TF2/Making non-standard maps "Rotation Friendly"
A common problem with many maps which are not standard gametypes (such as duels) is that they will reach the 0:00 timer countdown, but nothing happens after that. While some people may want the map to just continue, there are some events where adding rotation friendliness to maps will be quite simply, helpful.
This article will not cover how to do winning in a similar way as maps such as "Protect the Files", which triggers a victory when their slider reaches the top of a tower; instead, it will only teach how to do simple methods of allowing the map to end, and as such, is really mostly of help to newer mappers.
However, even though I just said that, that doesn't mean I don't expect things. I will expect you to have placed a team_round_timer entity in your map and have set it up properly. I also expect you to have a basic knowledge of how inputs/outputs work.
Suggestions? Feedback? Off to the talk page you go :)
You first need to consider the type of end you want to your match. There are two methods by which you can do this; either by Sudden Death, which ensures one team will be able to win, or by Stalemate, where neither team will win. You should use Sudden Death when you have a map such as a duel map, and you want one team to win. You should use Stalemate instead if you cannot figure out a way of declaring a winner, or if your gameplay simply does not involve a winner in the first place.
- Mumble... test if it works or not later... mumble...
First, place a game_round_win entity somewhere within your map. The following properties need to be configured. The rest you can change yourself.
Property Name Description Value Name The name of the entity trigger_sd TeamNum The team this entity belongs to (0 - any, 2 - RED, 3 - BLU) 0 force_map_reset Force the map to reset during the force respawn after the round is over Yes
Now then, just add an output to your team_round_timer entity as follows:
- Note: You don't need a team_round_timer here. Works perfect for any deathmatch map.
Stalemate for CP maps
- Note: With this, TF will treat your map as a Control Point one. This may or may not cause issues depending on what your map is.
You will need a team_control_point_master somewhere in your map. Set the options to whatever you want, but make the name trigger_stale. Now then, an output to team_round_timer...