HOW TO USE:
place the logic outside the map. place the flag in a center position on the map.
GAMEPLAY USE:
this mode consists of a neutral flag in the center of the map, and each team must hold the flag for 90 total seconds. make sure to place a func_flag_alert (and also set an output to drop...
a modified version of the player destruction payload hybrid gamemode i made for my microcontest 24 map
GAMEMODE DESCRIPTION
kill enemies to get player destruction pickups
deposit up to 3 pickups in the cart at once
after 4 seconds since the last deposit the points will drain at 1 point per...
This is a pack of track prefabs because I was always having trouble lining up tracks.
Some notes:
These tracks are designed to fit together just about perfectly at 16hu grid size, since some models go a bit shorter or longer than the length the models claim to be, So i'd advise using the skip...
You don't need to credit me if you use prefab_tfconnect_tree.vmf, pl_point003.vmf, pl_point006.vmf, pl_point009b.vmf, tfconnect_tree_red.vmf or tfconnect_tree_blu.vmf, but you do if you use any of the other VMFs.
The reason why the spikyhats logic prefab might be interesting to you despite the...
TC Domination implementation in TF2 VScript.
Install instructions
Drop tcdom_logic.nut into tf/scripts/vscripts. Make sure to pack it when ya compile.
Bring everything from tcdom_logic.vmf into your own map.
Enjoy!
Gamemode info
Capture all three control points to win! At round start, each...
Tang asked for this a while ago so the entire world gets to have it.
If you wanna compile it and play around, turn on all three visgroups. But if you just wanna copy and paste it into a map of your own, leave them all off.
There's a known issue where it will sometimes fail to push you forward...
A prefab for my custom gamemode Flag Defense (or FD for short)
Inside this you should find all the map logic to make the gamemode work.
Most importantly being:
* A set of three intel briecases with which blu team caps. (theres also a briecase for red but it's disabled by default)
* A point...
14bit submitted a new resource:
14bit's Improved Territorial Control Prefab - Finally, you can have a Round Overview with ease!
Read more about this resource...
14bit's Improved Territorial Control Prefab
This prefab includes two parts:
An updated TC entity setup .vmf
The files needed for a custom Round Overview
To use the Round Overview, put the TCtemplate folder in your tf/custom folder
Original logic based off of the gamemode prefab from A Boojum...
This is a gamemode prefab from cp_caper, Territorial Control Domination map.
Information
The prefab consists of 3 control points, 3 respawn rooms, 1 spawn room for the start of the round (needs so the map could work) and all required logic: Selecting random control points, changing spawns for...
The Hold all locational objectives game mode has neutral 6 points, 2 of them are home bases that have a slightly higher cap time, you must bring your teams flag to each point to enable them for capping, The team that controls all 6 points wins the game.
This gamemode requires you to download...
Stairs! They help make your alpha maps look good, and by having consistent ratios and sizes you're doing your future self a favor! Or you would be, were you not so lazy as to just slap a hastily made ramps around your map. Fear not, this staircase prefab is here to help.
Featuring 16, 32, 48...
For those who want a CP-domination map like Standin that isn't all-or-nothing, this barebones prefab is for you!
This is for crazy maps where players might not reach or capture all the points in time.
To expand this to a 5cp or 7cp map, copy the points and increase the logic_compare value from...
These are a set of two RED and BLU aligned drones. They're very simple and easy to alter. Use them if you're feeling spicy with anti-spawncamp tactics, or as enemies in adventure type maps!
This is the prefab used to make the map Sarex and I submitted for the 20th Microcontest. The gamemode is basically asymmetric Arena (only RED team has one life), combined with A/D (BLU team are zombies who only have access to melee that can win by capping one of two points).
Troubleshooting and...
Campaign Gamemode
The goal of campaign mode is similar to TC, taking over the map non-linearly. What is different is that CM has 1 round to capture the final point or hold the most points by the end of the time (no overtime, no time is added on cap).
The main gimmick of this gamemode is that...
A cleaned up and ready-to-copy cart elevator as seen on plr_hightower. Also includes a mid-track elevator.
Notes:
The prefab is set up to allow a team_train_watcher to handle rollfoward and rollback zones using only flags, so no manual outputs are needed. As a result, there are two...
Ever wanted to make Multistage Arena? Then this prefab got you covered.
Best of 5 is a recreation of Arena with a multistage aspect. The teams will start on a random stage and then rotate after one team wins. First team to reach 3 points win the game.
Instructions:
Place all the logic at the...
This is a recreation of the Kill Confirmed gamemode from multiple games into TF2. This uses PD as a base for point scoring.
The rules are simple: Players drop cores on death. If a player of the enemy team gets it, they score a point. If a player of the same team gets it, it gets denied...
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