfall of CTF for Engineers however, since often your team assumes that you have the Intelligence under guard, and if you fail to be vigilant, there is actually very little standing in the way of the first person who finally decides to steal your Intelligence.  While many players try to relieve their Engineer boredom by building bases in forward locations or even in the enemy base, the wisest course is to build near your own Intelligence.  CTF maps are usually never big enough to really require a Teleporter to ferry your team, and Teleporters can actually be detrimental if they divert your team away from your base.  The Sentry Gun is usually best placed within range of your Intelligence, otherwise Bonk! Scouts can bypass it, though if there are other Engineers on your team you can gain more freedom to build in other areas of your territory.  Never build a Sentry right on top of your Intelligence, since Spies can sap it and start escaping with the Intelligence without being shot down.  Staying close to home has the advantage of being near a [[Respawn#Areas|Resupply Locker]], and you can even retreat there carrying a Building during moments of extreme danger and rebuild once the coast is clear.  While an Engineer base can protect the Intelligence from many threats and most single enemies, call for help if it looks like you’re being seriously attacked.  Medics or Spies accompanying other Classes can overrun you very fast, so fight for time while calling for help.  On many maps it is possible to use your Sentry and Dispenser to block access through doorways and hallways.  Finally, always remember to move or rebuild your Buildings where your Intelligence has dropped.  A Dispenser as well as a Sentry is important to allow your teammates to keep defending the Intelligence without having to leave to refill on ammo.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic match-ups|Medic]]
 
| Many players know how vital Medics are for sustaining any kind of offense in enemy territory.  Not everyone realizes that they are equally important for maintaining their team’s defenses in their own territory as well.  Aside from being near Resupply Lockers and perhaps friendly Engineers and their Dispensers, there is no real advantage to fighting in your own territory compared to fighting in enemy territory when you're face-to-face with an enemy attack.  Without Medics to provide immediate healing and overhealing buffs, the enemy team can easily overpower your team’s defenders for just long enough to steal and get away with the Intelligence.  Simply because you get to respawn when you die doesn’t help defend in a critical situation, and preventing his teammates from dying is just what the good Doctor ordered.  When playing as a Medic, it’s fairly easy to remain alive to build up an Übercharge if you don’t leave your team’s territory, though if you aren’t healing wounded teammates this will be a slow process.  Things get a lot trickier if you plan to deploy an Übercharge in the enemy base.  In most cases, enemy Snipers and Spies are your main worries, particularly if you cross the middle of the map.  Depending on the situation, you should avoid Sniper territory entirely and try to take alternate routes to the enemy side such as through sewer tunnels.  Once inside enemy territory, the Übercharge should ideally be used to break through Engineer positions to reach the Intelligence. 
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper match-ups|Sniper]]
 
| “Go to the Sniper deck and shoot every head you see” can sum up how most people play Sniper in CTF.  While doing this certainly helps your team, it’s important not to get so single-minded that you forget to do other things, such as defending your Intelligence.  Bad Snipers will often forget that they have a responsibility to listen to Intelligence alerts just like everyone else.  Since Snipers are usually on their side of the map, they should always be available to lend a hand to stop an Intelligence carrier, and they should respond immediately.  [[Jarate]] is an excellent counter to Dead Ringer using Spies who can often be incredibly difficult to stop from grabbing the Intelligence, and the [[Huntsman]] can come in very handy for dealing with Heavies that reach your base.  Finally, many players do not expect Snipers to be anywhere but Sniper decks (battlements), but you can easily pick off more vital targets if you choose a different spot to camp, such as the sewers in 2Fort.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]]
 
| There is a lot of room for creativity and deviousness for the Spy in CTF.  In contrast to the time pressure of some game types such as [[Arena]], CTF rounds can often be long enough to allow the Spy some time to get into great positions to cause all kinds of mischief.  Using the [[Cloak and Dagger]], the entire enemy base can become your chestnut, allowing you to infiltrate practically any location with enough time and patience, completely unbeknownst to your enemies.  However, this can depend a lot on the enemy team’s level of skill and vigilance.  If you get sloppy and get exposed and killed several times, you might find that no amount of patience gets you anywhere once several Pyros start sweeping everywhere.  Random Spy-checking happens all the time, so never assume that you can hide in a location that is completely safe from discovery.  Once you successfully infiltrate enemy territory, the real fun begins.  You can relay information on enemy defenses to your allies, including the location of enemy Sentry Guns and Sticky Bomb traps.  Skilled Spies can guide their team’s Scouts to the enemy Intelligence, sap Sentry Guns to allow them to grab it, and then help complete the capture on the way out if the Scout is killed.  Spies are also excellent at resetting the Intelligence timer since they can reach it invisibly or from behind and uncloak right on it.  The Dead Ringer is an especially useful tool for this purpose since it enables you to approach the enemy without fear of being immediately killed.  Aside from causing havoc in the enemy base, Spies can also be excellent defenders by posing a serious threat to enemy Heavies and Medics that can otherwise run rampant in your territory.  One excellent way to get easy stabs is to use your team’s own Sentry Guns as distractions. 
 
|}
 
  
== Gallery ==
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== {{anchor|CTF maps|Capture the Flag maps|maps}} Maps ==
=== Flags ===
+
{{main|List of maps}}
<gallery perrow=3>
 
  
file:Intel red idle.png|The [[RED]] Intelligence briefcase.
+
Capture the Flag maps carry the '''ctf_''' prefix; community maps are identified with italic font.
file:Intel blu idle.png|The [[BLU]] Intelligence briefcase.
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{{Maps table|Capture the Flag}}
file:Intel neutral idle.png|The neutral Intelligence briefcase.
 
file:Intel red pickedup.png|The RED Intelligence briefcase (picked up).
 
file:Intel blu pickedup.png|The BLU Intelligence briefcase (picked up).
 
file:Intel neutral pickedup.png|The neutral Intelligence briefcase (picked up).
 
file:Oldredflag.png|The old red team flag.
 
file:Oldblueflag.png|The old blue team flag.
 
file:Oldneutralflag.png|The old neutral flag.
 
</gallery>
 
  
'''Notes'''
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== Related achievements ==
# The Neutral Intelligence briefcase is a white-colored version of the standard briefcase that appears in the game files. It remains unused by Valve in [[list of maps|official maps]], however, was included by them for use by community developers in custom [[game modes]] (such as "Single Flag CTF", [[FortWars]], and "Achievement Servers").
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==={{Class link|Scout}}===
# As placeholders during early stages, Valve used modified versions of ''[[Team Fortress Classic]]'''s [[unused flags|flags]], which can be still be seen in the game files, featuring the faces of TF2's development team. The face that appears on the red flag is that of Robin Walker, the co-creator of the ''[[Team Fortress]]'' series.
 
 
 
==Related Achievements==
 
===Scout===
 
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Scout|Belittled Beleauger}}
 
| 1 = {{Show achievement|Scout|Belittled Beleauger}}
Line 131: Line 52:
 
}}
 
}}
  
===Pyro===
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 +
==={{Class link|Pyro}}===
 
{{Show achievement|Pyro|Cooking the Books|width=50%}}
 
{{Show achievement|Pyro|Cooking the Books|width=50%}}
  
===Heavy===
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 +
==={{Class link|Heavy}}===
 
{{Show achievement|Heavy|Crime and Punishment|width=50%}}
 
{{Show achievement|Heavy|Crime and Punishment|width=50%}}
  
===Engineer===
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 +
==={{Class link|Engineer}}===
 
{{Show achievement|Engineer|Trade Secrets|width=50%}}
 
{{Show achievement|Engineer|Trade Secrets|width=50%}}
  
===Sniper===
+
 
 +
==={{Class link|Sniper}}===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Sniper|Have a Plan}}
 
| 1 = {{Show achievement|Sniper|Have a Plan}}
Line 146: Line 71:
 
}}
 
}}
  
== Previous Changes ==
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== Update history ==
* A [[Spy]] could [[disguise]] while holding the Intelligence with a successful [[backstab]] with [[Your Eternal Reward]], but this was fixed by [[October 6, 2010 Patch]].
+
{{Update history|
 +
'''{{Patch name|10|8|2007}}''' (Pre-Released)
 +
* Sudden Death only starts in CTF mode if both flags are at home.
 +
 
 +
'''{{Patch name|10|10|2007|date-only=yes}}''' ([[Team Fortress 2|Initial Game Release]])
 +
* Added Capture the Flag mode.
 +
* Added map: 2Fort.
 +
 
 +
'''{{Patch name|11|7|2007}}'''
 +
* Fixed exploit that allowed players to teleport with the intelligence.
  
== Trivia ==
+
'''{{Patch name|11|20|2007}}'''
* When carried on a player's back, the Intelligence will leave a literal 'paper trail'.
+
* Updated server log entries for flag captures to detail the number of captures and the {{code|tf_flag_caps_per_round}} value.
* With the [[August 13, 2009 Patch|Classless Update]], Intelligence visuals when being carried by a player were improved to make detecting the carrier easier.  
+
 
* There is an option that allows servers to specify the length of a Crit-boost on a successful capture, or to disable it entirely ({{code|tf_ctf_bonus_time}}).
+
'''{{Patch name|1|25|2008}}'''
* Unlike variants of Capture the Flag in other games, a capture can be made even if the enemy is currently carrying your team's Intelligence.
+
* Added map: Well (Capture the Flag).
* Picking up the intelligence from its default position used to give a Crit boost to the team. This was removed later.
+
 
 +
'''{{Patch name|3|20|2008}}'''
 +
* Updated CTF mode to remember the player who stole the intelligence from the enemy base and reward that player if the flag is captured by someone else.
 +
 
 +
'''{{Patch name|6|19|2008}}''' ([[Pyro Update]])
 +
* Added map: Turbine.
 +
 
 +
'''{{Patch name|2|24|2009}}''' ([[Scout Update]])
 +
* Fixed obscure bug where spectators were able to carry the flag.
 +
 
 +
'''{{Patch name|4|20|2009}}'''
 +
* Scouts now drop the Intelligence if they're carrying it when they start phasing.
 +
 
 +
'''{{Patch name|8|13|2009}}''' ([[Classless Update]])
 +
* Added map: Sawmill (Capture the Flag).
 +
* Capturing the flag in a CTF game mode now gives the entire capturing team 10 seconds of [[Critical hits#Crit-boost|crit-boost]].
 +
 
 +
'''{{Patch name|12|17|2009}}''' ([[WAR! Update]])
 +
* Added map: Double Cross.
 +
 
 +
'''{{Patch name|10|6|2010}}'''
 +
* Your Eternal Reward no longer disguises the Spy if they are carrying the flag.
 +
 
 +
'''{{Patch name|1|19|2011}}'''
 +
* Added a glow effect to the team intelligence entities when they're not being carried.
 +
 
 +
'''{{Patch name|4|15|2011}}'''
 +
* {{Undocumented}} Intelligence no longer appears on the backs of players who are carrying it.
 +
 
 +
'''{{Patch name|5|5|2011}}''' ([[Replay Update]])
 +
* Fixed the briefcase not being drawn on players when it's being carried in CTF maps.
 +
 
 +
'''{{Patch name|6|27|2012}}''' ([[Pyromania Update]])
 +
* Friendly players glow when carrying the flag.
 +
* Fixed rare cases where flag could fall out of the world.
 +
 
 +
'''{{Patch name|7|25|2014}}'''
 +
* Fixed a client crash related to the CTF HUD.
 +
* Fixed the CTF HUD not updating properly.
 +
 
 +
'''{{Patch name|1|15|2015}} #1'''
 +
* Fixed the [[Medic]] not being able to deploy a [[Quick-Fix]]/[[Vaccinator]] [[ÜberCharge|charge]] while carrying the flag.
 +
 
 +
'''{{Patch name|7|23|2015}} #1'''
 +
* Fixed being able to carry the flag with the Rocket/Sticky Jumpers.
 +
 
 +
'''{{Patch name|10|6|2015}}''' ([[Invasion Community Update]])
 +
* Added map: 2Fort Invasion.
 +
 
 +
'''{{Patch name|12|17|2015}}''' ([[Tough Break Update]])
 +
* Added map: Landfall.
 +
 
 +
'''{{Patch name|3|28|2018}} #1'''
 +
* Added {{code|[[Sawmill (Capture the Flag)|ctf_sawmill]]}}, {{code|[[Well (Capture the Flag)|ctf_well]]}}, {{code|[[2Fort Invasion|ctf_2fort_invasion]]}}, and {{code|[[Foundry (Capture the Flag)|ctf_foundry]]}} to Casual Mode.
 +
 
 +
'''{{Patch name|12|3|2020}}''' ([[Smissmas 2020]])
 +
* Added map: Snowfall.
 +
 
 +
'''{{Patch name|12|2|2021}}''' ([[Smissmas 2021]])
 +
* Added map: Doublefrost.
 +
 
 +
'''{{Patch name|10|5|2022}}''' ([[Scream Fortress 2022]])
 +
* Added maps: Crasher and Helltrain.
 +
 
 +
'''{{Patch name|12|5|2022}}''' ([[Smissmas 2022]])
 +
* Added map: Frosty.
 +
 
 +
'''{{Patch name|7|12|2023}}''' ([[Summer 2023]])
 +
* Added map: Pelican Peak.
 +
 
 +
'''{{Patch name|12|7|2023}}''' ([[Smissmas 2023]])
 +
* Added maps: Haarp and Turbine Center.
 +
}}
 +
 
 +
== Bugs ==
 +
[[File:glowingplayernointel.jpg|thumb|300px|A BLU Demoman with an outline as if he were carrying the intel, when he is not.]]
 +
 
 +
* Occasionally, the status on the bottom center of the HUD does not change when a player takes or drops the Intelligence.
 +
* Rarely, some [[Mann vs. Machine|bomb-related]] responses can be pronounced when a player carrying Intelligence is killed.
 +
* If a player has the Intelligence and then the map is reset, the next round has the player who had the Intelligence continue to glow until another player has picked up the Intelligence or that player has died.
 +
 
 +
== Notes ==
 +
* The Neutral Intelligence briefcase is a white-colored version of the standard briefcase that appears in the game files. It remains unused by Valve in [[List of maps|official maps]]; however, it was included by them for use by Community developers in custom [[List of game modes|game modes]] (such as "Single Flag CTF", [[FortWars]], and "Achievement Servers"). Valve later employed a version of the neutral Intelligence case as the initial pickup for the [[Special Delivery (game mode)|Special Delivery]] game mode, with the intelligence being remodeled into an explosive suitcase.
 +
** Certain custom flags used in community-made maps, such as [[2Fort Invasion]] and [[Helltrain]], also follow this trend, with matching neutral versions that go unused.
 +
* As placeholders during early stages, Valve used modified versions of ''[[Team Fortress Classic]]'''s [[unused flags|flags]], which can be still be seen in the game files, featuring the faces of TF2's development team. The face that appears on the red flag is that of Robin Walker, the co-creator of the ''[[Team Fortress]]'' series, while the blue flag bears Charlie Brown.
 +
* Some [[Achievements]] related to the Intelligence can be obtained in [[Doomsday]], a map for the Special Delivery game mode.
 +
* There is an option that allows servers to specify the length of a crit boost on a successful capture, or to disable it entirely ({{code|tf_ctf_bonus_time}}).
 +
 
 +
== Gallery ==
 +
=== Flags ===
 +
<gallery perrow=3>
 +
File:Intel red idle.png|The [[RED]] Intelligence briefcase.
 +
File:Intel blu idle.png|The [[BLU]] Intelligence briefcase.
 +
File:Intel neutral idle.png|The neutral Intelligence briefcase.
 +
File:Intel red pickedup.png|The RED Intelligence briefcase (picked up).
 +
File:Intel blu pickedup.png|The BLU Intelligence briefcase (picked up).
 +
File:Intel neutral pickedup.png|The neutral Intelligence briefcase (picked up).
 +
File:Invasion Intel red idle.png|The RED Intelligence briefcase on [[2Fort Invasion]].
 +
File:Invasion Intel blu idle.png|The BLU Intelligence briefcase on 2Fort Invasion.
 +
File:Invasion Intel neutral idle.png|The neutral 2Fort Invasion Intelligence briefcase.
 +
File:Invasion Intel red pickedup.png|The RED Intelligence briefcase on 2Fort Invasion (picked up).
 +
File:Invasion Intel blu pickedup.png|The BLU Intelligence briefcase on 2Fort Invasion (picked up).
 +
File:Invasion Intel neutral pickedup.png|The neutral 2Fort Invasion Intelligence briefcase (picked up).
 +
File:Doublefrost Intel RED Idle.png|The RED present on [[Doublefrost]].
 +
File:Doublefrost Intel BLU Idle.png|The BLU present on Doublefrost.
 +
File:Doublefrost Intel Neutral Idle.png|The neutral Doublefrost present.
 +
File:Doublefrost Intel RED Pickedup.png|The RED present on Doublefrost (picked up).
 +
File:Doublefrost Intel BLU Pickedup.png|The BLU present on Doublefrost (picked up).
 +
File:Doublefrost Intel Neutral Pickedup.png|The neutral Doublefrost present (picked up).
 +
File:Helltrain Coal Flag RED.png|The RED Coal Core on [[Helltrain]].
 +
File:Helltrain Coal Flag BLU.png|The BLU Coal Core on Helltrain.
 +
File:Helltrain Coal Flag Neutral.png|The neutral Helltrain Coal Core.
 +
File:Crasher Briefcase Barrel.png|The explosive Barrel on [[Crasher]].
 +
File:Snowfall Intel RED Idle.png|The RED present on [[Snowfall]].
 +
File:Snowfall Intel BLU Idle.png|The BLU present on Snowfall.
 +
</gallery>
 +
 
 +
=== Other ===
 +
<gallery perrow=3>
 +
File:Oldredflag.png|The old red team flag.
 +
File:Oldblueflag.png|The old blue team flag.
 +
File:Oldneutralflag.png|The old neutral flag.
 +
File:Intel Carrier Glow.png|Carriers and Intelligence briefcases glow.
 +
File:Intel_carried.png|Carriers emit a stream of paper [[Particle effects#Gameplay effects|particles]].
 +
</gallery>
  
== See also ==
+
{{Maps Nav}}
{{Maps nav}}
 
  
 
[[Category:Game modes]]
 
[[Category:Game modes]]
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]

Latest revision as of 21:11, 27 January 2024

The bridge area in the center of 2Fort.
The bridge area over the crevasse on Double Cross.
I got it, I got it, I got it!
The Scout capturing the Intelligence

Capture the Flag (commonly abbreviated as CTF) is a game mode which features both RED and BLU teams with their own Intelligence briefcase (known as the flag). The goal for both teams is to capture their enemy's Intelligence continuously until they have reached the game's capture limit (default limit is 3) whilst preventing their enemy from achieving the same. If no team completes the capture limit before time runs out, the match enter Sudden Death mode (unless either Intelligence has been taken and is still in play, in which case Overtime occurs until both teams' Intelligence are secured again).

Intelligence

A RED Scout carrying the Intelligence.

The Intelligence, also known as the "intel", "flag", or "briefcase", is the eponymous flag and objective of the Capture the Flag game mode. It is a team-colored briefcase sporting a complicated numbered lock pad on the front and papers protruding out of its joints. Once picked up by an enemy, the case begins to glow in the carrier's team color and will emit paper particles and a long team-colored trail.

Gameplay

During a Capture the Flag round, each team is given their own Intelligence located within their section of the map. It must be retrieved from this location by the opposite team and returned to a defined point, usually the opposing team's capture zone where their Intelligence is stored.

The Intelligence can be taken by any enemy player that walks up onto it, but can not be interfered or moved by a friendly player. Once picked up by a player, the Intelligence then appears on their back and the Announcer notifies both teams that the Intelligence has been taken. The Intelligence indicator located on the HUD then points in the direction of the carrier, who must make their way out of the enemy base and back to their own. Carriers are visible to their respective team players as they emit a green, yellow, or red glow (based on their current health) that can be seen through walls.

While carrying the Intelligence, players become more vulnerable. Additionally, certain conditions may result in the player being unable to pick up and carry the Intelligence.

  • Intelligence carriers cannot use Teleporters.
  • The ÜberCharge of the Medi Gun cannot be used on or by the Intelligence carrier, nor can a player pick up the Intelligence while ÜberCharged by this weapon. (The charges from all other Medi Guns can be activated and work on both the Medic and the patient, even if one of them is carrying the Intelligence.)
  • Scouts are unable to drink Bonk! Atomic Punch while holding the Intelligence, and may not pick it up while under its effects.
  • Soldiers equipped with the Rocket Jumper and Demomen equipped with the Sticky Jumper are unable to carry the Intelligence.
  • Spies are unable to carry the Intelligence while cloaked, but can pick it up while in disguise, removing their disguise. They cannot disguise or Cloak while carrying the Intelligence.
  • The Intelligence is dropped if the carrier is killed or enters a resupply area.
  • Engineers that use the Eureka Effect can teleport via the weapon's taunt, but the Intelligence drops at the spot the Engineer teleported from.

Once the Intelligence is taken to a capture point, the successful team gains one point shown in the Intelligence indicator, and receives ten seconds of crit boost. There is no need for the capturing team's own Intelligence to be on their capture point at the time of the capture.

The Intelligence can be dropped manually if the player carrying it presses the drop-item button (default key: L). Once dropped, a clock-like timer ring appears over the Intelligence. If the default 60 seconds pass without an ally picking it up again, it is automatically returned to its original position in the team's base. If an ally picks up and subsequently drops the Intelligence, this timer resets. Teams are required to defend the dropped Intelligence during this period or face losing it.

If the Intelligence carrier is killed by an environmental hazard that prevents the dropped Intelligence from being touched, like a pitfall, it is forcibly returned to its original position. This functionality is not inherent to the intelligence itself, but must be added to the map manually by its creator. While Valve official maps all share this for specific bottomless hazards, not all custom maps may utilize this function.

Certain maps depart from the standard formula of Capture the Flag. On Crasher, players must carry the flag from their own base to a capture zone located inside the base of the opposing team. On Haarp, BLU team must carry their own Intelligence to a capture point that RED team must defend in an Attack/Defend format.

Strategy

Main article: Community Capture the Flag strategy

Maps

Main article: List of maps

Capture the Flag maps carry the ctf_ prefix; community maps are identified with italic font.

Name Picture File name
2Fort Ctf 2fort bridge ss.png ctf_2fort
2Fort Invasion Ctf 2fort invasion.png ctf_2fort_invasion
Crasher Ctf crasher.png ctf_crasher
Double Cross CTF DoubleCross RedBase.png ctf_doublecross
Doublefrost Ctf doublecross snowy.png ctf_doublecross_snowy
Frosty Ctf frosty.png ctf_frosty
Haarp Ctf haarp.png ctf_haarp
Helltrain Ctf helltrain event.png ctf_helltrain_event
Landfall Ctf landfall rc0005.jpg ctf_landfall
Pelican Peak Ctf pelican peak.png ctf_pelican_peak
Sawmill CTF Sawmill Center.png ctf_sawmill
Snowfall Ctf snowfall final.png ctf_snowfall_final
Turbine CTF Turbine Center.png ctf_turbine
Turbine Center Ctf turbine winter.png ctf_turbine_winter
Well Ctfwell04.png ctf_well

Related achievements

Leaderboard class scout.png Scout

Belittled Beleaguer
Belittled Beleaguer
Kill an opposing player that has your intelligence while holding theirs.


Round-Tripper
Round-Tripper
Capture the enemy intelligence 25 times.
No-Hitter
No-Hitter
Steal and then capture the enemy intelligence without firing a shot.


Triple Steal
Triple Steal
Capture the enemy intelligence 3 times in a single CTF round.


Leaderboard class pyro.png Pyro

Cooking the Books
Cooking the Books
Ignite 5 enemies carrying your intelligence.


Leaderboard class heavy.png Heavy

Crime and Punishment
Crime and Punishment
Kill 10 enemies carrying your intelligence.


Leaderboard class engineer.png Engineer

Trade Secrets
Trade Secrets
Kill 20 players carrying the intelligence.


Leaderboard class sniper.png Sniper

Have a Plan
Have a Plan
Capture the flag in CTF.
Robbin’ Hood
Robbin’ Hood
Take down an intelligence carrier with a single arrow.

Update history

October 8, 2007 Patch (Pre-Released)
  • Sudden Death only starts in CTF mode if both flags are at home.

October 10, 2007 (Initial Game Release)

  • Added Capture the Flag mode.
  • Added map: 2Fort.

November 7, 2007 Patch

  • Fixed exploit that allowed players to teleport with the intelligence.

November 20, 2007 Patch

  • Updated server log entries for flag captures to detail the number of captures and the tf_flag_caps_per_round value.

January 25, 2008 Patch

  • Added map: Well (Capture the Flag).

March 20, 2008 Patch

  • Updated CTF mode to remember the player who stole the intelligence from the enemy base and reward that player if the flag is captured by someone else.

June 19, 2008 Patch (Pyro Update)

  • Added map: Turbine.

February 24, 2009 Patch (Scout Update)

  • Fixed obscure bug where spectators were able to carry the flag.

April 20, 2009 Patch

  • Scouts now drop the Intelligence if they're carrying it when they start phasing.

August 13, 2009 Patch (Classless Update)

  • Added map: Sawmill (Capture the Flag).
  • Capturing the flag in a CTF game mode now gives the entire capturing team 10 seconds of crit-boost.

December 17, 2009 Patch (WAR! Update)

  • Added map: Double Cross.

October 6, 2010 Patch

  • Your Eternal Reward no longer disguises the Spy if they are carrying the flag.

January 19, 2011 Patch

  • Added a glow effect to the team intelligence entities when they're not being carried.

April 15, 2011 Patch

  • [Undocumented] Intelligence no longer appears on the backs of players who are carrying it.

May 5, 2011 Patch (Replay Update)

  • Fixed the briefcase not being drawn on players when it's being carried in CTF maps.

June 27, 2012 Patch (Pyromania Update)

  • Friendly players glow when carrying the flag.
  • Fixed rare cases where flag could fall out of the world.

July 25, 2014 Patch

  • Fixed a client crash related to the CTF HUD.
  • Fixed the CTF HUD not updating properly.

January 15, 2015 Patch #1

July 23, 2015 Patch #1

  • Fixed being able to carry the flag with the Rocket/Sticky Jumpers.

October 6, 2015 Patch (Invasion Community Update)

  • Added map: 2Fort Invasion.

December 17, 2015 Patch (Tough Break Update)

  • Added map: Landfall.

March 28, 2018 Patch #1

December 3, 2020 Patch (Smissmas 2020)

  • Added map: Snowfall.

December 2, 2021 Patch (Smissmas 2021)

  • Added map: Doublefrost.

October 5, 2022 Patch (Scream Fortress 2022)

  • Added maps: Crasher and Helltrain.

December 5, 2022 Patch (Smissmas 2022)

  • Added map: Frosty.

July 12, 2023 Patch (Summer 2023)

  • Added map: Pelican Peak.

December 7, 2023 Patch (Smissmas 2023)

  • Added maps: Haarp and Turbine Center.

Bugs

A BLU Demoman with an outline as if he were carrying the intel, when he is not.
  • Occasionally, the status on the bottom center of the HUD does not change when a player takes or drops the Intelligence.
  • Rarely, some bomb-related responses can be pronounced when a player carrying Intelligence is killed.
  • If a player has the Intelligence and then the map is reset, the next round has the player who had the Intelligence continue to glow until another player has picked up the Intelligence or that player has died.

Notes

  • The Neutral Intelligence briefcase is a white-colored version of the standard briefcase that appears in the game files. It remains unused by Valve in official maps; however, it was included by them for use by Community developers in custom game modes (such as "Single Flag CTF", FortWars, and "Achievement Servers"). Valve later employed a version of the neutral Intelligence case as the initial pickup for the Special Delivery game mode, with the intelligence being remodeled into an explosive suitcase.
    • Certain custom flags used in community-made maps, such as 2Fort Invasion and Helltrain, also follow this trend, with matching neutral versions that go unused.
  • As placeholders during early stages, Valve used modified versions of Team Fortress Classic's flags, which can be still be seen in the game files, featuring the faces of TF2's development team. The face that appears on the red flag is that of Robin Walker, the co-creator of the Team Fortress series, while the blue flag bears Charlie Brown.
  • Some Achievements related to the Intelligence can be obtained in Doomsday, a map for the Special Delivery game mode.
  • There is an option that allows servers to specify the length of a crit boost on a successful capture, or to disable it entirely (tf_ctf_bonus_time).

Gallery

Flags

Other