@Meme Tea ( ͡° ͜ʖ ͡°)
Your cap has a few mistakes and I get what your going for in this picture I think in that you wanted to make it so 3 players are needed to cap?
https://imgur.com/0OFfXVC You shouldn't mess with that so much as the vsh plugin does a lot of that stuff already.
Just make the tf_logic_arena have a longer time before cap is enabled ?
Most vsh maps have it like this :
https://imgur.com/P2qOd0z 1 player needed for each cap and a 15 second cap vs this map having a 4 sec cap.
You made a 4 second cap on a map this large? On a map like this should be 15-25 seconds to cap, remember that the time it says doesn't consider capture rates (pain train,scouts etc.)
https://developer.valvesoftware.com/wiki/Creating_a_Capture_Point
""""As mentioned above, three entities play a key role in creating a working capture point. They are
trigger_capture_area,
team_control_point, and
team_control_point_master. In this step, we are going to create and play around with them."""""
https://imgur.com/66NBGVf like this.
I never found a team_control point master on the map just a tf_logic_arena (you should have most your logic stuff near each other for organizational purposes btw) and that is prob whats causing the cap issues.
Fix the team_control_point as well you changed a few things when that entity shouldn't really be touched unless you wanna flag the 2 middle check-boxes and have an input from tf_logic_arena - Oncapenabled -showmodel-0-0-0 outside I wouldn't fiddle with it.
Also use alt - P shortcut in hammer to see errors and fix the "no player start" error. (Could just be my faulty decompiled version of the map but fix em if they are there.)