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− | {{community strategy stub|"General team strategy" and Class strategy ''specific'' to this unique map is generally absent.}}
| + | == Effective Health == |
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− | {{Map infobox
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− | | map-strategy= yes
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− | | game-type=Payload
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− | | file-name=pl_hoodoo_final
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− | | map-image=plhoodoo.jpg
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− | | developer=[http://steamcommunity.com/id/Y_M Tim "YM" Johnson] <br>[http://steamcommunity.com/id/snipergen Jeroen "Snipergen" Dessaux] <br>[[User:Nineaxis|Fay L. "nineaxis" Fabry]] <br> [[User:Oxygencube|Drew "..oxy.." Fletcher]]
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− | | map-stamp-link=http://steamcommunity.com/stats/TF2/leaderboards/30386
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− | | map-multiple-stages = 3
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− | | map-environment = Desert
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− | | map-setting = Daylight, sunny
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− | | map-health-pickups-small = 13
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− | | map-health-pickups-medium = 16
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− | | map-ammo-pickups-small = 7
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− | | map-ammo-pickups-medium = 19
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− | | map-ammo-pickups-large = 2
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− | | map-bots = 1
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− | }}
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− | This article is about '''Community MAP strategy'''.
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− | '''Note''': It is recommended to read the main [[Hoodoo]] article first to become familiar with the names of key map locations used in this article.
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− | {{TOC limit|3}}
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− | ==General strategy==
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− | ==Class-specific strategy==
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− | ==={{Class link|Scout}}===
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− | ==== Offense ====
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− | ''Stage 1''
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− | * The first checkpoint is surprisingly open, allowing your excellent [[Speed|mobility]] to come to light.
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− | * There is a tunnel beneath the Shack, which is useful for flanking behind Red [[Sniper]]s on Point A.
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− | * It is not recommended to rush through the Gates, since they are a common [[Chokepoint]] which, when defended properly, is extremely hard to traverse.
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− | * One of the ways to infiltrate the second checkpoint is through the Flanks. Try to do this in coordination with your team, as they can clear out the Red [[Sentry Gun]]s for you.
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− | ''Stage 2''
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− | * At the beginning of a round, avoid going directly into the Mining Building. Instead, attack its inhabitants from the side, where the open ground is located.
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− | * If you find that the Chokepoint is protected by to much Sentries, use the [[Bonk! Atomic Punch]] in order to distract them for your team.
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− | * Going through the Tunnels will bring you to the Concrete Platform, a large piece of high ground overlooking the second checkpoint.
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− | ** From there, the [[Shortstop]] can be utilized to spam out enemy defenders from a safe distance.
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− | ''Stage 3''
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− | * This whole stage is extremely narrow and tight. You will need to play very carefully if you wish to avoid getting obliterated within one of its numerous corridors
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− | * You can reach the Grain Silo by double-jumping up to its window.
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− | * By quickly taking the Shortcut, you might be able cutoff the Red members attempting to retreat from the Propane tank.
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− | * The final checkpoint is very tricky for a Scout, since there is often an array of Sentry guns monitoring it from the appropriately named Sentry Deck.
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− | ** If your team cannot destroying those Sentries, you should attempt to flank underneath them through a ditch, thus reaching the Industrial Building that way.
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− | ==== Defense ====
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− | ''Stage 1''
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− | * There is a relatively concealed area to the left of Blu's spawn, in which you can hide and wait for attackers to come out.
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− | * Repeatedly jumping on top of hoodoos will make you a difficult target for any [[Projectiles|projectile]] class.
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− | * While the attackers are pushing through the Gates, you can use the Side Tunnel in order to flank behind them.
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− | * Using one of Scout's jump-extending weapons, such as the [[Atomizer]], enables you to reach the Flank.
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− | ''Stage 2''
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− | * Right beside the Mining Building is a small, concealed path which directly borders the Map's limit. This route can be used to bring yourself directly to Blu's spawn.
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− | * Even though you cannot open the gates leading to the Tunnel, one of Tunnels' openings can still be reached by [[Force-A-Nature]] jumping from the Concrete Platform.
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− | ''Stage 3''
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− | * The [[Mad Milk]] is incredibly useful on this stage, whose cramped and confined corridors will force the attackers to nicely clump up together.
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− | * Once the Shortcut is open, you can use it to organize ambushes on attackers making their way to the front lines.
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− | * The numerous long and narrow hallways on this stage open up plenty of opportunity for weapons such as the [[Flying Guillotine]] to shine.
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− | ==={{Class link|Soldier}}===
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− | ==== Offense ====
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− | ''Stage 1''
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− | * Red [[Engineer]]s will often position their [[Sentry Gun]]s in behind the Shack. Which can be spammed out from the Cliff.
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− | * If the Red team is fiercely defending the second point, you can try using the [[Battalion's Backup]] in order to break through their defenses.
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− | * Both the Flank and the Side Tunnel lead to positions directly overlooking the Checkpoint B. Use their [[High ground advantage]] in order to effortlessly bombard defenders from above.
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− | ''Stage 2''
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− | * As a power class, it is your task to clear out the Mining Buildings on checkpoint A, thus paving a way for your team.
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− | * The absurd number of [[Sentry Gun]]s commonly found on checkpoint B may prompt you to equip the [[Direct Hit]], along side the Battalion's Backup.
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− | * Taking the Tunnel will bring you to the Concrete Platform, a powerful high ground position which overviews the entire Red Spawn area.
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− | ** This nifty little route is useful if you wish to put pressure on the Red's flanks, thus distracting them from your team.
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− | ''Stage 3''
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− | * You can quickly access the Grain Shack by [[Rocket jump]]ing through one of its windows.
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− | ==== Defense ====
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− | ''Stage 1''
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− | * A small mound can be found on top of the Cliff, which grants you some additional height advantage.
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− | * Enemies will often attack Checkpoint B from within the two side passages overlooking it. This can be prevented by quickly Rocket jumping up to them, thus surprising the attackers.
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− | ''Stage 2''
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− | * Make use of the height advantage provided by the Rocks and the Side House.
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− | * Thanks to your Rocket jumps, you are able to reach one of the Tunnel's passages, allowing you to infiltrate behind enemy lines.
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− | ''Stage 3''
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− | * The [[Buff Banner]] is very effective on stage 3, which, due to to its narrow nature, forces attackers to clump up together. Leaving them very susceptible to Crits.
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− | * Try to prevent the attackers from taking over the Shortcut, since its powerful height advantage is simply too good to give up.
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− | ** Plus, its cramped corridors make your explosives quite potent.
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− | ==={{Class link|Pyro}}===
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− | * Pyros have a some advantage on this map, as there are no available water sources for players to reach. Use the hit-and-run tactic to kill other players by [[Fire#Afterburn|Afterburn]].
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− | ==={{Class link|Demoman}}===
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− | ==={{Class link|Heavy}}===
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− | ==={{Class link|Engineer}}===
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− | ==={{Class link|Medic}}===
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− | ==={{Class link|Sniper}}===
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− | * As a Sniper on offense, you can snipe with ease on the balcony gate overlooking Stage A Final, hiding behind the gate while aiming.
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− | * On defense, each rollout offers you long site lines, but you can be easily flanked on the Stage B rollout.
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− | ==={{Class link|Spy}}===
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− | {{Map strategy}}
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