Yes it is.
Simply place a 'trigger_hurt
' over your spawn points, add a 'filter_activator_tfteam
' and a 'point_clientcommand
' somewhere in the map.
- Give the 'filter_activator_tfteam' a name like 'Flt_Blue', the team to the one you don't want to use, and filer mode to 'Allow'.
- Give the point_clientcommand a name. I like simply 'Clientcommand'
- Set the damage on the 'trigger_hurt' to anything over 450 (enough to insta-kill an overhealed heavy). Then set it's filter to your named 'filter_activator_tfteam'
Then go to your trigger_hurt's 'Outputs' tab, and give it the following outputs:
OnHurtPlayer > Clientcommand > Command > jointeam red > 0.00
OnHurtPlayer > Clientcommand > Command > join_class soldier > 0.10
What this will do is make a zone that will kill any blue player that enters it. When it kills them, it will make the player join the other team and then a fraction of a second later select the Solider as their class.
You could just use 'trigger_add_tf_player_condition
' brushes, with the condition set to number 51 - 'TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED'
This would give all players in the within the brushes the same uber effect the bots in MvM have when still in their spawn area. That is, they will look normal unless shot at at which point their uber will flash for a second. The player them-self will see the uber effect permanently which will help them know when they are protected or not.
This option would allow both teams to share the space without being able to kill each other, though they will still take knockback from thing like airblasts.