Well here I am asking for the impossible again. As I have stated before I am looking into creating a canalzone remake. I have finished the most basic layout, will need a lot of pizazz to make it acceptable. Before I go on with the beautification campaign, however, I figure I should return to the nuts and bolts of how this gametype should work. For those who have never played cz2 for TFC heres how it goes: 1. There's 5 cap points, all open at map start 2. Each team has 3 flags in its base 3. Cap points are taken by bringing a flag to them 4. Every 30 seconds of holding a cap point awards 1 point 5. Need x amount of points to win, or can win by capping all the points I am convinced that I can complete most of these objectives, although having 3 flags at once will require a lot of chicanery on my part to avoid having a flag runner pick up multiple flags. However, step 3 looks to be the sticking point. Doing a search of these forums I have seen previous threads which stated that this cannot be done. Is this still the general consensus? Is there anyway to capture a "team_control_point" without using a "func_capturezone"? If not, is there anyway to trick the system by having a flag capture trip the "func_capturezone" and thereby capture the "team_control_point"? Should I just resign myself to turning this into a standard capture_point map in which scouts will probably just run rampant? And finally, is it possible to email any of the valve people who work on TF2 and request either help with this problem or the possibility of changes in the future to make this gamestyle simpler to implement? Thanks for any help on this topic!