Team Fortress 2

Team Fortress 2

Hadal
184 Comments
Vivian 25 Apr @ 9:05pm 
like seriously never make another map ever again you fucking suck at it
Vivian 25 Apr @ 9:04pm 
absolute dogshit map, shouldnt have been added to the game
ShadowMan44 24 Mar @ 8:35pm 
You should add the "Two minutes left in the mission" Administrator voiceline. Why? Because it's been popping up lately.
Fred Fuchs 7 Dec, 2024 @ 2:19pm 
I'm late but man did you cook with this map
Fox 23 Nov, 2024 @ 3:01am 
One of my favorites ever. I waited years for Underwater-style map.
Ramiro 20 Nov, 2024 @ 7:22am 
Quite literally my favorite map to play on. Not sure why everyone is complaining though, the people complaining are the same ones that play turbine, 2fort and hightower 24/7.
This map is really well balanced, it's always fun to run to last and fight red while your teammates run to A to cap since no ones there.
It's a bit of a maze at first but once i got the hang of it i noticed just how detailed and well constructed it was.
Just keep smiling! 17 Nov, 2024 @ 9:28pm 
Never been so pissed off playing a map in my life, why was this ever added officially?
lul 28 Oct, 2024 @ 10:33am 
aids
Effie 17 Sep, 2024 @ 7:55pm 
Sorry, don't mean to spam but one more thing I just noticed, when shooting projectiles from below the railing on c, the projectiles will be blocked far above the model of the railing.
Effie 17 Sep, 2024 @ 7:12pm 
Also for clarification on my first comment, I know that two doors lock once C is captured, but the two doors directly next to them remain open with exactly the same amount of travel time to last.
Effie 17 Sep, 2024 @ 7:07pm 
Also while the compact design is cool, the poor signage makes navigation difficult. Especially the map in blu spawn.
Effie 17 Sep, 2024 @ 6:56pm 
Last still desperately needs some kind of nerf to red. Maybe lock off the nearby spawn doors like steel does? Not sure, all I know is that me and all my friends agree that last is impossible.
Rampant 18 Aug, 2024 @ 4:21pm 
Love the map but it seriously needs playerclip brushes to smooth out player movement. Getting stuck in geometry is a serious issue for Red in B (especially the big and the small yellow pipes).
Hound From Heck 17 Aug, 2024 @ 10:02pm 
This shit's rough yo
Idol 16 Aug, 2024 @ 7:23am 
Great map, i enjoyed it
Koji 4 Aug, 2024 @ 10:13am 
This is a fucking maze...
no loafing 2 Aug, 2024 @ 7:22pm 
hole in brushwork? setpos -834.013611 687.382874 702.376221;setang -34.604637 -30.244293 0.000000
LJ 30 Jul, 2024 @ 8:23pm 
this is the worst map in casual that i have ever played
no loafing 28 Jul, 2024 @ 10:05pm 
also the main point could use the "final control point" announcer lines instead of the standard ones, like on steel, so you can better tell when you're being backcapped
Buckingham Joe 26 Jul, 2024 @ 1:35am 
This map is downright just bad and everyone who voted for it to be added in game should have their voting privileges taken away forever not just in tf2 but any voting privileges in life.
no loafing 25 Jul, 2024 @ 5:09pm 
i don't want to give this map too much of a hard time, especially if half the problem with last is just a bug that stops C from locking some of red's spawn doors. instead, i want to talk about signage.

when it comes to A, B, and C, the map is absolutely filled to the brim with color-coded arrows telling you exactly which point every hallway leads to, but for the last point, there just isn't anything? it just expects you to already know the layout and how to get there. i don't think it'd hurt at all, for example, for the wall right outside red's first spawn to have a second white arrow for main pointing the other direction https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3296770835 , or for the arrows behind you leading to B to also have something like a little steel-style "+ MAIN" under them.
(1/2)
no loafing 25 Jul, 2024 @ 3:38pm 
(2/2)
speaking of arrows, i feel like the ones on the walls might not be instantly readable as arrows to players who haven't seen them before, compared to the ones on maps like steel or sulfur, especially the arrows like in the screenshot that have most of the triangle covered up by the stripe. it just looks like accenting for the "sector _" label. could probably use a different design to make them look more obviously arrowlike.
give me the poison 24 Jul, 2024 @ 1:40pm 
2/10 not fun
mango363 23 Jul, 2024 @ 12:10pm 
first three caps are free for blu, last cap is as if dustbowl and barnblitz last had an 1nc3st baby, dropped it on its head 5 times and then for good measure stomped on the head 2 more times
mango363 23 Jul, 2024 @ 12:05pm 
authors should be permabanned off of hammer, garbage tier map, never playing it again.
chillsy 23 Jul, 2024 @ 8:41am 
my criticism parrots that of others in this comment section but the last capture point specifically is a huge pain to cap because you WILL be surrounded by the defending team which has almost instant access to resupplies
↟CH!LL!KO ↟↟↟↟ 22 Jul, 2024 @ 3:41pm 
Nevermind fast cap is kinda fun, one of the best maps, true
Mankle 22 Jul, 2024 @ 2:40pm 
good lord this map is garbage as hell, the last point is just pure spawncamping
Pyro Attack 21 Jul, 2024 @ 1:35pm 
instantly cap the point??? are you insane???
[ZfG] BlueBerry607 21 Jul, 2024 @ 1:31pm 
Just played this map, making it harder to reach the last point by making it higher up while not providing ways to get up there for the team, madness. Meanwhile the point is surrounded by spawn doors with always access to resupply. so u basically have to cap a point while getting attacked from 3 sides. make it atleast that it instantly caps or something.
Chalmers 21 Jul, 2024 @ 1:42am 
One of the best maps added in years
Jusa  [author] 20 Jul, 2024 @ 11:17pm 
If Red allows you to cap Main, cap Main. Thats the power of Steel type.

But as I said, a few issues are being fixed when it comes to limiting Reds ability once Blu caps points.
Effie 20 Jul, 2024 @ 9:07pm 
@Jusa I understand the thought process behind the raising point on paper, but in practice the small size of the platform out weighs any advantage it may provide. Reducing Red's height advantage is in theory all well and good, but at most it just doesn't compensate enough for being forced to cap a small platform with no bridge or railing in the center of a complicated spiral room with 3 separate larger platforms for red to spam from. Honestly in my opinion its just better to have the extra dodging room by keeping it on the ground. Compound this with the proximity to red spawn and last is nearly impossible.

This is just my opinion, but after playing the map these last few days that seems to be the general consensus with chat members and how most of the matches i experience go.
give me the poison 20 Jul, 2024 @ 3:29pm 
4/10
Pyro Attack 20 Jul, 2024 @ 12:34pm 
skill issue
The Changer 20 Jul, 2024 @ 12:16pm 
cp_junction
Pyro Attack 20 Jul, 2024 @ 9:53am 
You're just too stupid to understand maps like this
Spycrab 20 Jul, 2024 @ 8:31am 
Steel but worse
Jusa  [author] 19 Jul, 2024 @ 10:47pm 
Each point capture reduces reds height advantage over the point, allows blue more access to the high ground, increases reds respawn time and also expands the capture points size. It might look like it "just makes the point harder to cap" but everything is not as straight forward as it seems.

There are also currently a few issues being fixed that should also happen with subsequent points captured.
no loafing 19 Jul, 2024 @ 10:18pm 
each subsequent point captured makes last harder to reach? baffling

the complicated map layout seems fine once you get over the learning curve, that's just how these types of maps are, but the getting-harder-to-cap thing feels like a major sticking point to me. it's like an anti-steel - you can either have the whole blu team rush last immediately, which is just sitting there easily reachable in the middle of the room, or you can capture the other points first, and be rewarded with... the point being moved all the way to the top of the room, right by red's spawn, where the only ground paths to reach it are a few obscure little alleyways from C that often have you walking right past red's spawn door? why would you ever cap the other points first?
Effie 19 Jul, 2024 @ 8:34pm 
Cool looking, but confusing to navigate. Giving red a permanent back-door behind blu is a horrid idea. Last becomes HARDER to cap the more points blu has for some reason, which is nonsense.
Magister Viridi 19 Jul, 2024 @ 1:37pm 
Ah yes, these wall colours are totally in-line with TF2 design and compliment the aesthetics.
They greatly help in visibility in this straight-forward map that isn't confusing at all.
Maybe the worst of the update. Garbage.
Jonny 19 Jul, 2024 @ 11:19am 
Love this map
↟CH!LL!KO ↟↟↟↟ 19 Jul, 2024 @ 10:18am 
Fix Main point, time cap is ridiculous small- playtime happens to be less than 1 min sometimes, on the last point longer red respawn time is not fun (25sec), map is cool tho
StarPlayz™ 19 Jul, 2024 @ 9:34am 
damn this map looks cool to bad it has a shit layout!!!
Wedge009 19 Jul, 2024 @ 8:14am 
There seems to be a problem, at least when playing on Linux, where the entire game crashes within a few seconds of anyone capturing the 'main' control point. This happened several times before I gave up on it.
skill issue 19 Jul, 2024 @ 5:42am 
Horrible map,don't play on it.
Dogman15 19 Jul, 2024 @ 4:54am 
This is a pretty high-tech-looking map.
A MOON SHAPED PRETZEL 19 Jul, 2024 @ 1:25am 
This is one of the best maps ive ever played ever
Golf 18 Jul, 2024 @ 10:53pm 
fun map