Difference between revisions of "Hoodoo"
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** '''Tunnel''': This tunnel has a door that can only be opened from the inside. | ** '''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. | ** '''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 | + | *** '''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. | * '''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. | ** '''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. | ||
Line 76: | Line 76: | ||
File:Forward Area for BLU Spawn in Stage 3.png|Forward Area for BLU Spawn in 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 C.png|Area outside BLU's third spawn. | ||
− | File:Hoodoo mid C2.png|Halfway point to | + | File:Hoodoo mid C2.png|Halfway point to B. |
− | File:Hoodoo point C.png|Point | + | File:Hoodoo point C.png|Point B. |
File:RED Spawn in Hoodoo Stage 3.png|RED Spawn in Hoodoo Stage 3. | File:RED Spawn in Hoodoo Stage 3.png|RED Spawn in Hoodoo Stage 3. | ||
</gallery> | </gallery> | ||
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</gallery> | </gallery> | ||
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== External links == | == External links == | ||
* [https://www.teamfortress.com/sniper_vs_spy/day09_english.htm The Sniper vs. Spy Update: Bonus Day - Hats + Hoodoo map] | * [https://www.teamfortress.com/sniper_vs_spy/day09_english.htm The Sniper vs. Spy Update: Bonus Day - Hats + Hoodoo map] |
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
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