Hadal

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Hadal
Cp hadal.png
Basic Information
Map type: Attack/Defend
File name: cp_hadal
Released: July 18, 2024 Patch
(Summer 2024 Update)
Developer(s): Juha "Jusa" Kuoppala
Maxime "Fubar" Dupuis
Map Info
Environment: Research technologies
Setting: Inside
Map Items
Healthico.png Health Kits: Smallhealth.png ×7  •  Mediumhealth.png ×11  •  
Largehealth.png ×1
Ammoico.png Ammo Boxes: Smallammo.png ×5   •   Mediumammo.png ×12   •  
Largeammo.png ×3
Map Photos
Loading screen photos.
Map overview
Hadal overview.png
Map Stamp
Item icon Map Stamp - Hadal.png
Supporters Leaderboard
Scientists were so preoccupied with whether or not they could build an underwater research facility, they didn’t stop to think if they should.
Hadal publicity blurb

Hadal is a community-created Attack/Defend Control Point map added in the Summer 2024 Update. The action takes place inside an underwater research center that was built by scientists. There are four control points on the map, with the Main Core control point always being active. If the Main Core control point is captured at any point, the round ends immediately. After each control point is captured, various labelled doors around the map open to allow BLU additional routes of exploration whilst limiting access for RED, and the Main Core control point is gradually raised up.

Hadal was contributed to the Steam Workshop.

Locations

  • BLU Spawn: The room is located at the beginning of the underwater research facility and has a total of five exits. The spawn room also features a submarine and a map blueprint. On the left side of the spawn there are three exits that lead to Sector A. On the right side of the spawn there are two exits that lead to Sector B.
  • RED Spawn: The room is located almost in the center of the map and has six exits in total; it also has a lift to the top and map blueprint. There are two exits on the ground floor. The first exit leads to Sector A and Main Core, and the second exit leads to Sector B. The remaining four exits are located on the second floor, which lead to Sector C and the Main Core. As the points are captured, the central platform raises for faster access to the later control points, whilst limiting access to earlier control points.

Sector A

  • Transfer: A flanking room for BLU, that has a large health pack and medium ammo pack respectively, that leads to the Catwalk.
  • Catwalk: A strip of area upon the Route that has a spot for cover and a direct area to attack the control point.
  • Backroom: A side corridor behind the control point that leads to a flank for Sector B, as well as a side path leading to Sector C and Main Core, as well as RED spawn. Behind the control point itself is a medium health and ammo pack.

Sector B

  • Upper Flank: A connecting room between Sector A to Sector B, containing a medium health and ammo pack. It offers an additional route after the first point is captured for BLU to attack from.
  • Showers: A set of rooms accessible from BLU spawn, allowing access to the main Sector B room, the Upper Flank above, and a 'shower' room sightline of the point. Contains a large ammo pack.
  • "Fuel Oil": A side area connecting Sector B to both the Main Core and RED spawn, containing a large ammo pack and a small room with a medium health pack. The upper doorway become closed off after Sector B's control point has been captured.

Sector C

  • Plants: A room that opens after Sector B has been captured, connecting it to Sector C and offering multiple routes into the Main Core. Contains a medium ammo and health pack.
  • Tower: A small, slender building directly behind the control point, containing a medium ammo pack on the upper floor and a medium health pack on the lower floor, as well as a sightline to the Main Core.
  • Sewer Flank: A small room connected to Sector A that offers access to Sector C from both a lower an upper path, the latter containing a large ammo and medium health pack. After Sector C has been captured, it offers an alternate route to the Main Core.

Main Core

  • Lower Floor: The bottom floor of the Main Core, with doorways leading directly to Sectors A and B, as well as access to the lower half of Sector C. A stairway near to a pair of medium health and ammo packs leads to the Upper Balconies.
  • Upper Balconies: Elevated floors featuring various doorways for RED spawn, alongside routes into Sector B and the upper portion of Sector C. Two of the balconies each offer a medium ammo and small health pack.
  • Junction: A small room connecting the Main Core to Sector B and the Plants room, containing a medium health pack.

Strategy

Main article: Community Hadal strategy

Update history

July 18, 2024 Patch #1 (Summer 2024 Update)

  • Added Hadal to the game.

August 2, 2024 Patch

  • Fixed control point capture messages
  • Fixed door locking in RED spawn after C capture
  • Removed unintended buildable areas
  • Increased capture time on final point
  • Improved directions around the map

Changelog

This is the changelog of the map before it was added to the game.
Changelog:
February 1, 2022
  • Raised ammo/health height
  • Filesize optimization
  • Performance optimization
  • Improved effects
  • Improved lighting
  • Geometry cleanup
  • Fixed faulty assets
  • Added 2d skybox
  • Improved 3d skybox

November 27, 2016

  • (quickfixes)
  • -removed invisible geometry
  • -clipping
  • -other small visual issues
    • saving other feedback for later**

November 22, 2016

  • longer final point capture time
  • modeled last point platform
  • modeled spawn submarine
  • artpassed B to C connector
  • added soundscapes
  • reworked skybox
  • updated overview map
  • various aesthetic tweaks

November 5, 2016

  • redesigned area connecting B to C
  • combined 2 paths leading from E into B to C connector
  • removed one path leading into upper area at E
  • redimensioned the area around E to be larger
  • many areas surrounding E have been slightly lowered to avoid unneeded height differences
  • more blue spawn detailing
  • detailing for A to B connector

November 1, 2016

  • redesigned red spawn
  • redesigned blu spawn
  • redesigned A>B connector
  • redesigned A control point

October 21, 2016

  • fixed clipping issues
  • reworked lighting in A to C connector

October 17, 2016

  • fixed stopwatch timer

October 14, 2016

  • fixed minor b7 issues
  • more detailing of D
  • refined lighting on B>C
  • clipping

October 6, 2016

  • redesigned A to C connector
  • one way doors have been replaced with one way drops
  • reworked B to C connector to make the geometry read better
  • added color coded hud icons for each control points
  • new pipe models
  • new arrow materials
  • new spawn doors with blocked signs

July 30, 2016

  • streamlined the connector between B and C
  • new C artpass

April 5th, 2016

  • fixed blu spawn door opening during setup time
  • new path up to red spawn on E
  • 2 new paths to E upper area
  • path connecting E and A becomes a one way after A

March 26th, 2016

  • redesigned C
  • reworked A-C connector
  • redesigned blu's B exit
  • visual rework of E
  • new path leading up from E's lower area
  • redesigned backside of B

February 4th, 2016

  • 2nd artpass

February 1st, 2016

  • complete artpass
  • C capture time lowered to 15
  • faster blu spawn on A

January 18th, 2016'

  • redone red's defensive area on E
  • further detailing of C and E

January 11th, 2016

  • tweaked spawntimes for C
  • changed A>C connector
  • starting artpass on A and B

January 2nd, 2016

  • added skybox

December 30th, 2015

  • redid B>C path to be more safe on offense
  • B point texturing

December 28th, 2015

  • layout tweaks on E
  • fixed blu spawn respawn visualiser
  • tweaked red spawn times
  • quick artpass on blu spawn

December 20th, 2015

  • spawns rework
  • spawntime adjustments
  • detail geometry

December 9th, 2015

  • added overlays and pipes for direction
  • inverted the direction of the final point
  • fleshed out C point

Trivia

  • Between B and C there is a vent that goes out of bounds that features a symbol from the Half-Life series of video games with the number 3 and a crowbar. This is a reference to Half-Life 3.[1]
  • The submarine in BLU spawn is modeled after a submarine from a leaked Half-Life game.[1]
  • In RED's first spawn area there is an orange toolbox with an emblem similar to the Half-Life 2 logo. This is a reference to "The Orange Toolbox" a collection of mapping utilities developed by one of the map's creators, Fubar.[2]

Gallery

References

  1. a b Half Life trivia confirmation.
  2. Orange Toolbox confirmation.