Finally got some time to look at the new FGD, here are my findings. (maybe a bunch of you have looked and shared the info already, but I haven't seen a thread) ** = overridden by my FGD if you have it installed, go get the update New things on old entities Super easy selective spawning! Complicated entity crap like I used to do no longer needed. I saw the shot clock mentioned in another thread, but putting it here for the record. Could make for much better CTF. More inputs are always good for custom game modes. Looks like I can remove the hidden OnStartOvertime input from my FGD, as that did the same thing, except only for 5 seconds. Works to turn off sentry guns and teleporters (which are linked, changing on changes both), but dispensers continue playing their idle sound and the VGUI metal meter won't disappear. New entities • tf_halloween_pickup The ducks. Supports customized model/sound/particle. As it has both team affinity and team specific outputs, this could come in very useful for custom game modes. • func_forcefield Not quite sure what the point of this is. It acts like a func_rrv without needing to be linked to a func_rr, just set the team instead. Smells like valve being valve and adding stuff without need.