Well, I've started laying out a majority of ctf_atlas via brushwork and certain props. I'm curious on what makes a space map feel spacey? I may not be asking the question correctly, but how do I make the player feel they are truly above an abyss, with the only thing saving you is a foot (at least) of metal under their feet? Now side note, looking under the game type and point type on item_teamflag. I'm curious on how to make the flag needed to activate territory control systems, so a team can slowly charge up a firing mechanism on the final point. I have 3 points to be contested, and finally the derelict bridge into oblivion. The question being on how to make capture points run normally, but only cap if a carrier is present like what is seen on sd_doomsday. I know the flag can be rigged to capture points on contact with a capture zone, but I want it to be faceted in time to actually install a power node, and the other team can do the opposite and rip the node out of the item of contest. There doesn't appear to be anything on the "Flag Based Goal Systems" page on the Valve Developer page. Next question (edit): is it possible to have team specific announcers? lets say a man reads announcements for Red, while a robotic voice reads them for Blu.