
Short CTF games are usually best 2 out of 3 (winlimit 2, maxrounds 3) or 3 out of 5. Also unlike attack/defend type maps you don't want to have an even amount of wins or rounds or else you'll have ties. That's both a win and a round, unlike PL/CP where rounds and wins have no connection at all. By default one round in CTF is 3 flag captures, and once a team gets 3 captures they get 1 "win" on the scoreboard. Instead of checkpoints you have capture points, that's about the only difference.įor CTF there's a link between winlimit and maxrounds. This same formula applies to attack/defend CP maps like Dustbowl. You can use an odd number of rounds if you like, but I use an even number so both teams have an equal amount of time on offense and defense. This is to prevent one team steamrolling an entire map and you losing all of your players out of frustration. In 4 total rounds, there are 28 checkpoints, so three quarters of that would be mp_winlimit 21. Winlimit would then be set to something like 3/4 of the total captures possible in 4 rounds. If you want say 4 rounds (each team defends and attacks twice) then your mp_maxrounds is just that, 4. In this case, you would decide how many rounds you wanted per map. Thus, a map like Goldrush has 7 "wins" if you capture every checkpoint to win all three stages. Winlimit cuts the map off because one "win" on a PL map is most often a single checkpoint capture. In these cases Maxrounds and Winlimit are linked (often a 3:2 ratio respectively) and have an odd number to prevent ties. So if you get 3 flag caps on 2fort, you get 1 win and that was a single round. The confusion stems from a round in CTF or linear/Gravelpit style CP maps counting as 1 win or "team point". This applies to attack/defend CP as well I believe. So when Red successfully defends and teams swap, that's 1 round and vice versa with Blue completing all 3 stages. *edit* I ran a quick test on Goldrush and the "maxrounds" value only applies to team switches. To confuse things even MORE, it doesn't award points to the defense for winning, only the offense for the checkpoints they captured up until they were stopped. Most of them (goldrush as the main example) use 1 checkpoint as 1 "team point". PL on the other hand requires some fiddling. You can alter that via a cvar to make 5 caps = 1 round, etc, but the vast majority of people use 3. Generally the default is 3 caps = 1 round = 1 "team point", which is my term for the overall score at the top of the scoreboard when you hit tab.

I think examples would definitely help, since there are at least half a dozen scoring methods out there.Ģfort, and most CTF maps follow the same method however. Hope that helps, and if you need any example values for certain maps let me know. Use the attackers on multi-stage CP maps and PL to make sure you've got enough headroom, or else you'll cut off the stages!

Tf2 extending round itimer full#
If you can't contact the author, load the map up and set the two values well above normal and play one full round to see the scoring pattern. Youme is nice enough to provide a recommended config for Hoodoo, which I wish more authors would do. If you can, ask the author what the scoring method is. If you use an admin mod, it should have a directory for these configs like cfg/beetlesmod/ etc, but you can name a config file after a map (pl_goldrush.cfg) and place it in the server's /cfg/ folder to have TF2 load it I believe. The best way to keep everything running smoothly is to have config files set up for each map, to set the winlimit and maxrounds accordingly when the map loads. Scoring in TF2 has a wide range of methods from 1 capture being 1 round (most CTF maps) to a single checkpoint counting as 1 "round" for the team (some PL maps). You hit the nail on the head with your second sentence.
