Control Points: Difference between revisions
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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. | 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. | ||
{{Nav_gamemodes}} | |||
[[Category:Gamemodes]] | [[Category:Gamemodes]] |
Revision as of 17:17, 30 July 2022
This article is a stub. You can help TF2 Classic Wiki by expanding it. |
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.
Gamemodes | ||||
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ᛰ - This mode is recognized by the game, but no official maps exist yet. ◎ - This mode will be featured in an upcoming release. | ||||
Control Points based | ||||
Flag based | ||||
Payload based | ||||
Civilian based | ||||
Miscellaneous | ||||
Sub gamemodes | ||||
Scrapped |