Everyone juggles the flag until somebody finally gets back to their base.
Flag Run
There is only one flag, which you get from the Capture Point and bring back to your team's base. You only have 45 seconds to carry it before you die. If someone roasts you when you have under 16 seconds left, they steal your flag and have only 30 seconds to carry it back before they die.
When you do deliver a flag, you score 1–6 points, the sum of:
- Timing Points: +3 points in the first 15 seconds, or +2 in the next 15, or +1 in the last 15.
- Extra Points: +1 point if you got the flag by stealing or passing. +1 point per roast by the flagholder since the flag was originally captured. Max of 3.
Details for Running a Server
- Flag Run is chosen using the
/fror/gamemode frcommands (or the-frcommand line option). - The
/passingcommand allows injured flagholders to pass flags to teammates with full health. Extra Points start at 1 after a pass. (more) - The
[FlagRun]Level List is used.
Details for Level Designers
Any Easy or Hard event is a Capture Point. You can have as many as you like, although most Flag Run levels have only one. (If you have zero, the game will be unplayable.)
It's common to put the blue team start positions near the red base, and vice versa. That means it's easy for each team to defend against the enemy flagholder and potentially steal their flag.
Backwards Compatibility
Clients running unpatched JJ2 will not see the Capture Point, but they may still capture, deliver, pass, and steal the flag as normal.