CTF Doubles
2v2 Capture the Flag with warthogs, flag-carriers can't shoot, sniper/rockets/overshield on timers.
What this is
Four named Spartans, two per team, on a symmetric Blood Gulch-style map: red base on the left, blue base on the right, a central rocky outcrop, and two side passes (open up top, cover-heavy at the bottom). Each team has a warthog with a driver and a gunner. Sniper rifle and rockets sit on the central rock; overshield is on the side passes. Flag carriers can't shoot — only melee + run — and drop the flag on death. Dropped flags return after 30 seconds. First to 3 captures or 8 minutes wins. MVP scorecard tracks caps, returns, kills, deaths, and vehicle kills, then auto-rematch.
Why this is mind-blowing
The matches play like real Halo CE Blood Gulch. Warthogs splatter. Flag carriers panic. Test runs produced a 1-2 comeback with three captures at 51s, 151s, and 406s — including a flag-return defense and a warthog wreck on the killfeed. The roles flex on the fly: a bot will park the warthog, jump out to defend the flag, then hop back in for a counter-push. That's the difference between a game broadcast and a sim.
Build a single-file 2v2 Capture the Flag match in the Halo CE Blood Gulch
tradition. Symmetric two-base map with central rock, two side passes,
warthog vehicles, sniper/rockets/overshield on timers. Carrier can't
shoot, drops flag on death, flag returns to home base after 30s. Killfeed,
announcer (FIRST BLOOD, FLAG TAKEN, FLAG RETURNED, FLAG SCORE), MVP
scorecard with caps/returns/kills/veh-kills. First to 3 caps or 8 minutes.
Auto-rematch with fresh names. No user input — autoplay forever.
Paste this into Claude, Cursor, or Copilot. Change one thing that matters to you.
What I learned shipping it
- Disabling the carrier's primary weapon (melee + run only) creates the entire flag-trade dynamic — without it, runners just frag everything they see.
- A warthog with separate driver and gunner positions is the cheapest way to add splatters and rocket kills to the killfeed in one demo.
- Bot role-swap on the fly (offense ↔ defense ↔ vehicle) keeps the match dynamic; static roles produce predictable engagements.