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Control Point

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Control Point maps have two main types of game modes.

Control points are circular platforms with a team-colored light and hologram in the center (neutral points will have a white light and hologram). To capture a point owned by the enemy team, the player simply stands on the point until the capture meter fills with their team color. The more players on a point, the faster it will capture, though only to a limited extent. Scouts, as well as Soldiers/Demomen with the Pain Train equipped, count as 2 players when capturing control points. Capture progress will not be made when players of both teams are on the control point. If all the capturing players are killed or driven off before the capture is completed, the capture progress will not reset immediately, but instead will slowly fade away.

There are three states for a capture point:


  • Neutral: The control point can be taken by either team (usually the central point in a symmetrical CP map).

  • Captured: The control point is currently owned by the RED team but can be retaken by the BLU team (or vice-versa).

  • Locked: The control point is currently owned by the RED team and cannot (yet) be retaken by the BLU team (or vice-versa).
There are five types of Control Point maps in total – Symmetrical Control Point, Domination Control Point, Attack/Defend, Medieval Attack/Defend, and End of the Line Attack/Defend.
 

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Symmetrical Control Point​




In Symmetrical Control Point, or Linear Control Point, both teams start with two controlled points, and a central point starts out neutral. The team that captures all control points wins. Traditional Control Point maps will go into Sudden Death (or Stalemate) if no team captures all the control points before time runs out. Control points closer to a team's spawn point are captured more quickly by the enemy team.

Symmetrical Control Point maps:

 

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Domination Control Point​




Domination Control Point maps play symmetrically. Both teams start with no controlled points, and all points start out neutral. The team that captures all control points wins. Traditional Control Point maps will go into Sudden Death (or Stalemate) if no team captures all the control points before time runs out. Once a team has all three points, they win regardless of how much capture progress the other team has.

Domination Control Point maps:

 

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Attack/Defend​


Attack/Defend maps play asymmetrically. RED begins with all the points in their control. BLU wins if it captures all of RED's points. Points may only be captured in a set order (though some maps, such as Gravel Pit and Steel, may make exceptions). RED wins if it prevents BLU from capturing all points before the timer expires. Points captured by BLU are locked and cannot be captured again by RED.

Attack/Defend maps can come in various styles. Some maps, such as Dustbowl and Egypt, require the BLU team to capture three stages of two control points each to win the game. If the attacking team fails to win any stage, teams will switch and the defenders will then take a turn as the attackers, beginning with stage 1. Other maps such as Gravel Pit and Junction allow the attacker to capture two points in any order (points A or B) before attacking the final point (point C). Steel is a unique Attack/Defend map in that capturing each minor capture point (points A, B, C, and D) will allow better accessibility to the main point (point E), such as allowing more routes into point E or extending bridges to the point so that classes without special jumps can capture it. This means that one unnoticed Scout can capture and win games without the team even realizing.

Attack/Defend maps:

 

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Medieval Attack/Defend​


Medieval Attack/Defend is a part of Medieval Mode, added during the Australian Christmas update and given to dedicated Valve Servers in the April 25, 2016 Patch. It plays like regular Attack/Defend, but with one major twist: all guns are removed, and only Olde weapons can be used. Players also drop small health kits on death, in addition to a medium ammo crate. Text chat is filtered (to Olde English) to resemble the language of the era (though with considerable inaccuracy) and the map is Medieval-themed. Another main (non-cosmetic) feature about this game mode is the added feature of flaming torches located in strategic points; these torches can set Huntsman (Fortified Compound) arrows on fire on contact (before shooting the arrow).

Medieval Attack/Defend maps:

End of the Line Attack/Defend​


Snowplow
End of the Line Attack/Defend was added during the Gun Mettle Update. Unlike traditional Attack/Defense maps, the map objective centers around a train carrying a Payload, though it does not function like a Payload map. The BLU team's goal is to escort the train to the end of the map by capturing three control points on each stage, for a total of six. At each control point, the train is impeded by a buffer stop, where a RED device attacks it every 35 seconds that it is stationary. This countdown is paused whenever the control point is being actively contested, and resets when the control point is captured by BLU.

For every 35 seconds that BLU fails to capture or contest the active control point, the train loses 10% of its health. When BLU successfully captures a control point, 10% of the train's health is restored and it destroys the buffer stop, proceeding to the next control point, where the next countdown begins. The train's health carries over between stages, so it is not refreshed upon completing the first stage. BLU wins if they successfully capture all control points on each stage before the train is destroyed, while RED wins if they hold the control points long enough for the devices to destroy the train.

End of the Line Attack/Defend maps:

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