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“ | This point ain't gonna cap itself! Get over here!
Clica para ouvir
— The Engineer
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” |
Control Point (CP) is a core game mode, featured in four of the original six maps released with the game's launch. The game mode includes various formats which revolve around capturing and/or defending various control points.
Índice
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 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
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 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 occurs, 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
Maps
Control point maps carry the cp_ prefix; community maps are identified with an italic font.
Symmetric
Nome | Imagem | Nome do ficheiro |
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5Gorge | cp_5gorge
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Badlands | cp_badlands
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Coldfront | cp_coldfront
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Fastlane | cp_fastlane
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Foundry | cp_foundry
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Freight | cp_freight_final1
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Granary | cp_granary
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Gullywash | cp_gullywash_final1
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Metalworks | cp_metalworks
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Powerhouse | cp_powerhouse
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Process | cp_process_final
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Reckoner | cp_reckoner
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Sinshine | cp_sunshine_event
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Sunshine | cp_sunshine
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Snakewater | cp_snakewater_final1
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Standin | cp_standin_final
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Vanguard | cp_vanguard
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Well | cp_well
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Yukon | cp_yukon_final
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Ataque/Defesa
Nome | Imagem | Nome do ficheiro | Tipo |
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Altitude | cp_altitude
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Linear single-stage | |
Brew | cp_brew
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Linear single-stage | |
Carrier | cp_carrier
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Linear single-stage | |
Coal Pit | cp_gravelpit_snowy
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Pyramid | |
DeGroot Keep | cp_degrootkeep
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Medieval | |
Dustbowl | cp_dustbowl
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Linear multi-stage | |
Egypt | cp_egypt_final
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Linear multi-stage | |
Erebus | cp_ambush_event
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Linear multi-stage | |
Frostwatch | cp_frostwatch
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Linear multi-stage | |
Gorge | cp_gorge
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Linear single-stage | |
Gorge Event | cp_gorge_event
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Linear single-stage | |
Gravel Pit | cp_gravelpit
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Pyramid | |
Hardwood | cp_hardwood_final
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Linear single-stage | |
Junction | cp_junction_final
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Pyramid | |
Lava Pit | cp_lavapit_final
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Pyramid | |
Mann Manor | cp_manor_event
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Linear single-stage | |
Mercenary Park | cp_mercenarypark
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Linear single-stage | |
Mossrock | cp_mossrock
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Linear single-stage | |
Mountain Lab | cp_mountainlab
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Linear single-stage | |
Sandcastle | cp_degrootkeep_rats
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Medieval | |
Snowplow | cp_snowplow
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Linear multi-stage | |
Spookeyridge | cp_spookeyridge
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Linear single-stage | |
Steel | cp_steel
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Centralized | |
Sulfur | cp_sulfur
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Centralized |
Update history
- Added Control Point mode.
- Added maps: Granary, Well, Dustbowl, and Gravel Pit.
Atualização de 14 de fevereiro de 2008
- Added map: Badlands.
Atualização de 29 de abril de 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.
Atualização de 19 de junho de 2008 (Pyro Update)
- Added map: Fastlane.
Atualização de 19 de agosto de 2008 (Heavy Update)
- Added map: Steel.
Atualização de 24 de fevereiro de 2009 (Scout Update)
- Added map: Egypt and Junction.
Atualização de 13 de agosto de 2009 (Classless Update)
- Added map: Yukon.
Atualização de 17 de dezembro de 2009 (WAR! Update)
- Added map: Gorge.
Atualização de 28 de abril de 2010
- Added map: Freight.
Atualização de 8 de julho de 2010 (Engineer Update)
- Added map: Coldfront.
Atualização de 27 de outubro de 2010 (Scream Fortress Update)
- Added maps: Mann Manor and Mountain Lab.
Atualização de 17 de dezembro de 2010 (Australian Christmas)
- Added map: DeGroot Keep.
Atualização de 19 de janeiro de 2011
- Added map: 5Gorge.
Atualização de 13 de outubro de 2011 (Manniversary Update & Sale)
- Added map: Gullywash.
Atualização de 15 de dezembro de 2011 (Australian Christmas 2011)
- Added map: Foundry.
Atualização de 29 de novembro de 2012
- Fixed missing materials in the control point HUD on attack/defend maps.
Atualização de 14 de fevereiro de 2013
- Fixed a client crash related to the HUD control point maps.
Atualização de 10 de julho de 2013
- Added maps: Standin and Process.
Atualização de 2 de julho de 2015 (Gun Mettle Update)
- Added maps: Powerhouse and Snowplow.
Atualização de 28 de outubro de 2015 (Scream Fortress 2015)
- Added maps: Gorge Event and Sinshine.
Atualização de 17 de dezembro de 2015 (Tough Break Update)
- Added map: Vanguard.
Atualização de 7 de julho de 2016 (Meet Your Match Update)
- Added maps: Sunshine and Metalworks.
Atualização de 20 de outubro de 2017 (Jungle Inferno Update)
- Added maps: Mercenary Park and Mossrock.
Atualização de 5 de outubro de 2021 (Scream Fortress 2021)
- Added map: Erebus.
Atualização de 2 de dezembro de 2021 (Smissmas 2021)
- Added map: Altitude.
Atualização de 5 de outubro de 2022 (Scream Fortress 2022)
- Added map: Spookeyridge.
Atualização de 5 de dezembro de 2022 (Smissmas 2022)
- Added maps: Coal Pit and Frostwatch.
Atualização de 12 de julho de 2023 (Summer 2023)
- Added maps: Hardwood, Reckoner, and Sulfur.
Atualização de 9 de outubro de 2023 #1 (Scream Fortress 2023)
- Added maps: Lava Pit and Sandcastle
Atualização de 7 de dezembro de 2023 (Smissmas 2023)
- Added maps: Brew and Carrier.