So i have this rather large map, which could work with 32 players, but it's a bit too big. I've been tempted to make it TC, however, that would require extensive conversion. Additional spawn areas, cutting through dozens of displacements all the named func_brushes to control access, etc., etc. While possible, and i could do as a parallel project, the easier solution would be to have a 5 point well/granery style layout flipped along the middle cp, all point uncapped, and make it a race to capture the last & farthest control point, which makes the capturing team win. Hence Control point race. CPR. Yeah...Awesome name acronyme :laugh: Did a few searches, haven't found anything that relevant, or anything using the acronyme cpr, or control point race, so I'm not sure if this has been done/talked/discussed/dismissed before. Setup is easy, everything already exists, works, and doesn't require any magic scripting to make it work *cough* OVERTIME!. Over-time. oveeertime! OVERtime!!! OVERTIME!!! Etc. Everything is pretty much standard, functional and easily available, but the question now is -with the 8 cp limit- how much of a "race" can this actually be? Well, for starters well/granery maps wouldn't work unless the number of cp's was doubled (i.e. 2 cp's at each point, allowing both teams to attack the final point of the other team at the same time) but the cp limit doesn't allow that. The obvious solution is to look at payload race maps, and that's more or less what i'm going for. The final stage of plr_pipeline is what i'm looking at specifically -in layout design of two carts "racing" each other up a hill. the problem, though, is giving the other team sufficient access to the other team's control points, which means having them close together, outside of sentry range, but not too far away from the map's symmetrical axis. Going back to the race part, with a limit of 8 cp's (also for mini-rounds like goldrush & dustbowl? asking this question I am) there are a few possible setups 1) both teams have 4 cp's, racing each other to capture the last one. Or with three flavours. having 2 cp's in a "race" doesn't quite make much sense. 2) Teams have 2 or 3 unique cp's linked in order with a single final control point (plr_pipeline 3rd mini-round, although there seem to be2 cp's at the top) Is my sleep-deprived state influencing my ability to make sensible judgements, or does this seem interesting?