I did some experimenting. Here are my findings.
For any of the non-standard flag settings, "Captures" are not recorded. So, when you capture the flag, it will show the message in the HUD like usual:
But the numbers that show how many captures will not be affected:
So if you're playing to three captures, that will never happen and you'll have to figure out some other way to end the game. Perhaps OnCapture you could increment a math_counter and then end the game with game_round_win when the counter reaches the required number of captures.
The game modes "Attack/Defend" and "Invade" will mess up the number of kills that you see on your scoreboard. Attack/Defend will give you 30 kills for each flag capture and Invade will give you 10.
Here is the scoreboard after one capture of a Attack/Defend flag, when I had no actual kills:
Notice that Kills is 30 while Points and Captures are still at zero. These kills do not affect your longterm stats. Territory Control and King of the Hill modes don't award false kills but they will still not register the captures.
Attack/Defend and Invade also call upon sound files that Valve hasn't created. This results in error messages in the console.
The files requested for Attack/Defend are:
vo\attack_defend_intel_teamstolen.wav
vo\attack_defend_intel_teamdropped.wav
vo\attack_defend_intel_teamcaptured.wav
ambience\goal_1.wav (played whenever the flag is capped)
vo\attack_defend_intel_teamreturned.wav
The files requested for Invade are:
vo\invade_intel_teamstolen.wav
vo\invade_intel_teamdropped.wav
vo\invade_intel_teamcaptured.wav
vo\invade_intel_teamreturned.wav
To solve this, you would need to create files with these names and package them with your map. You could extract the regular CTF sounds and rename them.
In the original post it was mentioned that some modes didn't have a flag return timer. This has since been changed. All modes have a return timer but item_teamflag has a new keyvalue that lets mappers change the length of the return timer. Another change is that Territory Control has a 50% speed penalty, the same as Attack/Defend.
For all types of flags, you capture by bringing the flag back to your team's trigger_capture_area, no matter which team's flag it is.
Info for each gametype:
CTF
- Cannot pickup own flag
- Can pickup enemy flag
- Can pickup neutral (team = "Any") flags
- no speed penalty
- has announcer sounds that work
- scoring system works
Attack/Defend
- Can pickup own flag
- Cannot pickup enemy flag
- Cannot pickup neutral (team = "Any") flags
- 50% speed penalty
- has missing announcer sounds
- gives 30 kills score for each capture
- Messages to flag carrier on screen: "Take the flag to the Command Point" / "You secured Command Point 1!"
Invade
- Can pickup own flag
- Cannot pickup enemy flag
- Can pickup neutral flag
- no speed penalty
- has missing announcer sounds
- gives 10 kills score for each capture
- Messages to flag carrier on screen: "You picked up the flag! Take it to the enemy base!" / "You dropped the flag!" / "You captured the flag!"
Territory Control
- Can pickup own flag
- Cannot pickup enemy flag
- Cannot pickup neutral flag
- 50% speed penalty
- no announcer sounds played
- doesn't give extra kills score
King of the Hill
- Can pickup own flag
- Can pickup enemy flag
- Can pickup neutral flag
- no speed penalty
- no announcer sounds played
- doesn't give extra kills score