Guide to setting up push CP Control Points and respawn rooms?

Remnic

L2: Junior Member
Jan 24, 2009
95
16
I'm checking out the Valve Wiki but some of the pages don't seem to explain properly how to set up granary-style control points and how to open team specific respawn rooms corresponding to the CP that team has captured. Is there a quick rundown for this somewhere on tf2maps.net that I can check out? Thanks in advance.:O
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
It tooks me a while to figure out how some of the advanced spawns worked in CP. I was trying to figure out how to stop people getting into the spawn rooms when they wern't active. Turns out most of them are one way. IE the spawn that exits on Badlands central CP has a trigger to open the door on the inside, but not the outside. So you can't get back in regardless of whether the spawn is active or not.

For anything else, yea, just look at that setup for reference.
 

Remnic

L2: Junior Member
Jan 24, 2009
95
16
It tooks me a while to figure out how some of the advanced spawns worked in CP. I was trying to figure out how to stop people getting into the spawn rooms when they wern't active. Turns out most of them are one way. IE the spawn that exits on Badlands central CP has a trigger to open the door on the inside, but not the outside. So you can't get back in regardless of whether the spawn is active or not.

For anything else, yea, just look at that setup for reference.

I'm guessing CP_granary has a similar setup with the respawn near the grain chute.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Yea, i don't think it has a locker in it. I guess it makes sense gameplay wise. You're supposed to be assaulting the final CP not hanging around spawn. Not to mention that the spawn is behind the contested CP's.