TF2/Making an Arena map
This page need to be made please when someone works it out :D
I'll look into it and write a tutorial. I'll update this page as I try this out --Acegikmo 22:13, 19 Aug 2008 (PDT)
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The Arena gamemode
This is a new gamemode that came along with the heavy update. In this gamemode, you don't respawn until your whole team is dead. The goal is to kill everyone on the enemy team, or to capture the center control point of the map. The control point is locked for 60 seconds in Valve's Arena maps, and cannot be captured until it's unlocked.
This tutorial will show you how to set up the Arena gamemode exactly as it is in arena_lumberyard.
Tutorial
[This tutorial is not finished yet, check back in a few hours]
1. Add the following entities:
team_control_point_master
Name: master_control_point
OnWonByTeam1 | counter_red_win | Add | 1
OnWonByTeam2 | counter_blu_win | Add | 1
math_counter(red)
Name: counter_red_win
Maximum Legal Value: 3
OnHitMax | text_red_game_win | Display
OnHitMax | end_game | EndGame | <none> | 6
math_counter(blu)
Name: counter_blu_win
Maximum Legal Value: 3
OnHitMax | text_blu_game_win | Display
OnHitMax | end_game | EndGame | <none> | 6
game_text(red)
Name: text_red_game_win
Message Text: Red Wins the Game!
Color2: 240 0 6
Check the "All players" flag.
game_text(blu)
Name: text_blu_game_win
Message Text: Blue Wins the Game!
Color2: 0 0 240
Check the "All players" flag.
game_end
Name: end_game
logic_auto
OnMapSpawn | tf_gamerules | SetStalemateOnTimelimit | 1
tf_logic_arena
CapEnableDelay: 60
2. And these control point entities:
prop_dynamic
World Model: models/props_gameplay/cap_point_base.mdl
Name: prop_cap_1
team_control_point
Name: cap_flag
Print Name: #Arena_cap
Index: 3
BLUE model bodygroup: 0
trigger_capture_area
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
OnCapTeam1 | prop_cap_1 | Skin | 1
OnCapTeam2 | prop_cap_1 | Skin | 2
OnEndCap | relay_resettimer | Trigger