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How to remove endless stalemates in CTF maps
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It's no secret that CTF maps, namely ctf_2fort and ctf_turbine are prone to becoming stalematey and boring. The 'double-defending' nature of the gamemode coupled with the fact that defending an area in TF2 is generally easier than attacking the area can quickly cause games to slow down or even stop completely. Why waste your life attacking the enemy Intel when you can just wait for them to attack? Many people do enjoy the long, drawn-out games of 2Fort, but these games are terrible when attempting to complete contracts, or just finish the round so your friends can join the server.

Solutions to this problem have been suggested many times. The addition of a time-limit would benefit those who want short games, but would lead to many stalemates and would be a nuisance to people wishing to play slowly, as so many do. There is a mechanic that already exists in TF2 that I personally believe would be perfect for ending stalemates whilst also allowing 'turtlers' to play as they like: Sudden Death.

For those who don't know, Sudden Death was a mechanic that, until the December 20, 2007 patch, was implemented by default on all official servers. Sudden Death removes Health Kits and Resupply Cabinets, disables respawns, destroys Engineer buildings when the Engineer who built them dies, and prevents class-switching. Post-patch, it has only been available on community servers with the cvar mp_enable_stalemate 1, which are all but non-existent.

I would like to see Sudden Death return as a toggleable, vote-enabled option for CTF maps, or perhaps automatically enabled after 15? minutes without the Intelligence being touched. I believe the mode would act as an emergency stalemate-breaker and would incentivise aggressive playstyles, whilst also encouraging team-play, similar to Respawn Waves.

Thoughts?

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7 years ago