Arena


 * ''You might be looking for the level design term "Arena".

In Arena, one team wins by killing everyone on the other team, or capping the control point.

Setting up

 * 1) Add a.
 * 2) Place a where you want the point to be. Set the World Model to   and name it anything (this tutorial will call it  ).
 * 3) Put a above the  . Give it a name (this tutorial will call it  ) and set the Print Name to   (this is a special string, for compatibility in all languages). Set the Start with model hidden flag, cause it should only appear once the point is open.
 * 4) Create a brush to represent the capture zone and tie it to . Set Control point to the name of your . Give it these outputs:

Add. This tells the game it's in arena mode, so it does things like disable respawning and add the first blood crits. Set Capture Point Enable Time to whatever you want. Valve does 60 seconds. Finally, add this output:

Design & Miscellaneous

 * Arena attempts to focus purely on combat. The inclusion of the control point is meant purely as a method of keeping players from turning the round into a game of hide and seek. The capture time should be long enough that other players have a chance to run over to the point and fight. Capping outside of these parameters is typically viewed as annoying or unfair and is regarded as one flaw of this mode.
 * Consider adding some s around the control point.
 * Maps are usually KOTH-sized or smaller.
 * Arena maps should have very few ammo and health pickups.
 * Your map name should start with.