Reactor

Reactor V2 A6

  • Decreased spawn times for for Blu during points A and B
  • Changes at A:
    • New flank at A
      • Goes from right outside Blu's spawn to the roof across from A
      • Has heath and ammo
    • Small ammo pack added near the rock
    • Optimization! (I forgot to make the buildings around A func_details)
  • Changes at B:
    • Changed ramp near Blu's spawn to a jump route
    • Added lots of cover to the center raised part
    • Elevator is now twice as large
    • B caps slightly slower
    • Displacements!
  • Changes at C:
    • Changed room immediately left of Red's spawn at C
      • Now leads to a new ramp to the new platform
    • New platform for Red Engies and Snipers (overlooks point, no lines of sight to area entrances.)
      • New platform has a small ammo pack
  • Changes at D
    • Cap time on D reduced slightly
    • Capture area and platform enlarged and raised
      • Added a railing as well
    • Added a flank from Red's left spawn exit at D to the raised hallway to reduce spawn camping
    • Added some props in the deathpit in preparation of name change
    • Added a disintegrator thing for when you fall in the reactor
      • SUPER COOL FEATURE OF DISINITGRATING ALL RAGDOLLS AND PLAYING LOUD ZAPPY SOUNDS WHEN ANYONE DIES TOTALLY INTENDED FEATURE 10/10 WOULD IGN AGAIN
  • Red now spawns facing D and A when defending A
    • They rotate back to the way they were when A is capped
  • Optimization! (sorry about the areaportals)
  • Changed timings of stuff
  • Changed placement of stuff
  • Things
  • Stuff
WOW
  • New flank opened at A in Blu's favor (the side door now is one way before A is capped, rather than locked until capped)
  • Moved some health/reduced ammo packs around A
  • Added New dynamic signs that tell Red where to go, most notably in Red's first spawn and the C/D exit of Red's second spawn
  • More/Better signs in some confusing spots
  • Fixed some annoying nodraw
  • Redid part of A
    • Point moved farther over to align with wall/farther from Blu's spawn
    • Expanded capture zone/building
    • Changed the bridge next to the fence to be wider
    • Route to B from A changed to funnel players back towards Blu's spawn for sake of the new B point
  • Rebuilt the elevator logic for B
    • It now uses trigger_timer_door
    • This should fix cap point announcements and the Administrator yelling about a payload cart
    • Point B no longer glows
  • Rebuilt B completely
    • It's now outside and looks nicer!
    • Blu now has two entrances
    • Red has meaningful high ground
  • Rebuilt Red's first spawn
    • All exits from spawn go to different places
    • There are now two exits to D to help prevent spawn camping on D
  • Rebuilt most connectors, here's the notable ones:
    • The A-D connector has two floors and no more sight lines straight from A to D
    • The Blu spawn to A/B connector was compacted and given more height variation
    • The B-C connector was changed to give more interesting vertical combat space
  • Significantly increased all cap times to steel-like levels
  • Added missing kill trigger on cliff
  • Added many, many signs
  • Rearranged points on HUD
  • Made D locked on HUD until A is capped to reduce confusion
  • Changed a lot of health and ammo
Here's some major changes that need testing:
  • Better Signs
  • Health/Ammo changes
  • Resupply locker shifts
  • Door from Blu's Spawn to B opens slowly now
  • Rebuilt Blu's Spawn to create a usable no man's land
  • Moved doorway on side building for A to benefit Blu
  • Added a second door and larger connector between A and D
  • Added a second spawn exit for Red's first spawn for B
  • Rebuilt C and it's connectors (It's much less cramped, also a cliff)
  • Rebuilt Red's left exit for spawn 2 to remove height advantage
  • Changed locations of bridges to D to remove an advantage they gave Red
  • Made cap times longer for B and C
  • Red instantly respawns when B is capped to rush to C
  • Blu's respawn time is shortened upon capping B
Upon making this change log, I just realized that there may be a rouge brush attempting to get into Red's first spawn. It shouldn't cause problems, but I'll fix it tomorrow.

As always, feedback is appreciated, and have fun!
  • Packed stuff correctly this time (I hope!)
  • Moved one of Red's resupply lockers
  • Fixed touching Red's door to A teleporting you if you touched it while it was closed