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

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Control point maps carry the '''cp_''' prefix; community maps are identified with italic font.
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Revision as of 18:41, 24 December 2014

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 have no effect on capture points, unless they are 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. Standard 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
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 are 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
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. 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.

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 cp_standin and cp_process.

See also