Hello everyone, and welcome to my... first tutorial! And optionaly, one of my first thread, or even post on these awesome forums. And today's subject is... Details of the update : http://www.teamfortress.com/bazbobarrabus/ But in what is concerning us, we'll be interested in the news that the update brought for us, the mappers : The new entities : tf_zombie_spawner : this entity will spawn a certain ammount of skeletons, or even a Skeleton King. Otherwise, you can't actually change the teams of the skeletons, as they will spawn neutral ( GREEN ). You can also decide the fact if they spawn infinitely, or just for the ammount specified. You can even modify their life-times. The skeletons won't move if the navigation meshes are not generated. tf_spawner : an alternative way to spawn entities, instead of using the point entity to do it, where you can control life-time and ammount. tf_spell_pickup : this entity will spawn a Spellbook from the Helltower map. You can't decide the spell contained by the book, but you can decide if it is god-tier or regular-tier. Here is a list of all the spells that can be obtained : *Regular-tier : - Firebolts ( 2 charges ). - Teleport ( 3 charges ). - Super-jump ( 3 charges ). - Healing Aura ( 1 charge ). - Ball'o'Bats ( 2 charges ). - Pumpkin Mines ( 1 charge ). - Stealth ( 1 charge ). *God-tier : - Summon MONOCULOUS! ( 1 charge ). - Summon Skeletons! ( 1 charge ). - Tesla Bolt ( 1 charge ). - Meteor Shower ( 1 charge ). - Minify ( 1 charge ). You can now make the spells spawn the same way they do on Helltower. Just place a logic_auto and a tf_logic_holiday, set to Halloween, in the map, then go to the logic_auto's Outputs and add "Yourlogicholidaysname" "OnMapSpawn" "HalloweenSetUsingSpells" and there you have it. The new ( or updated ) triggers / functions : trigger_add_player_condition : this new trigger, will add the specified condition on the player who is walking in the concerned area. You can also choose the time the condition, or effect, will last after leaving the concerned zone. Here is an example : once a player walks in that area, enable Übercharge on him, and let it for 5 seconds after leaving. Without enabling cheats! Awesome, isn't it ? func_nobuild : You can now specify which building is forbidden ( sentry, dispenser, teleporter ). The new addconds : addcond 72 : Speed / reload / firing speed boost. addcond 73 : Quick-Fix like healing effect. addcond 74 : Makes the player's health and size three times as large, movement speed, melee range and damage is not changed, the player will also be forced to thirdperson. addcond 75 : Makes the players size three times as small although there head will remain normal size, movement speed, melee range and damage is not changed, the player will also be forced to thirdperson. addcond 76 : Upon death it forces the player into thirdperson and turns them into a ghost but they will still be able to use voice commands. addcond 77 : Turns the player into a ghost, can be reverted with removecond. Trivia : Skeletons can be summoned by enabling cheats on a server, and by executing the "ent_create tf_zombie" command. Otherwise, it is not possible to spawn a Skeleton King like this. You can summon Spellbooks like this too, just by doing "ent_create tf_spell_pickup" The eyeball_boss entity will spawn a team-colored Monoculous, instead of the basic Viaduct one. If you rename your map plr_helltower_event, the Announcer's voice will be replaced by the Redmond and Blutarch Mann's voicelines. If your Hammer Editor is crashing while putting an entity "tf_spell_pickup" or all other ammopacks / healthpacks, try updating / installing ABS Resource Pack. -- SOURCES -- : This discussion thread : http://forums.tf2maps.net/showthread.php?t=21782 The Official Team Fortress Wiki : http://wiki.teamfortress.com/wiki/Main_Page My personal experiences on a test map. Thanks for reading this tutorial, and have a spooky Helloween! This is a stub, it will be edited soon. You can also give your own discoveries as replies, and I may add them!