Hadal
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Hadal | |
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Basic Information | |
Map type: | Attack/Defend |
File name: | cp_hadal
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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 | |
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Map Photos | |
Map Overview | |
Map Stamp | |
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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
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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, several doors open and the Main Core control point is raised up.
Hadal was contributed to the Steam Workshop.
Contents
[hide]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 Control Point, and the second exit leads to Sector B. The remaining four exits are located on the second floor, which lead to Sector C and Main Control Point.
Point A
Point B
Point C
Main point
Strategy
![]() | “Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Update history
July 18, 2024 Patch #1 (Summer 2024 Update)
- Added Hadal to the game.
- 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
- 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
- ↑ Jump up to: a b Half Life trivia confirmation.
- Jump up ↑ Orange Toolbox confirmation.
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