Difference between revisions of "Control Point (game mode)"

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{{hatnote|This article is about the game mode. For the physical objective, see [[Control Point (objective)]].}}
 
{{hatnote|This article is about the game mode. For the physical objective, see [[Control Point (objective)]].}}
  
'''Control Point''' ('''CP''') is the "main" [[game mode]] of ''Team Fortress 2'', consisting of 4 of the original 6 maps. The game revolves around [[Capping (competitive)|capturing]] and defending various [[Control Point (objective)|control points]].
+
'''Control Point''' ('''CP''') is a "main" [[game mode]], consisting of 4 of the original 6 maps. The game revolves around [[Capping (competitive)|capturing]] and defending various [[Control Point (objective)|control points]].
  
 
== Gameplay ==
 
== Gameplay ==
 
=== Offense ===
 
=== 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 [[Demoman|Demomen]] wielding the [[Pain Train]]. There is a limit on how fast a Control Point can be captured (see [[Control point timing]]).
+
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. [[Scout]]s count as two players, as do [[Soldier]]s and [[Demoman|Demomen]] wielding the [[Pain Train]]. There is a limit on how fast a Control Point can be captured (see [[Control point timing]]).
  
 
=== Defense ===
 
=== 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 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.
  
 
=== Reverting capture ===
 
=== Reverting capture ===
When a point is neutral and both teams are trying to capture it captures can be '''reverted'''. If a team begins, but does not finish, to capture a neutral point and then is driven off, when the other team begins to capture that point they will first have to "revert" the progress that the first team made before they can begin to make progress of their own.
+
When both teams are trying to capture a neutral point, captures can be '''reverted'''. If a team begins to capture a neutral point and then is driven off before capture is completed, the other team must first "revert" the progress that the first team had made before they can begin to make progress of their own.
  
 
=== Limitations ===
 
=== Limitations ===
* [[Disguise]]d [[Spy|Spies]] cannot block a capture if they are disguised as the team capturing the point, and cannot capture a point if they are disguised as the enemy team.  
+
* [[Disguise]]d [[Spy|Spies]] can only capture control points while disguised as their own team.
  
 
* [[Cloak]]ed Spies cannot defend or capture a control point.  
 
* [[Cloak]]ed Spies cannot defend or capture a control point.  
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[[Image:CP_Yukon_overview.png|thumb|right|300px|cp_yukon]]
 
[[Image:CP_Yukon_overview.png|thumb|right|300px|cp_yukon]]
  
=== Standard Control Point ===
+
=== Symmetric ===
'''Standard Control Point''', also known as Linear or Symmetric 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 [[Capping (competitive)|captures]] all the points wins. In standard Control Point maps, control points must be taken in an unbroken line (thus the "linear" in Linear Control Point). At the beginning of the round, each team's control points are locked while the center point is unlocked and can be taken. Once a team takes the center point, the opponent's nearest point unlocks and can now be taken as well. From then on, no more than two points can be unlocked at a time; taking a point locks the point behind it and unlocks the one in front of it if it exists. Control points close to a team's spawn point are captured more quickly by the enemy team. Standard control point maps will go into [[Sudden Death]] (or [[Match outcomes#Stalemate|Stalemate]]) if no team captures all the points before time runs out, but if time runs out with a capture in progress, [[Overtime]] will occur, allowing play to extend should a capture be completed.
+
'''Symmetric Control Point''' maps play symmetrically. Both teams start with an equal number of controlled points and must [[Capping (competitive)|capture]] all the points on the map to win. Due to its wide range of action, Symmetric Control Point maps place an emphasis on team movement and may be difficult for inexperienced players and those not used to playing in a coordinated group.
 +
 
 +
Symmetric maps come in two styles:
 +
 
 +
{| class="wikitable grid"
 +
! class="header" | Style
 +
! class="header" | Description
 +
! class="header" | Examples
 +
|-
 +
| '''Linear'''
 +
| Both teams start with an equal number of two controlled points and a central point that starts out controlled by neither team. At the beginning of the round, each team's control points are locked while the center point is unlocked and can be taken. Once a team takes the center point, the opponent's nearest point unlocks and can now be taken as well. From then on, no more than two points can be unlocked at a time; taking a point locks the point behind it and unlocks the one in front of it if it exists. Control points close to a team's spawn point are captured more quickly by the enemy team. Symmetric control point maps will go into [[Sudden Death]] (or [[Match outcomes#Stalemate|Stalemate]]) if no team captures all the points before time runs out, but if time runs out with a capture in progress, [[Overtime]] will occur, allowing play to extend should a capture be completed.
 +
| [[Badlands]], [[Granary_(Control_Point)|Granary]], [[Process]], [[Foundry (Control Point)|Foundry]]
 +
|-
 +
| '''Domination'''
 +
| Both teams start with no controlled points; all points are neutral and unlocked for capture. Once a point is taken by a team, the other team can attempt to take it back; all points are available for capture at any time and have equivalent capture times. Domination maps enter Sudden Death or Stalemate if time runs out before a team has taken all the points. They do not enter Overtime; once a team has all three points, they win regardless of how much capture progress the other team has.
 +
| [[Standin]]
 +
|}
  
 
=== Attack/Defend ===
 
=== Attack/Defend ===
'''Attack/Defend''' maps, also known as Asymmetric Control Point maps, play asymmetrically, with [[BLU]] attacking, and [[RED]] defending. RED begins with control of all of the points. BLU wins if they capture all of RED's points; RED wins if they prevent BLU from capturing all of the points before the timer expires. Control points may only be captured in a set order (with the exception of some maps, such as [[Gravel Pit]] and [[Steel]]). Points captured by BLU are locked and cannot be taken back by RED, and time is added after each capture.
+
'''Attack/Defend''' maps, also known as Asymmetric Control Point maps, play asymmetrically, with [[BLU]] attacking and [[RED]] defending. RED begins with control of all of the points. BLU wins if they capture all of RED's points; RED wins if they prevent BLU from capturing all of the points before the timer expires. Control points may only be captured in a set order (with the exception of some maps, such as [[Gravel Pit]] and [[Steel]]). Points captured by BLU are locked and cannot be taken back by RED, and time is added after each capture. Because of its simpler format that concentrates on one point at a time, Attack/Defend is easier for newcomers to play.
  
 
Attack/Defend maps can come in various styles:
 
Attack/Defend maps can come in various styles:
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| '''Linear multi-stage'''
 
| '''Linear multi-stage'''
 
| BLU must capture a group of control points in a set order to move to the next stage. Reaching the final stage and succeeding 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.
 
| BLU must capture a group of control points in a set order to move to the next stage. Reaching the final stage and succeeding 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]]
+
| [[Dustbowl]], [[Egypt]], [[Snowplow]]
 
|-
 
|-
 
| '''Pyramid-style'''
 
| '''Pyramid-style'''
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|-
 
|-
 
| '''Centralized-style'''
 
| '''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 auxiliary points makes it easier to capture the final point.
+
| BLU's objective is to capture the central control point, which can be done at any time. There is another set of control points available, one of which is open for capture at a time in a set order. Capturing these auxiliary points makes it easier to capture the final point.
 
| [[Steel]]
 
| [[Steel]]
 
|-
 
|-
 
| '''Medieval-style'''
 
| '''Medieval-style'''
| Similar in principle to pyramid-style, with the main difference being that once the final point is unlocked, it must be taken within a specific time limit; otherwise the final point relocks and the initial points reset to RED's ownership. Time is not awarded upon recapturing the initial points.
+
| Similar in principle to pyramid-style, with the main difference being that once the final point is unlocked, it must be taken within a specific time limit; otherwise, the final point relocks and the initial points reset to RED's ownership. Time is not awarded upon recapturing the initial points.
 
| [[DeGroot Keep]]
 
| [[DeGroot Keep]]
 
|-
 
|-
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{{see also|List of maps}}
 
{{see also|List of 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 an italic font.
 +
 
 +
{{Control point maps}}
  
=== Standard Control Point ===
+
== Update history ==
{| class="wikitable" cellpadding=2 style="text-align:center;"
+
{{Update history|'''October 10, 2007''' ([[Team Fortress 2|Initial Game Release]])
|- style="height: 20px;"
+
* Added Control Point mode.
! class="header"  |Name
+
* Added maps: Granary, Well, Dustbowl, and Gravel Pit.
! class="header"  |Picture
 
! class="header"  |File name
 
|-
 
|style="background-color:#F9D483;" |'''[[5Gorge]]'''
 
| width="100px"  |[[File:5gorge1.png|160px|link=5Gorge]]
 
| width="60px" |{{code|cp_5gorge}}
 
|-
 
|style="background-color:#F9D483;" |'''[[Badlands (Control Point)|Badlands]]'''
 
| width="100px"  |[[File:badlands2.png|160px|link=Badlands]]
 
| width="60px" |{{code|cp_badlands}}
 
|-
 
|style="background-color:#F9D483;" |'''''[[Coldfront]]'''''
 
| width="100px"  |[[File:coldfront5.png|160px|link=Coldfront]]
 
| width="60px" |{{code|cp_coldfront}}
 
|-
 
|style="background-color:#F9D483;" |'''''[[Fastlane]]'''''
 
| width="100px"  |[[File:fastlane1.png|160px|link=Fastlane]]
 
| width="60px" |{{code|cp_fastlane}}
 
|-
 
|style="background-color:#F9D483;" |'''''[[Foundry]]'''''
 
| width="100px"  |[[File:Cp foundry mid.png|160px|link=Foundry]]
 
| width="60px" |{{code|cp_foundry}}
 
|-
 
|style="background-color:#F9D483;" |'''''[[Freight]]'''''
 
| width="100px"  |[[File:freight1.png|160px|link=Freight]]
 
| width="60px" |{{code|cp_freight_final1}}
 
|-
 
|style="background-color:#F9D483;" |'''[[Granary]]'''
 
| width="100px"  |[[File:TF2 Granary Map.jpg|160px|link=Granary]]
 
| width="60px" |{{code|cp_granary}}
 
|-
 
|style="background-color:#F9D483;" |'''[[Gullywash]]'''
 
| width="100px"  |[[File:CP Gullywash 3.png|160px|link=Gullywash]]
 
| width="60px" |{{code|cp_gullywash}}
 
|-
 
|style="background-color:#F9D483;" |'''[[Well]]'''
 
| width="100px"  |[[File:TF2 Well Map.jpg|160px|link=Well]]
 
| width="60px" |{{code|cp_well}}
 
|-
 
|style="background-color:#F9D483;" |'''''[[Yukon]]'''''
 
| width="100px"  |[[File:CP Yukon overview.png|160px|link=Yukon]]
 
| width="60px" |{{code|cp_yukon_final}}
 
|}
 
  
==== Attack/Defend ====
+
'''{{Patch name|2|14|2008}}'''
{| class="wikitable" cellpadding=2 style="text-align:center;"
+
* Added map: Badlands.
|- style="height: 20px;"
 
! class="header"  |Name
 
! class="header"  |Picture
 
! class="header"  |File name
 
! class="header"  |Style
 
|-
 
|style="background-color:#F9D483;" |'''[[DeGroot Keep]]'''
 
| width="100px"  |[[File:Degroot Keep Castle.png|160px|link=DeGroot Keep]]
 
| width="60px" |{{code|cp_degrootkeep}}
 
| width="150px" | Medieval
 
|-
 
|style="background-color:#F9D483;" |'''[[Dustbowl]]'''
 
| width="100px"  |[[File:TF2 Dustbowl Map.jpg|160px|link=Dustbowl]]
 
| width="60px" |{{code|cp_dustbowl}}
 
| width="150px" | Linear multi-stage
 
|-
 
|style="background-color:#F9D483;" |'''''[[Egypt]]'''''
 
| width="100px"  |[[File:egypt 01.jpg|160px|link=Egypt]]
 
| width="60px" |{{code|cp_egypt_final}}
 
| width="150px" | Linear multi-stage
 
|-
 
|style="background-color:#F9D483;" |'''[[Gorge]]'''
 
| width="100px"  |[[File:Cp gorge.jpg|160px|link=Gorge]]
 
| width="60px" |{{code|cp_gorge}}
 
| width="150px" | Linear single-stage
 
|-
 
|style="background-color:#F9D483;" |'''[[Gravel Pit]]'''
 
| width="100px"  |[[File:Tf2 gravelpit.jpg|160px|link=Gravel Pit]]
 
| width="60px" |{{code|cp_gravelpit}}
 
| width="150px" | Pyramid
 
|-
 
|style="background-color:#F9D483;" |'''''[[Junction]]'''''
 
| width="100px"  |[[File:Junct 01.jpg|160px|link=Junction]]
 
| width="60px" |{{code|cp_junction_final}}
 
| width="150px" | Pyramid
 
|-
 
|style="background-color:#F9D483;" |'''''[[Mann Manor]]'''''
 
| width="100px"  |[[File:Mannmanor cp 01.png|160px|link=Mann Manor]]
 
| width="60px" |{{code|cp_manor_event}}
 
| width="150px" | Linear single-stage
 
|-
 
|style="background-color:#F9D483;" |'''''[[Mountain Lab]]'''''
 
| width="100px"  |[[File:Art Pass Winner 3DNJ.jpg|160px|link=Mountain Lab]]
 
| width="60px" |{{code|cp_mountainlab}}
 
| width="150px" | Linear single-stage
 
|-
 
|style="background-color:#F9D483;" |'''''[[Steel]]'''''
 
| width="100px"  |[[File:01 cpSteel 2.jpg|160px|link=Steel]]
 
| width="60px" |{{code|cp_steel}}
 
| width="150px" | Centralized
 
|}
 
  
== Update history ==
 
 
'''{{Patch name|4|29|2008}}''' ([[Gold Rush Update]])
 
'''{{Patch name|4|29|2008}}''' ([[Gold Rush Update]])
 +
* Added Stopwatch Mode to [[Tournament Mode]] which is automatically used on Attack/Defense maps.
 +
* Fixed rare client crash on level change during control point capturing.
 +
 +
'''{{Patch name|6|19|2008}}''' ([[Pyro Update]])
 +
* Added map: Fastlane.
 +
 +
'''{{Patch name|8|19|2008}}''' ([[Heavy Update]])
 +
* Added map: Steel.
 +
 +
'''{{Patch name|2|24|2009}}''' ([[Scout Update]])
 +
* Added map: Egypt and Junction.
 +
 +
'''{{Patch name|8|13|2009}}''' ([[Classless Update]])
 +
* Added map: Yukon.
 +
 +
'''{{Patch name|12|17|2009}}''' ([[WAR! Update]])
 +
* Added map: Gorge.
 +
 +
'''{{Patch name|4|28|2010}}'''
 +
* Added map: Freight.
 +
 +
'''{{Patch name|7|8|2010}}''' ([[Engineer Update]])
 +
* Added map: Coldfront.
 +
 +
'''{{Patch name|10|27|2010}}''' ([[Scream Fortress Update]])
 +
* Added maps: Mann Manor and Mountain Lab.
  
* Added Stopwatch Mode to [[Tournament Mode]] which is automatically used on Attack/Defense maps.
+
'''{{Patch name|12|17|2010}}''' ([[Australian Christmas]])
 +
* Added map: DeGroot Keep.
 +
 
 +
'''{{Patch name|1|19|2011}}'''
 +
* Added map: 5Gorge.
 +
 
 +
'''{{Patch name|10|13|2011}}''' ([[Manniversary Update & Sale]])
 +
* Added map: Gullywash.
 +
 
 +
'''{{Patch name|12|15|2011}}''' ([[Australian Christmas 2011]])
 +
* Added map: Foundry.
 +
 
 +
'''{{Patch name|11|29|2012}}'''
 +
* Fixed missing materials in the control point HUD on attack/defend maps.
 +
 
 +
'''{{Patch name|2|14|2013}}'''
 +
* Fixed a client crash related to the HUD control point maps.
 +
 
 +
'''{{Patch name|7|10|2013}}'''
 +
* Added maps: Standin and Process.
  
* Spies disguised as their own team can now capture control points.
+
'''{{Patch name|7|2|2015}}''' ([[Gun Mettle Update]])
 +
* Added maps: Powerhouse and Snowplow.
  
* Fixed rare client crash on level change during control point capturing.
+
'''{{Patch name|10|28|2015}}''' ([[Scream Fortress 2015]])
 +
* Added maps: Gorge Event and Sinshine.
  
== See also ==
+
'''{{Patch name|12|17|2015}}''' ([[Tough Break Update]])
* [[Territorial Control]], a game mode featuring a dynamic Standard Control Point map that changes depending on which team wins each round.
+
* Added map: Vanguard.
  
* [[King of the Hill]], a game mode that utilizes a single control point.
+
'''{{Patch name|7|7|2016}}''' ([[Meet Your Match Update]])
 +
* Added maps: Sunshine and Metalworks.
  
* [[Arena]], a game mode that utilizes a control point as a secondary objective.
+
'''{{Patch name|10|20|2017}}''' ([[Jungle Inferno Update]])
 +
* Added maps: Mercenary Park and Mossrock.
 +
}}
  
* [[Capping (competitive)]], user guide to capturing efficiently.
+
== See also ==
 +
* [[Capping (competitive)]]
  
 
{{Maps nav}}
 
{{Maps nav}}
  
 
[[Category:Game modes]]
 
[[Category:Game modes]]

Revision as of 15:07, 4 May 2018

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 Point (objective).

Control Point (CP) is a "main" game mode, consisting of 4 of the original 6 maps. The game revolves around capturing and defending various control points.

Gameplay

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.

Reverting capture

When both teams are trying to capture a neutral point, captures can be reverted. If a team begins to capture a neutral point and then is driven off before capture is completed, the other team must first "revert" the progress that the first team had made before they can begin to make progress of their own.

Limitations

  • Disguised Spies can only capture control points while disguised as their own team.
  • Cloaked Spies cannot defend or capture a control point.
  • ÜberCharged players cannot capture points, but can block enemy captures.
  • Scouts under the effects of the Bonk! Atomic Punch can neither block enemy captures nor capture points themselves.

Game modes

Main article: List of game modes
cp_yukon

Symmetric

Symmetric Control Point maps play symmetrically. Both teams start with an equal number of controlled points and must capture all the points on the map to win. Due to its wide range of action, Symmetric Control Point maps place an emphasis on team movement and may be difficult for inexperienced players and those not used to playing in a coordinated group.

Symmetric maps come in two styles:

Style Description Examples
Linear Both teams start with an equal number of two controlled points and a central point that starts out controlled by neither team. At the beginning of the round, each team's control points are locked while the center point is unlocked and can be taken. Once a team takes the center point, the opponent's nearest point unlocks and can now be taken as well. From then on, no more than two points can be unlocked at a time; taking a point locks the point behind it and unlocks the one in front of it if it exists. Control points close to a team's spawn point are captured more quickly by the enemy team. Symmetric control point maps will go into Sudden Death (or Stalemate) if no team captures all the points before time runs out, but if time runs out with a capture in progress, Overtime will occur, allowing play to extend should a capture be completed. Badlands, Granary, Process, Foundry
Domination Both teams start with no controlled points; all points are neutral and unlocked for capture. Once a point is taken by a team, the other team can attempt to take it back; all points are available for capture at any time and have equivalent capture times. Domination maps enter Sudden Death or Stalemate if time runs out before a team has taken all the points. They do not enter Overtime; once a team has all three points, they win regardless of how much capture progress the other team has. Standin

Attack/Defend

Attack/Defend maps, also known as Asymmetric Control Point maps, play asymmetrically, with BLU attacking and RED defending. RED begins with control of all of the points. BLU wins if they capture all of RED's points; RED wins if they prevent BLU from capturing all of the points before the timer expires. Control points may only be captured in a set order (with the exception of some maps, such as Gravel Pit and Steel). Points captured by BLU are locked and cannot be taken back by RED, and time is added after each capture. Because of its simpler format that concentrates on one point at a time, Attack/Defend is easier for newcomers to play.

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, Mann Manor
Linear multi-stage BLU must capture a group of control points in a set order to move to the next stage. Reaching the final stage and succeeding 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, Snowplow
Pyramid-style BLU must capture three points. The first two points may be captured in either 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, which can be done at any time. There is another set of control points available, one of which is open for capture at a time in a set order. Capturing these auxiliary points makes it easier to capture the final point. Steel
Medieval-style Similar in principle to pyramid-style, with the main difference being that once the final point is unlocked, it must be taken within a specific time limit; otherwise, the final point relocks and the initial points reset to RED's ownership. Time is not awarded upon recapturing the initial points. DeGroot Keep

Strategy

Main article: Community Control Point strategy

Maps

See also: List of maps

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

Template:Control point maps

Update history

October 10, 2007 (Initial Game Release)
  • Added Control Point mode.
  • Added maps: Granary, Well, Dustbowl, and Gravel Pit.

February 14, 2008 Patch

  • Added map: Badlands.

April 29, 2008 Patch (Gold Rush Update)

  • Added Stopwatch Mode to Tournament Mode which is automatically used on Attack/Defense maps.
  • Fixed rare client crash on level change during control point capturing.

June 19, 2008 Patch (Pyro Update)

  • Added map: Fastlane.

August 19, 2008 Patch (Heavy Update)

  • Added map: Steel.

February 24, 2009 Patch (Scout Update)

  • Added map: Egypt and Junction.

August 13, 2009 Patch (Classless Update)

  • Added map: Yukon.

December 17, 2009 Patch (WAR! Update)

  • Added map: Gorge.

April 28, 2010 Patch

  • Added map: Freight.

July 8, 2010 Patch (Engineer Update)

  • Added map: Coldfront.

October 27, 2010 Patch (Scream Fortress Update)

  • Added maps: Mann Manor and Mountain Lab.

December 17, 2010 Patch (Australian Christmas)

  • Added map: DeGroot Keep.

January 19, 2011 Patch

  • Added map: 5Gorge.

October 13, 2011 Patch (Manniversary Update & Sale)

  • Added map: Gullywash.

December 15, 2011 Patch (Australian Christmas 2011)

  • Added map: Foundry.

November 29, 2012 Patch

  • Fixed missing materials in the control point HUD on attack/defend maps.

February 14, 2013 Patch

  • Fixed a client crash related to the HUD control point maps.

July 10, 2013 Patch

  • Added maps: Standin and Process.

July 2, 2015 Patch (Gun Mettle Update)

  • Added maps: Powerhouse and Snowplow.

October 28, 2015 Patch (Scream Fortress 2015)

  • Added maps: Gorge Event and Sinshine.

December 17, 2015 Patch (Tough Break Update)

  • Added map: Vanguard.

July 7, 2016 Patch (Meet Your Match Update)

  • Added maps: Sunshine and Metalworks.

October 20, 2017 Patch (Jungle Inferno Update)

  • Added maps: Mercenary Park and Mossrock.

See also