King of the Hill 3v3
3v3 KOTH with a hill that teleports every 45s — first to 100 hill-seconds, comebacks built in.
What this is
Six named Spartans, three per team, on an asymmetric arena with platforms, ramps, alleys, and a central pit. A glowing hill lives at one position for about 45 seconds, then teleports — with an announcer banner — to one of 5-7 candidate spots. Whoever holds the hill solo accumulates seconds. Power weapons (sniper, rockets, overshield) respawn on visible timers. First team to 100 hill-seconds, or the highest at 6 minutes, wins. MVP scorecard ranks both fragging and time-on-hill, then auto-rematch.
Why this is mind-blowing
The hill rotation is the engine. Test runs produced a BLUE-100-to-77 comeback after RED dominated for 90 seconds, simply because the hill teleported to a spot BLUE was already near. Every move is a potential 30-second swing. Add the announcer banner, the killfeed, the rising score bars, the power-weapon countdowns, and you get a watchable Halo-CE match every loop.
Build a single-file 3v3 King of the Hill match. The hill lives at one
position for ~45 seconds then teleports with a HILL MOVED announcement.
Score accumulates while one team holds the hill solo (no enemies inside).
Power weapons on respawn timers. HP + recharging shield. Killfeed.
Announcer (FIRST BLOOD, HILL MOVED, HILL CONTROLLED, DOUBLE KILL).
First to 100 hill-seconds or 6 minutes. MVP scorecard, 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
- Hill teleportation every ~45s is the difference between a stagnant defensive game and a forced rotation that creates comeback windows.
- Contested-hold detection (only score when at least one of yours is in the hill AND no enemy is) makes mutual presence visible as a contested gold ring.
- MVP weight `kills*4 + hillTime*2 − deaths` rewards both fragging and objective play — without it, fraggers always win even when objective players carry.