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 interiors of the buildings leading up to the point
These should feel better to move though, and give Red a bit more room to defend with if they try to hold the sniper deck across from where they spawn.
Fixed some missing overlays
Changes at B:
Smoothed out a sharp corner near Blu spawn to make the area feel larger and flow a bit better
Clipped the roof of Blu's spawn exit
Changes at C:
Made the upper medium ammo pack into a small
Lit the upper walkway a bit more
Both of these changes should make the sentry spot up there a bit easier to deal with
Red spawn times now change from 7 to 8 when C is capped
Tweaked cover around the point to block a sightline
Changes at D:
Increased the jump to last by 32 units
This should make it harder for Blu to reach the point early on
All classes other than Scout need to crouch jump to make it now, and you have to do it perfectly if you want to make it. Heavy and Soldier can no longer make the jump.
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 try, but it requires significantly restructuring large portions of final.
Changes at A:
Made the cap zone smaller
This should help with Red's defense, since Blu has to commit to pushing around the corner onto the point
Changes at B:
Removed the small health pack near the point
Removed the crate that could be used to get up to the point
Increased cap time from 20 to 22
All these changes should help Red have a bit more time to contest/hold/set up during the A-->B transition
Changes at D:
Removed some supports at final, and made the rest smaller
Replaced the supports on the point with non-solid cables
These changes should help make the room feel a lot less claustrophobic, and easier to fight in
Added a railing to the final platform
This makes it so it's harder to make the jump to final early as well. Heavy will need the GRU to reach it now!
Flipped the B/C bridges back to how they were in V1
The A bridge extends after B now, rather than the C bridge
This is to push Red defending from a different direction, and allowing Blu to attack from that direction earlier instead of having to pass directly past Red's final spawn
Fixed some visual issues with the bridges
Increased bridge speed from 10 to 15
Lowered cap time from 35 to 30
I over-corrected last version, this should be a lot better
Fixed an exploit where you could hide buildings behind the door to Red's first spawn before it closed
Opened up the small diagonal staircase into usable gameplay space
Final is more symmetrical again, but I'm hoping that's not an issue now that routing is different
Rebuilt Red's final side, notably expanding the A-facing spawn exit area
This now has high ground over the point, which closes after C is capped
There's a bunch of sightline issues with this spot, but it's better than nothing so I might as well test it
Modified cover and pickups around the point
Changes at Red's Final Spawn:
Lowered the D exit again, but kept the same spawn layout
Red's upper area at final was leading to spawn camping from Blu, so I'm lowering it back down
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 now.
Since I started this map, a lot has changed in my life. I've started and almost finished a degree in Game Design, designed and published a board game for the city I now call home, came out as gay to my friends and family, and got brought on as TF2maps staff. I've made new friends, and said goodbye to one that used to work on this map with me.
Over the years, I've pulled this map apart and put it back together countless times, and only some versions have seen the light of day. Around April of last year I got close to releasing an a13 which was to introduce sweeping changes with over half of the map completely redesigned. But then I got a message asking if I knew it was getting competitive testing, which set off a panic attack, one of the very few I've had in my life. It turned out someone else on the project decided to get it competitively tested against my explicit instructions not to do so until I felt it was ready. They broke my trust and hurt me in their desire to see the map finished, and it killed all motivation for me to keep working on Reactor. For the rest of 2019 it sat unfinished.
After much reflection, I decided I needed to do something more drastic than keeping rebuilding points over and over. So on January 7th, 2020 I opened a new file and began working on rebuilding Reactor from the ground up. A complete reboot to help distance myself from the mess the map had become, and one of the people that caused it to become that way.
I know it won't be perfect on my first try; honestly it'll probably be pretty bad. But Reactor means too much to me to not finish it, and I refuse to let it die so easily. So, welcome back to Reactor. I hope it's been worth the wait.
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
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 for both teams
Reworked the roof and attached building
Added high ground behind fence near the one-way door
This should make it easier for Red to combat the one-way door
Moved A -> B shortcut slightly
Re-added slow door to D
Blu players heading for D at the start must take the long way around through B
Changes to Red's Forward Spawn
Completely rebuilt and moved
New A/B/C/D connector I'm calling "Computers" in place of old spawn
Spawn moved closer to A
Enters into A through what previously was a detail area, closes when A is capped
Route to B goes past D, over A -> connector, into Computers
Door from Computers to B closes when B is capped
New A -> B connector
Takes place of Blu's old spawn courtyard/building thing
Clearer signage to D
Changes to Point B
Removed shack from point
Expanded point and capture zone
Increased signage directing to C/D
Interior sniper room for Red has been removed
Changes to B/C/D connector (the yellow pipe room)
Exit to D shortened and moved to feed into Computers/take you towards D because it moved
Changes to C
Hallways behind the point resized to be consistent
Turbines moved to allow move movement on ground level
Red's entrance to the area and C->D connector merged and reworked
Catwalk nearest Red Spawn removed, replaced with hallway outside of Turbine room
Also connects to D
Red's Spawn is much closer to C now
Lower C -> D connector near Red has been removed
New C->D connector accessed from point level, leads to Computers
Most of the catwalks have been turned into solid ground
Strange metal cover has been replaced with crates or removed in favor of geometry changes
Blu's mid-ground entrance has been converted into a control room
New ramp from ground level to the control room, then up to the point
Changes to Point D
Moved closer to A
Much smaller, so sentries should actually be viable again
Bridge from Red's side removed
Water no longer kills you, does damage over time
The deeper you are, the faster it kills you
There's an escape from the water on Red's side of the Reactor
Red's lower entranced lowered to almost water level and given cover
Red's high ground moved to the side, expanded to look over back hallway
New route to high ground with a new room for Red to hang out in
Really fancy effects with pipes breaking when C is captured that blocks off the route/room
All new routes into D for both teams
Battlements overlooking D for Red's forward spawn double as their route to B
Blu can no longer enter with height advantage, they must go through Computers to access the battlements overlooking D
Changes to Red's Final Spawn
Closer to C
No longer exits into a hallway between C and D
One exit is directly into C
The second exit leads to a new room that then has two exits into D
Chalkboards updated to match new layout
I think that's everything, it's been so long I've started to forget the changes. As always, don't hesitate to leave feedback, and thanks for taking the time to look at my map!
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!
Super cool Arctic base theme with lots of yellow!
Custom HUD icons and new signs to help players figure out what's going on!
New locked-door door textures!
Too many exclamation marks!
This is the final version for the 2015-2016 Dynamic CP Contest. We do plan to continue this after the judging is over. Stay tuned for future updates, and thank you everyone for your support over the past few months, it really has meant a lot to me.