Actually i'd recommend having the CP HUD like thisActually, I might make a cp_steel prefab, as I'm working on a Steel-style map now, and I just about have all of the entities set up. Don't count on it, though.
You can just decompile cp_steel and check out their logic setup. That's the surest way to get it right.
Did that for the prefab. Actually, if you look into the decompiled version of Steel, there are a bunch of logic setups that you wouldn't expect to be there (such as [I'm paraphrasing] "superawesomerailings" and "dishturn"). They don't really get in the way of copying what you need to copy, but I might take a closer look to see what exactly is going on.
Those extra outputs are for changing things such as doors, signs, spawns, and the bridges at E when points are captured. If you can pick them out, you don't need to copy them, but you'll probably want similar outputs in your own map.