Difference between revisions of "Hybrid"

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(Another file type fix, sorry)
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{{stub|Locations information is not detailed enough, and there are no statistics for the map.}}
 
{{custom map}}
 
{{custom map}}
  
 
{{Map infobox
 
{{Map infobox
 
|game-type=Control Point
 
|game-type=Control Point
|file-name=cp_hybrid
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|file-name=cp_hybrid_v4
 
|developer= [https://steamcommunity.com/id/jack5team Jack "Jack5" Stringer]<br/>[https://steamcommunity.com/id/docteurwhoa Docteur Whoa]<br>[https://steamcommunity.com/id/soldier_engie-demo Soldier_engie-demo]
 
|developer= [https://steamcommunity.com/id/jack5team Jack "Jack5" Stringer]<br/>[https://steamcommunity.com/id/docteurwhoa Docteur Whoa]<br>[https://steamcommunity.com/id/soldier_engie-demo Soldier_engie-demo]
 
|map-image=Cp_hybrid.png
 
|map-image=Cp_hybrid.png
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'''Hybrid''' is a custom [[Control Points]] map which has gameplay that combines motifs of symmetric Control Points and Attack/Defend. In order for a team to progress, they must own both the Courtyard and Warehouse Control Points in order to attack the enemy's Intelligence Control Point. A game is won when a team owns all four Control Points. After both the Courtyard and Warehouse are captured by the same team, a '''push''' begins, in which the team has one minute of decreased respawn time and Sewers access, and the enemy cannot capture the Courtyard or Warehouse until the push is over.
 
'''Hybrid''' is a custom [[Control Points]] map which has gameplay that combines motifs of symmetric Control Points and Attack/Defend. In order for a team to progress, they must own both the Courtyard and Warehouse Control Points in order to attack the enemy's Intelligence Control Point. A game is won when a team owns all four Control Points. After both the Courtyard and Warehouse are captured by the same team, a '''push''' begins, in which the team has one minute of decreased respawn time and Sewers access, and the enemy cannot capture the Courtyard or Warehouse until the push is over.
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== Gameplay demonstration ==
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{{youtube|width=400|3HLxkJJy1J8}}
  
 
==Locations==
 
==Locations==

Revision as of 12:39, 10 June 2020


Hybrid
Cp hybrid.png
Basic Information
Developer(s): {{{map-developer}}}
Control Points Hybrid is an unusual but surprisingly versatile map built with both competitive and community server players in mind, with a complexity comparable to CP Steel.
Hybrid promotional text

Hybrid is a custom Control Points map which has gameplay that combines motifs of symmetric Control Points and Attack/Defend. In order for a team to progress, they must own both the Courtyard and Warehouse Control Points in order to attack the enemy's Intelligence Control Point. A game is won when a team owns all four Control Points. After both the Courtyard and Warehouse are captured by the same team, a push begins, in which the team has one minute of decreased respawn time and Sewers access, and the enemy cannot capture the Courtyard or Warehouse until the push is over.

Gameplay demonstration

Locations

Courtyard

Screenshot of the Courtyard.

The Courtyard is the quickest Control Point to reach but takes the longest to capture. It is accessible directly out of each spawn by taking one of the two passages in front of each spawn.

Warehouse

Screenshot of the Warehouse.

The Warehouse Control Point can be reached by taking the far-right path on BLU or the far-left path on RED. It also connects to the Courtyard through two large arched doorways. The Warehouse is the second slowest Control Point.

Intelligence (B and R)

Screenshot of Intelligence Control Point B.

The area in which Control Point B is contained is directly to the far-left of BLU spawn, and Control Point R is to the far-right of RED spawn. Each Intelligence Control Point is also connected to the Courtyard through small rectangular doorways, and connect to each-other via the Sewers. These Control Points share the fastest capture speed out of all the Control Points on the map.

Sewers

Screenshot of the Sewers.

The Sewers is a passage inbetween Control Points B and R that is inaccessible for most of the game. The area only becomes useable when one team activates a push. They will be able to use the Sewers as a one-way secondary entrance into the enemy's Intelligence Control Point.