cp_hydra
Current version: a5
download a5
Hydra is a Greek themed 5cp map designed to accommodate 6v6 gameplay. It features temples, stoas, and an amphitheater with minimal detailing as a working base. While there is no direct inspiration, it relies on many of the same principles seen in popular 6s maps.
This map was completed some months back as a bigger version of another Greek map. It has gone through some preliminary testing with tf2maps and a look through by b4nny. It is currently looking for pug feedback.
TF2maps Hydra Page
Thank you to all the people at tf2maps for the continued knowledge, testing, and environment. Thank you to b4nny for input on balance.
Feedback can be left here, sent through DM, or through tf2maps.net.
https://tf2maps.net/attachments/hydra_mid_a5-png.237186/
https://tf2maps.net/attachments/hydra_2nd_a5-png.237187/
https://tf2maps.net/attachments/hydra_last_a5-png.237188/
[h]cp_hydra[/h]
Current version: [b]a5[/b]
[url=https://tf2maps.net/downloads/hydra.17098/download]download a5[/url]
Hydra is a Greek themed 5cp map designed to accommodate 6v6 gameplay. It features temples, stoas, and an amphitheater with minimal detailing as a working base. While there is no direct inspiration, it relies on many of the same principles seen in popular 6s maps.
This map was completed some months back as a bigger version of another Greek map. It has gone through some preliminary testing with tf2maps and a look through by b4nny. It is currently looking for pug feedback.
[url=https://tf2maps.net/downloads/hydra.17098/]TF2maps Hydra Page[/url]
Thank you to all the people at tf2maps for the continued knowledge, testing, and environment. Thank you to b4nny for input on balance.
Feedback can be left here, sent through DM, or through [url=https://tf2maps.net/threads/hydra.51532/]tf2maps.net[/url].
[img]https://tf2maps.net/attachments/hydra_mid_a5-png.237186/[/img]
[img]https://tf2maps.net/attachments/hydra_2nd_a5-png.237187/[/img]
[img]https://tf2maps.net/attachments/hydra_last_a5-png.237188/[/img]
https://i.imgur.com/xJ7RAVn.png
does anyone know how to fix this on serveme
mind you i have the map already inside tf/download/maps and i can run it fine in local
[img]https://i.imgur.com/xJ7RAVn.png[/img]
does anyone know how to fix this on serveme
mind you i have the map already inside tf/download/maps and i can run it fine in local
really nice theming and pretty exceptionally creative point design, you should be really proud of this design.
the biggest thing that sticks out to me is that there are a lot of awkward prop placements. if you removed every single brazier(?) it would probably lead to a lot better combat spaces and overall just streamline the geometry. at the end of the day, we want players fighting eachother--not the map.
second, please clip off a lot of the ledges that soldiers can reach high in places like the flank between last and second as well as the entire mid point roof.
last, smooth out all the staircases and streamline some of the grass geometry, it really doesn't need to be so bumpy, take a look at the grass on sunshine 2 for example.
keep it up! i hope you get the pug feedback and testing you want!
really nice theming and pretty exceptionally creative point design, you should be really proud of this design.
the biggest thing that sticks out to me is that there are a lot of awkward prop placements. if you removed every single brazier(?) it would probably lead to a lot better combat spaces and overall just streamline the geometry. at the end of the day, we want players fighting eachother--not the map.
second, please clip off a lot of the ledges that soldiers can reach high in places like the flank between last and second as well as the entire mid point roof.
last, smooth out all the staircases and streamline some of the grass geometry, it really doesn't need to be so bumpy, take a look at the grass on sunshine 2 for example.
keep it up! i hope you get the pug feedback and testing you want!
Posting an imgur link to help illustrate my points a little bit better.
https://imgur.com/a/UaUUX7D
Image 1: Piggybacking off of DavyC, almost all the brazier's should be removed or the high up ones should be made so you can pass through them. Especially the ones on mid. It makes getting up there annoying as soldier.
Image 2: I like the idea you're going for but the hole definitely needs to be bigger. Jumping from the ledge to the hole/getting the hole in general is annoying and it really shouldn't be.
Image 3: Clip things like this off in the rest of the map as it makes traversing these walls annoying as you can get stuck in the pillars.
Image 4: Also like DavyC said definitely get rid of soldier being able to hid in these rafters in both mid and second, however keeping spots like this is fine imo as it gives soldiers good opportunities to potentially highbomb despite it probably not being a good spot anyway.
Image 5/6: There probably needs to be a better way to get on this ledge as having a pyro + this sentry spot thats super easy to get into seems unbeatable theory. You can just have the pyro sit on the ledge airblasting people off preventing any real way of countering this sentry spot besides just hard ubering into it.
Image 7: Just delete this. Its annoying and doesn't do anything.
Image 8: You can wedge yourself between the gate and the spawn. Not sure if you can do this on the opposite teams spawn doors to keep them open or not. Worth looking into.
Image 9: Same thing as mentioned earlier, probably shouldn't let soldiers sit up here in last.
Side note, I think the entire spawn should be moved forward. It feels kind of awkward to rollout on as well as the entire front of it not being the actual "spawn" so you can't b4nny bind.
Overall though for an alpha this map looks insane and I like a lot of the ideas that are going on here. Can't wait to see more from this map in the future.
Posting an imgur link to help illustrate my points a little bit better.
https://imgur.com/a/UaUUX7D
Image 1: Piggybacking off of DavyC, almost all the brazier's should be removed or the high up ones should be made so you can pass through them. Especially the ones on mid. It makes getting up there annoying as soldier.
Image 2: I like the idea you're going for but the hole definitely needs to be bigger. Jumping from the ledge to the hole/getting the hole in general is annoying and it really shouldn't be.
Image 3: Clip things like this off in the rest of the map as it makes traversing these walls annoying as you can get stuck in the pillars.
Image 4: Also like DavyC said definitely get rid of soldier being able to hid in these rafters in both mid and second, however keeping spots like this is fine imo as it gives soldiers good opportunities to potentially highbomb despite it probably not being a good spot anyway.
Image 5/6: There probably needs to be a better way to get on this ledge as having a pyro + this sentry spot thats super easy to get into seems unbeatable theory. You can just have the pyro sit on the ledge airblasting people off preventing any real way of countering this sentry spot besides just hard ubering into it.
Image 7: Just delete this. Its annoying and doesn't do anything.
Image 8: You can wedge yourself between the gate and the spawn. Not sure if you can do this on the opposite teams spawn doors to keep them open or not. Worth looking into.
Image 9: Same thing as mentioned earlier, probably shouldn't let soldiers sit up here in last.
Side note, I think the entire spawn should be moved forward. It feels kind of awkward to rollout on as well as the entire front of it not being the actual "spawn" so you can't b4nny bind.
Overall though for an alpha this map looks insane and I like a lot of the ideas that are going on here. Can't wait to see more from this map in the future.
A5 Update
Much thanks to DavyC and SkosGo for the feedback. Many braziers have been moved to walls to get out of the way of player pathing. Internal high spots are clipped off except for 2:
https://tf2maps.net/attachments/1715708077501-png.237181/
https://tf2maps.net/attachments/1715708085264-png.237182/
Possible future changes: clip more high ground spots, make pushing last easier/harder, significant changes to last around point.
Full Update Page
[h]A5 Update[/h]
Much thanks to DavyC and SkosGo for the feedback. Many braziers have been moved to walls to get out of the way of player pathing. Internal high spots are clipped off except for 2:
[img]https://tf2maps.net/attachments/1715708077501-png.237181/[/img]
[img]https://tf2maps.net/attachments/1715708085264-png.237182/[/img]
Possible future changes: clip more high ground spots, make pushing last easier/harder, significant changes to last around point.
[url=https://tf2maps.net/downloads/hydra.17098/updates]Full Update Page[/url]