Spread your team out over the whole map and block your enemies!
Domination
One or more Control Points are scattered around the map. Touching a control point captures it for your team, unless a player from the controlling team touches it again after you do. Once a control point is captured, it never returns to neutral.
Points are awarded to teams based on how many control points they control. Points are awarded more often when the level has fewer control points (number of control points divided by four, rounded up, times five seconds). Once any team reaches the maximum score, that team wins and the match ends.
The arrow points to the nearest control point that you don’t control, or simply to the nearest control point if your team controls the whole map. Spectators may spectate individual control points.
Details for Running a Server
- Domination is chosen using the
/domor/gamemode domcommands (or the-domcommand line option). - Domination supports the Green and Yellow Teams.
- The following Level Lists are checked in order:
[Domination],[CTF].
Details for Level Designers
- Any Capture the Flag or Flag Run level may be played in Domination: the two CTF Base events will be treated as Control Points instead of drawn as bases.
- You can also define up to 16 different control points in your level by marking any event as either Easy (gem faces left) or Hard (faces right). If you use a text event, the control point is named after the Help String picked by the event’s "TextID" parameter; otherwise it is named automatically.
- Easy and Hard events are not generally used in multiplayer (outside of Flag Run and Cooperative), so in general, you can add them to any level to make it playable in Domination without making it unplayable in other gamemodes.
- Control points use the same sprite as Super Red Gems, but they’re unrelated, you may place Super Red Gems events in your level with no effect on gameplay.
Details for Scriptwriters
Control Points use the jjCONTROLPOINT class, which is read-only: your script knows where the control points are, and which team controls them, but your script can’t change either of those things.
Backwards Compatibility
- Clients and servers running JJ2+ v5.3 or earlier will not see CTF Base events as control points.
- Clients running unpatched JJ2 will not see control points at all, and will see the CTF HUD instead.
- The server, not the client, decides whether clients are touching control points. Because of this, even an unpatched client may touch a control point and the server will still treat them as capturing it for their team.