This Prefab contains all the crackhead logic used for the PASS Time changes made in Smalltime.
Goal of these changes is to improve PASS Time in pubs, make it less frustrating for players and to add a bunch of quality of life changes.
You can read more about the thought process and why all of...
Infinite train prefab with randomized cars, and another that alternates sending a health car and an ammo car, with lights to indicate when the next one is coming.
Both prefabs also include logic to make sure that it doesn't send too many blocking cars in a row, or too many passable cars in a...
Pipeball is a custom gamemode created by @The Asylum back in 2010. Around June of last year, I got the idea to make my own map using this custom gamemode, so I reached out to the creator. Against all odds, he responded and provided a copy of the original VMF!
Nearly one year later, and while I...
This is a variation of the Single-stage PLR logic prefabs by ABS, but when the carts reach the final checkpoint they explode like in the traditional payload prefab! Hopefully this saves someone the trouble of having to do their own logic.
I wanted to include multi-stage PLR, but I am having a...
A prefab I made to save you the trouble of figuring out how Valve made the rd_asteroid skybox.
Just copy and paste into your map
Note:
This is a 3D skybox
Valve uses sky_goldrush_01 for the 2D skybox texture but it doesn't matter which one you use.
I put a light_enviroment entity inside the...
You'd think making a moving platform that engineers can build upon would be an easy enough thing to implement: Detect when a building is placed on it, and parent to the platform. Alas, we can take nothing for granted when it comes to this acursed engine! Yet! Even in the face of fearsome...
What if you fused Gravel-pit and Steel into one game-mode? This would be it!
This prefab has 4 control-points with A, B and D being enabled from the start with the only locked point being C.
Cap times in the prefab
A - 8sec
B - 8sec
C - 6sec
D - 40sec
change these to your liking!
The reason C...
As seen on pd_farmageddon:
https://tf2maps.net/downloads/farmageddon.9596/
What is this prefab?
-Ever wanted to make a player destruction map where skeletons drop points? Well, now you can! Simply edit this prefab to fit your needs and go nuts!
-Be sure to include the logic from the timers as...
Have you ever wanted to have that classic halloween gimmick of bosses? Have you wanted to have that ghost thing fly around your map but just don't know how? Well boy do I have the prefab for you. In this prefab are all of the bosses (HHH, Mono, Merasmus, Skele king, Skeletons) and a ghost with...
Adding a game timer to CTF by default will force a stalemate at 0 regardless of score, or will be in overtime until both flags return to base. This fixes that, as well as a few other things.
This was a lot of work to set up, so I would appreciate a thanks somewhere if you've used this / adapted...
In order to make it easier for mappers to create jump pads for their maps, as well as to provide some consistency between them and their visual language, I have created a set of particles and prefabs to use.
jumppad_64a - 64x64 base, blueish steam
jumppad_64b - 64x64 base, brownish dust...
The VMF contains different types/combinations of stairs that I collected throughout some time. I used them quite often in my projects and made them into prefabs since I prefer stairs with player clip and func_detail by default.
The collection includes the standard width/height stairs that can...
Adds turret tanks that shoot rockets or jarate periodically
Copy everything from the prefab to any place on your map.
Copy outputs from path_track entity named path_start to all starting path_track on your map.
Put the models and material files into tf directory
Name your tank...
The Guardian gamemode originates from CS:GO, where two players have to defend against waves of bots. This prefab takes that idea and implements it into Mann vs Machine.
Includes VMF, various entities have comments on what their function is. Mission making is pretty simple, use gatebot-type...
This is a heavily modified version of the Official PASS Time prefab that was created by Escalation Studios. This prefab was originally created for Microcontest #5: PASS Time Panic. More information about PASS Time and its design conventions can be found there.
The official prefab is a bit of a...
The entity setup from pd_waterlog. Features two control points, one chosen randomly at the start after which the points alternate, along with the trapdoor mechanisms. They're quite complicated and feature a bunch of different fallbacks to keep players from getting stuck.
The central platform in...
Updating this one last time, due to the old page being cringe. This logic aims to recreate the Defusal Gamemode from Counter Strike. This isn't the first, and it 100% is not the best, but it works without plugins so I'll take it. The gamemode works by having two CP''s locked at the start. When...
Spawn Rooms? Who needs those?
These prefabs easily allows you implement a multitude of unique ways to directly spawn into you map.
What's inside?
Five direct spawning prefabs
Readme entities giving an explanation on each of the presets
Handy user visgroups for easy manipulation
How does...
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