Reactor

Reactor V2 A6

14bit

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Oct 5, 2014
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cp_reactor - It's not Steel!

This is my entry for the dynamic cp contest! It's a steel-style map with four points.

Here's how the points work:
  • Point A: Opens paths to B, closes Red's door to A
  • Point B: Opens path to C, moves Red's spawn back, and opens door to bridge to D
  • Point C: Blocks Red's exit directly into point D room, extends more bridges to D
All of the points add more time to the clock when capped.

It was named "cp_14bit" until version a4b.

As always, don't hesitate to leave feedback, and thanks for taking the time to look at my map!
 
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theatreTECHIE

Yet another Techie for the net...
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Jun 19, 2015
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Looks good! (Although no rushes straight to D, I feel ripped off!)

A few bugs:
Please pack your map properly! (Skybox and prop in blu base are very noticeable)
Also disable the trigger_teleport that activates in red spawn after A is capped, as I could run into the door and get teleported back to the destination, which is very disorientating.

One thing that isn't a bug but I think may be OP is the resupply locker right next to the D door for red that doesn't get locked. It's a second away from a sight line to D, and is above the point. If you just moved the locker further into red spawn it would take red longer to restock after standing above the point for a while. Although it is in a massive sight line from C (possibly this sight line is too strong?), it is still very powerful.

Last thing for now is that if blu get their team on last once A is capped, red only have one door to exit from their spawn to stop blu from capping, which can be easily stickied off, as well as a pyro on point (they can make it with powerjack) to stop projectile spam. I'm thinking that they need at least another way to exit from their spawn to D (compare with steel, red can come through B), but this may be a concern that doesn't matter, that's up to testing to find out... Also D caps really quickly for a main point.
 

SnickerPuffs

(*single chuckle*)
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Apr 10, 2014
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Looks pretty challenging, yet fun. I can't wait to try it out, and hope you keep working on it after the contest.
 

14bit

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A few bugs:
Please pack your map properly! (Skybox and prop in blu base are very noticeable)
Also disable the trigger_teleport that activates in red spawn after A is capped

Shoot, I though I packed everything correctly this time! It's cubemaps, pack content, then BSP repack, right?

I'll fix the teleport thing before I repack the content, as well as moving that resupply locker.

Before a2 I'll probably rebuild most of point C and give it a proper connector that eliminates that sight line. I'll have to see how having only one way into D at the beginning for red works after some tests. Thanks for the feedback!
 

14bit

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Whenever I can think of one that fits! Also, I don't really have any ideas as to what kind of facility it is. I'm hoping for a nighttime red desert theme, so maybe somthing related to that? Before a1 I messed with putting point D on a moving platform and I was thinking about making it a foundry and calling it cp_iron, but designing interesting geometry around a point that moves was too hard.
 

14bit

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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...

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14bit

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I'll add better update notes and screenshots later.

A3
  • Redid part of A
  • Redid the elevator for B
  • Rebuilt B completely
  • Rebuilt Red's first spawn
  • Rebuilt most connectors
  • Significantly increased all cap times to steel-like levels
  • Added missing kill trigger
  • Added many, many signs
  • Rearranged points on HUD
  • Changed a lot of health and ammo

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14bit

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Alpha 3B
  • New flank opened at A (the side door now is one way before A is capped, rather than locked until capped)
  • Moved some health/ammo packs
  • Dynamic signs that tell Red where to go better
  • More signs
  • Fixed some annoying nodraw

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14bit

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A4: The Reflankening
  • 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

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14bit

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  • 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.
I'll update screens tomorrow.

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14bit

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A5: The Reacting (get it?)
  • 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...

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frozenpandaman

L1: Registered
Jan 13, 2015
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Very cool—nice work so far! Regarding B's elevator, it's working fine for me, but there are some overlapping objects/textures… (screenshot) Sorry if you already know about this, just trying to help out!
 

14bit

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  • 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!
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