case: (Default)
Case ([personal profile] case) wrote in [community profile] fandomsecrets2014-01-12 03:39 pm

[ SECRET POST #2567 ]


⌈ Secret Post #2567 ⌋

Warning: Some secrets are NOT worksafe and may contain SPOILERS.

01.


__________________________________________________



02.


__________________________________________________



03.


__________________________________________________



04.


__________________________________________________



05.


__________________________________________________



06.


__________________________________________________



07.


__________________________________________________



08.


__________________________________________________



09.


__________________________________________________



10.


__________________________________________________



11.


__________________________________________________



12.











Notes:

Tumblr and/or social justice in and of themselves aren't fandoms, unfortunately.

Secrets Left to Post: 04 pages, 077 secrets from Secret Submission Post #367.
Secrets Not Posted: [ 0 - broken links ], [ 0 - not!secrets ], [ 1 - not!fandom ], [ 0 - too big ], [ 0 - repeat ].
Current Secret Submissions Post: here.
Suggestions, comments, and concerns should go here.
feotakahari: (Default)

Curious nonplayer . . .

[personal profile] feotakahari 2014-01-12 09:12 pm (UTC)(link)
What makes Hydro so much better?

I vaguely remember seeing some TF2 players talking on TV Tropes a long while back. One said that a major problem with the game is that some classes are great at close range and some classes are great at long range, but only Demomen are great at midrange, and the most popular maps emphasize midrange combat. Is Hydro a map that encourages a different combat style?
comradesmiler: (Default)

Re: Curious nonplayer . . .

[personal profile] comradesmiler 2014-01-12 09:19 pm (UTC)(link)
The maps design is rather complex, I'll put in a quote from the wiki as I can't explain it well
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 generated). 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.
The problem is that some stage xovers can lead to stalemates due to their design, and the final stages are rather easy to steamroll.
dethtoll: (Default)

Re: Curious nonplayer . . .

[personal profile] dethtoll 2014-01-12 09:22 pm (UTC)(link)
2fort and basically every other CTF-style map is essentially symmetrical on both sides of the central part of the map. This is an old practice dating back to when CTF as a concept was new (so, like, Team Fortress the mod for Quake 1, nearly 20 years ago.) 2fort especially is quite small.

Hydro is rather different. It's the only official Territorial Control map, and TC maps aren't popular as a rule. Unlike linear maps like 2fort or other CTF maps, as well as maps for other modes like Dustbowl, it's very open-ended, with multiple areas to cover and protect. Unfortunately, maps like these are not only difficult to design and construct (hence why there's only one official map) but they're difficult to actually play because most people don't understand the "team" part of Team Fortress. Other maps are more conducive to lone wolf gameplay, which I think totally defeats the point of the game but whatever.