Reactor V2 A6

Now 40% more reactive!

  1. V2 A6: The Retiming

    I'm still mostly watching how D plays at the moment, but I need more testing before I do any sweeping changes. No screenshots this time; most of the changes are small enough that you can't really see them.

    Changes to Blu Spawn:
    • Adjusted some things to make the path towards A more obvious.
    Changes to Red Spawn 1:
    • Rotated spawns to face A even more at the start of the round
    Changes at A:
    • Fixed a stuck spot
    • Adjusted some cover
    • Rebuilt the...
  2. V2 A5: The Renovation

    While I didn't play in the test of A4A, results were promising. I like Red's new starting spawn, A and B are closer to working, and I like how C looked like it was playing as well. I'm mostly going to leave them alone with some minor tweaks this time and focus on D.

    Red's defenses at final are awful, and it's easy for Blu to camp Red's spawn after C. I'm hesitant to gut final completely, so I've just tried to repair what I have. If it's still not enough I do have plans for what else I can...
  3. V2 A4A: The Repair

    • Fixed being able to swim outside the bounds of the map
    • Fixed being able to touch the teleport brush from outside Red's first spawn, which allowed Blu players to get into Red's final spawn
    • Didn't pack the broken .nav this time!
  4. V2 A4: The Respawnening 4: Revengeance

    Changes to Blu Spawn:
    • Fixed a gap in the func_respawnroom that allowed building inside the spawn
    • Changed the paint can to not be marked as debris, so shots move it in addition to explosions
    • By popular demand, you can now go swimming in Blu spawn
      • There's a ladder to help you get out once you are done
      • There's truly instant respawns in the water as well
    Changes to Red Spawn 1:
    • Rebuilt the spawn
      • Players spawn directly in front of...
  5. A3: The Respawnening 3

    Last test was really useful, let's see how this one goes.

    Changes to Blu Spawn:
    • Flipped the direction you spawn in, so you no longer have to do a 180 to leave
    Changes to Red Spawn 1:
    • Shortened exit to A
    • Rebuilt sections to better direct players to A
      • Getting to A is also much, much faster
    • Gave the D door windows
    Changes at A:
    • Changed some one-way glass to be regular glass
    • Added a blocker so you can't rocket jump over...
  6. V2 A2: The Rework

    Significant portions of the map have been reworked:

    Changes to Blu Spawn:
    • Completely rebuilt to facilitate the new layouts of A and B
    • Spawn points are significantly closer to the actual spawn exits, so you get into the action faster!
    • Light detailing to communicate Blu's holed up in the shipping/receiving section of the base
    Changes at A:
    • Expanded playable space around A
    • Gave Red a lot more room to work with while defending
    • Rebuilt both of Blu's spawn...
  7. V2 A1: The Remake

    Hello again. It's been a while.

    2 years, 3 months, 7 days, 23 hours, and 43 minutes.

    Reactor always has been and will be a very personal project for me. Right after I started it back in October 2015 during my senior year of high school my mom was diagnosed with colon cancer. Working on Reactor alone in my room was one of the ways I worked through it; I poured my heart and soul into it to help distract myself from reality. My mom's doing fine, and has been in remission for over four years...
    MegapiemanPHD thanked this.
  8. A12: The Return

    Wow, this took a lot longer than I thought it would. It's been 1 year, 11 months, and 13 days since this map was updated, and a lot has happened since. Also, this is also my 200th post on the site! Pretty neat how that worked out, huh?

    A12: The Return
    • Changes to Blu spawn
      • Rebuilt completely
      • Added spawn courtyard with new connectors to A and B
    • Changes to Point A
      • Moved whole area South a couple hundred hammer units
      • All new entrances to the area...
    MegapiemanPHD thanked this.
  9. B4C: The Re-al entry

    This is actually the final contest version @Corvatile submitted for the contest the download was correct in the submission thread, but I only put up B4B here. Whoops.

    Also: finally screenshots!


    1. 2016-02-06_00001.jpg
    2. 2016-02-06_00002.jpg
    3. 2016-02-06_00003.jpg
    4. 2016-02-06_00004.jpg
    5. 2016-02-06_00005.jpg
    6. 2016-02-06_00007.jpg
    7. 2016-02-06_00008.jpg
  10. B4B: The Reartening-pass

    Did we skip releasing B1 through B4A? Yep, but that won't stop us. They were mostly artpasses anyway. The biggest change was the fantastic (partial) art pass by the wonderful @Corvatile! The new custom HUD icons and new door textures were both made by @Yrr, thanks again and great job!

    Here's the actual change log (don't get upset if I missed somthing, I'm writing this from my phone with not way to compare versions):
    • Artpass has begun!
      • ...