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) First, add . This will tell the game that the map is an arena map, so it does things like disable respawning and add the first blood crits. We'll add more to this entity later. For now, the cap point.
 * 2) Add a and name it anything (this tutorial will call it  ).
 * 3) Place a where you want the point to be. Set the World Model to   and name it anything (this tutorial will call it  ).
 * 4) Put a above the  . Give it a name (this tutorial will call it  ) and set the Print Name to   (for compatibility in all languages). Set the Start with model hidden flag, cause it should only appear once the point is open.
 * 5) Create a brush to represent the capture zone, and tie it to . Set Control point to the name of your . Give it these outputs:

Go back to your. Set Capture Point Enable Time to whatever you want. Valve puts 60 seconds. Add this output:

That's the basic setup.

Design & Miscellaneous
Usually players cap the point only when players on the other team are hiding. The capture time should be long enough that other players have a chance to run over to the point and fight. Some players also prefer to cap immediately, much to everyone else's annoyance. Consider adding some s around the control point.

Since Arena attempts to focus purely on combat, maps are usually about the size of KOTH maps or a bit smaller.

Arena maps should have very few ammo and health pickups.

Your map name should start with.