(Use word wrap in notepad)


    This text will give you a general idea on how I made the entities for this map. The map has 106 entities (6 are lights, 9 respawns) and the ent data is 15955. I'll try to make it simple.


				Standing in line

    When you first respawn or die your given item_tfgoal 32. This item takes away all ammo from
you. Above the observer room are 20 item_tfgoal's ranging in number from 1-20 . All 20 item_tfgoal's have large goal_min and goal_max variables. This lets people pick them up from anywhere in the level. For item 20 the criteria is that you have item 32. Item 20 also takes away item 32 from the person who took it. Once one person picks up item 20 someone that has item 32 will not be able to take it until it's returned. Now item 19's criteria is that you have item 20. It then takes away item 20. Now item 20 returns and is free to be taken by someone with item 32. And when the person holding 19 takes item 18 (thus returning 19), the person holding 20 will be able to take 19. So the first guy keeps taking the items next in line. ...item 17 requires item 18 and takes away 18 , item 16 requires 17 and takes away 17 and so on.

				
				Going to the Arena

 So the first person keeps going down the item list till he reaches item 1. When he does he triggers a quake teleporter with the criteria of item 1 and it transports em to the arena. Now when the second person comes down the item list and gets item 2 they teleport to the arena also. Now the reason the first guy didnt teleport when he got item 2 is because the criteria for that teleport is that you need item 2 and it has a if_item_has_moved 1 . 


				In the Arena 

When the players enter the arena they're each given 2 more items. One of the items is for 666 (items 41 or 42). The other item is needed for death detection (items 71 or 72). When a player with item 2 comes in, the player additionally inactivates group number 99.(all goals in group 99 have large goal_min and goal_max variables so they can be triggered from anywhere - ill explain it from the goals that implements first). The first goal from group 99 announces the first player who's fighting. I use a netname_broadcast with  /nvs./n and it has a criteria of item 1 so the champ is always first when announced. The goal also inactivates goal number 66. This goal diplays the name of the 2nd player under the vs. text. I use a netname_broadcast with just a /n and it has criteria of item 2 and it also has a large goal_min and goal_max as well. Goal 66 also triggers the 3,2,1,FIGHT text along with sound but ill explain it in the next paragraph. The next goal from group 99 that implements is taking away the 666 items from the two players in the arena. The 2 goals are timed to take away the 666 items at the FIGHT sound/text. These 2 goals also give players some health,armor,ammo. They also take the 2 players through a string of 9 goals each with criteria of a certain class and an else_goal. This allows setting ammo,armor,health for different classes possible.

				
				Sound

Now it was pure luck that I figured out how to use the Mortal Kombat sounds. I kept on trying different stuff and it was a miracle it actually worked. Goal 66 from the above paragraph is what triggers the sound/text. It starts by activating goal 73. Goal 73 is a delayed goal but when it activates it displays the 3 text using broadcast and message variables. I also have a group of 4 timer goals around the level that search for when this goal is active. When it is, the timer goals play the 3 sound. Now to get the sound to actually play from the timer goals' locations, I made all 4 goals target a info_tfgoal with the same sound. (don't ask me why this works). Goal 73 then activates goal 74 that displays the 2 text and the timers for sound 2 play and so on.


				Death

There are 4 info_tfgoal death detectors in the arena. One for ties. One for suicidle loners (only one person in the arena), One for the challenger , and the more complex one is for when the champ dies (ill explain why later). These death detectors have large goal_min and goal_max variables. When a person is fighting they hold one of the death dectector keys .Item 71 (champ) item 72 (challenger). The death detector items each have a impulse variable. What the impulse variable does is activate a goal when the item returns. So when someone dies the death detector returns and activates a info_tfgoal (goals 81 (champ dies) or 82 (challenger dies) ). Goals 81 and 82 have a long wait variable of 9999. So if both players tie goals 81 and 82 will be active. 
	The tie death detector info_tfgoal has criteria for item 1 and if_group_is_active 89 (group 89 is goals 81 and 82), so the next player who comes in will activate this goal if there was a tie. The goal also inactivates group 89 so the death detection will reset. It also resets the goal that the 2nd player activates, when entering the arena, that inactivates group 99 and gives item 42 (for 666) and inactivate the goal that gives the first player item 41 (for 666). 
	The suicidle loner death detection goal has criteria of item 1 and has a if_item_hasnt_moved 2 and has a if_goal_is_active 81. So if the loner kills themself goal 81 will be active and no one will be carrying item 2. This goal also inactivates goal 81 and resets goals for next fight. 
	If the champ wins the criteria for the challenger death detection is item 71 and if_goal_is_active 82. It also inactivates goal 82, respawns the champ,gives 666 for a few secs, takes away all ammo, resets goals for next fight, and gives 2 frags (cause I'm using teamplay 1). The champ is carrying item 71 and will activate this goal. 
	Now the more complex one is the champ death detector. The challenger is the winner and now needs to become the champ. Its more complex because the challenger is carrying item 72. Item 72 is the death detector item for the challenger. I need to take this away without activating goal 82 which would think the challenger has died. So on goal 82 I put criteria of if_goal_is_inactive 92. Goal 92 is the death detector for the champ and the goal that the challenger activates when they win. This goal has a wait variable of 2. So the champ dies and the challenger activates the champ death detector (goal 92) and this goal stays active for 2 seconds. This goal also takes away the challenger death detection key 72 but the impulse variable never activates because it has a if_goal_is_inactive 92. The champ death detector also inactivates goal 81, respawns the challenger,gives 666 for a few secs, takes away all ammo, resets goals for next fight, gives 2 frags.
