Originally designed as an adaptation of Destiny 2's Control and Iron Banner gamemodes for Overwatch, Conquest is a fast-paced arcade-style team deathmatch. Team fight to control 3 zones, which grant more points per kill. Should a team cap all 3 points, a Power Play will ensue, locking down all the zones and freeing the advantaged team to chase down kills. Supports teams of any size, so grab your friends and game on!

Found a bug? Submit a report

Questions? Feedback? Discord (go to #CactusPuppy)

Source Code (GitHub)

Gameplay Overview

Two teams fight to control 3 zones and earn kills. Fully capturing a zone yields 1 point, and kills have a base value of 1 point. However, the more zones a team controls, the more valuable each kill is. Should a team capture all 3 zones, a Power Play will trigger. During a Power Play, all zones are locked, freeing the advantaged team to chase down kills. First team to reach 100 points wins!

Supported Maps

  • Blizzard World*
  • Dorado
  • Ilios: Lighthouse
  • Ilios: Ruins
  • Ilios: Well
  • Kanezaka
  • King's Row*
  • Lijang Tower: Control Center*
  • Lijang Tower: Garden*
  • Lijang Tower: Night Market*
  • Oasis: City Center
  • Oasis: Gardens
  • Oasis: University

*All seasonal/event variants supported


Game Settings:

Option Description Default
Score To Win The number of points a team must accrue during regulation time to win the game. IMPORTANT: This does not automatically update the in-game scoreboard. In order for the scoreboard to display properly, the host must change "Settings > Modes > Score to Win" to match this value. 100
Overtime Enabled Whether a game will enter overtime if regulation time ends and teams are tied. If not enabled, a tied score at the end of regulatoin time results in a draw. True
Minimum Respawn Time The minimum amount of time a player will remain dead, in seconds. 8
Maximum Respawn Time The maximum amount of time a player can remain dead, in seconds. 16
Respawn Locations How respawn locations are determined. See Respawns for a description of each option. Dynamic
Respawn Timings How respawn timers are determined. See Respawns for a description of each option. Waves
Requires Power Play For Early End Whether a team needs to earn a Power Play to earn the last point to end regulation time early. True

Capture Rate Settings:

% per second = captureRatePerPlayer * min(# capturing players, maxCapPlayersPerZone) + baseCaptureRate

Option Description Default
Adaptive Capture Rate Whether capture rate scales with team size. Internally, this is done by multiplying the result of the min calculation by 6 then dividing by the number of players actually on the team. True
Base Capture Rate The base capture rate of a zone, which does not vary based on the number of players 4%/s
Capture Rate Per Player The amount of capture progress per second contributed by each capturing player. 2%/player/s
Maximum Capturing Players Per Zone The maximum number of capturing players who will contribute capture progress. 6 players

Power Play:

Option Description Default
Enabled Whether all 3 zones being under the control of one team will trigger a Power Play. True
Duration How long a Power Play should last for at most in seconds. 30 seconds
Player Markers Whether the targeted team of a Power Play will have markers above their heads during the Power Play. True
Reset Ults When Power Play Ends Whether the end of the power play will cause all players to lose any ult charge they currently have. True

Technical Details


  • Respawn locations can be customized in the Workshop Settings. The options for respawn location behavior are as follows:
    • Random: Use the in-built respawn location logic, which attempts to place players closer to their teammates and further from enemies.
    • Static: Team 1 will spawn near Zone A and Team 2 near Zone C at the start of the game. After a Power Play, the teams will swap sides, with Team 1 spawning near Zone C and Team 2 spawning near Zone A.
    • Dynamic: Same as Static, but if a Zone is more favorable than a team's current spawn, their spawn will shift to that Zone.
  • Respawn timings can be customized in the Workshop Settings, but the Minimum Respawn Time and Maximum Respawn Time hold different meanings depending on the mode selected.
    • Static: Minimum Respawn Time is the time, in seconds, before a player is allowed to respawn. The Maximum Respawn Time is the time, in seconds, before a player will respawn with no input.
    • Waves: Once a player on a team dies, an internal timer shared among all players on that team starts ticking from Maximum Respawn Time down to 0. Players who die before the timer reaches 0 will have their respawn time set to match the internal timer or the Minimum Respawn Timer, whichever is greater. Once the internal team timer hits 0, it will wait until a player from that team dies again to restart the timer from Maximum Respawn Time.
  • Players will have 10 seconds from when they can first respawn until they will be forced to respawn. This is to ensure that players will have enough time to change heroes if needed.


  • See Customization | Capture Rate Settings for capture rate formula.
    • A capturing player is a player from a team who is alive, not utilizing certain hero abilties (see below), and within the capture region of the zone.
  • The following hero abilities will render an otherwise eligible player unable to capture or contest a point for their duration:
    • Sombra's Stealth
    • Mei's Cryofreeze
    • Doomfist's Meteor Strike
    • Reaper's Wraith Form
    • Moira's Fade
  • When both teams enter a zone, the zone is contested, and capture progress (if there is any) is immediately frozen.
  • If a situation arises where a zone is under a team's control, but the other team has accrued capture progress before the currently controlling team remain alone on the zone for 1 second, capture progress is immediately reset.
  • A zone which has capture progress and which has not been contested or progressed for 3 seconds will have its capture progress decay at a rate of 25% per second until it reaches 0.
  • A team which attempts to capure a neutral zone with capture progress from the other team must remain in the zone uncontested for 1 second before the zone will reset capture progress and begin counting progress towards their team instead.
  • The capture region of a zone is a cylinder which extends for a meter below the designated zone location and up to the designated zone height. For capturing purposes, a zone considers a player's foot position, not their camera position.

Scoring/Zone Control:

  • Capturing a zone rewards one point
  • The number of zones a team controls is equal to the number of points they will earn for each kill, however, a kill may not be worth less than 1 point.
    • Example 1: Team 1 controls 0 zones and Team 2 controls 1 zone. Both teams will earn 1 point per kill.
    • Example 2: Team 2 controls 2 zones, meaning they will earn 2 points per kill.
    • Example 3: Team 1 gains control of all 3 zones. Team 1 will earn 3 points per kill.

Power Play:

  • A Power Play cannot last for longer than the remaining amount of regulation time remaining. This limitation does not affect Overtime.
  • The shortest respawn time possible is forced during Power Play. This is to prevent players from "hiding" in respawn.
    • Note that dynamic spawns timer is not affected by Power Play, so the time until respawn during Power Play will not necessarily match Minimum Respawn Time.
  • Targeted players will have an icon placed above their heads for the duration of the Power Play, and will also have the Burning status effect applied to them.

Other Codes part of Polished Modes

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Update Log (12)

Release 2.0

The classic Overwatch Domination/Control/Conquest mode returns better than ever! Featuring a new map in Kanezaka, an overhauled respawn system, and a new overtime system, Conquest still sports the same, arcade-style frenetic gameplay of old.

New Map: Kanezaka

Hailed as one of the best Deathmatch maps in the game, Kanezaka makes its debut into the Conquest map pool! Fight under the busy underpass, by the quiet shrine, or in the courtyard for control of the map, and remember to stop by the Cat Cafe!

Respawn System:

Following common complaints about how the default Team Deathmatch respawn locations are not predictable and can often lead to teams being split up, a new zone-based spawn location system has been introduced.

On top of locations being more determined, respawn timings have changed as well. By default, the game will now attempt to tweak respawn timings within a window to spawn teammates around the same time as each other. In addition with the new fixed respawn locations, this should allow a team who has lost a fight to properly regroup without being snowballed and staggered.

Full details can be found in the Respawns section of Technical Details.

New Overtime System:

A common complaint in Conquest 1.0 was that teams could often feel discouraged from trying if they were too far behind in terms of score, as it often became impossible to mount a comeback in this scenario. To address this issue, a new Overtime system has been enabled by default which requires that a team earn a Power Play to end the game before regulation time expires.

Developer Comment: This is a fairly new and experimental change. Initial playtesting shows this may be a bit too severe of a challenge for most teams, and a better replacement system will likely be taking its place in the future. However, many playtesters expressed that this option was better for most environments than the default score limit end condition, so this system will remain on by default until a replacement is developed.

Visual Updates:

  • Progress bars are now not scuffed, and don't take literally all my workshop element count like how that bully took my lunch money in 7th grade.
  • In-world zone visuals no longer use the same color in the zone letter and the percentage captured to increase clarity.
  • A warning icon will now appear on zones being captured by an enemy. This icon will appear even if the zone in question is not visible on the player's screen.

Other Changes:

  • Power Play now resets ult charge at the end to mitigate snowballing. This option can be disabled in the Workshop Settings
  • Internal systems overhauled significantly to reduce client-side load and to improve maintainability.

2.0 Beta 1

  • Added Kanezaka as a map
  • Changed center progress bar to look better
  • Reworked respawn system
    • Added new Static and Dynamic options for respawn locations, which attempts to ensure players are not spawned in the middle of enemy territory.
    • Added new Waves option for respawn timings, which attempts to ensure players spawn close together temporally.
  • Reworked in-world zone visuals
    • Zones will now display a red warning icon to players if the enemy team is capturing a Zone.
    • The capture percentage will now be colored separately to reflect which team is capturing the Zone, because having the percentage be the same color as the zone was confusing.

1.6.2 - Hotfix Update


  • Fixed a bug where teams could not earn a victory during Overtime.
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