Well, now that Kill inputs no longer crash the game, Melee Mappers everywhere are no doubt ecstatic. I know I am. But, what have we missed in these last 3 years since the crash happened? New weapons, new gimmicks, it's like mapping for a whole new game. No longer is making a melee map simply killing the first and second weapons. Now, actual thought is required. This guide is to help new Melee Mappers make a functional (and above all else, fun,) Melee Map. === MAPPING CONSIDERATIONS === Because everyone is going to be fighting in close with ZERO ballistics, tight spaces all over are a must. Wide open maps are horrible for Melee only. I'm not saying you can't have them, but they must be used sparingly, and preferrably not at all. For CTF Melee Maps, ALWAYS provide a way for the victimized team to intercept an intel-stealer, preferrably halfway or so through the stealer's path back to their base. Scouts will rape shit otherwise. Also, enclose the area around the intel's resting place. For Arena maps, CONTROL POINTS ARE A MUST. ALWAYS ALWAYS ALWAYS include a control point. NO EXCEPTIONS. Spawnrooms must be built so that, before players activate the trigger that strips weapons, they can't spam weapons (ie grenades) outside of their spawn. A Demoman sitting beind the trigger brush should not be able to kill an enemy standing right outside his spawn. A func_vphysicsclip brush will stop pipes and nades. === WEAPONS STRIPPING === There are two ways to do this. This is the first: Obviously this is the most important part of Melee Maps. I suggest making a trigger_multiple inside the spawnrooms, with the following outputs: OnTrigger > (weapon entity) > Kill The names of weapon entities can be found here: http://forums.tf2maps.net/showthread.php?t=1805&highlight=weapon+entity+names Now, the Medic's Medigun is different. IF a Medic is healing someone while the trigger is activated, the Medicgun will be stripped, but the target will STILL BE RECEIVING HEALTH. Essentially making the player immortal. To circumvent this, create a logic_auto, and two logic_relay entities logic_auto OnMapSpawn > (your first logic_relay, we'll call it relay_1) > FireUser1 relay_1 OnUser1 > tf_weapon_medigun > Kill OnUser1 > relay_2 > FireUser2 relay_2 OnUser2 > relay_1 > FireUser1 > (with a delay of) 0.5 This creates an infinite output loop that will strip Mediguns and Kritzkreigs every half a second, making it impossible for Medics to heal anyone with it, and thus break the game. If all of the kill inputs were handled this way, the game would lag like a motherfucker. With just one loop though, it's completely unnoticeable. For Arena mode, keep the medigun stripper loop going at all times, but strip weapons with the logic_auto just as the round begins. One simultaneous strip to handle it all. And yes, encase the entire play area with a func_nobuild brush Be warned, however, that the Scout's Pretty Boy Pistol will enable him to achieve near-infinite health with this method by abusing a func_regenerate brush. =====SUPER DUPER EASY WEAPON STRIPPING===== 1. put a tf_logic_medieval entity anywhere 2. logic_timer set to refire every 0.01 seconds that strips non-melee medieval weapons like the hunstman 3. ??? 4. profit === ALWAYS STRIP THESE WEAPONS === Sandman, Buff Banner, Sandvich/Chocolate Bar, Bonk!, and the Targe. NEVER allow them onto the battlefield. Ever. And that about wraps it up. I may add to this later, if any (new) problems pop up.