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...
At the start of each round, chooses a location to move the king of the hill point to.
Includes logic for blockers, for sealing off parts of the map depending on which point is chosen.
Options exist for:
pure random, stages, and best-of-three stages
per-stage spawns, static spawns
The locations...
Stalemate-Protected CTF prefab
How does it works?
If at least one of the teams has a difference in the score, then the victory will be counted to the team with the most captures. For example, if RED team has 1 capture and BLU has 0 then when time runs out victory will be awarded to RED.
If...
A simple logic to allow the alternative teleport route for your tank without provide multiple StartingPathTrackNode name to mission makers.
I made this for my map currently working on.
Enjoy
Brush based PL tracks.
Use in case of extremly niche track movement during alpha/early beta stages.
I made those to help me make PL maps way back, I no longer need them but hopefully other people will find a use for it.
Because they are brushes you can use the vertext tool should you need some...
From Boogge, this tank spawns with a large ghost on the front that scare-stuns anyone on the defending team if they are on the front or side-front of the tank.
Also plays sounds when it spawns, spooks, and dies!
VMF's contents come with some guide entities and with commented entities.
Uploading this file on behalf of Hell-met.
This prefab has tanks spawned through it have two turrets attached to the sides, firing off stickies that detonate shortly after landing. Comes with both crit and normal shooters. More info in the readme
This requires the tank turret model from...
This is a prefab for hybrid cp/payload maps, as used in @tyler 's Fountain.
It plays like an Overwatch hybrid map: Capture the first point, and then push the payload to its destination. To fit with TF2's theme and HUD, the cart is on an elevator that raises up as the first point is capped.
You've compiled your map. It looks great. You submitted it to a playtest, and when the feedback comes back to you, all the complaints are about how bright it is. But how could that be? Well, it's due to a little thing called HDR.
HDR in TF2 is a simulation of how your eye works in real life...
Frontline! Frames placed in brushes so you don't have to!
Comes with:
7 Windows (7 variations each)
2 Storefront doors and the window (5 variation each)
2 Example buildings (not for map use, just to get an idea)
4 Trench prefabs (normal / tall / short variants each)(May require...
Frames placed in brushes so you don't have to!
(VERSION 2)
Comes with:
*31 Framed Doors (8 with team doors)
*17 Framed Windows (*5 variations each)
Doors & Windows separated by material / theme
maybe More frames to come!
The logic used for the gamemode in plr_snowthistle.
Both carts are on a single circular track, and a team wins by catching up to and ramming their cart into the enemy team's cart, resulting in a wonderful explosion and some silly physics.
This is a modification of 14bit's original PLR Circuit...
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