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CP Hybrid v4

3CP and KOTH combine to make this strange theme-hybrid map.

Hybrid (cp_hybrid_v2) 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 the Courtyard and the Warehouse in order to unlock the ability to attack the enemy's intelligence point (either B or R, depending on the defending team). A game is won when a team owns all four control points.

Jack5 - Project lead
Docteur Whoa - Artpasser
Soldier_engie-demo - Original concept
First release
Last update
Capture Points
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Latest updates

  1. Version 4 (cp_hybrid_v4)

    Added Hydro arrow props that animate during a push. Added teleport trigger that moves players out of Sewers after a push. Added timer warning sign to better indicate how the Sewers work. Lighting and shadows overhauled with new compile settings...
  2. Version 3 (cp_hybrid_v3)

    Adjusted HUD text to be more compatible with the Pre-Fortress 2 port Changed English file to point to GameBanana profile Fixed visible nodraw at BLU dump Fixed misplaced props at RED split
  3. Version 2 (cp_hybrid_v2)

    Added clipping and bullet blocking to tops of sliding doors. Added nodraw textures so func_brush removal is undesirable. Updated English file and VGUI photos. Removed round start HUD messages. Removed unusued keyvalues.