This map does a decent job implementing a power weapon to encourage map movement. The two attacking options on the Hydra [Tunnel or Mid’s jump up] really works well with the Paper, Rock, Scissors design of Breakout. Hydra also has nice variety from its pickup as far as aggressive in top mid, cautious in the enemy’s tunnel and low mid, or retreat through your tunnel. Hydra’s utility only really covers about 50% of the map falling apart in the House and low mid, making it useful but not necessary for a win. The map does not do well in the overall uselessness of the center mid and its use of long corridors and open areas outside of the House. With the design of Breakout, if it is a 1v2+ situation it’s nearly impossible to rally since the only area you can kill and disappear in is the house, which isn’t a very large area and is easily converged upon.