The “loffys_ctf_prefab” has a cool script, that ends the game with a true draw (if the scores are tided at timelimit hit). I had to work for a while until I got that to work OK.
After that, Lang made an improvement with the script, in his ctf-map called GreyHour:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=8874
He did what I just couldn’t imagine possible (and what G0-Gerbil talked about above): When the flag gets collected, the collection entity is setstated invisible.
Lol, that’s why my flags (except the first one) are hidden behind bars! When the first flag is captured and secured, the bars around the second flag are removed, and so on. Totally unnecessary. I just never thought about giving the team_ctf_redflag (-blueflag) a high number (like 1000 flags) and hiding it each time a flag was stolen (then setstate default when flag carrier delivers the flag at the “goal”).
// Loffy