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First of all, you should choose an area in your map for the spawnroom to be located. It must be large enough to contain however many info_player_teamspawn entities you want to add there without colliding with them. It should also have a hole in the wall for the door that we'll add in later. Other than that it may be of any shape or color. For this example, the room you see on the right will be transformed into a spawnroom for the RED team. See also: Creating Respawn Areas Now add 16 spaced out player spawns to your room. First create an info_player_teamspawn in your room, then open its properties box and change the team to RED and the target name to something like team_red_player_01. This naming convention can later help with keeping track of the spawnroom a teampspawn entity is in for debugging and such. Once you are done setting the properties, make 15 additional copies of that info_player_teamspawn entity, making sure each of them have plenty of space. Also, make sure each spawnpoint is raised a small distance off the floor, otherwise they will not work.

Fill the room with a func_respawnroom. Now create a func_respawnroom brush-based entity with material tools/toolstrigger that fills the area containing the info_player_teamspawn entities, you want it to touch the floor and be at least 96 units high. You can do this by using the block tool and creating a square with the tools/toolstrigger material, then click To Entity.
sliding door repair in san diegoName it something like respawnroom_red_01 (depending on how many spawn rooms you may have for that team) and set its team to RED.
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Add a resupply somewhere obvious. It may be good to have a resupply area inside your respawn. A resupply consists of two entities: Create a somewhere obvious in the room, set its model to , and give it a name such as . You can also tweak how long the open/close animation takes by editing the min/max animation time option.
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See also: Team-Specific Barriers Some players like to camp in spawn rooms, killing players right after they spawn. There is, however, an easy solution to this problem which consists of creating a barrier that blocks off the spawnroom entrance from players on the opposing team. To do this, create a func_respawnroomvisualizer brush-based entity with material tools/toolsnodraw. Assign the material overlays/no_entry to the side that faces away from the spawn area and be sure to set its Associated Respawn Room to the correct func_respawnroom, for example, respawnroom_red_01. See also: Team-Specific Doors The final step is to make a door that will seal off (non-vis) the room from most weapons fire. Firstly, place a prop_dynamic in the doorway and set its model to models/props_gameplay/door_slide_large_door.mdl. Next, create a func_door entity. You should try to shape and size the brush close to the size of the prop door. Name it to something that goes along with the current naming scheme (depending on the number of rooms you are going to make), for example, door_spawnroom_red_01.

As this entity will be an unseen physical representation for the prop, texture it with a material that matches the model used for the door, in this case we'll use Metal/wall011. func_door attributes you will have to change individually: In addition, uncheck the Touch Opens flag under the Flags tab, leaving this checked will allow the enemy team to open the door. Now reselect the door prop, and parent it to the func_door you have just created, door_spawnroom_red_01. Next, create a filter_activator_tfteam, name it something appropriate, such as filter_redteam, and set the team filter to RED. The final thing to make is a trigger_multiple that will tell the door when to open and close. The trigger should be large enough to accommodate player size and allow for the door to fully reach its open state before the player gets to it. It may be a good idea to stretch the trigger volume so that it can be activated from either side of the door, instead of making two trigger volumes.

Also, make sure you set its filter property to the filter you have created for the door (filter_redteam) so only members of the red team can activate the trigger and open the door. It is probably a good idea to set "Delay before reset" to 0, otherwise the door will remain open once activated. Now it's time to edit the Outputs tab for our trigger_multiple. Your outputs should match those in the table below: That's it, you just finished making a spawn room! Still, don't forget about lighting and details. A map in Team Fortress 2 may have anywhere from one to three or more spawn rooms per team depending on the map's objectives. A respawn room's location and arrangement will directly affect the pacing of a map. It's a good to have a rough idea of how you want your map laid out and how much time it will take players to reach the objectives when choosing their location. The respawn times and the distance to the next major chokepoint (i.e. the next area they are most likely to come into contact with the enemy) will have a major effect on the way the map plays.