Finally figured things out. Probably the most complicated and most difficult thing I've ever done.
CHANGELOG:
v1.1
Capture blocking is (finally) implemented as it was heavily needed.
2, 3, 4, and 5 hill variants are now available.
Upon victory, the hill will change to the next one, hopefully keeping gameplay fresh. Mapping will have to be creative as to where or how the hills are placed. Sections of the map can become accessible or not based on the hill in play.
Every successful second on the hill gives you 1 point.
Overall, cleaned up triggers and entities. It's as refined as the CP System now :3
v1.0
Initial Release
GAME RULES:
Stand on a hill to begin capturing it. When fully captured, your team will win the round.
If the opposing team is also present on the hill, no one can capture it. Both teams are blocked.
I'll try this out sometime and even make a map out of it, thats if you don't mind.
I can't imagine how much trial and error went into this. o.0