So I've been working on a Halloween map, a KotH map to be exact, and whenever a team wins the round all players get teleported to Hell (via the "Halloween2013TeleportToHell" output). Everything works fine so far but I stumbled on three problems that I can't manage to fix and since I'm a bit on a hurry I don't have that much time to experiment and test. I'm sure some of you people also tried to integrate a Hell into your maps and might have also experienced these issues. I'm not sure if any solutions exist, I googled and checked the forum but found nothing. I also checked the Helltower map for possible solutions but I'm afraid that Valve hardcoded that stuff since I couldn't find anything that would help me out. Starting from the unimportant to the most important issue that I need to be fixed: Thriller Taunt after Teleport If you played Helltower you know that after being teleported everyone performs the thriller taunt before the final battle starts. I heard that this was also the case if you used the output but some bug or so resulted in Valve doing a hardcode fix and now this doesn't work anymore manually. Does anyone know if it's possible to re-produce this small feature? I tried using addconds + clientcommand (taunt) outputs but the condition seems to be a bit broken... Relocating the info_target (Teleport points) for both teams On Helltower if a team wins, it spawns on the one side while the losing team teleports on the other side. This is all controlled by info_targets that are named spawn_loot_winner and spawn_loot_loser. These names are hardcoded and you're more or less forced to use them so the "Halloween2013TeleportToHell" output works correctly. However, I'd like to let the blu team be teleported on the left, and red team be teleported on the right side. Since the info_targets are kinda hardcoded I just can't make new info_targets for both team and tell the map which team to teleport where, so I need a solution to move the both existing info_targets on either side. I tried 3 solutions: Parenting them on a door that moves depending on which team won. Apparently the entities are broken as soon as you parent them so this didn't work. Having both entities on both side and using triggers to kill these depending on which team won. Either I did something wrong or this doesn't work as well. Last but not least, I tried to make templates of these info_targets and depending on which team won, the correct template is being used to ForceSpawn the entities on the spawnsides. According to the console the point_template had no template saved (empty). But seeing how I wasn't even able to teleport to hell (Missing info_target), it prooves that the info_targets were indeed saved on the templates since they auto. remove the original entities from the map. Yet it tells me the point_templates are empty. ??? I haven't worked that much with info_targets so I'm not completly familiar with how they work. Permanent Overheal, even in the next rounds ??? Okay, this is bad. Really bad. The winning team get's an automatic overheal as soon as they get teleported to Hell. This is fine since it would be only fair for the winning team. But what is not fine is the fact that this effect lasts forever. It just won't disappear. Worst part is that even after the round is decided and a new one begins, the effect stays! From what I have found out is that the effect seems to be bound to the players, not the team. Even after swapping the team, I still have the effect. Losing team member's don't get overhealed. Is there a way to disable that? I can't think of a workaround for this compared to the previous two problems. Sorry for the ass-long text but this isn't something I could describe in a few sentences. I hope there's someone who can help me or at least give me a few hints. The Halloween2013TeleportToHell output uses parameter to decide which team to teleport where. I haven't yet tested if using no parameter might fix any of these problems, but since the targets are called "winner" and "loser" I guess this would just break it even more. Thanks for reading.