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Spawn Room Doors

Welcome to another one of my mapping tutorials. In this tutorial, I will be teaching you how to create Spawn Room doors for Team Fortress 2 Maps. This tutorial will only teach you how to create the doors, not the spawn itself.

Let’s get started!

  1. Start off by opening your map with the spawn rooms already created. If you don’t know how to create spawn rooms, read this tutorial

  2. Now, using the Entity tool (Shift+E) place a prop_dynamic entity in your map and open up its properties menu and give it a name.
  3. Since I’m going to be making this door for the RED spawn, I’m going to call it prop_door_red_01


  4. Now, for the World Model, select the model models/props_gameplay/door_slide_large_dynamic.mdl


  5. Put the door in place, make sure it’s not clipping into any of the world brushes.

  6. Now, using the brush tool, create a brush the size of the prop_dynamic, with the tools/toolsnodraw texture, and tie it to the func_door entity.

  7. Give the door a name, I called mine door_red_01. Also, change the speed of the door to 500 and the Move direction to -90 0 0.

  8. With the properties window for the func_door still open, go to the Flags tab, and make sure none of the flags are selected.
  9. Now go to the Outputs tab, and add the following Outputs:

    • My Output Named: OnOpen
      Target Entities Named: prop_door_red_01 (or whatever you named your prop_dynamic)
      Via This Input: SetAnimation
      With a Parameter Override of: Open

      Then add this one:

      My Output Named: OnClose
      Target Entities Named: prop_door_red_01 (or whatever you named your prop_dynamic)
      Via This Input: SetAnimation
      With a Parameter Override of: Close


  10. Now, using the entity tool again (Shift+E), place the entity filter_activater_tfteam in front of the spawn door. Use the following settings:

  11. Now, using tbe brush tool, create a brush around the spawn door with the tools/toolstrigger texture. Adjust it to your liking. Once the player steps in the brush, the door will open, so try not to make it too large.

  12. Now tie the brush to the trigger_multiple entity, open up the properties mnu, and change the Filter Name to the filter you just created. Mine was called filter_red_01

  13. With the properties menu still open, head over to the Outputs tab, and add the following two outputs:
    • My Output Named: OnStartTouchAll
      Target Entities Named: door_red_01 (or whatever you named your func_door)
      Via This Input: Open

      Then add this one:

      My Output Named: OnEndTouchAll
      Target Entities Named: door_red_01 (or whatever you named your func_door)
      Via This Input: Close


    That’s it! Place in some spawn points if you haven’t already, and go test out your doors.

Thank you for reading my tutorial, if you have any questions, please do not hesitate to PM me or leave a comment.

-SGT_kick_ur_ass

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