"All Sounds"
I don't get what you mean by that.
From looking inside your map and testing it ingame, you didn't pre-cache the sounds, which results in errors like these:
SV_StartSound: )weapons/bumper_car_jump.wav not precached (0)
SV_StartSound: )weapons/bumper_car_jump_land.wav not precached (0)
SV_StartSound: weapons/bumper_car_hit3.wav not precached (0)
SV_StartSound: )weapons/bumper_car_jump_land.wav not precached (0)
SV_StartSound: weapons/bumper_car_hit3.wav not precached (0)
SV_StartSound: )weapons/bumper_car_speed_boost_start.wav not precached (0)
SV_StartSound: )weapons/bumper_car_speed_boost_stop.wav not precached (0)
SV_StartSound: weapons/bumper_car_hit7.wav not precached (0)
SV_StartSound: )weapons/bumper_car_jump_land.wav not precached (0)
You'll need to add multiple "ambient_generic" which contain these sound files in order to also HEAR the sounds ingame. Otherwise you
only hear the idle-noise & driving-noise that the bumpers do.
Also, you added both bumper cars model. I'm not clearly sure about that, but from what I've seen the "nolights" version isn't necessary for pre-caching, since it's unused(?).
And for more complex techniques:
Valve added new entities into the game, containing "tf_halloween_minigame" and "tf_logic_minigames".
tf_logic_minigames is used to "TeleportTo(Random)Minigame" after every round on doomsday_event to enter the hell minigames, while tf_halloween_minigame controls the single minigames, such as adding new hud & scorepoints to win them. You might include them in your prefab aswell.
Otherwise, usable prefab for everyone who wants to use these karts in their own maps.
