Difference between revisions of "Hoodoo"
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{{main|Strategy}} | {{main|Strategy}} | ||
− | * | + | *'''BLU Team''' |
The ledge at the beginning of the tight passage is an excellent [[Engineer]] spot. With an influx of reinforcement you can stall the enemy for quite some time. | The ledge at the beginning of the tight passage is an excellent [[Engineer]] spot. With an influx of reinforcement you can stall the enemy for quite some time. | ||
− | * | + | *'''RED Team''' |
Spies can play a crucial role at the final stage, eliminating [[Snipers]] in waiting, or taking down sentries. However it is difficult to hide as the map is very small. | Spies can play a crucial role at the final stage, eliminating [[Snipers]] in waiting, or taking down sentries. However it is difficult to hide as the map is very small. | ||
Revision as of 21:57, 14 November 2010
Hoodoo | |
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300px | |
Basic Information | |
Developer(s): | Unknown |
Map Photos | |
Map Overview | |
Hoodoo is a Payload map. It included with The Sniper vs Spy Update as an official community developed map due to its outstanding quality.
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.
Introduction video
Goal
- BLU: The BLU team's primary goal throughout every Payload map is to guide the blue-colored bomb on its tracks throughout the map. By continuously pushing the cart forward and breaking through RED defensive positions, the bomb will detonate and the BLU team will be victorious. Failure to push the cart forward by having teammates near it will eventually result in the cart slowly moving backwards after a period of time, eroding your team's past progress.
- RED: Opposite the BLU team's objective, the team function of RED, as a group, is to deter and stall the BLU team and prevent them from advancing the bomb to its final destination. By fighting off their opposition for a long enough period of time, the RED team will be victorious. The most effective way to stall the BLU team is to remain very close to the bomb cart, thereby halting it from moving even with BLU forces nearby.
Locations
- Stage One – The first stage starts with an open area where Demomen and Soldiers can be effective. The first capture point leads into a cramped passage through mining buildings, where RED Engineers can wreak havoc on the offense. The second capture point is where the stage ends. Crossing a short bridge, with side passages providing routes to flank the defense and push the cart to victory.
- Stage Two – 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, where multiple floor levels provide Pyro's an opportunity to drop in on the action. On the right side of the capture point is a tunnel, the tunnel has a door that can only be open from the inside. This is a great spot for BLU Engineer to set up their Sentry Gun, teleporter and Dispenser because the door can only be open from the inside. This allows the BLU Engineer to open the door when REDs are in range of the Sentry Gun and close the door when they aren't creating a very offensive spot with almost impenetrable defense.The cart progress through a second room and out into a cramped area surrounding by industrial architecture. BLU has to push hard and leverage the multiple side routes to lead the cart to victory, as this area provides RED Engineers, Demomen, and other defensive classes an almost perfect position.
- Stage Three – BLU team has to push the cart 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. 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.
Strategies
Main article: Strategy
- BLU Team
The ledge at the beginning of the tight passage is an excellent Engineer spot. With an influx of reinforcement you can stall the enemy for quite some time.
- RED Team
Spies can play a crucial role at the final stage, eliminating Snipers in waiting, or taking down sentries. However it is difficult to hide as the map is very small.
Bugs
- Rarely, the Payload may begin to move on its own during set-up and can only be stopped if a player from the BLU team goes near enough to push the cart himself, though this is only possible if a team member uses noclip.
Trivia
- Hoodoo's Payload is accompanied by unique sound files: The bomb-cart 'ticks' while in play. It also emits a high-pitched ringing just before the bomb detonates after BLU's victory on the Third Sector. Both of these sounds reflect the Payload's improvised alarm clock 'timed fuse'.
- On the Second Sector, there is an easter egg in the form of a frog hidden under the ramp near the first checkpoint.