CTF matches are played over 2 maps, so you'd have to add up both maps scores (The ones that aren't played on the 1.00-kam2-style). So a sudden death rule would probably be a bit harder to import.
And no, there shouldn't be any scorelimit as it's all about the amount of flags you can get within the given time (15 min/side). The automated swapping would also indeed be useful as we get kicked back to shop every time we forget about this.
The respawninterval would also be confusing for CTF matches on other maps than kam2 as those matches are always played with the standard respawninterval of 15.
The idea of combining scores in ctf might be pretty good as I always lose count of the amount of flags we made anyway.
The starting team score in the second round is the (swapped) score from the first round. Sudden death only counts in the second round (so 1st + 2nd score), this is easy to implement -- I've done this already. Automated swapping is of course also implemented.
We could make the respawn interval map dependent. This means that you can define the dynamic respawn interval for each map in the corresponding .ent file (map entity file), so you can make a different one for each map. If no respawn intervals are defined, we can simply use a static interval of 15. In the mod I could provide this for the mp_kam2 map, you can define it for other maps yourself. If not defined, a static respawn interval of 15 will be used (which you can change manually during the game if you wish). However, there is an additional problem: what if you are swapping and a team has 6 players temporarily? The respawn interval will be upped temporarily as well. Additionally, I think players will find the changing respawn intervals to be quite confusing. So I think the dynamic respawn intervals are pretty bad after all.
Well kam2 does kind of interfere with CTF in general.
So from what I've understand, it works like this:
1,2,3,4,5. We put a CTF map on and start playing. Golden Flag is on by default (for all CTF maps, kam2, jor1 etc). Therefore the timelimit (which has been set on 15 for example) won't hit because the score is 3-3 atm. But because we know we are playing jor1, we've disabled GF with a particular cvar. And now the timelimit will hit? The rounds will swap. The teamscores will be kept and be swapped along and we will continue playing for another 15 mins.
And if we are playing kam2, the GF cvar won't be touched, and all we have to do is set a new tl and sl, which we usually do anyways.
This is what you ment I guess right?
Well it's a solution I guess.
6. The autorespawn time sounds nice. And if people aren't happy with your auto-adjustment they can modify their server.cfg to their desired intervals I guess. But then you should watch when the respawninterval changes, because it shouldn't change at 5 v 4 IMO (there might be a substitute), but really when it goes from 5 v 5 to 4 v 4.
7. I agree with the idea of combined teamscores.
I was thinking of cvar names for the GF command. What about !kam2 (GF is enabled, and it's on by default for example, this command won't be used that often, since it's on by default). And when we change to any other CTF map apart from kam2 we use the command !gold (which disables GF etc etc). But then again there is confusion with maps such as Italy which isn't really a GOLD map and same goes for several other maps. Well w/e, maybe a different cvar name is more suitable.
is it possible to do different settings for comp mode eg
!cm 1 is normal as it is now
!cm 2 is for 5 v 5 gameplay (different respawn time)
!cm 3 is with nades
etc etc
hope u understand what i mean
1-5: Correct, except for the golden flag thing. Imagine there is a cvar named "goldenFlag". You can enable or disable it by using "!gf" as an admin. When you enable compmode you can set goldenFlag during the warmup (or at any other point during the game). The server will remember this value, so the next time you enable competition mode it will use the same value you used last time.
6. Indeed, with 4v5 we can use the 5v5 respawn interval. Mathematically we use max ( red, blue ). Like I said above I think the dynamic respawn interval is bad after all, I think we should use a static one (15) that you can change manually.
7. Good.
8. This is basically what Niclas referred to as well. So far, the map dependent options we've discovered are the following:
1. Golden flag
2. Respawn interval
3. Nades (for Gold map perhaps)
I think using different compmode options (like Niclas said, !cm 1/2/3) is kind of confusing for most players. Therefore, I suggest the following:
1. Golden flag: you can change it by using "!gf". The server will remember the value you used last.
2. Respawn interval: I think we should use a static one, like I exlained above. You can change it at any time during the match with "!ri". The server will remember the value you used last.
3. Nades: you can enable or disable these by using the "!nn" command.
This way there is no need for different competition mode options. Variables 1 and 2 will be remembered by the server, so you don't have to change them each time you enable competition mode (provided that you are content to play with the same settings you used before). The default values will be golden flag enabled and respawn interval 15.
I think this idea is quite solid now. However:
9. Should we discard the dynamic respawn intervals, or is it worth including them despite the problems?
10. Should a scorelimit be absolute or per round? For example, normally you use 60/5 timelimit/scorelimit in mp_kam. If you get 5 flags during the first round (first 30 minutes), there is no need to play the second round. So: should there be an absolute scorelimit or a scorelimit per round? I guess again mp_kam2 is the exception, and a scorelimit per round should be used. I agree with the default scorelimit of 0.