Map Objectives

Each map type in Firearms has an objective for at least one team. Most, if not all, the official maps have objectives for both.

There are 5 types of objective categories that each map can fall under. These are:


 * Capture the Intelligence (CTI)
 * Push (PS)
 * Search and Destroy (SD)
 * Territorial Control (TC)
 * General Objective (OBJ)

The letters in the parenthesis are the prefixes for each map in Firearms. For instance, a map that is a Push-type map will be labelled ps_mapname. Completing the objectives on any map type rewards that team with extra reinforcements, and sometimes frags to the players. We'll go over each objective type in detail below:

(CTI) Capture the Intelligence
This mode of gameplay focuses on one or both teams trying to capture an item from the opposing team. The item usually has to be brought back to the team's base or to a specific location. Capturing the intelligence / item will win the round for that team.

(PS) Push
Push mode focuses on usually linear gameplay. There are a set of control points all over the map, and to win, one team has to capture all of the points. The trick is that the points must be captured in order. Trying to capture a point out of order does nothing. The team that captures all of the points wins the round and is awarded points and reinforcements (the exact amount is different in each map). Push mode is so named because each team is trying to Push the other team back to gain extra ground.

New to Firearms 2.8, the Push mode has been slightly altered. Now, everytime your team captures a point, your team is awarded 2 reinforcements. Each push point also acts a little like a TC point as well. Every 1 minute, the server will see what team controls each point. For every point your team controls, the server will remove 1 reinforcement from the enemy team. The server will print out these penalties in the top left corner of your screen every minute on a push map. The purpose of this change, is to add some more balance to the Push game type. Teams now have incentive to capture individual points (and prevent the enemy from doing the same), instead of camping at their base. Controlling the majority of a map's push points will increase your team's reinforcement lead every minute. So keep pushing to gain the advantage!

All control points on a Push Map are labelled by flags, much like the one you see above. A point that is controlled by neither team will be marked by a white flag, and the flag will change to either red or blue when one of the two teams controls it.

The compass on the bottom of your screen shows push flags in relation to which direction you are facing.

To capture a PS point, you must walk into the area that the flag is marking. The flag itself, however, is NOT the push point. It only acts as a marker.

(SD) Search and Destroy
Search and destroy maps task one or both teams with destroying some kind of vital object that belongs to the enemy. For example, on the map sd_durandal, the SD objects are crates located in each team's base. In a map like ctisdps_mexico, there are ammo stores marked the FA symbol that only Red team can destroy, and they are placed all over the map.

The compass shows crate locations, but once the crates are destroyed, they no longer show up. Crates usually respawn after 60 to 120 seconds, at which point they will re-appear on the compass. Some objects, e. g. trucks in sdtc_balcome need to be destroyed with claymores, others can be destroyed with any weapon. Read the map briefing to find out what kind of weapons to take on crate-destruction missions.

(TC) Territorial Control
Territorial control is a lot like PUSH mode. There are control points on the map that each team is tying to gain, but they don't have to be captured in order, and capturing them all does nothing. For each TC point that a team owns, they get a certain amount of reinforcements per minute. Thus, owning more TC points means your team gets more reinforcements than the enemy team does.

(OBJ) General Objective
General objective play can really be anything other than the modes listed above. Sometimes players will have to bring ammo to field cannons (obj_paradise), or will have multiple objectives that must be completed in sequence - it all depends on the author of the map.