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slop
Enjoy.
"a pleasant smell that frequently accompanies the first rain after a long period of warm, dry weather."
KOTC uses a regular cart, which can navigate corners and slopes more easily than TOW’s platform cart. This allows for greater flexibility in map design, since you're not limited to a wide, straight path down the middle of the map (though I still used one for Strait, haha). It opens up more varied gameplay spaces and also means that sightline management is easier, and doesn't have to be achieved through shutter doors.
TOW requires pushing the cart to the end before the timer starts ticking down. KOTC works more like KOTH—once mid is capped, the timer runs for either Red or Blue and never pauses again.
I designed it this way to avoid stalemates, something which KOTH excels at. Once mid is capped, the round is guaranteed to end in 3–6 minutes, creating intense, high-pressure pub push moments that are generally a lot of fun.
It is good mode(And minimalistic maps in 2008 style is really refreshing), but I wish to see more fair competition with TOW(Scream Fortress got it's own tricks, after all, and how mode would play without those).