So, I've been attempting to get a proof-of-concept of a modification of PLR working. Essentially, the first round of PLR plays out normally. However, the second round is determined by the winner of the first round, and the final round is a straight payload map where the winner of round 2 is attacking while the loser of round 2 defends. The final part of this is a "Tug-o-war" system, where if one team wins the first round and the other team wins the second, both teams go back to the first round once more. For example, let's say RED wins round 1. The next round would also be PLR, but RED is pushing through more BLU-ish territory. BLU suffers a hit to respawn times and RED's cart is a bit closer to the goal than BLU's so as to keep this from going on forever. All rounds would also have a time limit so as to prevent infinitely long matches. However, let's say that BLU manages to pull off a counterattack and gets their cart to the goal before RED does. Then both teams play round 1 again, and if BLU manages to win once more, now we have the same thing we had earlier, except reversed (BLU is pushing through more RED-ish territory, RED suffers a respawn time hit, etc.). Finally, if BLU manages to win that round, RED becomes a defender for the final round while BLU attacks in a normal game of PL. A good analogy would be a PLR version of TC. Now, I had a problem involving de-randomizing randomness, but that was solved quite handily in the Steam chat RIGHT after I posted this thread. Now I have a new problem, documented below. Thanks!