Multi Stage cp_tiftid_mc21 _a3
One stage is microscopic CTF, the other is microscopic symmetrical 2CP.
The CTF stage (which is now its own map) features a circular layout.
The layout is very complex.
Whenever the flag is stolen from your intel room, your team is force-respawned.
Whenever the flag is picked up, the flag carrier is slowed to 40% of their original speed for 5 seconds.
These factors, combined with the complex shape of the layout, should promote a gameplay loop where you can respawn, take whatever route you please to the enemy base and stop the flag carrier before they're able to capture.
The CP stage features a curved layout.
The layout is very simple.
The captime, respawn time and walk time are all carefully tuned to hopefully provide a gameplay loop where you defend your control point, then immediately get to contest the enemy point without getting stopped at mid, so you win the round if you can win two teamfights in a row.
The layout is very complex.
Whenever the flag is stolen from your intel room, your team is force-respawned.
Whenever the flag is picked up, the flag carrier is slowed to 40% of their original speed for 5 seconds.
These factors, combined with the complex shape of the layout, should promote a gameplay loop where you can respawn, take whatever route you please to the enemy base and stop the flag carrier before they're able to capture.
The CP stage features a curved layout.
The layout is very simple.
The captime, respawn time and walk time are all carefully tuned to hopefully provide a gameplay loop where you defend your control point, then immediately get to contest the enemy point without getting stopped at mid, so you win the round if you can win two teamfights in a row.