Team Fortress 2/Creating fire

Team Fortress 2 doesn't fully support the env_fire entity used in other Source games; while the fire itself is simulated, the flames do not show up in-game. This article demonstrates how to create working fire in Team Fortress 2, similar to the torch fire used in Egypt.
The Torch
To begin, choose a prop to hold your fire. For this example, models/egypt/wall_torch/wall_torch.mdl
is used.
Creating The Flames
There are two different ways to create the visible flames for the fire: either using an env_smokestack or an info_particle_system.
Env_Smokestack
Egypt uses env_smokestacks to simulate flames and, while they do not look exactly the same as an env_fire flame, are a good substitute.
Insert an env_smokestack into your map and align it so that the origin is inside the cup of your torch.
You will need these properties:
- Initial State: On
- Spread At The Base: 0
- Spread Speed: 8
- Speed: 30
- Particle Start Size: 9
- Particle End Size: 4
- Emission Rate: 15
- Length Of Smoke Trail: 24
- Wind X/Y Angle: 0
- Wind Speed: 0
- Particle Material: particle/smokesprites_0001
- Twist: 10
- Roll Speed: 5
- Base Colour (R G B): 250 200 133
- Translucency: 255

Info_Particle_System

Insert an info_particle_system into your map and align it so that the origin is inside the cup of your torch.
You will need these properties:
- Particle System Name: flaming_arrow
- Start Active?: Yes
Glow

An env_sprite is used to simulate the glow of the fire at its base.
Insert an env_sprite into your map and align it so that its origin is at the same point as your env_smokestack or info_particle_system.
You will need these properties:
- Render FX: Constant Glow
- Render Mode: Additive
- FX Amount (0 - 255): 125
- FX Colour (R G B): 255 140 36
- Framerate: 10
- Sprite Name: materials/Sprites/light_glow03.vmt
- Scale: 0.6
- Size Of Glow Proxy Geometry: 30
Lighting
For your fire to cast light, you will need a light entity. Place this about 16-32 units forwards from your torch.
You will need these properties:
- Name: torch_light
- Brightness: 249 118 62 50 (Change this last number to suit your brightness needs)
- Appearance: 32 (Yes, just type it in)
Because these lights have a flickering appearance, if you add a lot of them it may give VRAD errors when compiling your map. To solve this, give all of your torch lights the same name and they will all be calculated together at compile.
Trigger_Hurt
If the player stands on your fire they will need to be hurt by it. This is accomplished with a trigger_hurt.
Create a trigger brush of appropriate size for your fire (the size used in Egypt is 10 length X 10 width X 12 height). Tie the brush to a trigger_hurt and place it where your flame will be.
You will need these properties:
- Damage Type: BURN
- Damage: 10
Conclusion
That's it! You can now compile your map and the fire should show up in-game. In this screenshot, the torch on the left was made using an env_smokestack, while the one on the right was made with an info_particle_system.