CP Hybrid

A Map for Team Fortress 2

Updates

MapParentSubmitterStats
  • Addition Added chalkboard guide to spawn rooms similar to Steel.
  • Addition Added player clipping at Warehouse silos.
  • Addition Introduced missing logic to make control point colours change.
  • Adjustment Control points now have identifiable names and are represented by images more than letters.
  • Adjustment Fixed prop wall-flickering at large barrier fences near spawns.
  • Adjustment Many other minor fixes.
  • Adjustment Fixed partially unclipped roof above red spawn.
  • Adjustment Turned a majorty of full ammo packs into medium ammo packs.
  • Adjustment Made textures of small staircases at Warehouse entrances from Courtyard look more realistic.
  • Adjustment Increased size of signs in intelligence points pointing towards sewers.
  • Adjustment Lowered windows in Warehouse so it is possible to look outside without standing on a dispenser.
  • Adjustment Edited bricks texture in order to desaturate yellow-coloured bricks.
  • Adjustment Increased lightmap resolution of many props.
  • Adjustment HDR bloom and auto exposure now akin to Doublecross and Pipeline's.
  • Adjustment Many bright lights present on the map darkened significantly.
  • Adjustment Tall crates within intelligence areas shifted to create hiding spot.
  • Adjustment Fixed uneven light brightness in sewers.
  • Adjustment Staircase down into intelligence areas from spawn rooms now less steep.
  • Removal Removed tonemap scale adjustments.
  • Removal Deleted dynamic light prop near Warehouse entrances and redundant overlays at the Courtyard.
Beta 4 (cp_hybrid_b4) 2mo
Stats
  • Addition Added missing textures in HUD.
  • Addition Added LDR cubemaps as well as HDR.
  • Adjustment Changed capture speed value of B and R from 5 to 7.
  • Adjustment Adjusted sewer triggers so lethal doors are not necessary.
Beta 3a (cp_hybrid_b3a) 3mo
Stats

1. Description

Hybrid (cp_hybrid_b4) is the result of a large-scale effort to create a competitive-oriented map with community friendly elements, that has a CP gamemode similar to Soldier_engie-demo's ato_mission. The project was headed by Jack5, responsible for map logic, certain custom materials, soundscapes, fixes and publishing, and Docteur Whoa, who created much of the layout and visuals of the map (his initial artpass is publicly available here). Soldier_engie-demo also assisted in the map's development during its early stages as an alpha.
Hybrid's gamemode is a combination of Symmetrical Control Points and King of the Hill. In order for a team to progress, they must own both points M and D in order to unlock the ability to attack the enemy's intelligence point (either B or R, depending on the defending team). When captured, point D awards its owner faster respawn time and access to the sewers, a one-way passage directly into the enemy's intelligence point. A game is won when a team owns all four control points.
The map is currently in beta as the artpass is mostly complete, but there are a few missing features planned before the map exits beta. It is being tested primarily on TF2Maps, Rushy Servers Wacky Maps (with 6v6 bots) and Rushy Servers Zombie Survival (to gauge the community-friendly nature of the map).

2. Play Requirements

As far as server requirements go, there aren't really any. You're free to tell me of one if you happen to find it.

3. Links and Credits

Servers that run this map here

Map design by Jack (Jack5) Stringer, Docteur Whoa and Soldier_engie-demo. Some textures belong to Jack5. Many models and textures exist within the Frontline and Construction community packs. Most other textures and models belong to Valve Corporation.

Files

Todos

Fix unnaturally dark lighting in upper areas of B and R Fix cramping and Scout dominance at M Adjust spawns to face M as equally as they face D and find a way to decrease travel time Add second spawn for each team near last points Block sightline from M entrances into R and B to M entrances into D Use less artifical lighting at M and instead use ghost lighting

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Credits

Key Authors
jack5gamebanana avatar
jack5gamebanana username pic Joined 4y ago
NPMO Manager ARMAD Manager osul Manager SMBX Manager PRTL Manager
Offline
2,648 points Ranked 1929th
24 medals 5 rare
  • Became a Game Pioneer Medal icon
  • Submitted 20 Maps Medal icon
  • Achieved Game Manager clearance Medal icon
  • Returned 1000 times Medal icon
  • Thanked 50 submitters Medal icon
  • Became a Studio Leader Medal icon
Project lead
Contributors
DocteurWhoa
DocteurWhoa Joined 4y ago
Offline
132 points Ranked 25928th
Artpasser
Soldier_engie-demo avatar Soldier_engie-demo|team Flag
Affiliation
Soldier_engie-demo|team
Soldier_engie-demo username pic Joined 8mo ago
Offline
188 points Ranked 20536th
7 medals 1 rare
  • Returned 1000 times Medal icon
  • Returned 100 times Medal icon
  • One month a member Medal icon
  • Submitted 10 Sounds Medal icon
  • Submission featured Medal icon
  • Became a Studio Leader Medal icon
Original concept

Submitter

jack5gamebanana avatar
jack5gamebanana username pic Joined 4y ago
NPMO Manager ARMAD Manager osul Manager SMBX Manager PRTL Manager
DEAD
2,648 points Ranked 1929th
24 medals 5 rare
  • Became a Game Pioneer Medal icon
  • Submitted 20 Maps Medal icon
  • Achieved Game Manager clearance Medal icon
  • Returned 1000 times Medal icon
  • Thanked 50 submitters Medal icon
  • Became a Studio Leader Medal icon

jack5gamebanana avatar
jack5gamebanana

Creator
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Category

License

Details

Version
b4

Attributes

Structure
Zone
Industrial
Time of Day
Environment
Size
Large
Aesthetic
Default
Development State
Beta
Textures

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Stats

  • 109 Downloads
  • 1,171 Views
  • 0 Posts
  • 3mo Submitted
  • 2mo Modified
  • 2mo Updated

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