ハイドロ

From Team Fortress Wiki
< Hydro
Revision as of 12:04, 20 June 2011 by Termite (talk | contribs) (Created page with '{{Featured article tag}} {{DISPLAYTITLE:ハイドロ}} {{Map infobox | game-type=Territorial Control | map-image=TF2 Hydro Map.jpg | file-name=tc_hydro | map-environment = イン…')
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search


Hydro
TF2 Hydro Map.jpg
インフォメーション
製作者 {{{map-developer}}}
マップ情報
環境 インダストリアル
時間帯・天気: 晴れてる
危険箇所 落とし穴
マップ画像
Loading screen photos.
マップ俯瞰図
Hydro overview.png

ハイドロはゲーム発売とともにリリースされた六つのマップの一つです。今までハイドロ以外のオフィシャルテリトリコントロールマップはないのです。

ハイドロの目的はテリトリを捕らえてマップを全部占領する事。マップ始まるとサーバは六つのレイアウトから選び、REDとBLUの攻防をスタートします。自分のチームのコントロールポイント守りながら相手のコントロールポイントを捕らえなっきゃ勝てません。ベース以外のコントロールポイント捕らえた後、両チーム他のテリトリに移動して次のラウンドが始まります。REDかBLUが四つのテリトリ支配できたら相手チームのベースを攻撃します。そのベースのコントロールポイント捕らえたら、ゲーム終了します。

ベース攻撃ラウンドじゃない場合、8分間にラウンド終わってないならゲームはサドンデスに進みます。

紹介ビデオ

場所

RED CP1: レーダーアンテナ

レーダーアンテナコントロールポイント

大きいレーダーアンテナです。 アンテナのなかにコントロールポイントあります。

  • 大水エリアからの入り口: レーダーアンテナと大水エリアはトンネルにより繋がっています。
  • タビーン室からの入り口: タビーン室とレーダーアンテナは大きい岩層により繋がっています。この岩層は二つの道に分けています。その二つの道の間には穴があります。
  • 端エリアからの入り口: 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.
  • 階段の下: このエリアにある階段全部玉通り過ぎれます。

BLU CP1: 発電所

タビーン室コントロールポイント

タービン室コントロールポイントは建物の中にある端にあります。

  • 大水エリアからの入り口: 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.
  • 端エリアからの入り口: 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.
  • レーダーアンテナからの入り口: The radar dish connects to the turbine room 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: ダム

大水エリアコントロールポイント

大水エリアのコントロールポイントは広い水のある場所のコンクリートブロックの上にあります。

  • 端エリアからの入り口: 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.
  • レーダーアンテナからの入り口: 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.
  • タビーン室からの入り口: 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 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.
  • Second story windows: The flood area spawn room has a second floor that Snipers often use as a nest.

BLU CP2: 倉庫

端コントロールポイント

The bridge area control point is on a low concrete bridge outside of a large building. 端エリアのコントロールポイントは大きい建物の外にある低いコンクリート端にあります。

  • レーダーアンテナからの入り口: 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.
  • 大水エリアからの入り口: 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.
  • タビーン室からの入り口: 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.

BLUとREDベース

戦略

See Community Hydro strategy/ja

 一つ一つのエリアの戦略 

 倉庫 (BLU)

  • Attackers: This is a very good area for Spies. There are several parts of 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 easy for you to backstab them.
  • Defenders: Engineers can build a Sentry Gun next to the small raised ledge. This way, they are protected from enemy fire outside of the Sentry Gun's sensor range.

 ダム (RED)

  • Attackers: With its little use to the enemy team, aside from Snipers, Spies tend to uncloak 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 than the other areas on the map.
  • 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, in that location it is easy to take down after they know where it is.

 レーダーアンテナ (RED)

  • 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 defenses easy enough and decloak and undisguise when you're standing on the point, and you should capture the point for 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 when their owner is killed.
  • 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 being in a good position to fire pipe bombs through the windows of the CP.
  • 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.

 発電所 (BLU)

  • 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.

コントロールポイントタイミング

テリトリ占領マップ
コントロールポイント キャプチャー人数
コントロールポイント(最終以外) ×1
10 .000
×2
6 .667
×3
5 .455
×4
4 .800
最終コントロールポイント ×1
5 .000
×2
3 .333
×3
2 .727
×4
2 .400

関連実績

Achieved.png General

容赦なき攻撃
容赦なき攻撃
Hydroで、奪取ポイントを 1 つ残らず奪って勝つ。


ワールドトラベラー
ワールドトラベラー
すべてのマップ(2FortDustbowlGranaryGravel PitHydroWell(CP))でゲームを最後までプレイする。


これまでの変更点

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.

 関連項目