TF2/Making an Arena map
This gametype is included in A Boojum Snark's Team Fortress 2 Gametype Library
The complete entity setup for this gametype is included in "A Boojum Snark's Team Fortress 2 Gametype Library," a downloadable VMF that includes all official Team Fortress 2 gametypes. The entities can easily be transferred from the VMF to your own custom map without the hassle of having to build it yourself or debugging it.
"A Boojum Snark's Team Fortress 2 Gametype Library" can be downloaded here: TF2Maps.net
아레나는 헤비 업데이트 부터 팀 포트리스2와 함께한 새로운 게임모드입니다. 게임모드 에서는, 당신의 모든 팀원들이 죽기 전까지 리스폰 되지 않습니다. 게임에서 이기려면 적팀을 모두 처리하거나, 중앙의 컨트롤 포인트를 점령하면 됩니다. Valve의 맵에서 컨트롤 포인트는 60초간 봉인되어있습니다, 그리고 그것이 봉인 해제 될때까지 점령을 할 수 없습니다.
이 글은 어떻게 아레나 게임모드를 만드는지 알려드릴겁니다.
아레나 게임모드 엔티티들
첫째로 우리는 팀이 점령할 컨트롤 포인트가 있는지 확인해야합니다.
설정 이름 값 Name master_control_point
이 엔티티는 라운드가 시작했을때, 컨트롤 포인트가 사용 가능한 것을 출력할때 사용합니다. 이것이 가동되기 전에 얼마 만큼의 초를 기다리기를 원하는지 여기에 명시하세요. 60은 기본 설정값입니다.
설정 이름 값 CapEnableDelay 60


- 맵을 저장하고, hammer를 닫고 메모장으로 열어주세요.
- 컨트롤 + F를 누르고 tf_logic_arena 를 찾아주세요.
- "origin" 위에 이 문장들을 넣어주세요 :
connections
{
"OnCapEnabled" "cap_flag,ShowModel,,0,-1"
"OnArenaRoundStart" "relay_round_start,Trigger,,0,-1"
"OnCapEnabled" "relay_cap_enable,Trigger,,0,-1"
}
- vmf를 저장하고 메모장을 닫아주세요.
- 수정된 vmf를 hammer로 열어주세요.

Now the outputs in the tf_logic_arena should look like this:
The first output displays the model for the control point when it has been enabled. The other two triggers the relays for the round start and control point activation.
This will be used for outputs when the round starts. The reason we made the tf_logic_arena trigger a relay, instead of having the outputs in itself, is because it's easier to change the relay outputs than the tf_logic_arena outputs in notepad.
Property Name Value Name relay_round_start
This will be used for outputs when the control point is enabled.
Property Name Value Name relay_cap_enable
That's about it for the basic gamemode.
Control point setup
Now we'll set up the center control point entities.
This is the base model for the control point. It will be configured to change skin when a team captures it.
Property Name Value World Model models/props_gameplay/cap_point_base.mdl Name prop_cap_1
This is the control point.
Property Name Value Name cap_flag Print Name #Arena_cap Index 3 BLUE model bodygroup 0
- Check the "Start with model hidden" flag. This is because it will be displayed when the control point is enabled
This is the trigger area, that will let the teams capture it after it's enabled. You can modify these values to suit your map.
Property Name Value Name cap_trigger Control point cap_flag Number of RED players to cap 3 Number of BLUE players to cap 3 Time to cap (sec) 4
That's it! It should be working now. Don't forget to add a spawnroom if you want to try it out.
What you might want to add, is for the relay_round_start to trigger the spawndoors to open.
Now, if you load your map, you will notice the server will keep you in the spawn area as it waits for more players to join. Open up the console and type sv_cheats 1;bot
. This will add a bot to the server and let you playtest the map. We haven't made bots do stuff though. They just stand in spawn and do nothing