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Basic Waypoint Tutorial

Understanding Waypoints within the Tactics is your guide to mastering the core gameplay loop of CPL Manager. It’s the #1 factor in match success.

Design killer strategies by placing waypoints to create unique paths, attack flows, and defences for every map. Success comes from originals that crush default tactics and real player builds.

Pro Tip: Start simple, beat default tactics first. Scrim humans, study their builds for inspiration (never copy 1:1!), and iterate relentlessly.

 

Visual Guide

CHECK THIS VISUAL GUIDE FOR EASY UNDERSTANDING OF HOW THE DIFFERENT WAYPOINTS WORK.

 

The different waypoints are the building blocks of paths. Place them strategically to control player movement, timing, and positioning. Experiment in the Tactics Simulator (faster with VIP) to perfect your setups. These are the currently available waypoints for tactic creation:

 

Waypoint

The foundational "brick" of pathing.

  • Player moves to the waypoint, then immediately heads to the next.
  • Players never stop at waypoints (unless it's the final one).
  • Use For: Fluid movement chains, rushes, rotations, flanks.

 

Pro Tip: You can manipulate your player’s rotation and view cones by adding 2 waypoints in close proximity to each other but different directions. Experiment with this to move around corners with perfect view cone placement.

 

Syncpoint

The most crucial point for team coordination.

  • Players moves to the syncpoint and waits for the set timer (seconds).
  • You can extend or shorten the waiting time on a sync point with a right click and selecting “Sync Time”.
  • If teammates share the sequence, everyone syncs up, fastest waits for slowest to begin the waiting timer.
  • Use For: Group pushes, timed executes, grenade throws before entries, bringing your players together to move as a stack, adjusting your view cones to where you want them to be.

 

Pro Tip: Play with the different timings to create peeks or rush defences.

 

Camppoint

An end point that let’s your players hold positions / angles and can only be proceeded by an afterplant point.

 

  • Player reaches it and stops forever, ignores all further commands.
  • Use For: Permanent campers, lurkers, or site anchors, just before the afterplant point.

 

Waitpoint

Unique "bait" mechanic for aggressive or exploratory plays.

  • Player holds position until killed.
  • Teammates on syncpoints in the same sequence wait until waiter dies.
  • Use For: Exploring bomb sites, clearing certain angles, protecting your stack from certain angles, having eyes on two bomb sites at the same time.

 

Pro Tip: Sync your player’s Sync points with the waiters starting point. As long as you use normal waypoints on the waiter that end on a waitpoint, this will not interfere with the waiting stack. Use this to build “waiter” tactics that make your 4 stack of players react to the death of the waiter.

 

AP (Afterplant Points)

Post-plant mastery, defend or retake the bomb.

  • T-Side: 1 AP to guard the site and stop defuses. Mix open/hidden spots to confuse CTs, stack or spread out your players for best possible outcomes.
  • CT-Side: 2 APs for retakes and defuses. Vary between full stack rushes and spread-out rushes to cover the different angles. Make sure to use your grenades wisely.
  • Grenades work here: HEs and Flashes amplify both sides.

Keybinds / Shortcuts to use

  • 1 - 5 = Select / Deselect the individual players
  • A = Select / Deseleft all players
  • F = Toggle flashbangs area visibility 
  • H = Toggle HE grenade visibility
  • Arrow keys = Move selected waypoint pixel by pixel

Tips for Waypoint Mastery

  • Build Basics First: Default-beaters → Inspired hybrids → Original & Unique tactics.
  • Use Hotkeys 1-5 to select or de-select players. 
  • Toggle "Snapping" (located under Options on the left side) on to drop 2 waypoints close together to stack them perfectly.
  • Test Relentlessly: Simulator + Scrims + Reviewing Replays.
  • Build multiple sets per map: Look at the different ways you can enter a bomb site or move around the map in general. Build different sets of 6-8 tactics per side to cover all possible routes effectively.

 

CHECK THIS VISUAL GUIDE FOR EASY UNDERSTANDING OF HOW THE DIFFERENT WAYPOINTS WORK.

 

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