Control Points: Difference between revisions
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:''This article has sections that were adapted and revised from the [[tf:Control Point (game mode)|"Control Point (game mode)"]] article of the Official Team Fortress Wiki.'' | |||
[[File:Cp-badlands-mid.jpg|thumb|right|Badlands (CP)]] | |||
'''Control Points''', abbreviated '''"CP"''', is a gamemode where each team tries to capture all [[Control point (objective)|control points]] in the map. The team that manages to do so wins. Standard Control Points is symmetrical; the asymmetrical variant is named [[Attack / Defense]]. | |||
Each control point is captured in order. After one point is captured, the next in succession is unlocked and can be contested. The previous point becomes locked and cannot be contested. Each round starts with each team owning control points on their side of the map, with a neutral "middle-point" that any team can capture. | |||
Capturing points adds time to the round timer, up to a maximum of 10 minutes. If the round timer runs out before either team wins, [[Sudden Death]] will occur. | |||
==Gameplay== | |||
===Capturing / capture rates=== | |||
Upon a player standing on a control point, the point captures via a cap rate which can be increased the more players stand on it. Some classes, however, have unique cap rates exclusive to them, such as the [[Scout]] and [[Civilian]] classes, with a 2x and 5x cap rate respectively. the Civilian's cap rate being exclusive to the [[VIP]] gamemode, however, it can be used in normal gameplay via the {{code|tf2c_enable_special_classes}} command. | |||
===Contesting=== | |||
If players from both teams stand on an already unlocked control point; it becomes ''contested''. This means the point they're standing on will not make any progress toward changing team control, If one team manages to push the other off the aforementioned point however? Their progress will gradually decrease overtime and not immediately. | |||
===Reverting capture=== | |||
When players on both teams are trying to capture a neutral control point, the progress can be ''reverted''. If a team tries to capture the control point and is pushed off before the progress is completed, the team must first revert the progress the other had made before they can make any progress of their own. | |||
=== Limitations === | |||
* [[Disguise|Disguised]] [[Spy|Spies]] can only capture control points while disguised as their own team. | |||
* [[Cloak|Cloaked]] Spies cannot defend or capture a control point. | |||
* [[ÜberCharge|ÜberCharged]] players cannot capture points but can block enemy captures. | |||
==Maps== | ==Maps== | ||
{{main|List of maps}} | |||
{| class="wikitable" style="text-align:center;" | |||
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | Name | |||
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | Picture | |||
! class="header" style="font-size: 16px;background-color: #583a31;color: white;" | File name | |||
|- | |||
| '''[[Well (Control Points)|Well (CP)]]''' | |||
| [[File:Cp-well-mid.jpg|200px]] | |||
| {{code|cp_well}} | |||
|- | |||
| '''[[Granary (Control Points)|Granary (CP)]]''' | |||
| [[File:Cp_granary_mid.webp|200px]] | |||
| {{code|cp_granary}} | |||
|- | |||
| '''[[Badlands (Control Points)|Badlands (CP)]]''' | |||
| [[File:Cp-badlands-mid.jpg|200px]] | |||
| {{code|cp_badlands}} | |||
|- | |||
| '''[[Fastlane]]''' | |||
| [[File:Fastlane-mid.jpg|200px]] | |||
| {{code|cp_fastlane}} | |||
|- | |||
| '''[[Yukon]]''' | |||
| [[File:Yukon-mid.jpg|200px]] | |||
| {{code|cp_yukon_final}} | |||
|- | |||
| '''[[Freight]]''' | |||
| [[File:Freight-mid.jpg|200px]] | |||
| {{code|cp_freight_final1}} | |||
|- | |||
| '''[[Coldfront]]''' | |||
| [[File:Coldfront-mid.jpg|200px]] | |||
| {{code|cp_coldfront}} | |||
|- | |||
| '''[[Gorge (Control Points)|Gorge (CP)]]''' | |||
| [[File:Cp-5gorge-mid.jpg|200px]] | |||
| {{code|cp_5gorge}} | |||
|- | |||
| '''[[Gullywash]]''' | |||
| [[File:Gullywash-mid.jpg|200px]] | |||
| {{code|cp_gullywash}} | |||
|- | |||
| '''[[Foundry]]''' | |||
| [[File:Foundry-mid.jpg|200px]] | |||
| {{code|cp_foundry}} | |||
|- | |||
| '''[[Powerhouse]]''' | |||
| [[File:Powerhouse-mid.jpg|200px]] | |||
| {{code|cp_powerhouse}} | |||
|- | |||
| '''[[Tidal]]''' | |||
| [[File:Cp_tidal_a4.webp|200px]] | |||
| {{code|cp_tidal_v4}} | |||
|} | |||
{{Nav_gamemodes}} | {{Nav_gamemodes}} | ||
[[Category:Gamemodes]] | [[Category:Gamemodes]] | ||
Latest revision as of 13:05, 15 April 2025
| This article is a stub. You can help TF2 Classified Wiki by expanding it. |
- This article has sections that were adapted and revised from the "Control Point (game mode)" article of the Official Team Fortress Wiki.
Control Points, abbreviated "CP", is a gamemode where each team tries to capture all control points in the map. The team that manages to do so wins. Standard Control Points is symmetrical; the asymmetrical variant is named Attack / Defense.
Each control point is captured in order. After one point is captured, the next in succession is unlocked and can be contested. The previous point becomes locked and cannot be contested. Each round starts with each team owning control points on their side of the map, with a neutral "middle-point" that any team can capture.
Capturing points adds time to the round timer, up to a maximum of 10 minutes. If the round timer runs out before either team wins, Sudden Death will occur.
Gameplay
Capturing / capture rates
Upon a player standing on a control point, the point captures via a cap rate which can be increased the more players stand on it. Some classes, however, have unique cap rates exclusive to them, such as the Scout and Civilian classes, with a 2x and 5x cap rate respectively. the Civilian's cap rate being exclusive to the VIP gamemode, however, it can be used in normal gameplay via the tf2c_enable_special_classes command.
Contesting
If players from both teams stand on an already unlocked control point; it becomes contested. This means the point they're standing on will not make any progress toward changing team control, If one team manages to push the other off the aforementioned point however? Their progress will gradually decrease overtime and not immediately.
Reverting capture
When players on both teams are trying to capture a neutral control point, the progress can be reverted. If a team tries to capture the control point and is pushed off before the progress is completed, the team must first revert the progress the other had made before they can make any 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.
Maps
| Name | Picture | File name |
|---|---|---|
| Well (CP) | cp_well | |
| Granary (CP) | cp_granary | |
| Badlands (CP) | cp_badlands | |
| Fastlane | cp_fastlane | |
| Yukon | cp_yukon_final | |
| Freight | cp_freight_final1 | |
| Coldfront | cp_coldfront | |
| Gorge (CP) | cp_5gorge | |
| Gullywash | cp_gullywash | |
| Foundry | cp_foundry | |
| Powerhouse | cp_powerhouse | |
| Tidal | cp_tidal_v4 |
| Gamemodes | ||||
|---|---|---|---|---|
|
ᛰ - This mode is recognized by the game, but no official maps exist yet. | ||||
| Control Points based | ||||
| Flag based | ||||
| Payload based | ||||
| Civilian based | ||||
| Miscellaneous | ||||
| Sub gamemodes | ||||
| Scrapped | ||||