What if KOTH and AD had a baby that resembles TC


The Man of Many Updates
Jul 24, 2015
This was something I brought up during an imp yesterday. I was talking about a map I made last year for a 72 hour called cp_longshot. it didn't go well. It was going to be a 7cp map with a little attack/defend after a team caps the mid point. I ended up scrapping the idea and changing it to 5cp, but somehow I messed up the logic where it almost didn't matter what point you capped.

Where am I going with this? well I want to revisit the idea, but make it into 3 separate sections.

This is a rough image describing what I'm thinking of with this TC-esque map.


Maybe 1:30 KOTH is a bit short, but considering it's just for deciding which team has to defend their territory it might work.


You should've played Rumbleverse
Jul 28, 2015
I had a similar idea about a year ago (before I was really active on this site), where I was trying to make a Hydro edit with this gamemode in mind. However my idea was a little different. The team winning the koth round wouldnt spawn in the other team's koth spawn rooms, as then the spawn would have to be built to work both ways (as a koth spawn and a a/d attacker spawn), which didnt work well with what I was doing with Hydro. And then the A/D portion would only have 2 caps, similar to gorge as I felt 3 caps would be too long/big, especially after spending 1.5 to 3 minutes fighting for koth. I never got to far with it as editing the Valve map just felt kind of sloppy. Though I would love to see someone attempt this gamemode.


L3: Member
May 8, 2010
While you might be able to get this to work, the big problem I see is getting the HUD to work properly.

As far as I'm aware, the presence of the tf_logic_koth entity forces clients to display the KOTH HUD. Which clearly isn't what you want during the A/D round.

In theory, the tf_gamerules entity could fix this with its Hud Type property. The problem is that there doesn't seem to be an input to change Hud Type on the fly.

(Side note: I don't think you can have multiple tf_gamerules entities because these are just proxies for the CTFGameRules server object... and there's only one of those per map regardless of whether you put one in your VMF or not)


L5: Dapper Member
Oct 24, 2015
You could probably work it with cp logic, having the capping of mid start a timer counting down the 1:30 or w/e. Basically a hokey workaround of koth logic. Once mid is "controlled" send an output to unlock the opposite team's cp's.