Not entirely sure if this has been shared yet, but in my latest zombie mod we moved to an entity based timer created through the zombie mod itself. But for some reason it didn't work no matter what method we tried. Other entities worked just fine. But team_round_timer
acted differently. And yes, I removed all other timers OnMapStart.
Thought I'd share my discoveries. So simply put, if you wish to have a plugin control teamplay_round_timer you must create the entity AFTER teamplay_round_start event. It removes/resets any timer entity when it fires. Now I'll share my script.
public void OnPluginStart()
public TeamPlay_Round_Start(Handle eventm const char name, bool dontBroadcast)
g_iGameTimer = CreateEntityByName("team_round_timer");
//Dispatch Key Value/Inputs/Spawn Here
//Also you may want to remove this entity at end of round, or make it repeatable and re-use it.
//Note this allows you to completely control tf2 gameplay through the mod. You can add/remove time at any given point etc.
As far as I know this is the only entity that acts this way. Also consider deleting all other team_round_timers that might be included in the map to prevent interference between the two.
Hope this helped anyone.