Reckoner

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Reckoner
Cp reckoner.png
Basic Information
Map type: Control Point
File name: cp_reckoner
Released: July 12, 2023 Patch
(Summer 2023 Update)
Developer(s): Bec "phi" Ailes
Kimberly "iiboharz" Riswick
Freyja
E-Arkham
Maxime "Fubar" Dupuis
Zoey Smith
Jen "NeoDement" Burnett
Al "Square" Rodgers
'Rito
Alex "Rexy" Kreeger
Sebastian Grus
Map Info
Environment: Japanese industrial
Setting: Daylight, sunny
Bot support: Yes
Map Photos
Loading screen photos.
Map overview
Reckoner overview.png
Map Stamp
Item icon Map Stamp - Reckoner.png
Supporters Leaderboard
What knowledge does the other team hold in their greenhouses? Delve into the mysterious Reckoner facility to find out.
Reckoner publicity blurb

Reckoner is a community-created Control Point map added to the game with the Summer 2023 Update. It is based around complex Japanese hydroponics facilities. Reckoner encourages active, fast-paced gameplay, and has seen frequent use in 6v6 competitive play.

Reckoner was contributed to the Steam Workshop.

Locations

Control Point 3

The central Control Point is located underneath a bridge spanning between both bases.

  • Bridge: A structure passing over a small pit, and underneath which lies the central Control Point.
  • Lower Path: A sloped pathway beyond the bridge, leading to the next Control Point's valley.
  • Upper Paths: Two split routes leading to the next Control Point. The left route leads to the walkway behind the next Control Point, while the right route exits in front of it.
  • Central Spawn: Both teams have their own identical spawn rooms on their respective right-most paths, which unlock after capturing the enemy's second-to-last Control Point.

Control Point 2 & 4

Control Points 2 & 4 are located directly outside of the main building of either team's bases, encompassed by offices.

  • Valley: The low ground on the outer edge of the area, with ramps leading to higher ground and a doorway to the pipe room.
  • Walkway: The area both behind and connecting to the Control Point.
  • Pipe Room: A small room with pipes and flowing water that passes underneath the Control Point and into the main base.
  • Forward Spawn: Both teams have their own respective forward spawn here that unlocks after capturing the central Control Point.

Control Point 1 & 5

Control Points 1 & 5 are deep within both team's main greenhouses.

  • Lobby: A large open area with three separate paths to the left, right and center.
  • Greenhouse: The main area housing the final Control Point. An outer walkway surrounds a small pit, in which the Control Point sits upon a raised platform. There is also a slightly higher platform to the left side of the outer walkway, overlooking the area. This is where teams spawn at the start of a round or if the enemy has captured any Control Points.

Strategy

Main article: Community Reckoner strategy

Control Point timing

Control Point Multiplier Seconds
Control Points 1 and 5 ×1
4 .400
×2
2 .933
×3
2 .400
×4
2 .112
Control Points 2 and 4 ×1
14 .000
×2
9 .333
×3
7 .636
×4
6 .720
Control Point 3 ×1
18 .000
×2
12 .000
×3
9 .818
×4
8 .640


Update history

July 12, 2023 Patch 1 (Summer 2023 Update)

  • Added Reckoner to the game.

Changelog

This is the changelog of the map before it was added to the game.
Changelog:

Changelog A1b (November 17, 2015)

  • fixed cap models, adjusted spawn times

Changelog A1b (November 26, 2015)

  • lowered bridge on mid
  • removed one crate on each side on mid
  • blocked sightline across mid
  • changed around building beside mid
  • shortened the ends by a bit
  • simplified area around hut
  • simplified lower lobby entrance from second a bit: removed many pillars
  • moved the last point forward a little
  • lengthened last cap time from 2 to 3
  • added small health-ammo pair in middle ground on left side for defenders
  • changed clipping around metal railings to playerclip instead of blockbullet

Changelog A3 (January 11, 2016)

  • Here's a new version of everybody's favorite new Phi map.
  • Mid:
    • Shortened by about 128u on each side (widthwise) and 600u on each end (lengthwise)
    • Alt entrance from mid-lobby made smaller and changed slightly
    • Height difference between high and low ground (point) shortened by about 96u
    • Mid-lobby made smaller
    • Added slight height positions for roamers jumping in through lower-connector
  • Second:
    • Changed up lower grassy entrance from mid, now it splits into 2 entrances
    • Added healthkit in lower grassy entrance
    • Shifted entrance from lower lobby 45°
    • Shortened the end closest to mid by 128u
    • Moved point and hut over slightly
    • Altered fencing
    • Changed displacement work
    • Moved around ammo kits near point
    • Removed excess leftover clipping
  • Lobby
    • Shortened length of lobby by about 112u
    • Added slight detail
    • Streamlined far left entrance to last for easier area clearing
  • Last
    • Brightened point
    • Removed area behind point to stand on

Changelog (February 2, 2016)

  • pushed in sides of mid, all 4 sides
  • moved rocks closer to the point on mid
  • made flat areas beside mid smaller by 128u. added cover.
  • moved around a little geometry on second due to resizing on mid.
  • resized lobby a lot.
  • resized last a lot.
  • removed secret
  • pushed sides of last in.. shortened right entrance from attacker's perspective

Changelog B1 (March 15, 2016)

  • Detailed the map.
  • Various geometry changes across the entire map due to detailing
  • Opened up little shutter door into second (the top entrance) from 96x128u to 136x160u (a 42% increase in width, a 25% increase in hight)
  • Widened the playspace of the platform immediately outside little shutter door.
  • Added detail railings on either side of small slope in lobby (does not affect play)
  • Filled in holes on small ramps up to mid.
  • Changed glass texture on barriers at last to a more noticeable green texture.
  • Moved pillars on left (relative to defenders) side of last in to give more space for spam into sentry nests
  • Slightly moved around various geometry to allow for easier spam angles on sentry nests over the whole of last
  • Removed barrel prop on far right (rel. to def.) side of last
  • Nobuilded the top of every prop in last.
  • Added health-ammo pair on lowground in lobby – added detail railings nearby

Changelog B2 (April 21, 2016)

  • Changed shack on second to a mini greenhouse-storage shed, adds visibility and cohesive detailing
  • Various small clipping fixes
  • Rotated staircase in short connector from second to mid
  • Various color changes to make areas more team-cohesive
  • Increased time to cap on second from 6 to 7
  • Reduced time to cap on mid from 11 to 9 (For reference, second was 6 and is now 7)
  • Recuced(sic) time to cap on last from 3 to 2.5
  • Smoothed out/simplified some displacement ground around second
  • Moved forward spawn on second away from the point
  • Moved small health-ammo in upper lobby closer to upper exit door into second to better support teams holding offensively
  • Moved medium health-ammo in main lobby back one room into lobby to support holding more, and make pushing out less of a commitment (since the room it had previously been in was very susceptible to spam if you wanted to grab the health when holding lobby)
  • Moved small health-ammo in lower lobby back towards sign to create cohesion between them
  • Widened and heightened choke doorway into second from lobby
  • Lowered thick doorway into second from short connector to cut off abusable sightline
  • Moved medium health-ammo in lower connectors from mid to second
  • Flipped locations of medium health-ammo in high connector from mid to second
  • Removed healthkit on crate on mid
  • Clipped standable beam on second
  • Fixed fence vis issue on second

Changelog (May 15, 2016)

  • fixed dynamic player shadows showing through certain walls
  • fixed weapon models showing through certain walls

Changelog B3 (August 13, 2016)

  • Removed water crate on last that provides a bad sightline
  • Fixed asymmetric clipping on certain vents in lobby
  • Raised high ground in toxic to 1. make pushing into mid less of an uphill climb and 2. prevent snipers from shooting feet
  • Reduced ceiling size in various areas to provide less bouncing and better splash coverage
  • Moved around doorways in upper mid-second connector (cargo) to prevent a sightline from one side to the other, this will make pushing through easier
  • Opened up various inner doorways across the map to cut back on the “double-door” sort of feel
  • Raised second door leading into lobby from green room
  • Fixed instances of clipping offering unfair perches, or preventing players from moving alongside geometry smoothly
  • Removed box outside of small entrance to cargo
  • Made main portion of bridge over mid opaque to offer a little more protection to the point
  • Widened upper doorway into lobby slightly
  • Added HDR
  • Added a 3D Skybox (can be turned off/on with r_3dsky 1/0)
  • Made right side from attacker's perspective (yellow room) more spacious
  • Moved forklift away from 2nd point slightly to offer more space
  • Moved healthkit in lower-mid-second connector back to original position to facilitate rollouts better
  • Shifted around small bits of geometry here and there (I honestly can't remember every little thing I did over the last few months, I know I forgot some things in the changelog, and **I'm sure I must have missed a few things said to me via only word-of-mouth or steam chat - please post in the thread)

Changelog (September 29, 2016)

  • Fixed minor asymmetric clipping bugs
  • Fixed 3d sky showing in a place it wasn't supposed to
  • Made entirety of flat portion of bridge over mid opaque

Changelog RC1 (December 20, 2016) Biggest change: mid! The new shack will offer much more strategy: now you can get down below through the stairs without being seen by people on the bridge, if you stay close to the shack. There's a bunch of medium-ground position that's covered by the shack, too; it takes more effort to gather information now! There's more position under bridge where people on top of bridge can't see, as well.

The shack also adds a more complex high ground fight - now if soldiers are on crate, you can counterbomb shack and hold your own space, sorta like granary. The rest of the changelog is below, there's been quite a few other major changes, but this is the one I really wanted to expand on.

  • Removed circuit breakers around the entrances to lobby which held stickytraps easily
  • Clipped lobby-green-room main exit to second
  • Widened said exit in order to make passage easier
  • Added shutter door to said exit
  • Added window next to the shutter door of said exit
    • Note: There are subtle visual indications of the door trigger! Make sure to keep an eye out, and they render no matter what graphical settings you're on. So you won't have to guess where you can or cannot stand to avoid opening the shutter.
  • Widened stairs to upper boiler lobby entrance from 112u wide to 160u. This makes movement and retreating easier and more forgiving.
  • Moved cover on upper side of last entrances for multiple reasons:
    • Cover nearby the entrance didn't provide much usefulness
    • It now blocks a sightline from lobby large door in through to that side, making it harder to collect free information
  • Pulled out left wall of last, contouring greenhouse nearby to rid the side of its sentry nooks
  • Pulled out right wall of last, offering less space for turtling
  • Moved around cover to prevent sightline from toxic angled entrance on mid through cargo (let's just see how this works before I commit to changing any major geometry around there)
  • Adjusted doorways through cargo very slightly as a result of said sightline blocking
  • Removed crates in little rooms beside mid point, filled in with concrete to make a flat-back instead (easier for explosions)
  • Removed access to ledge above toxic entrance to second.
  • Re-detailed said ledge
  • Widened 45° ramp up from grass to forklift on 2nd
  • Re-detailed interior roof of Toxic
  • Put toxic sign in toxic
  • Clipped “open” edges of mid with the delivery truck and metal railings in a better fashion.
  • Blockbulleted said railings so splash is much easier.
  • Remade small cliff leading from lower connector to far-mid area, now it's a solid brick wall. Can't stand behind the wall anymore on top of the cliff.

Changelog RC2 (April 2, 2017)

  • Heavily reduced size of shack in all axes (exposed a few key lines of sight while still keeping some additional cover that did not exist without them)
  • Bent shack roof
  • Added metal ramp from side-of-mid up to bridge again! It's wider than it used to be, as well.
  • Shortened length of side-mid angled jut-out by 64?-ish units, a bit more point space now
  • Shortened metal entryway from cargo (why haven't I done this already? it's like free space on mid)
  • Expanded space within stairwell to under mid by 16u
  • Added transparent grate hole to the centre of mid bridge – not as much visibility as a fully transparent bridge, but not as opaque as a fully covered one.
  • Removed a couple problem detail brushes around shack that could catch players
  • Adjusted clipping around single crates to provide easier crouch jump on top of them
  • Closed up diagonal fence near forklift – harder to use it to get free visibility on tunnels

Changelog RC3 (November 29, 2017)

  • FIXED BUG PRESENT ON RED LAST SPAWN DOORS**.
  • Remade toxic's choke into mid completely – this includes repositioning the entrance and the adjacent forward spawn. A brand new open-choke design is now present, alongside much nicer opportunities for jumps into mid and on crates from the new room.
    • MID IS NOW ON TOP OF THE BRIDGE.** Mid is no longer on the low ground. NOTE: This is not a change which is set in stone – I am testing out the idea to see if it encourages a more enjoyable playstyle on mid, alongside the new open choke.
  • Widened main choke into mid from cargo.
  • Crates on mid are now double-stacked to give better ground for soldiers, both on offence and defence. Scouts will now have a harder time getting onto crates, although there is a single lip that will allow them to jump up slowly. I can remove that lip if it proves still too good for scouts.
  • ALL forward spawn doors are now non-windowed.
  • Entrance from toxic to second has been enlarged.
  • High ground in front of forward spawn on second is now jumpers-only.
  • Upper door from lobby into second is a bit larger. Making it any larger than it is now will require a portion of lobby to be completely remade – will only undertake that if absolutely necessary.
  • Cover entering from toxic is now much nicer for people attacking second, no sightline from upper lobby exit.
  • Widened one of the doorframes from cargo to second slightly.
  • Mast supports on mid are now angled differently to make double rocket jumping off them easier from the bridge-area: try it!
    • Currently the entrances from mid to the second point are the most tentative areas of the map. I would like to see how these changes affect the map flow before going on an expedition to remake them – as it will require a lot of work to move them around. The optimisation here is pretty tight.

Changelog "Reckoning" (March 31, 2018)

  • Shortened length of the entire second point area by at least 128 units in all spots
  • Moved greenhouse on second point area to a more centralised(sic) location
  • Removed a building on the edge of the second point to provide a much better view to the beautiful skybox
  • Removed second crates on mid
  • Fixed clipping bug
  • General polish and preparation for the future.

Changelog #2 (March 31, 2018)

  • Fixed clipping issue on ramp on second
  • Changed instances of the shutter door prop, made them easier to avoid interacting with
  • Edited fence props on second slightly
  • Removed fence in cargo

Changelog (January 3, 2020)

  • Mid is back under the bridge, baby!
    • Alongside this, the two small healthkits on mid have been moved to the stairwell areas, rather than on the grass.
  • Toxic has been completely redone!
    • It now comes out in the old location, but with a much nicer route to push through.
    • WAY higher ceilings
    • Side area for dodging spam
    • The forward spawn had to move, so it's got a new area
    • There's a little ledge in front of the forward to stand on now
    • Medium ammo moved to little nook beneath forward
  • New route added between Lobby and Second!
    • This has been much-requested, should be good
    • Nice big doors too
  • Doors from cargo into second have been embiggened
  • Dropdown has been removed
  • Last has been moved forward a bit.
    • Can still move spawns back if necessary, but it'll be a lot of work, so might have to happen at a later date
  • Dead zone near second moved in a little
  • Redundant pickups in lobby removed
  • Lighting changes all around
  • Hope y'all have fun, let me know if anything's broken and I'll get a fix out shortly.

Changelog (February 19, 2020)

  • Added blockbullet to greenhouses next to second to fix collision bugs
  • Removed duplicate ammobox on mid
  • Adjusted yellow barrels on upper-last area and shortened doorway into said area by 8u to cover unruly sightline
  • Removed boxes on mid, and shaped doors carefully in cargo to avoid sightline through said room
  • Reduced size of flowerboxes where boxes were on mid
  • Added blockbullets to windows near flowerboxes that could potentially eat splash
  • Textured visible nodraw in bottom of toxic
  • Moved forward-mid spawn into toxic on low ground
  • Clipped off area where said spawn used to be
  • Decreased spawn times for forward-mid spawn slightly to accompany the movement back
  • Fixed red forward spawn door on second clipping through brush above it when opening
  • Textured nodraw behind boxes in cargo
  • Changed window + table textures in a building near 2nd

Trivia

  • Multiple deer cutouts can be found hidden out of bounds in the office spaces. One can be found above in a small room behind a table, and two more in the bamboo rooms next to both team's respective forward spawns.

Gallery