[Prefab] Stop the Cart

[Prefab] Stop the Cart 1.1

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Distinction in Applied Carving
Feb 22, 2014
Stop the Cart - Experimental dynamic CP gamemode

Three separate carts, each carrying a Red-owned CP, roll slowly from Red spawn to Blu spawn.

Red objective:
Defend the carts as they move towards Blu base. Win condition: a cart reaches the end of its track

Blu objective:
Stop the carts permanently by capturing their CPs. Temporarily slow a cart to half of its max speed by standing on its CP. Win condition: all three points are captured

Design notes:
  • Carts begin moving automatically when the setup timer ends.
  • Due to the nature of this gamemode, a master round timer is impossible to implement. Consider other ways to convey round time, such as audio cues when a cart reaches a certain milestone along its track.
  • Each cart is equipped with a team_train_watcher outline that disables upon capture to help players locate the carts that are still active.
  • Large env_sparks are enabled under a cart's wheels when Blu is standing on the control point to indicate that it is moving at 50% speed. This is controlled via a Blu-filtered trigger_multiple, and not capture progress.
  • TF2 rarely has more than two concurrent objectives; this mode has three. Maps should probably be relatively small with interlacing tracks so that players can move between objectives easily.
Last edited:


L1: Registered
Sep 23, 2015
i think this sounds really interesting, hope to see it in action soon :)


lobotomy success story
Jan 8, 2015
Damn, this is like the only actually new gamemode i've seen in awhile.


L1: Registered
Jul 19, 2016
This sounds interesting. But as you said having 3 objectives instead of the usual 1 or 2 may be complicated or over whelming to newer players. I guess it's just a matter of good map layout and design. Also how may the hud look on this map?

Dust Biter

L1: Registered
Apr 6, 2021
Like payload except you only need to defend the cart three times? Seems really stacked in the defenders’ favor