alpha 2 released - major update I've been working intermittently on a CTF map+gamemode with the aim to address some of the shortcomings of CTF in TF2, and bring back some of the elements that made it so fun in TF/TFC. This particular map is reverse CTF map designed for offense vs defense, 10 minute rounds then switching sides. Most caps at the end wins. Since this is both a new map AND a new game mode, it would be really helpful to try and separate out game mode flaws from map construction flaws. I'm sure both need fine tuning. With one map under my belt I will be carrying this type of game mode to a regular CTF situation next. Why Offense vs Defense? From an organized teamplay standpoint this eliminates the compromise of having to play defense at the same time as offense as a unit. When on offense all players on the team are now focused on the same goal- get the flag and bring it to the capture point, and try to get as many captures as possible during the round. Without the threat of the other team steamrolling back into your base you can take a lot more risks on offense. More aggression on offense makes for more entertaining exchanges. Likewise for defense. Lock them down, get flag returns by preventing any further touches, 'reset' your defense if they do cap to prevent a string of caps. The more you can intercept the offense before their jump the longer you can prevent them from capping. There are multiple routes they can jump the flag to your pit from so you want to have some forward defense. It's disadvantageous to just pile on the cap point. The second reason for OvD is you can adjust spawn times independently for defenders vs offensive players. Since there are no concussion grenades to bring the offense to the front lines so quickly compared to the defenders, you need to provide a more equal footing via spawn times. In general both sides benefit from shorter spawn times. Dying still puts you at a disadvantage, but it's not so massively punished that you do absolutely anything to avoid it. This is not a careful battle for picks and incremental advantages with methodical pushes, this is a cap battle where high risk high reward plays (should) have bigger benefits. On my particular map the Intelligence "capture" (destruction) area is a small above ground pit. This leads to more interesting and frantic holds near the cap point, and increases the skill required for a perfect capture amidst alive defenders. The offensive team would likely have a main flag runner most often (probably demoman or soldier for jumping), but if it's dropped near the point everyone will be trying to make plays on it. The other thing the small above ground pit does is make it so it's not a sure thing you can cap just because you get the intelligence close. Massive credit goes to all of the resources on this site as I would still be making a simple box otherwise. I think that has been long winded enough, so TF2 maps folks thanks for checking it out!