A word about the game mode this game mode is the my best effort at making CTF enjoyable in a competitive context. the objectives are pretty much the same, go get the enemy's flag and bring it back to your base. now here's the twist, this map has a KOTH timer. Both timers start going down at the beginning of the round. If your timer runs out, your team loses. The only way to get more time is to capture the flag. If we take a closer look at it, your true objective isn't to capture the flag, outlasting your enemy becomes your real objective. this fixes many issues encountered on CTF maps teams having to split up no more of this! If you find yourself having more time than your enemy, it is better to assume a defensive position and let your enemy die off from the lack of time. If you're lacking time however, you'll want to give your everything on the offensive turtling On a normal CTF map, defensive actions will stall the game. this time around, defensive actions are rewarded has they are slowly killing your enemy, 1 second at a time. plus, each round hardly last longer than 7 minutes so the bases will be whipped of any sentry every once in a while. static frontlines CTF maps are known for their static frontlines, this map regulates spawn times according to teams performance, this helps a lot in getting a dynamic frontline. The ever moving frontline also forces teams to assume defensive or offensive positions according to their performances. so yeah, ctf_cesspool is what I'd call a KOTH paced CTF.