Difference between revisions of "Hoodoo"
(Added infos to map infobox; Removed "Goal" section (Payload generic rules can be found in the gamemode page); Minor fixes.) |
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{{Map infobox | {{Map infobox | ||
− | | game-type=Payload | + | | map-status = community |
− | | file-name=pl_hoodoo_final | + | | map-game-type = Payload |
− | | map-image=plhoodoo. | + | | map-file-name = pl_hoodoo_final |
− | + | | map-image = plhoodoo.png | |
− | | map-stamp-link= | + | | map-stamp-link = https://steamcommunity.com/stats/TF2/leaderboards/30386 |
− | | map- | + | | map-released = {{Patch name|5|21|2009}} |
− | | map-environment = Desert | + | | map-released-major = Sniper vs. Spy Update |
− | | map-setting = Daylight, sunny | + | | map-has-n-stages = 3 |
− | | map-health | + | | map-environment = Desert |
− | | map-health | + | | map-setting = Daylight, sunny |
− | | map | + | | map-pickups-health-small = 13 |
− | + | | map-pickups-health-medium = 16 | |
− | | map-ammo | + | | map-pickups-ammo-small = 7 |
− | | map-ammo | + | | map-pickups-ammo-medium = 19 |
+ | | map-pickups-ammo-large = 2 | ||
+ | | map-has-bots = yes | ||
}} | }} | ||
− | '''Hoodoo''' is a [[Payload]] map. It included with [[ | + | '''Hoodoo''' is a [[Steam Workshop|community-created]] [[Payload]] map. It was included with the [[Sniper vs. Spy Update]] as an official community-developed map due to its outstanding quality. In a similar design and layout to [[Gold Rush]], Hoodoo focuses on fast-paced, intense action due to the map's sometimes tight and confined areas. The setup timer is 1 minute and 10 seconds. |
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− | In similar design and layout to [[Gold Rush]], Hoodoo focuses on fast-paced, intense action due to the map's sometimes tight and confined areas. | ||
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== Locations == | == Locations == | ||
− | + | [[File:Hoodoo_stage_one.png|thumb|right|Details of stage 1.(Large file)]] | |
− | + | [[File:Hoodoo_stage_two.png|thumb|right|Details of stage 2.(Large file)]] | |
− | + | [[File:Hoodoo_stage_three.png|thumb|right|Details of stage 3.(Large file)]] | |
− | == | + | == Stage One == |
− | + | * '''BLU Spawn''': A large building with 3 exits, with a staircase leading to higher ground. | |
+ | * '''First point battlements''': A wide open area with several routes to get to the first checkpoint, the left side when leaving BLU spawn is a rocky highground which gives good vantage over the cart's path. | ||
+ | ** '''Lower path''': A pathway underneath the cart's tracks which leads to a medium healthkit. | ||
+ | ** '''Mining buildings''': Two buildings which house the lower path. | ||
+ | * '''Second point battlements''': The second point battlements contains several flank routes to get the the point, left of the first point is a balcony containing a small healthkit and medium ammo box. | ||
+ | ** '''The tunnels''': Tunnels can be found which have entrances by the mining buildings and near the second main chokepoint, these tunnels lead to a balcony with a one way door. | ||
+ | ** '''Upper flank''': An upper flank route with a drop down that leads to the left side of point A, a building with several opened windows can be used as cover. | ||
+ | ** '''Ravine''': Under the cart's track is a small ravine which houses a medium health and ammo kit. | ||
+ | <gallery> | ||
+ | File:Hoodoo BLU Spawn - Stage 1.png|BLU team first spawn in stage 1. | ||
+ | File:Hoodoo blu spawn.png|Area outside BLU's initial spawn. | ||
+ | File:Hoodoo lower path.png|The lower path. | ||
+ | File:Hoodoo mining buildings.png|The mining buildings. | ||
+ | File:Hoodoo mid A.png|First capture point. | ||
+ | File:Hoodoo tunnels.png|The tunnels. | ||
+ | File:Hoodoo drop flank.png|Left side flank. | ||
+ | File:Hoodoo ravine.png|The ravine. | ||
+ | File:Hoodoo point A.png|Capture point A. | ||
+ | </gallery> | ||
− | *''' | + | == Stage Two == |
− | The | + | * '''BLU Spawn''': RED's spawn from the first stage is repurposed for BLU. |
+ | * '''Main battlements''': The track leads out into an open area, following the side of a long mining building. The first capture point brings the cart inside of the mining building, on the right side of the capture point is a tunnel. | ||
+ | ** '''Mining building''': The building which the cart follows on the edges, a ramp can be used from the BLU side to enter it, following the building will take you through several rooms which contain medium and small health kits. | ||
+ | ** '''Tunnel''': This tunnel has a door that can only be opened from the inside. | ||
+ | ** '''The capture point''': The building that houses the first point contains a balcony with two doorways, the left door with the ramp leads to a staircase which takes you just outside of Point B, the right doorway leads through to more tunnels. | ||
+ | *** '''Upper tunnels''': These tunnels from the first capture point have two exits, the first left exit will drop you down into the secondary battlements, whereas the second path will lead you to a small corridor with minecarts and a one way door. | ||
+ | * '''Capture point B''': A wide open area with little cover. | ||
+ | ** '''High ground''': A vantage point which has a good view over the battlements, behind it is the one way door that can only be opened from the mining tunnels. | ||
+ | <gallery> | ||
+ | File:Hoodoo BLU Spawn for Stage 2 and RED Spawn for Stage 1.png|RED Spawn for Stage 1 and BLU Spawn for Stage 2. | ||
+ | File:Hoodoo mid B.png|Area outside BLU's second spawn. | ||
+ | File:Hoodoo mining building stage 2.png|The mining building. | ||
+ | File:Hoodoo stage 2 first point.png|The first capture point. | ||
+ | File:Hoodoo upper tunnels.png|The upper tunnels | ||
+ | File:Hoodoo high ground.png|The high ground. | ||
+ | File:Hoodoo point B.png|Point B. | ||
+ | </gallery> | ||
− | *''' | + | == Stage Three == |
− | + | * '''BLU Spawn''': RED's spawn in stage 2, BLU must leave down some stairs into the main area which has 3 exits. | |
+ | * '''Main battlements''': The cart must follow along a winding path around through a mining camp, with the multi-level buildings providing plenty of routes for both BLU and RED to attack. | ||
+ | ** '''Buildings''': These buildings connect through from the final point to where BLU spawn is, they are cramped with very little room for movement, when the first point is captured a garage door will open for BLU to use to get to the final point quicker. | ||
+ | ** '''First point''': The capture point which has very little defensibility once BLU pushes through the main buildings. | ||
+ | * '''Final point''': The track winds down into an industrial building, where BLU has to push the cart out on a catwalk surrounded by a large concrete pit. | ||
+ | ** '''Explosives shack''': left of the main track is a building filled with dynamite, BLU can use this building to flank into the left entrance of the main point. | ||
+ | <gallery> | ||
+ | File:Hoodoo Blu Spawn for Stage 3 and RED Spawn for Stage 2.png|RED Spawn for Stage 2 and BLU Spawn for Stage 3. | ||
+ | File:Forward Area for BLU Spawn in Stage 3.png|Forward Area for BLU Spawn in Stage 3. | ||
+ | File:Hoodoo mid C.png|Area outside BLU's third spawn. | ||
+ | File:Hoodoo mid C2.png|Halfway point to B. | ||
+ | File:Hoodoo point C.png|Point B. | ||
+ | File:RED Spawn in Hoodoo Stage 3.png|RED Spawn in Hoodoo Stage 3. | ||
+ | </gallery> | ||
− | == | + | == Strategy == |
− | + | {{map strategy link|Hoodoo|main=yes|stub=yes}} | |
== Update history == | == Update history == | ||
− | '''[[ | + | {{Update history| |
+ | '''{{Patch name|5|21|2009}}''' ([[Sniper vs. Spy Update]]) | ||
+ | * Added Hoodoo to the game. | ||
+ | |||
+ | '''{{Patch name|8|17|2009}}''' | ||
* Changes from community mapmaker Tim Johnson: | * Changes from community mapmaker Tim Johnson: | ||
− | ** "Added a balcony at 2-1 that I've rotated and cleaned up so it's a much better point, it attracts less sentry spam but is still holdable. 2-2 has a bit more breathing room and the one way route between BLU/RED spawn in stage 3 has gone and in its place some stairs up to the second level accessible from BLU's side." | + | ** "Added a balcony at 2-1 that I've rotated and cleaned up so it's a much better point, it attracts less sentry spam but is still holdable. 2-2 has a bit more breathing room and the one-way route between BLU/RED spawn in stage 3 has gone and in its place some stairs up to the second level accessible from BLU's side." |
+ | |||
+ | '''{{Patch name|2|16|2012}}''' | ||
+ | * Removed door frame collision to resolve bots getting stuck in the cave during stage 2. | ||
+ | |||
+ | '''{{Patch name|7|18|2024}} #1''' ([[Summer 2024 Update]]) | ||
+ | * Added {{code|func_noclip}} to BLU spawn in the third stage.}} | ||
+ | |||
+ | == Bugs == | ||
+ | * Rarely, the cart may begin to move on its own during set-up<ref>http://www.youtube.com/watch?v=oqAvZtXRiq0</ref> and can only be stopped if a player from the BLU team goes near enough to push the cart himself, only possible if a team member uses {{code|noclip}}. | ||
+ | * Bots will get stuck on the door leading to the second area on Stage 2; they can only get unstuck if the first checkpoint is captured, allowing the door to open. | ||
+ | * On Stage 3, RED Spies can get into BLU's spawn with the help of a BLU Engineer's teleporter, and even walk through the previous door to Stage 2. RED Spies can also use BLU's (previously RED's) resupply cabinets. | ||
+ | * In the area outside BLU's second spawn, RED players can get in a corner with the wooden planks that have been placed close to the cart, causing it to be defended through the walls. | ||
+ | * It is possible for most [[buildings]] to be placed out of bounds on the first stage. | ||
+ | |||
+ | == Trivia == | ||
+ | * Hoodoo's cart is accompanied by unique sound files: The cart '[[Media:Hoodoo clock ticking.wav|ticks]]' while in play. It also emits a high-pitched [[Media:Hoodoo clock alarm.wav|ringing]] just before the cart detonates after BLU's victory on the Third Sector. Both of these sounds reflect the cart's improvised alarm clock "timed fuse." | ||
+ | * In the first stage, the ambulance found in the BLU respawn acts as a fully functional [[resupply cabinet]]. | ||
+ | * A Hoodoo is a tall, thin rock spire found in arid drainage basins and {{botignore|badlands}}. | ||
== Gallery == | == Gallery == | ||
<gallery widths=140px heights=80px> | <gallery widths=140px heights=80px> | ||
− | File:Hoodoo | + | File:Hoodoo Bombcart.png|Hoodoo's unique "dirty bomb" cart. |
− | + | File:Hoodoo stage1.png|Overview of stage 1. | |
− | + | File:Hoodoo stage2.png|Overview of stage 2. | |
− | + | File:Hoodoo stage3.png|Overview of stage 3. | |
− | File:Hoodoo | ||
− | |||
− | File:Hoodoo | ||
− | File:Hoodoo | ||
</gallery> | </gallery> | ||
− | == | + | == External links == |
− | [ | + | * [https://www.teamfortress.com/sniper_vs_spy/day09_english.htm The Sniper vs. Spy Update: Bonus Day - Hats + Hoodoo map] |
− | + | ||
− | + | == References == | |
+ | <references/> | ||
− | + | {{Sniper Vs Spy Update Nav}} | |
− | + | {{Maps Nav}} | |
− | + | [[Category:Quickplay maps]] | |
− | |||
− |
Latest revision as of 10:27, 7 October 2024
Hoodoo | |
---|---|
Basic Information | |
Map type: | Payload |
File name: | pl_hoodoo_final
|
Released: | May 21, 2009 Patch (Sniper vs. Spy Update) |
Developer(s): | Tim "YM" Johnson Jeroen "Snipergen" Dessaux Fay L. "nineaxis" Fabry Drew "Oxy" Fletcher |
Map Info | |
No. of Stages: | 3 |
Environment: | Desert |
Setting: | Daylight, sunny |
Bot support: | Yes |
Map Items | |
Health Kits: | ×13 • ×16 |
Ammo Boxes: | ×7 • ×19 • ×2 |
Map Photos | |
Map Overview | |
Map Stamp | |
Supporters Leaderboard |
Hoodoo is a community-created Payload map. It was included with the Sniper vs. Spy Update as an official community-developed map due to its outstanding quality. In a similar design and layout to Gold Rush, Hoodoo focuses on fast-paced, intense action due to the map's sometimes tight and confined areas. The setup timer is 1 minute and 10 seconds.
Contents
Locations
Stage One
- BLU Spawn: A large building with 3 exits, with a staircase leading to higher ground.
- First point battlements: A wide open area with several routes to get to the first checkpoint, the left side when leaving BLU spawn is a rocky highground which gives good vantage over the cart's path.
- Lower path: A pathway underneath the cart's tracks which leads to a medium healthkit.
- Mining buildings: Two buildings which house the lower path.
- Second point battlements: The second point battlements contains several flank routes to get the the point, left of the first point is a balcony containing a small healthkit and medium ammo box.
- The tunnels: Tunnels can be found which have entrances by the mining buildings and near the second main chokepoint, these tunnels lead to a balcony with a one way door.
- Upper flank: An upper flank route with a drop down that leads to the left side of point A, a building with several opened windows can be used as cover.
- Ravine: Under the cart's track is a small ravine which houses a medium health and ammo kit.
Stage Two
- BLU Spawn: RED's spawn from the first stage is repurposed for BLU.
- Main battlements: The track leads out into an open area, following the side of a long mining building. The first capture point brings the cart inside of the mining building, on the right side of the capture point is a tunnel.
- Mining building: The building which the cart follows on the edges, a ramp can be used from the BLU side to enter it, following the building will take you through several rooms which contain medium and small health kits.
- Tunnel: This tunnel has a door that can only be opened from the inside.
- The capture point: The building that houses the first point contains a balcony with two doorways, the left door with the ramp leads to a staircase which takes you just outside of Point B, the right doorway leads through to more tunnels.
- Upper tunnels: These tunnels from the first capture point have two exits, the first left exit will drop you down into the secondary battlements, whereas the second path will lead you to a small corridor with minecarts and a one way door.
- Capture point B: A wide open area with little cover.
- High ground: A vantage point which has a good view over the battlements, behind it is the one way door that can only be opened from the mining tunnels.
Stage Three
- BLU Spawn: RED's spawn in stage 2, BLU must leave down some stairs into the main area which has 3 exits.
- Main battlements: The cart must follow along a winding path around through a mining camp, with the multi-level buildings providing plenty of routes for both BLU and RED to attack.
- Buildings: These buildings connect through from the final point to where BLU spawn is, they are cramped with very little room for movement, when the first point is captured a garage door will open for BLU to use to get to the final point quicker.
- First point: The capture point which has very little defensibility once BLU pushes through the main buildings.
- Final point: The track winds down into an industrial building, where BLU has to push the cart out on a catwalk surrounded by a large concrete pit.
- Explosives shack: left of the main track is a building filled with dynamite, BLU can use this building to flank into the left entrance of the main point.
Strategy
Main article: Community Hoodoo 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
May 21, 2009 Patch (Sniper vs. Spy Update)
- Added Hoodoo to the game.
- Changes from community mapmaker Tim Johnson:
- "Added a balcony at 2-1 that I've rotated and cleaned up so it's a much better point, it attracts less sentry spam but is still holdable. 2-2 has a bit more breathing room and the one-way route between BLU/RED spawn in stage 3 has gone and in its place some stairs up to the second level accessible from BLU's side."
- Removed door frame collision to resolve bots getting stuck in the cave during stage 2.
July 18, 2024 Patch #1 (Summer 2024 Update)
- Added
func_noclip
to BLU spawn in the third stage.
Bugs
- Rarely, the cart may begin to move on its own during set-up[1] and can only be stopped if a player from the BLU team goes near enough to push the cart himself, only possible if a team member uses
noclip
. - Bots will get stuck on the door leading to the second area on Stage 2; they can only get unstuck if the first checkpoint is captured, allowing the door to open.
- On Stage 3, RED Spies can get into BLU's spawn with the help of a BLU Engineer's teleporter, and even walk through the previous door to Stage 2. RED Spies can also use BLU's (previously RED's) resupply cabinets.
- In the area outside BLU's second spawn, RED players can get in a corner with the wooden planks that have been placed close to the cart, causing it to be defended through the walls.
- It is possible for most buildings to be placed out of bounds on the first stage.
Trivia
- Hoodoo's cart is accompanied by unique sound files: The cart 'ticks' while in play. It also emits a high-pitched ringing just before the cart detonates after BLU's victory on the Third Sector. Both of these sounds reflect the cart's improvised alarm clock "timed fuse."
- In the first stage, the ambulance found in the BLU respawn acts as a fully functional resupply cabinet.
- A Hoodoo is a tall, thin rock spire found in arid drainage basins and badlands.
Gallery
External links
References
|