Team c00lkidd

Capture the Flag (commonly abbreviated to CTF) is a game mode which features both RED and BLU teams with their own Intelligence briefcase (known as the flag). The goal for both teams is to capture their enemy's Intelligence continuously until they have reached the game's capture limit (default limit is 3) whilst preventing their enemy from achieving the same. If no team completes the capture limit before time runs out, the match enter Sudden Death mode (unless either Intelligence has been taken and is still in play, in which case Overtime occurs until both teams' Intelligence are secured again).

Contents
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 * 1Intelligence
 * 2Gameplay
 * 3Strategy
 * 4Maps
 * 5Related achievements
 * 5.1 Scout
 * 5.2 Pyro
 * 5.3 Heavy
 * 5.4 Engineer
 * 5.5 Sniper
 * 6Update history
 * 7Bugs
 * 8Notes
 * 9Gallery
 * 9.1Flags
 * 9.2Other

Intelligence
A RED Scout carrying the Intelligence.

The Intelligence, also known as the "intel", "flag", or "briefcase", is the eponymous flag and objective of the Capture the Flag game mode. It is a team-colored briefcase sporting a complicated numbered lock pad on the front and papers protruding out of its joints. Once picked up by an enemy, the case begins to glow in the carrier's team color and will emit paper particles and a long team-colored trail.

Gameplay
During a Capture the Flag round, each team is given their own Intelligence located within their section of the map. It must be retrieved from this location by the opposite team and returned to a defined point, usually the opposing team's capture zone where their Intelligence is stored.

The Intelligence can be taken by any enemy player that walks up onto it, but can not be interfered or moved by a friendly player. Once picked up by a player, the Intelligence then appears on their back and the Announcer notifies both teams that the Intelligence has been taken. The Intelligence indicator located on the HUD then points in the direction of the carrier, who must make their way out of the enemy base and back to their own. Carriers are visible to their respective team players as they emit a green, yellow, or red glow (based on their current health) that can be seen through walls.

While carrying the Intelligence, players become more vulnerable. Additionally, certain conditions may result in the player being unable to pick up and carry the Intelligence.


 * Intelligence carriers cannot use Teleporters.
 * The ÜberCharge of the Medi Gun cannot be used on the Intelligence carrier, nor can a player pick up the Intelligence while ÜberCharged by this weapon. (The charges from all other Medi Guns can be activated and work on both the Medic and the patient, even if one of them is carrying the Intelligence.)
 * Scouts are unable to drink Bonk! Atomic Punch while holding the Intelligence, and may not pick it up while under its effects.
 * Soldiers equipped with the Rocket Jumper and Demomen equipped with the Sticky Jumper are unable to carry the Intelligence.
 * Spies are unable to carry the Intelligence while Cloaked, but can pick it up while in disguise, removing their disguise. They cannot disguise or Cloak while carrying the Intelligence.
 * The Intelligence is dropped if the carrier is killed or enters a resupply area.
 * Engineers that use the Eureka Effect can teleport via the weapon's taunt, but the Intelligence drops at the spot the Engineer teleported from.

Once the Intelligence is taken to a capture point, the successful team gains one point shown in the Intelligence indicator, and receives ten seconds of crit boost. There is no need for the capturing team's own Intelligence to be on their capture point at the time of the capture.

The Intelligence can be dropped manually if the player carrying it presses the drop-item button (default key: L). Once dropped, a clock-like timer ring appears over the Intelligence. If the default 60 seconds pass without an ally picking it up again, it is automatically returned to its original position in the team's base. If an ally picks up and subsequently drops the Intelligence, this timer resets. Teams are required to defend the dropped Intelligence during this period or face losing it.

If the Intelligence carrier is killed by certain environmental hazards that prevent the dropped Intelligence from being touched, like a pitfall, it is forcibly returned to its original position. This functionality is inherent to the map's code and not the intelligence itself, and thus has to be added to the map manually by its creator. While Valve official maps all share this for specific bottomless hazards, not all custom maps may utilize this function.

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