Planetfall RP
This one was even harder to dig up than the old Cerberus Guide. Still, here it is, bad formatting and all. Please remember, this is the v1-6 guide, because I'm too lazy to write the v1-7 right now.
Introduction
Planetfall was once the most high-tech piece of equipment that the Humans had ever created. Capable of destroying a whole planet with a single bomb, the ship was constantly under attack by the other races. Now however, you and you're team have found what's left of it. Will you simply make you're home here, or will some of you try to seize control of the Planetfall Station?
To tell the truth, the short description doesn't do this map justice. The airbase has 2 drop ships docked in it, along with a cloaking ship. However, there is a lot more to this than ships. From the control room, you can activate or disable many different systems that are still operational. For instance, when under attack you can activate the main shield, or switch into battle-mode to keep intruders out. Want to stop people moving through the base? Activate a Lock-down.
Or perhaps someone else has already seized control, and you want to sabotage the generator so that they can't do anything more.
Whatever you want to do, you can do it. This map was originally planned a LOT bigger and more complex. Unfortunately, it grew too complex for the Source engine to handle very well, so I am limited on what I can do with it. However, it's well suited for nearly any type of RP or building.
The
Ships' Rooms & Systems
Control Centre
From this room, one person can completely change the ship, from a calm home for civilians to a battle-ship prepared for war. Often shortened to CC, the Control Centre is obviously a very powerful tool, so you can only get through the main door if you have one of the 2 high-level key-cards. Even if you find another way in, you will need a key-card to activate the main control console. However, anyone inside can view the status of various ship systems on the 4 displays.
An important thing to note is that there is a small maintenance access panel below each of the card slots. Opening this panel will reveal a group of wires. Destroying these wires will prevent the card slot from working again until they are repaired or bypassed. For more information on how to do this, see Bypassing Circuits.
Generator Room
Usually called Engineering, or simply 'The gen room' - this is probably the second most important room on the ship. The main Generator provides power for the whole of the base, and so destroying it or even shutting it down can be a devastating blow to the Commander of the base. Although a key-card is not required to enter this room, it is needed if you wish to open the Generator Control Box. This box only contains 2 buttons – One turns it off, and the other turns it back on.
Engineering also houses two other important systems. The first is the recharger for the Military Beacons, which will be explained in more detail later. The second is the Auto-Repair system, which is explained in Bypassing Circuits.
Coolant Room
Although
this room used to have security on it, it was removed when the
original crew abandoned the ship. Now, anyone can walk inside, and
use the controls inside the control box to disable the coolant which
runs to the generator. As soon as this happens, the alarms will be
set off, and unless it's stopped, the core will explode in 3 minutes.
Normally, the coolant can be restored with the press of a button
inside the coolant room. However, destroying the wires behind the
panel next to the controls will prevent anyone from doing that. If
this happens, you only have options left:
Turn the two wheels on either side of the coolant controls to manually restore the flow. This will take 1 minute after the wheels have been turned.
Eject the core from the CC. This will only take 10 seconds, but power will be lost permanently.
Let the core explode. Not only will you lose power, but the generator room will be flooded with radiation. If the door is opened while the radiation is present, it will begin to spread through the ship, but will be stopped by blast doors or radiation shields. This radiation will last for about 6 minutes.
As long as the coolant is off, the warning light above the generator door will be on.
Transmitter Tower
This tower has a complex antennae on top which allows it to receive the transporter signals from the military beacons. It also works as a transmitter strong enough to transport people from the glass chamber inside the tower to the Primary Beacon. To do this, simply use the console. The glass chamber will open, allowing about 4 people to step inside. After a few seconds, the door will close and the occupants of the chamber will be transported to the Primary Beacon.
If main power is off then neither the lift nor the transmitter will work, although incoming Beacon signals are still received. However, the Tower can still be accessed through the maintenance tunnel which runs to the main corridor of the ship.
Hardware Store
The door can be locked from the inside, and the glass is unbreakable. There are plenty of shelves and there are rumours of a way for station personnel to secretly view the room. All of these make it the perfect place to store some of the high-tech gadgets and guns that you don't want to lose. The outer door uses a simple push-to-open button, and the outer panes of glass can be broken. However, doing so causes the heavy blast doors to drop, preventing people from getting in unless they are fast enough. The inner door can only be opened from the inside. Once past the inner door, you also have control of the 'Sales Hatch' and the blast doors on the windows. There used to be a complex Replicator system for creating new weapons, but now only 4 parts of it remain, allowing you to spawn an armour battery, a Medkit, and 2 Frag-Mines at once
Hangers
DropShips
The ship contains 4 hangers. At the far end are the 2 Dropship hangers. They can each be sealed from inside the base using the manual blast door seals. Hanger 1 (the bottom one) contains a standard dropship. From the front pod, a pilot can open or close the hanger doors, as well as being able to fly the ship. At the rear of the Hanger there are also Blast Doors leading to the Old Sector. These doors were installed long before the Battle Mode system. The 2nd hanger houses a modified ship. Instead of having a transmitter so that it can control the hanger doors, the pilot has command of an impenetrable shield. This shield is invaluable since either of the ships can be destroyed if the hull takes enough damage. However, the shield will shut down immediately if the pilot leaves the ship.
Hanger Control
The room above the two main hangers is used for controlling them. While the large consoles have no current use, the smaller ones can be used for controlling the hanger doors. The levers on the smaller consoles will allow you to lock the door, preventing them from being opened from any other location. This room can also be sealed from the inside using a blast door. However, this leaves the occupant of the room only one exit: a one-way iris door to the roof.
Lower Hanger
This hanger is the smallest of the 4, and is in the 'Old Sector' of the ship. The only way of reaching it is by going down the Lift outside the armoury. It houses the Stealth Ship. This ship uses a unique material which is apparently indestructible. It also has another unique quality – When you send a charge through it, it renders the ship almost invisible. The hanger only has 2 controls – a lever to control the hanger door, and a panel which will either release the clamp so the ship can depart, or re-attach the clamp, retract the ship and close the door again.
Launch Bay
The launch bay was empty when you're team discovered the ship. However, using scraps of metal and engine pods from the Old Sector, you built a carrier to transport 2 jeeps from the ship to the surface of the planet. Once deployed, the carrier also acts as a temporary base if it's needed. Although the ship is made of scrap metal, it's very tough, and almost impossible to destroy.
The Shield Generator
Just outside the Lower Hanger is the Main Shield Generator. If this is turned off then the Main Shield will be shut down, and all the power that it may have charged up will be drained into oblivion. When you first arrived, there was no door there, so one of the engineers welded several pieces of metal together as a temporary blockage. However, a few well-placed shots will allow access...
Other Areas
There are, of course, other rooms in the ship, even if you don't count the hidden ones. Near the centre are the living quarters, a small armoury is located near the Hangers, and there are security cells on the other side of one of the lifts. There's the so-called 'Old Sector', which was build before the rest of the ship, and mostly lacks doors or even separate rooms. It's the best place to hide, and there's ways of getting almost anywhere from there. One of the exits has a keypad preventing anyone from going that way unless they know the code. However, someone worked on it for a few days and he was certain that the code began with 413. You didn't see him again after that...
On the surface of the planet below, there are several small structures. Some people theorize that the builders of the ship went down to the planet for one reason or another and began to build guard towers and such things, and some people say that it was to protect some of the ancient ruins there. Whatever the reason, people lived there at some point, so there is probably some technology lying around.
Bypassing Circuits
There are several ways of doing this. If you are trapped inside a room because of broken circuits, all you have to do is find the hidden panel on the floor. Underneath is a set of wires. Activating these wires will begin a 60-second process of restoring power to the door.
The second way is to reach the generator room, and pull the lever on the side of the generator. As long as the main shield is deactivated but fully charged (and the generator is intact), the lever will restore ALL broken wires after 1 minute.
You're final option is to find a Power Pack and plug it into the socket nearby. This will instantly restore power, although the socket may be well hidden.

Beacon Recharger
As explained later, the military beacons can be recharged once they are out of power. To do this, simply place the beacon inside the 'Power Box' in the generator room, close the door and press the button to the side. After a few seconds, the beacon will be restored to full power. If necessary, the Power Box also doubles up as a Capital Punishment device.
Objects & Gadgets
Keycards
There are 3 Keycards on the ship. The highest level one is found outside the locked Captain's Quarters. This card can activate any of the locks around the ship. The second is outside the control room, and can operate any lock other than the Captain's Quarters. The third is inside the engine room, and will operate any lock other that the Control Panel in the CC and the Captains Quarters.
Beacons
Military-Grade
The most common type of military beacon will only teleport one person at once, and can only be used twice before they need to be recharged. The second can teleport up to 4 at once, and can be used 3 times before recharging. Also, the transporter in the comm tower will teleport you to the second type, not the first. The only visible difference between these two types is the the less powerful ones have a cover over most of the button, while the main beacon has no cover across it.
Rebel Beacons
These have been patched together by a group who were apparently fighting against the marines in the ship. Due to the condition of the power cell, they can only be used once and can't be recharged, but both the beacon and the target can be moved where ever you want. If used carefully, they can also transport up to 4 people at once. This can be very useful if you need to teleport up onto a ledge or through a small gap. One example of where this is especially useful is if you are on the roof of the Airbase, and need to get inside, but Battle Mode is active. The Black Box is the beacon, and the cylinder is the target.

Mines
Frag Mines
A very simple mine. Once in place, activate it and it will cloak itself within seconds. After that, anything passing over it will cause it to explode, dealing massive damage.
Capture Mines
Much more complex, and possibly built by another race. Once activated, these are designed to sense when something moves over it, and capture whatever it is inside a small shield bubble. Once inside the bubble, the victim will be trapped for 2 minutes. The only way to get out faster is to get some one else to shoot the still-invisible mine beneath the bubble.

Jump Pads
These simple devices can be placed at any point that they are needed. After activation, they will lock into place, and deploy. Anyone who steps onto the pad will be propelled a short way into the air by an anti-gravity beam.

Shields
Barricades
These simple shields are placed is certain areas around the ship. Although they only cover a small area, they never run out of power. They can take quite a few shots, but a well placed rocket or AR2 hit will overload the power cell. After that, they can never be recharged.

Shield Wall
In case of emergencies, these movable generators can create a temporary shield wall across a large gap. This can be used for blocking off corridors or gaps in the hull. Once activated, the generator will lock in place and can't be moved again until the power cell runs out, the shield takes too much damage (thus overloading the cell and destroying it permanently) or someone turns it off. If it's turned off or runs out of power, then it will recharge within a few minutes.

Door Blocker
These use a smaller generator than the Shield Wall, and is just the right shape and size to block almost any doorway with a shield when activated. Since it uses a different type of power cell, the shield cannot be destroyed, but once the power runs out, the generator becomes useless.

Shield Bubbles
These generators will create a bubble across an area around the generator. The smaller version can only cover a jeep, but the larger ones will cover a dropship. However, the larger versions won't last as long. Although these can be re-used as many times as you want, they take several minutes to recharge their power cells.
Change Log
Planetfall v1.6 (current version)
FIXES/CHANGES:
Re-made the main shield so that it no longer has any holes in.
The rebel beacon spawner in the Tower should work now (at least sometimes).
The Blast Door in the Tower can no longer be opened using the SWEPs from RP scripts.
The evacuation can now be restarted after it has been cancelled
The coolant can now be turned off after a core dump has been cancelled.
Dumping the core will now prevent radiation correctly.
The Main Shield will no longer start active in every game.
The prison cell buttons REALLY aren't parented to the lift any more.
The entrance to the tower will lock correctly when the tower is put into lockdown.
Turning off the shield generators REALLY will work correctly now.
The Frag-Mine spawners will work always correctly.
Increased the Stealth-Ship up-thrust power so it can actually fly now.
The large shield bubble generator will look like it's off when it is off.
The main escape pod will no longer spark.
The inside door of the Hardware Store can now be opened from the outside by unlocking it with the RP keys.
Using a mine twice will not cause it to briefly re-appear.
ADDITIONS:
Added the remaining computer voices.
The row of 10 pods near the quarters will respawn 2 seconds after you get out.
The second button from the right in the Tower will activate a Silent Lockdown. (No Alarms.)
Dedicated room – A room with a keypad made specially for my friends.
Planetfall v1.5
FIXES/CHANGES:
The ladder to the roof from Hanger Control will now work permanently.
Quadrupled the carrier turning speed. (Increased manoeuvrability).
Carrier up-thrust at 150%.
All the spawn points will work now.
The breakable section is far stronger.
Capture mines will now be weaker once deployed, but even stronger once stepped on.
The prison cell buttons are no longer parented to the lift.
The lower hanger Blast Door wheels can no longer be turned when the safety hatch is lowered.
Locking the Blast doors on the lower hanger will not cause them to open incorrectly.
The Transmitter Tower lift doors will now open and close correctly.
The door on the 'Teleport Box' will close before you teleport.
The map will no longer fade in from black.
Cancelling a core dump will no longer jam the generator door open
A 357 will no longer randomly start on the floor of the armoury.
The Dropships are now slightly stronger.
The CC Console will no longer show some ships as 'In-Flight' when really they have been destroyed.
You can now cancel an evacuation after the main pods have been launched.
Cancelling an evacuation will close the pods in the Quarters.
Engaging a lock down will no longer lock some doors open.
Added 1 missing texture.
Battle mode will now de-activate correctly.
The generator door will now bypass correctly.
Many other small fixes and tweaks.
ADDITIONS:
Added a medkit spawner and a Battery spawner to the Hardware Store.
Added an RPG and a Shotgun to the Hardware Store.
Made a second Frag mine Spawner in the Store.
All the weapons in the armoury will respawn every 10 minutes.
The tower on the surface now has a rebel beacon spawner on the top floor.
Most important actions are accompanied by a voice (you'll see).
Planetfall v1.4
FIXES:
The Reset button will now work correctly.
All items will be in the map when you start.
ADDITIONS:
<None>
Planetfall v1.3
FIXES:
Possibly fixed crashes related to the ships... AGAIN!
The dropship pilot cameras will now disable when you leave the ship.
ADDITIONS:
Added a reset switch for the generator and all the wires (located behind the wire reset lever – noclip needed)
Put in a door from the old sector <-> the lower hanger (stealth ship) for getting past Lockdown.
Planetfall v1.2
FIXES:
The new pods will now drop correctly.
Planetfall v1.1
FIXES:
Zipped the missing textures.
Fixed the Stealth Ship's wings.
Possibly fixed crashes related to the ships.
Removed the weapon stripper from the capture mines to prevent crashes.
ADDITIONS:
Put the Carrier back in from the beta versions.
Added Medium Shield Bubble Generator - Can cover a Dropship, but only last 2 mins.
Created a 'Hardware Store' (Sells both types of mines and jump-pads.)
Moved existing keycards and added a new one.
Tweaked the controls for the Dropships to match the Carrier and Stealth Ship.
Made the Stealth Ship almost completely invisible when cloaked.
Decreased the power of all the Stealth Ship's thrusters (slower turning etc.)
Changed the Blast Door texture.
Added Blast Doors from the Hanger to the Old Sector.
Added ramps to allow people to jump out of the Engine Pod doors in the Old Sector.
Added a new Escape Pod bay with 10 pods (Launch on enter).
Removed 1 small shield generator and the fence on the roof to free up 'PLANES'.