HOW TO PLAY TURF WAR
Whichever team owns the most control points before the aloted time is declared the winner


HOW TO MAKE

The entire prefab room needs to be placed somewhere in the map's void, rather than the logic from the prefab being placed within the main map somewhere, otherwise stuff you dont want happening will occur
Place the control points and their associated entities where you'd like your 7 control points to be, edit their respawn times accordingly if you so desire
The triggers around the playerspawns needs to encompass their entire spawn rooms. (Don't forget to remove the playerspawns within the logic room once you're done with them)
The three triggers covering the entire prefab obviously must cover the entire map.
The stack of entities around the flags must be kept spatially relative as they are, or things break
Rename and make sure the soundscripts are packed into the map, should be dom_yournamehere_a3.txt the version string needs to be changed every time you update it
CompilePal should automatically pack the .res file (and the renamed soundscript) into your map and then it should work, otherwise the PD hud will not show. If you packed your file in and it's still not showing put hud_reloadscheme into console

Also, important for offline testing, if there are no players on one team and if all players on that team are in resupply rooms, that team can never lose progress on the hud.
Point Subtraction though PD requires an enemy to be alive, outside of spawn, and able to carry a "flag" so things will get desynced during that scenerio but should patch themselves up once it ends


Credits
Squaggies#1301 - Internal logic for testing who is currently winning upon timeup
Buic#9975 - PD Hud Implimentation for ingame readability
Yaki - Referenced via Generator Destruction