Reactor

Reactor V2 A6

A changed, clipping fixes, Red's second spawn changed, more info later.
  • Changes at A:
    • Added a medium health pack under the bridge
  • Changes at B:
    • Flipped building on the point to give more cover to defenders and less to attackers
    • Upper door to B/C/D connector now starts open to allow red to flip between B and D faster
    • Door that opens after A to B from A/B connector opens slower
  • Changes at C:
    • Changes to the catwalks
      • Catwalks lowered
      • New path up to catwalks from Blu’s right entrance to C
      • Added some cover
    • Rebuilt the entire point
      • Point is now on a raised platform/catwalks
      • There is a lot more cover across the room and surrounding the point
      • Vents are no longer on the point, rather they let teammates get onto the point from the ground level
    • Finally fixed the vents, they now remain on after C is capped
  • Changes at D:
    • Added a height advantage to Red’s back hallway
    • Added route from Red’s back hallway back up to Red’s sniper/sentry deck from for after upper door shuts
    • Removed lower route through A/D connector
  • Improved some lighting
  • Clipping fixes
  • Changed some health/ammo
  • Red's spawn has been rebuilt:
    • Red team now spawns facing the door to point A
    • Door to A now leads to the buffer room between A and D
      • The door between A and D is now always open as a result
  • Point A was changed a bit:
    • The point is now slightly closer to Blu's side of the area
    • There's some a bit more cover in the new dead space created by this move
  • Changes at B:
    • Staircase in building near Red's spawn door removed to reduce camping
    • Added a door on the B side of the A/B connector so people heading for D don't get lost
    • Upper doors to the B/C/D connector now start open so it's easier to flip between B and D while defending
    • Secondary door from Blu's spawn to B opens slower now
  • Changes at C:
    • Capture zone raised to allow capping while being thrown by the vents
  • Clipping fixes
  • Probably more I forgot
  • All dead players on Red are instantly respawned when A,B, or C is capped
  • Changed some signage/lighting cues in Red’s first spawn.
  • Rebuilt part of the B/C/D connector:
    • Added exit to upper floor in place of back flank
    • Rebuilt part of the geometry
  • Doors to C open even slower
  • Changes at B:
    • Upped cap time by a bit
  • Changes at C:
    • Lowered capture area to jumping height
    • Added more cover across the point on ground level
    • Added a window/cover to Red’s entrance to the area
    • Reworked some of the catwalks
      • Far catwalk now leads to new upper floor of B/C/D connector
      • Close catwalk has sightly less of a height advantage over Red’s entrance to the area
  • Changes at A:
    • Added more signage to the door to D
    • Door to B opens significantly faster
  • Changes at B:
    • Doorway from spawn courtyard centered
    • Doors from A and to C open significantly faster
    • Center building at B was rebuilt
      • Direct route through the building has been replaced with a staircase and balcony on the outside
      • Sniper deck for blu remains, but it’s higher and more risky
      • Part of the roof is now unclipped, we’ll see how this goes
    • Added cover to route to back building at B
    • Adjusted props and geometry around B point
    • Rebuilt B point
      • Capture area is now larger
      • The point building now only half-finished, providing less cover
  • Changes at C:
    • Doors to C open upwards instead of downwards
    • Fixed (?) steam vents turing off after capping
  • Changes at D:
    • Bridges now extend slower
    • Updated finale events
      • Added explosion sounds
      • Added kill trigger
  • Changes at Red’s first spawn:
    • All doors now switch to the “No Entry” skins after B is capped
  • Changes at Blu’s spawn/room outside of spawn:
    • Rebuilt Blu’s spawn
      • Spawn building has been expanded
      • Spawn building now has a window!
      • There are now three exits into the A/B connector
        • The third exit leads to the (newly expanded) raised platform that leads to the upper building at A
  • Optimizations (I think frames dropping near B are finally fixed)
  • Slight detailing
  • Slight health/ammo adjustments
  • Added the custom particle effects I forgot to pack!
  • Changes at point A
    • Door to point D now opens slower, looks like doors on Steel
    • Door to point B opens faster
  • Changes at point B
    • Significantly rebuilt almost all geometry and capture point
    • Point B moved farther away from Red’s spawn
    • The elevator has been removed in favor of a more traditional capture point
    • Route through B to B/C connector is now open from start, now leading to D
  • Changes at point C
    • B/C connector now leads also leads to D
    • Area behind point (Red side) is more compact
    • Vents are now enabled whenever Blu players are in the cap zone, not just when capping
    • Removed ramp up to Blu’s left entrance (while facing B, right while facing C) in favor of a small balcony
    • Removed side hallway
  • Changes at point D
    • Added a window near the health and ammo packs near point
    • Removed ramp to second floor, replaced with window to look down on new hallway
    • New hallway in place of ramp, comes out under balcony
    • Added a wall (and windows) blocking sightlines from red’s left balcony directly onto the point
    • Closed up windows on balcony
    • Added finale events once point is capped (Thanks Exactol for the custom particles!)
  • Red’s first spawn
    • Point B exit is now open from start
    • Dynamic chalkboard!
  • Red’s second spawn
    • Right exit is now closer to C and raised to height of raised area outside of spawn
    • Signs just outside spawn have lights to try and focus player attention to alternate routes (especially to point C, apparently some people missed that it existed)
    • Dynamic chalkboard!
  • Blu’s spawn
    • Dynamic chalkboard!
  • Heath/ammo changes
  • Some optimization
  • Dynamic chalkboards!
Adjusted cap times, optimized, added a door. More info later.
  • Changes at A:
    • Added a direct connection from A to B so you don't have to go back to Blu's spawn
  • Changes at B:
    • Pushed back the cap/elevator to be farther from Blu's spawn
    • Increased cap time for B (I think? I remember doing it at some point.)
    • Added more cover to the middle ground
    • Changed the ramp near Blu's spawn to a jump route to promote flanking
    • Redid the area around the point so there's more room to fight
    • Changed side ramp up to the high ground to a building for more flank options
    • Redid all connectors to Point C
  • Changes at C:
    • Completely rebuilt C and all connectors to C
    • C is no longer an instance that was placed at a 45 degree angle because working with it was a nightmare
    • Red now has a height advantage when entering the area
    • NEW DYNAMIC ELEMENT: Leaking steam pipes!
      • While Blu has players on Point C, the turbines will stop and the pipes on the point will begin to leak steam
      • The steam vents will launch players into the air while on, sending them up to the catwalks above
      • When Blu fully caps, the vents will remain on for the rest of the round
  • Changes at D:
    • Completely rebuilt D and all connectors to D
    • The death pit is now steel-sized and you shouldn't be able to get on it as heavy from the edge anymore
    • The whole area around D is much larger and hopefully more fun to fight in and around
    • Point D now actually looks like a nuclear reactor, complete with Cherenkov Radiation!
    • Red's spawns into the area have more breathing room and better overlook the area
    • There are now three bridges that extend to D when C is capped, as well a larger platform that comes into play when B is capped
  • Changes to Red's First Spawn:
    • Completely rebuilt Red's First Spawn, hopefully people don't get lost in it anymore
    • There's now two large exits to D and one to B
  • Changes to Red's Second Spawn:
    • Completely rebuilt Red's second spawn
    • Red's second spawn now has access to an upper balcony looking over point D until point C is capped
  • Moved/changed some health/ammo
  • Some small detailing
  • Some slight (hopefully?) optimization
  • 15% more dev textures
  • Renamed the map to "Reactor"
  • Fixed areaportals
  • Added/moved some health/ammo
  • Optimization! (That one corner shouldn't drop as many frames!)
  • Clipping! (Thanks Grizzly!)
  • General improvements
  • Removed the everyone disintegrating "feature" You will be missed.