Hybro - Hydro, but A/D CP
Hydro has great visuals and layout going for it. However, it's held back by a mode that requires skilled team coordination, making it overwhelming for the casual player.
This effort tries to simplify things by maintaining the same core gameplay, but dedicating teams to either defense or offense. It also removes the chance of stalemates everyone seems to love so much.
For now, testing is needed to fine tune certain areas to ensure a smooth and fair experience for both teams. If you've got feedback or gameplay demos, feel free to share them.
Credits to Yrrzy for the scrolling cap texture.
Changelog:
B01
-Repurposed Hydro to use multiround CP logic.
-Added setup gates to Blu spawn structures.
-Removed pickups from Blu garage.
-Swapped Blu base vents, connected it to spawn.
-Removed fences from between garage and powerhouse.
-Blocked off vent on final point.
-Added spawn room to area between dish and power plant.
-Removed exterior stairs into garage.
-Replaced all stair clipping with blockbullet.
B02
-Fixed bug causing teams to spawn in wrong spawnrooms.
-Fixed bug that caused spawn doors in Red's spawn by dish to not always open after cap.
-Added additional ammo pickups to warehouse, power plant, and Red base.
-Fixed issue of explosives damaging through grates.
B03
-Blocked off warehouse roof.
-Widened and added cover to metal platform between cave and warehouse.
-Removed new ammo pickups from warehouse.
-Southern warehouse room is no longer part of the spawnroom.
-Removed pickups from warehouse sniper deck.
-Removed point_spotlights to get edict counts to acceptable levels.
Hydro has great visuals and layout going for it. However, it's held back by a mode that requires skilled team coordination, making it overwhelming for the casual player.
This effort tries to simplify things by maintaining the same core gameplay, but dedicating teams to either defense or offense. It also removes the chance of stalemates everyone seems to love so much.
For now, testing is needed to fine tune certain areas to ensure a smooth and fair experience for both teams. If you've got feedback or gameplay demos, feel free to share them.
Credits to Yrrzy for the scrolling cap texture.
Changelog:
B01
-Repurposed Hydro to use multiround CP logic.
-Added setup gates to Blu spawn structures.
-Removed pickups from Blu garage.
-Swapped Blu base vents, connected it to spawn.
-Removed fences from between garage and powerhouse.
-Blocked off vent on final point.
-Added spawn room to area between dish and power plant.
-Removed exterior stairs into garage.
-Replaced all stair clipping with blockbullet.
B02
-Fixed bug causing teams to spawn in wrong spawnrooms.
-Fixed bug that caused spawn doors in Red's spawn by dish to not always open after cap.
-Added additional ammo pickups to warehouse, power plant, and Red base.
-Fixed issue of explosives damaging through grates.
B03
-Blocked off warehouse roof.
-Widened and added cover to metal platform between cave and warehouse.
-Removed new ammo pickups from warehouse.
-Southern warehouse room is no longer part of the spawnroom.
-Removed pickups from warehouse sniper deck.
-Removed point_spotlights to get edict counts to acceptable levels.
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