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[[Image:cp_badlands.png|thumb|250px|[[Badlands]], one of the staple 5CP maps]]
 
 
|image= badlands.png
 
|caption= [[Badlands]], one of the staple 5CP maps
 
 
 
|fullname= 5 Control Point
 
|released= 2007
 
|official= 1
 
 
 
|gamemode1= 6v6
 
|gamemode2= 4v4
 
|gamemode3= Hl
 
|popularity= staple
 
 
 
|officialwiki= Control_Point_(game_mode)#Symmetric}}
 
 
 
 
{{Hatnote|To see a full list of maps used in competitive play or to find out more about Team Fortress 2 maps in general, see: [[Maplist]]}}
 
{{Hatnote|To see a full list of maps used in competitive play or to find out more about Team Fortress 2 maps in general, see: [[Maplist]]}}
  
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== Gameplay ==
 
== Gameplay ==
Every 5CP map contains 5 Control Points, laid out symmetrically. The opposing sides of the map are themed red and blue, indicating RED and BLU ownership. Some features may vary on either side of the map, such as a lower right spawn wall on the Blu side of [[Granary]].
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Every 5CP map contains 5 Control Points, laid out symmetrically. The opposing sides of the map are themed red and blue, indicating RED and BLU ownership.
  
 
=== Midfight ===
 
=== Midfight ===
The game begins with all control points but the third, middle point locked. Once both teams arrive at the point, a '''midfight''' begins. The aim of the opposing sides is to try and defeat the other team, therefore ensuring them the capture of the point.
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The game begins with all control points but the third, middle point locked. Once both team arrive on the point, a '''midfight''' begins. The aim of the opposing sides is to try and defeat the other team, therefore ensuring them the capture of the point.
  
 
Midfights play a key role in matches, as their outcome can shape the remainder of the round in a significant manner.
 
Midfights play a key role in matches, as their outcome can shape the remainder of the round in a significant manner.
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A last push is pretty much impossible without an ÜberCharge, as the nature of the last point provides an advantage for the defenders, as there are no real flank routes, and the last point is closed off from the rest of the map. Attackers do get a shortened respawn time compared to the defenders, but it is not significant enough to warrant an off-ÜberCharge push.
 
A last push is pretty much impossible without an ÜberCharge, as the nature of the last point provides an advantage for the defenders, as there are no real flank routes, and the last point is closed off from the rest of the map. Attackers do get a shortened respawn time compared to the defenders, but it is not significant enough to warrant an off-ÜberCharge push.
  
A 'coast to coast' push refers to the process in which a team forced to their last point manages to push all the way to the last point of the opposing team, subsequently resulting a capture and round win.
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A 'coast to coast' push is the term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win.
  
 
== See Also ==
 
== See Also ==
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{{Navbox
 
{{Navbox
| title = [[Maplist|List of Control Point maps commonly played in competitive TF2]]
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| title = [[Maplist|List of Attack / Defend maps commonly played in competitive TF2]]
 
| group1=[[Highlander]]
 
| group1=[[Highlander]]
 
| list1 = [[Glassworks]]<!--
 
| list1 = [[Glassworks]]<!--
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  -->{{md}}[[Sunshine]]
 
  -->{{md}}[[Sunshine]]
 
}}
 
}}
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[[Category:Game modes]]

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