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

Discussion in 'Mapping Questions & Discussion' started by Remnic, Jan 12, 2010.

  1. Remnic

    Remnic L2: Junior Member

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    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
     
  2. Nutomic

    Nutomic L11: Posh Member

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    • Thanks Thanks x 1
  3. Remnic

    Remnic L2: Junior Member

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    That works I guess. Thanks
     
  4. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    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.
     
  5. Remnic

    Remnic L2: Junior Member

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

    aa grazr Old Man Mutant Ninja Turtle

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    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.