CP Hybrid

CP CP Hybrid v4

Jack5

L4: Comfortable Member
Apr 6, 2018
189
36
CP Hybrid - 3CP and KOTH combine to make this competitive-friendly theme-hybrid map.

Description
Hybrid (cp_hybrid_b1) is the result of a large-scale effort to create a competitive-oriented map with community friendly elements, that has a CP gamemode similar 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. 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. Points B (BLU), M (Middle) and R (RED) behave as would be expected from a 3CP map, however a fourth control point (D) is present which awards its owner faster respawn time. 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).

Credits
Jack5 - Project lead and map developer
Docteur Whoa - Map developer
Soldier_engie-demo - Assistant map developer
 

YOYOYO

41 crashes and counting
aa
Jul 10, 2017
593
502
It looks pretty clean in a lot of places, but theres a bit of prop spam at the middle. Lots of random crates. Maybe replace some of the crates with brush work?
Otherwise, good job!
 

Jack5

L4: Comfortable Member
Apr 6, 2018
189
36
  • Enabled vertex lighting on props.
  • Added and built cubemaps and added MOTD images.
  • Added extra wireframe and supports to far side rockets at D for use in Zombie Survival.
  • Added wireframe to platform undersides at M to prevent shooting inbetween supports.
  • Fixed being able to stand on roof at M and silos at D.
  • Ensured walkable areas are symmetrical in M and D.
  • Several changes to background elements in D to resolve lighting issues.
  • Rockets inside shipping containers converted to smaller dynamic props to avoid prop clipping.
  • Made the seams between buildings at M more obvious.
  • Skybox made more realistic when looking out from the windows at D.
  • Water tunnel in sewers extended.
  • Spawn points adjusted plus lights and textures shifted in spawns as well as better door triggers.
  • Signs and overlays pointing to objectives altered and increased in number with extra lighting.
  • Spawn advantage increased from 2 seconds to 3 and updated intro card.
  • Reduced capture time of points B and R from the value of 15 to 12.
  • Various texture position and alignment fixes as well as removal of unnecessary shadows.
  • Lightmap scales increased in B and R to reduce light artefacting.
  • Adjustment Silos in B and R are now less attractive for normal play but more attractive for Zombie Survival.
  • Removal Removed error model located in B and nobuild areas located in B and R entirely.

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Jack5

L4: Comfortable Member
Apr 6, 2018
189
36
  • Repacked map to significantly reduce size.
  • Added missing textures in HUD.
  • Disabled vertex lighting on multi-barrels under platforms at M.
  • Improved choppy-looking lighting with adjustments to the lightmap grid.

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Jack5

L4: Comfortable Member
Apr 6, 2018
189
36
  • Added proper HDR settings and cubemaps.
  • Added new ramp to D to increase number of access points.
  • Made sewers an area only accessible to players who own D making it a valuable resource.
  • Added extra details to a majority of doorways.
  • Added collision to shelf leg facing outwards in entrances to B and R.
  • Gamemode changed to require both M and D be owned to attack B or R with working stalemate.
  • Improved sewers lighting, clipping and appearance.
  • Fixed symmetry, repositioned lights and increased lightmap scales in upper rooms of B and R.
  • Crates at M added or deleted to increase versatility and decrease prop spam.
  • Health packs near spawns at M and near points at B and R changed to small health packs.
  • Decreased height and length of detail staircases at D.
  • Fixed strangely darkened crates and added a missing player clip on red side of D.
  • Fixed lighting of underground pipes inside D.
  • Darkened lighting of large pipe near B.
  • Replaced VGUI photos with new photos that utilise HDR.
  • Decreased spawn time advantage by 1 second and B and R capture time from value 12 to 5.
  • Changed metal stairs in B from red coloured to blue.
  • Fixed invisible overlays near M that point towards D and fixed hovering light above M.
  • Prevented getting stuck in and improved symmetry of staircases at B and R.
  • Removed unused triggers, unused door entities and broken navigation meshes.
  • Disabled self-shadowing of long shipping containers at D and shadows of other minor props.

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TyeZenneth

L6: Sharp Member
May 31, 2014
340
293
Is that elevator a custom asset?
If so, is it publicly available?
 

Jack5

L4: Comfortable Member
Apr 6, 2018
189
36
You will need to speak to Docteur Whoa about that. He is the one that used the asset.
 

TyeZenneth

L6: Sharp Member
May 31, 2014
340
293
You will need to speak to Docteur Whoa about that. He is the one that used the asset.
Apparently it's from a CS:GO asset pack.
 

Jack5

L4: Comfortable Member
Apr 6, 2018
189
36
  • Added chalkboard guide to spawn rooms similar to Steel.
  • Added player clipping at Warehouse silos.
  • Introduced missing logic to make control point colours change.
  • Control points now have identifiable names and are represented by images more than letters.
  • Fixed prop wall-flickering at large barrier fences near spawns.
  • Many other minor fixes.
  • Fixed partially unclipped roof above red spawn.
  • Turned a majorty of full ammo packs into medium ammo packs.
  • Made textures of small staircases at Warehouse entrances from Courtyard look more realistic.
  • Increased size of signs in intelligence points pointing towards sewers.
  • Lowered windows in Warehouse so it is possible to look outside without standing on a dispenser.
  • Edited bricks texture in order to desaturate yellow-coloured bricks.
  • Increased lightmap resolution of many props.
  • HDR bloom and auto exposure now akin to Doublecross and Pipeline's.
  • Many bright lights present on the map darkened significantly.
  • Tall crates within intelligence areas shifted to create hiding spot.
  • Fixed uneven light brightness in sewers.
  • Staircase down into intelligence areas from spawn rooms now less steep.
  • Removed tonemap scale adjustments.
  • Deleted dynamic light prop near Warehouse entrances and redundant overlays at the Courtyard.

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Jack5

L4: Comfortable Member
Apr 6, 2018
189
36
  • Added more props to shelves so camping there is undesirable.
  • Added GameBanana watermark.
  • Rush mechanic added, locking middle points for a minute.
  • Swapped position of lower doorways and box props at Warehouse.
  • Changed cover available at lattice near Warehouse.
  • Flipped positions of stairs and props in Transition.
  • Reduced sightlines at Courtyard.
  • Reduced amount of distance between spawns and Warehouse by adjusting Block.
  • Logic changed to execute on double capture rather than single capture.
  • Fixed BLU capture message only being visible to BLU team.
  • Zone B and R control point warning type set to Final.
  • Bot support improved.
  • Miscellaneous textures, pickups, physics and optimisation improvements.
  • Removed respawn time advantage.

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Docteur Whoa

L1: Registered
Jul 5, 2017
22
15
@TyeZenneth Well the elevator model is part of the Precipice pack available in the download section, along with some furnitures and other props.

@MegapiemanPHD May I know what prop spam are you talking about ?
 
Last edited:

Jack5

L4: Comfortable Member
Apr 6, 2018
189
36
  • 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.

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Jack5

L4: Comfortable Member
Apr 6, 2018
189
36
  • 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 and lightmap grid changes.
  • Scaled down the number of props in the Courtyard.
  • Miscellaneous solidity and clipping improvements.
  • Texturing in intelligence control point rooms altered to include some more white.
  • Skybox view at Warehouse blocked to keep players focused on the control point.
  • Certain spotlights increased in width to appear more realistic.
  • Adjusted HUD text to take advantage of TF2 icons as in version 2.
  • Created completely new VGUI photos with simplified instructions.
  • Watermark moved out of sight so it can only be found with noclip.
  • Removed author and profile information from English file.

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dochalkos

L1: Registered
Nov 2, 2020
4
2
Why'd you make a page on the tf2 wiki for this? lol. cp_shelter and cp_desertfortress have the same split mid, don't know why you're presenting this gametype like it's the second coming
 

Jack5

L4: Comfortable Member
Apr 6, 2018
189
36
Why'd you make a page on the tf2 wiki for this? lol. cp_shelter and cp_desertfortress have the same split mid, don't know why you're presenting this gametype like it's the second coming
I made the wiki page a while after the map had been out and had already seen some use on specific prominent servers. As for other maps having the same split, nobody has bothered to add those maps to the wiki either, and Hybrid has a couple of other features that make it stand out from just having a similar control point layout.