tl;dr I watched a CS:GO major and liked the defuse gamemode and tried to adapt something similar for TF2 that kept the things we like about 5cp.
That said, I think 5cp is nearly perfect for TF2. One of the best parts about it is the back and forth momentum and knowing when to push, which is why I think 5cp is better than koth. However, 5cp has possibility of stalemates and draws, which combined with golden cap can be a long wait (as exemplified at Dreamhack). Last seems to usually be the biggest problem, with teams feeling stuck on last while their opponents fail to make good on their last pushes, with little pressure to change things up and lots of pressure in the moment to keep things as they are and not let them get any worse.
A/D lurks in the minds of many as an alternate, but so does it's problems. Gpit was the only A/D and it was played wit stopwatch rules, which meant if your opponent blitzed your defences and set an astounding time, there was very little you could do to make sure you had a chance of beating it next round, leaving several minutes of effectively dead time as both teams basically wait for the winner.
I've been trying to make a map around this game mode, but I'm tired now and it's late, and trying to use hammer makes me motion sick and makes me want to kill myself. Maybe I can throw the idea to tf.tv and someone can either inspire me with a good idea, or persuade me that this was never going to work.
How it works:
- Red team start with all 4 CPs.
- Red and Blue spawn equally far from cp1.
- ALA 5cp, Red and Blue contest CPs linearly, with spawns moving forward and back
- If Blue cap cp4, Blue win.
- If not, and the time runs out, and overtime expires, Red win.
- If Blue won, reset the CPs for the next round, otherwise, Blue keeps their progress.
- After 3? 4? 5? rounds, swap teams, splitting the map into 2 halves.
Goals:
- mid-fights / rollouts and initial clash are still a thing (equal distance from cp1)
- pushing back and forth still a thing (CPs that work like 5cp, 5 mins should be enough time for that to happen)
- "sitting on your ass at 2nd having lost mid, being 1-0 down, trying the safest, boringest strategy for 20 minutes before moving to the riskier stuff that gets the game moving again" no longer a thing (hard limit on round length, no stalemate win conditions)
- many rounds per match, but not so many that rounds are too short to allow for back-and-forth in one round
- doesn't defeat it's own purpose (I had another idea a few weeks ago that didn't manage this)
- minimal dead rounds (like you'd get in
- asymmetric gamemode, so at least one team is forced to do something this round
- round timer that actually forces teams to do something (10 minute before causing stalemate is /not enough/)
- all rounds end in one team winning
- overtime/golden cap can't litterally go on forever
- Red are never encouraged to park the bus and instead defend as one would in 5cp
- some way of taking the pressure off teams that's on them when they're holding last or on an A/D map
- a good chance that neither team will lose 3 rounds in a row (the progress-keeping thing was supposed to solve these 2)
- if the map is not Red-Blue balanced, the 2 halves make the map about doing better on the stronger side