Difference between revisions of "Hydro"

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{{Featured article tag}}
 
{{Map infobox
 
{{Map infobox
|game-type=Territorial Control
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  | map-status                = official
|map-image=TF2 Hydro Map.jpg
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  | map-game-type             = Territorial Control
|file-name=tc_hydro
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  | map-image                 = Hydro_Dam.png
 +
  | map-file-name             = tc_hydro
 +
  | map-released              = {{Patch name|10|10|2007|date-only=yes}}
 +
  | map-released-major        = Launch
 +
  | map-environment          = Industrial
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  | map-setting              = Daylight, sunny
 +
  | map-hazards              = [[Environmental death#Pitfalls|Pits]]
 +
  | map-pickups-health-small  = 13
 +
  | map-pickups-health-medium = 12
 +
  | map-pickups-ammo-small    = 20
 +
  | map-pickups-ammo-medium  = 11
 +
  | map-pickups-ammo-large    = 6
 
}}
 
}}
  
'''Hydro''' is a [[Territorial Control]] and was one of the six initial maps included with the game's release. So far, Hydro is the only official territorial control map of its kind, most possibly due to the complexity and difficulty of designing such a map type.
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{{Quotation|'''The Engineer'''|This point ain't gonna cap itself! Get over here!|sound=Engineer_helpmecapture02.wav}}
  
The goal of Hydro is to take over the entire map by capturing "territories." Each game is randomly selected from the six available layouts in a "point against point" game where both teams must capture the opposite point while preventing their own. After a team successfully captures the enemy control point, the next round will start, taking place in a different area of the map (which is also randomly generated). After a team captures all four territories, the attacking team must capture the enemy team's base while the other defends for their life. If the base point (the Radar Dish for RED, the Power Plant for BLU) is captured, the attacking team wins the round. When the next round begins, territories are reset and a new random game is selected.
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'''Hydro''' is a [[Territorial Control]] map, and one of the six initial maps included with the game's release. So far, Hydro is the only official Territorial Control map, possibly due to the complexity and difficulty of designing such a map type.
  
In any game in TC (except in RED/BLU base games), if a point is not captured within the eight minute time clock, the game then will go into [[Sudden Death|Sudden Death mode]].
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The goal of Hydro is to take over the entire map by capturing "territories". Each game is randomly selected from the six available layouts in a "point against point" game in which both teams must capture the opposite [[control point (objective)|control point]] while protecting their own. After a team successfully captures the enemy control point, the next round will start, taking place in a different area of the map (which is also randomly selected). After a team captures all four territories, the attacking team must capture the enemy team's base while the opposing team defends for their life. If the Base point is captured, the attacking team wins the round. When the next round begins, territories are reset and a new random game is selected.
 +
 
 +
In any round of Territorial Control (except in [[RED]]/[[BLU]] Base rounds), if a control point is not captured within the eight-minute time clock, the game will go into [[Sudden Death]] mode.
  
 
== Introduction video ==
 
== Introduction video ==
{{youtube tn|vpM7OTGicnk}}
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{{youtube|vpM7OTGicnk}}
  
 
== Locations ==
 
== Locations ==
[[Image:Territorial Control Map TC Hydro.JPG|150px|right|thumb|Territorial Control Map]]
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=== RED Control Point 1: The Radar Dish ===
=== RED CP1: The Radar Dish ===
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[[File:Hydro_Dish.png|thumb|The Radar Dish capture point.]]
[[Image:Hydro dish.jpg|thumb|Radar dish capture point]]
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A large radar dish. The capture point is located in the center.
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* '''Control Point''': The control point is located in a small circular building under a large radar dish. The building is raised up in the center of a large bowl-shaped concrete formation.
  
*'''Entrances from the flood area:''' The radar dish is connected to the flooded area of the map via a pair of ground level tunnels.
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* '''Entrances from the dam''': The radar dish is connected to the dam area via a pair of ground-level tunnels.
*'''Entrances from the turbine room:''' The turbine room is connected to the radar dish by a large suspended rock formation. This formation is split into two paths with a hole in the middle, the paths splitting left and right at the radar dish end, and connecting to the turbine room at the other end.
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* '''Entrances from the power plant''': The power plant is connected to the radar dish by a large suspended rock formation. This formation is split into two paths with a hole in the middle, the splitting of the path left and right at the radar dish end, and connecting to the turbine room at the other end.
*'''Entrances from the bridge area:''' There are three paths from the radar dish to the bridge area. The first is the large path on the right hand side of the map. The other two paths are to the left of the main path, one of which goes off to the left (either down to the ground or onto a catwalk), while the middle one connects directly to the raised rocky ledge of the bridge area.
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* '''Entrances from the warehouse''': There are three paths from the radar dish to the warehouse. The first is the large path on the right-hand side of the map. The other two paths are to the left of the main path, one of which goes off to the left (either down to the ground or onto a catwalk), while the middle one connects directly to the raised rocky ledge of the warehouse area.
*'''Under the stairs:''' All of the stairs in the radar dish area can be shot through, and are a common place for Sentry Guns.
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* '''Under the stairs''': All of the stairs in the radar dish area can be shot through, and are a common place for Sentry Guns.
  
=== BLU CP1: The Power Plant ===
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=== BLU Control Point 1: The Power Plant ===
[[Image:Hydro turbine.jpg|thumb|Turbine room capture point]]
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[[File:Hydro_Plant.png|thumb|The Power Plant capture point.]]
The turbine room capture point is located on a metal bridge suspended in the middle of the building.
 
  
*'''Entrances from the flood area:''' The flood area connects to the turbine room via three paths. The two left paths connect to an open area outside of the turbine room, which in turn allows access to either the lower area of the building, or the room with the large pipes. The third path is on the right, and goes from the flooded area through a small tunnel and meets with the lower left path.
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* '''Control Point''': The control point is located on a metal bridge in the turbine room.
*'''Entrances from the bridge area:''' The turbine room is connected to the bridge area by a main road, sewer tunnels, and the ventilation system. The main road leads to an area outside of the turbine room that allows access either to the lower or middle levels of the building. The sewers connect the bridge area to the lower area of the turbine building, while the vents connect the roof of the bridge area to the room full of pipes next to the main building.
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* '''Entrances from the dam''': The dam area connects to the power plant via three paths. The two left paths connect to an open area outside of the turbine room, which in turn allows access to either the lower area of the building, or the room with the large pipes. The third path is on the right, and goes from the flooded area through a small tunnel and meets with the lower left path.
*'''Entrances from the radar dish:''' The radar dish connects to the turbine room via a rock formation. Once inside the building, you can either exit onto the cat walk, or follow the stairs down to the middle of the room.
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* '''Entrances from the warehouse''': The power plant is connected to the warehouse area by the main road, sewer tunnels, and the ventilation system. The main road leads to an area outside of the power plant that allows access either to the lower or middle levels of the building. The sewers connect the warehouse area to the lower area of the power plant, while the vents connect the roof of the warehouse to the room full of pipes next to the main building.
*'''Service room:''' There is a small windowed room that is next to the bridge. This room is often used as a hiding place for Engineers as it allows them to see attackers without being shot at.
+
* '''Entrances from the radar dish''': The radar dish connects to the power plant via a rock formation. Once inside the building, the exits lead either onto the cat walk, or follow the stairs down to the middle of the room.
 +
* '''Service room''': There is a small windowed room that is next to the bridge. This room is often used as a hiding place for Engineers as it allows them to see attackers without being shot at.
  
=== RED CP2: The Dam ===
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=== RED Control Point 2: The Dam ===
[[Image:TF2 Hydro Map.jpg|thumb|Flood area capture point]]
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[[File:Hydro_Dam.png|thumb|The Dam capture point.]]
The flood area control point is located on top of a raised concrete block in the middle of a large open area with standing water.
 
  
*'''Entrances from the bridge area:''' The bridge area connects to the flood area via an upper and lower path.  Both paths converge in a cavern that then splits into an upper, lower, and sewer path. The upper path connects to the ledge overlooking the bridge. The lower path follows the water along the ground under the ledge.  The sewer path exits in front of a truck just next to the bridge.
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* '''Control Point''': The dam control point is located on top of a raised concrete block in the middle of a large open area with standing water.
*'''Entrances from the radar dish:''' The flood area is connected to the radar dish by a pair of small tunnels. One tunnel comes out near the flood area spawn room, while the other comes out behind the flood area point.
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* '''Entrances from the warehouse''': The warehouse area connects to the dam area via an upper and lower path.  Both paths converge in a cavern that then splits into an upper, lower, and sewer path. The upper path connects to the ledge overlooking the bridge. The lower path follows the water along the ground under the ledge.  The sewer path exits in front of a truck just next to the bridge.
*'''Entrances from the turbine room:''' The turbine room connects to the flood area via three paths.  One path leads from the ground level and to the right, and eventually connects to the the long stairs in the flood area. The second path follows the ground around to the left, and can either stay at ground level, or connect to the top of the long stairs. The final path branches off the second path, and leads down a small tunnel to the water area behind the flood area capture point.
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* '''Entrances from the radar dish''': The dam area is connected to the radar dish by a pair of small tunnels. One tunnel comes out near the flood area spawn room, while the other comes out behind the flood area point.
*'''Second story windows:''' The flood area spawn room has a second floor that Snipers often use as a nest.  
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* '''Entrances from the power plant''': The power plant connects to the dam area via three paths.  One path leads from the ground level and to the right and eventually connects to the long stairs in the dam area. The second path follows the ground around to the left and can either stay at ground level or connect to the top of the long stairs. The final path branches off the second path and leads down a small tunnel to the water area behind the dam area capture point.
 +
* '''Second story windows''': The dam area spawn room has a second floor that Snipers often use as a nest.  
  
=== BLU CP2: The Warehouse ===
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=== BLU Control Point 2: The Warehouse ===
[[Image:Hydro bridge.jpg|thumb|Bridge area capture point]]
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[[File:Hydro_Bridge.png|thumb|The Warehouse capture point]]
The bridge area control point is on a low concrete bridge outside of a large building.
 
  
*'''Entrances from the radar dish:''' The bridge area is connected to the radar dish via three paths. The main path hugs the left side of the map. The second path connects the bridge area ledge to the middle of the radar dish area, while the right path comes out on the ledge on the radar dish side.
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* '''Control Point''': The warehouse control point is on a low concrete bridge outside of a large building.
*'''Entrances from the flood area:''' The flood area connects to the bridge area by two paths. The upper path connects exits above the flood area capture point, while the lower path comes out in the water behind the flood area capture point.
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* '''Entrances from the radar dish''': The warehouse area is connected to the radar dish via three paths. The main path hugs the left side of the map. The second path connects the bridge area ledge to the middle of the radar dish area, while the right path comes out on the ledge on the radar dish side.
*'''Entrances from the turbine room:''' The bridge area connects to the turbine room via the road, the sewers, and the vents. The road leads to a small area that connects to the middle and lower levels of the turbine room. The sewers lead to the lower level of the turbine room, and the vents connect to the room full of pipes adjacent to the main building.
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* '''Entrances from the dam''': The dam area connects to the warehouse area by two paths. The upper path connects exits above the flood area capture point, while the lower path comes out in the water behind the dam area capture point.
 +
* '''Entrances from the power plant''': The warehouse area connects to the power plant via the road, the sewers, and the vents. The road leads to a small area that connects to the middle and lower levels of the power plant. The sewers lead to the lower level of the plant, and the vents connect to the room full of pipes adjacent to the main building.
  
=== BLU & RED Base ===
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=== BLU & RED Final Control Points: Base ===
 
<gallery>
 
<gallery>
Image:Hydro base red.jpg|RED base capture point
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Hydro_Red_Last.png|RED Base capture point.
Image:Hydro base blue.jpg|BLU base capture point
+
Hydro_Blu_Last.png|BLU Base capture point.
 
</gallery>
 
</gallery>
  
 
== Strategy ==
 
== Strategy ==
*One of the keys with Hydro is understanding just how a [[Territorial control]] map works and which parts of Hydro are currently in play. At the start of each round you will emerge from your spawn area and will be connected to one of the enemy territories detailed above. A key to good play is working this out quickly and getting your assault underway.
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{{main|Community Hydro strategy}}
*There is always more than one route to the opposition's control point.
 
*As with all other maps familiarize yourself with all these various routes.
 
**For defending the Dish CP Demomen should place their sticky bombs on the ceiling to hide them from the enemy.
 
**Engineers can defend the Dish CP well by placing Sentry Guns on the metal catwalks adjacent to the the three exits - the mountain ramp leading from the Turbine CP, the walkway nearest the spawn, which covers the paths diverging from the Bridge CP, and the walkway leftmost of the spawn, which can prevent entrance into the point from the Flood Area tunnels.
 
*On most sections of Hydro, it is a long trip between the spawn room and the enemy Capture Point. [[Engineer]]s would do well to construct a [[Teleporter]] early in the round to help their teammates move forward.
 
*Always keep an eye on your own Control Point, and be near enough to defend it if necessary. A hard fought battle for the enemy CP can be lost by just a few seconds' inattentiveness.
 
  
==Section-Specific Strategy==
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== Control Point timing ==
 +
[[File:Territorial Control Map TC Hydro.JPG|150px|right|thumb|Territorial Control map]]
  
===The Warehouse (BLU)===
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{{Control Point Timing/Official Map}}
*ATTACKERS: This is a very good area for Spies to be put to use. There are several areas in this area that serve little interest to the enemy team, and thus are rarely paid any attention to when not in use, not to mention that there are several areas in this part of the map where Snipers particularly like to feel nice and cozy in, making it good for you to drive a knife into their backs. 
 
  
*DEFENDERS: Engineers can build their [[Sentry Gun]] next to the small raised ledge. This way, they are protected from enemy fire outside of the Sentry Gun's sensor range.
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== Related achievements ==
 +
=== {{Achiev type link|general}} ===
 +
{{Achievement table
 +
| {{Show achievement|General|Relentless Offense}}
 +
| {{Show achievement|General|World Traveler}}
 +
}}
  
===The Dam (RED)===
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== Update history ==
*ATTACKERS: With it's little use to the enemy team, aside from Snipers, Spies tend to decloak in the area behind the enemy Spawn, unless you are taking out Snipers, '''do not do so'''. The enemy team will be VERY suspicious of any class in that area and will instantly Spy check you if they see you coming from behind the spawn, even more so then the other areas on the map.
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{{Update history|
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'''{{Patch name|9|28|2007}}'''
 +
* Fixed a case where players could get stuck in <code>tc_hydro</code>.
  
*DEFENDERS: A good Sentry spot is behind the rocks near the CP, it allows your Sentry to cover the CP while being out of sight of the enemy team, however, it is easy to take down in that position after they know where it is.
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'''{{Patch name|10|25|2007}}'''
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* Fixed issues on Hydro that could occur when a server emptied in the middle of a round.
  
===The Radar Dish (RED)===
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'''{{Patch name|11|15|2007}}'''
*ATTACKERS: Despite all the advice given below, the enemy team tends to not guard the point, but to guard the entrances to the Radar Dish. As a Spy, you can slip past their defences easy enough and decloak and undisguise when you're standing on the point, and you should capture the point a few seconds, if not capturing the whole point. This Strategy works better with the Cloak and Dagger. Should there be Stickies in the way, try to target Demoman as backstab victims. The Stickies will disappear along with their owner.
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* Fixed an exploit that would allow players to jump out of the map.
  
*DEFENDERS: In addition to placing sticky bombs on the ceiling, Demomen can position themselves on one of the raised steel platforms (see picture) where they can easily take cover from opposing fire whilst in a good position to fire pipe bombs through the windows of the CP.
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'''{{Patch name|5|27|2010}}'''
 +
* Added respawn time advantages when a team begins to cap any point. Resets when the cap progress resets.
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* Fixed various nobuild and playerclip issues reported by the community.
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* Removed logic that reduced spawn times based on roundtime.
  
*DEFENDERS: Soldiers and Demomen can rocket/sticky bomb jump onto the top of the CP, and are able to take easy shots at oncoming enemies. Be aware though, you are also more exposed to well placed shots from oncoming Snipers and Heavies here.
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'''{{Patch name|7|10|2013}}'''
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* Fixed clip brush exploit where players could get out of world.
 +
* Fixed players getting on top of monument.
  
===The Power Plant (BLU)===
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'''{{Patch name|9|10|2015}}'''
*DEFENDERS: It is possible, as a Soldier or a Demoman, to rocket/sticky bomb jump onto the topmost entrance to the room (the one which has the door to the upper half and the staircase down to the CP). From here, you have a perfect view of the capture point and can easily take out enemies that enter the room. If you have two of you get up there then you can watch over both entrances for total security.
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* {{Undocumented}} Added [[saucers]] and posters to Hydro.
  
== Control Point Timing ==
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'''{{Patch name|11|25|2015}}'''
{{Control Point Timing/Official Map}}
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* {{Undocumented}} Removed Saucers and Posters from all maps.
  
== Related Achievements ==
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'''{{Patch name|5|11|2016}}'''
{{Achievement table
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* Updated {{code|tc_hydro}} to fix a problem with cubemaps.
| {{Show achievement|General|Relentless Offense}}
 
| {{Show achievement|General|World Traveler}}
 
 
}}
 
}}
  
== Previous Changes ==
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== Bugs ==
'''[[September 27, 2007 Patch]]'''
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* The boom barrier at the BLU base's entrance is solid when the Power Plant control point is owned by BLU, but not when it is owned by RED and the BLU base is under attack.
* Fixed a case where players could get stuck in Hydro.
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* After a team captures the other team's final control point, it is possible that the map may restart even when it is supposed to end. For example, in [[Casual]] mode, winning a match may restart the map instead of ending the game and going to the endgame screen where players can disconnect or vote for the next map, as is the normal behavior.
'''[[October 25, 2007 Patch]]'''
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* Sometimes, upon a round ending, the previous round is played again instead of progressing to the next stage. In this case, certain players may remain where they are when [[Humiliation]] ends instead of teleporting back to their team's spawn.
* Fixed issues on Hydro that could occur when a server emptied in the middle of a round.
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* Very commonly players on [[RED]] team will not be teleported to the next area of the level when a round has finished, and must kill themselves to respawn.
'''[[November 15, 2007 Patch]]'''
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* Players are able to build inside of the all respawn areas excluding RED's Final Control Point respawn area and The Power Plant respawn area.
* Fixed an exploit that would allow players to jump out of the map.
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 +
== Trivia ==
 +
<!-- Do not add back trivia about Powerhouse and Hydro being related to each other. We got no confirmation if this is true or not. Feel free to add it back if you got a source. -->
 +
* The Radar Dish control point is based on the [[w:Arecibo Observatory|Arecibo radio telescope]].
 +
[[File:Yen on hydro.png|thumb|right|The yen signature on hydro]]
 +
<!--* Hydro was initially going to release alongside [[Powerhouse]] as a sister map, but due to development issues the latter was delayed for more than 7 years. -->
 +
<!--* Hydro and Powerhouse take place alongside each other.-->
 +
* Hydro appears in ''[[Worms: Reloaded]]'' as one of the forts.
 +
* The RED Base that appears in [[Expiration Date]] is a modified version of Hydro.
 +
* Inside the BLU spawn near the power plant, a yen symbol (¥) can be found. This is a reference to the map's creator, Iikka Keränen. It can also be found on [[Badlands (Control Point)|Badlands]], and a similar symbol can be found on [https://counterstrike.fandom.com/wiki/Canals Canals], a map he designed for Counter-Strike: Global Offensive.
 +
* Two configurations are significantly less common than the others, namely The Radar Dish ⇄ The Dam and The Warehouse ⇄ The Power Plant. This is because these pairs are owned by the same team at the beginning of each game. Therefore, they can only be rolled during the second round at the earliest, when one team has advanced into the other team's territory.
 +
 
 +
== Gallery ==
 +
=== Concept art ===
 +
<gallery>
 +
File:Hydro concept.jpg|Concept art for the warehouse
 +
File:Hydro concept2.jpg|Concept art for the dam
 +
</gallery>
 +
 
 +
=== Pre-release ===
 +
<gallery>
 +
File:Hydro early.jpg|One of the first versions of Hydro
 +
File:Hydrooverviewbetaradardish p3build.jpg|Early radar dish
 +
File:Hydrospawn p3build.jpg|RED Control Point 1, early RED spawn
 +
File:Hydrospawn4 p3build.jpg|Ditto, second floor
 +
</gallery>
 +
 
 +
=== Promotional ===
 +
<gallery>
 +
File:Worms reloaded tf2 pyro fort.jpg|[[Pyro]] and Hydro as a playable fort in ''[[Worms: Reloaded]]''
 +
</gallery>
  
==See also==
+
== See also ==
*[[:Category:Hydro images]]
+
* [[Hydro developer commentary]]
*[[Hydro developer commentary]]
+
* Community-made Territorial Control maps:
 +
** [[Meridian]] - a [[Capture the Flag]]-based Territorial Control map
 +
** [[User:Dogman15/Spectre|Spectre]] - traditional TC map set at an island base
 +
** [[Strata]] - traditional TC map set at an paleontological dig/fossil museum site
  
 +
== References ==
 +
<references/>
  
{{Maps nav}}
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{{Maps Nav}}

Latest revision as of 08:25, 20 January 2024

Hydro
Hydro Dam.png
Basic Information
Map type: Territorial Control
File name: tc_hydro
Released: October 10, 2007
(Launch)
Developer(s): Valve
Map Info
Environment: Industrial
Setting: Daylight, sunny
Hazards: Pits
Map Items
Healthico.png Health Kits: Smallhealth.png ×13  •  Mediumhealth.png ×12
Ammoico.png Ammo Boxes: Smallammo.png ×20   •   Mediumammo.png ×11   •  
Largeammo.png ×6
Map Photos
Loading screen photos.
Map Overview
Hydro overview.png
This point ain't gonna cap itself! Get over here!
The Engineer

Hydro is a Territorial Control map, and one of the six initial maps included with the game's release. So far, Hydro is the only official Territorial Control map, possibly due to the complexity and difficulty of designing such a map type.

The goal of Hydro is to take over the entire map by capturing "territories". Each game is randomly selected from the six available layouts in a "point against point" game in which both teams must capture the opposite control point while protecting their own. After a team successfully captures the enemy control point, the next round will start, taking place in a different area of the map (which is also randomly selected). After a team captures all four territories, the attacking team must capture the enemy team's base while the opposing team defends for their life. If the Base point is captured, the attacking team wins the round. When the next round begins, territories are reset and a new random game is selected.

In any round of Territorial Control (except in RED/BLU Base rounds), if a control point is not captured within the eight-minute time clock, the game will go into Sudden Death mode.

Introduction video

Locations

RED Control Point 1: The Radar Dish

The Radar Dish capture point.
  • Control Point: The control point is located in a small circular building under a large radar dish. The building is raised up in the center of a large bowl-shaped concrete formation.
  • Entrances from the dam: The radar dish is connected to the dam area via a pair of ground-level tunnels.
  • Entrances from the power plant: The power plant is connected to the radar dish by a large suspended rock formation. This formation is split into two paths with a hole in the middle, the splitting of the path left and right at the radar dish end, and connecting to the turbine room at the other end.
  • Entrances from the warehouse: There are three paths from the radar dish to the warehouse. The first is the large path on the right-hand side of the map. The other two paths are to the left of the main path, one of which goes off to the left (either down to the ground or onto a catwalk), while the middle one connects directly to the raised rocky ledge of the warehouse area.
  • Under the stairs: All of the stairs in the radar dish area can be shot through, and are a common place for Sentry Guns.

BLU Control Point 1: The Power Plant

The Power Plant capture point.
  • Control Point: The control point is located on a metal bridge in the turbine room.
  • Entrances from the dam: The dam area connects to the power plant via three paths. The two left paths connect to an open area outside of the turbine room, which in turn allows access to either the lower area of the building, or the room with the large pipes. The third path is on the right, and goes from the flooded area through a small tunnel and meets with the lower left path.
  • Entrances from the warehouse: The power plant is connected to the warehouse area by the main road, sewer tunnels, and the ventilation system. The main road leads to an area outside of the power plant that allows access either to the lower or middle levels of the building. The sewers connect the warehouse area to the lower area of the power plant, while the vents connect the roof of the warehouse to the room full of pipes next to the main building.
  • Entrances from the radar dish: The radar dish connects to the power plant via a rock formation. Once inside the building, the exits lead either onto the cat walk, or follow the stairs down to the middle of the room.
  • Service room: There is a small windowed room that is next to the bridge. This room is often used as a hiding place for Engineers as it allows them to see attackers without being shot at.

RED Control Point 2: The Dam

The Dam capture point.
  • Control Point: The dam control point is located on top of a raised concrete block in the middle of a large open area with standing water.
  • Entrances from the warehouse: The warehouse area connects to the dam area via an upper and lower path. Both paths converge in a cavern that then splits into an upper, lower, and sewer path. The upper path connects to the ledge overlooking the bridge. The lower path follows the water along the ground under the ledge. The sewer path exits in front of a truck just next to the bridge.
  • Entrances from the radar dish: The dam area is connected to the radar dish by a pair of small tunnels. One tunnel comes out near the flood area spawn room, while the other comes out behind the flood area point.
  • Entrances from the power plant: The power plant connects to the dam area via three paths. One path leads from the ground level and to the right and eventually connects to the long stairs in the dam area. The second path follows the ground around to the left and can either stay at ground level or connect to the top of the long stairs. The final path branches off the second path and leads down a small tunnel to the water area behind the dam area capture point.
  • Second story windows: The dam area spawn room has a second floor that Snipers often use as a nest.

BLU Control Point 2: The Warehouse

The Warehouse capture point
  • Control Point: The warehouse control point is on a low concrete bridge outside of a large building.
  • Entrances from the radar dish: The warehouse area is connected to the radar dish via three paths. The main path hugs the left side of the map. The second path connects the bridge area ledge to the middle of the radar dish area, while the right path comes out on the ledge on the radar dish side.
  • Entrances from the dam: The dam area connects to the warehouse area by two paths. The upper path connects exits above the flood area capture point, while the lower path comes out in the water behind the dam area capture point.
  • Entrances from the power plant: The warehouse area connects to the power plant via the road, the sewers, and the vents. The road leads to a small area that connects to the middle and lower levels of the power plant. The sewers lead to the lower level of the plant, and the vents connect to the room full of pipes adjacent to the main building.

BLU & RED Final Control Points: Base

Strategy

Main article: Community Hydro strategy

Control Point timing

Territorial Control map


Control Point Multiplier Seconds
Center four control points ×1
10 .000
×2
6 .667
×3
5 .455
×4
4 .800
Final control points ×1
5 .000
×2
3 .333
×3
2 .727
×4
2 .400


Related achievements

Achieved.png General achievements

Relentless Offense
Relentless Offense
Win Hydro without giving up a capture.


World Traveler
World Traveler
Play a complete game on 2Fort, Dustbowl, Granary, Gravel Pit, Hydro, and Well (CP).


Update history

September 28, 2007 Patch
  • Fixed a case where players could get stuck in tc_hydro.

October 25, 2007 Patch

  • Fixed issues on Hydro that could occur when a server emptied in the middle of a round.

November 15, 2007 Patch

  • Fixed an exploit that would allow players to jump out of the map.

May 27, 2010 Patch

  • Added respawn time advantages when a team begins to cap any point. Resets when the cap progress resets.
  • Fixed various nobuild and playerclip issues reported by the community.
  • Removed logic that reduced spawn times based on roundtime.

July 10, 2013 Patch

  • Fixed clip brush exploit where players could get out of world.
  • Fixed players getting on top of monument.

September 10, 2015 Patch

  • [Undocumented] Added saucers and posters to Hydro.

November 25, 2015 Patch

  • [Undocumented] Removed Saucers and Posters from all maps.

May 11, 2016 Patch

  • Updated tc_hydro to fix a problem with cubemaps.

Bugs

  • The boom barrier at the BLU base's entrance is solid when the Power Plant control point is owned by BLU, but not when it is owned by RED and the BLU base is under attack.
  • After a team captures the other team's final control point, it is possible that the map may restart even when it is supposed to end. For example, in Casual mode, winning a match may restart the map instead of ending the game and going to the endgame screen where players can disconnect or vote for the next map, as is the normal behavior.
  • Sometimes, upon a round ending, the previous round is played again instead of progressing to the next stage. In this case, certain players may remain where they are when Humiliation ends instead of teleporting back to their team's spawn.
  • Very commonly players on RED team will not be teleported to the next area of the level when a round has finished, and must kill themselves to respawn.
  • Players are able to build inside of the all respawn areas excluding RED's Final Control Point respawn area and The Power Plant respawn area.

Trivia

The yen signature on hydro
  • Hydro appears in Worms: Reloaded as one of the forts.
  • The RED Base that appears in Expiration Date is a modified version of Hydro.
  • Inside the BLU spawn near the power plant, a yen symbol (¥) can be found. This is a reference to the map's creator, Iikka Keränen. It can also be found on Badlands, and a similar symbol can be found on Canals, a map he designed for Counter-Strike: Global Offensive.
  • Two configurations are significantly less common than the others, namely The Radar Dish ⇄ The Dam and The Warehouse ⇄ The Power Plant. This is because these pairs are owned by the same team at the beginning of each game. Therefore, they can only be rolled during the second round at the earliest, when one team has advanced into the other team's territory.

Gallery

Concept art

Pre-release

Promotional

See also

References