I'm currently working on a multistage A/D map, cp_quarry. </shameless plug> Only the first stage is playable right now, so I'm working on the second and (eventually) third. When I was making a1, I found that if I deleted the team_control_point_round entities for rounds 2 and 3, then the map still played fine and teams switched properly once the second point was captured. So I tried a similar strategy, with just the tcpr for rounds 1 and 2 in place, but it caused the game to crash when I captured the second point. Leaving all three tcpr entities in caused no problems, predictably enough. At this point it's probably important to clarify that I had copied A Boojum Snark's A/D setup from his game mode library and cordoned off the unused control points. in their own little box outside of the rest of the map, while the rest of the entities such as team_control_point_round were all collected in one area inside the map proper. Which brings me to my question: How can I disable the third round of a multistage A/D map, preferably in a way that makes it easy to re enable it when I'm ready to have all 3 playable?