Difference between revisions of "Hoodoo"
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{{Map infobox | {{Map infobox | ||
− | |game-type=Payload | + | | game-type=Payload |
− | |file-name=pl_hoodoo_final | + | | file-name=pl_hoodoo_final |
− | |map-image=plhoodoo.jpg | + | | map-image=plhoodoo.jpg |
− | |developer=[http://steamcommunity.com/id/Y_M Tim "YM" Johnson] <br>[http://steamcommunity.com/id/snipergen Jeroen "Snipergen" Dessaux] <br>[[User:Nineaxis|Wade "Nineaxis" Fabry]] <br>Drew "Oxy" Fletcher | + | | developer=[http://steamcommunity.com/id/Y_M Tim "YM" Johnson] <br>[http://steamcommunity.com/id/snipergen Jeroen "Snipergen" Dessaux] <br>[[User:Nineaxis|Wade "Nineaxis" Fabry]] <br>Drew "Oxy" Fletcher |
− | |map-stamp-link=http://steamcommunity.com/stats/TF2/leaderboards/30386 | + | | map-stamp-link=http://steamcommunity.com/stats/TF2/leaderboards/30386 |
+ | | map-multiple-stages = 3 | ||
+ | | map-environment = Desert | ||
+ | | map-setting = Daylight, sunny | ||
+ | | map-health-pickups-small = 13 | ||
+ | | map-health-pickups-medium = 16 | ||
+ | | map-health-pickups-large = | ||
+ | | map-ammo-pickups-small = 7 | ||
+ | | map-ammo-pickups-medium = 19 | ||
+ | | map-ammo-pickups-large = 2 | ||
}} | }} | ||
+ | |||
'''Hoodoo''' is a [[Payload]] map. It included with [[The Sniper vs. Spy Update]] as an official community developed map due to its outstanding quality. | '''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. | 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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+ | As in other Payload maps, the [[BLU]] team goal is to escort the cart through the map to the final terminus while the [[RED]] team has the task to stop them. | ||
== Introduction video == | == Introduction video == | ||
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{{youtube|aU6rWZwPQCo}} | {{youtube|aU6rWZwPQCo}} | ||
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== Locations == | == Locations == | ||
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* '''Stage One''' – The first stage starts with an open area where [[Demoman|Demomen]] and [[Soldier]]s can be effective. The first capture point leads into a cramped passage through mining buildings, where [[RED]] [[Engineer]]s 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 One''' – The first stage starts with an open area where [[Demoman|Demomen]] and [[Soldier]]s can be effective. The first capture point leads into a cramped passage through mining buildings, where [[RED]] [[Engineer]]s 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]]s to set up their Sentry Gun, Teleporter and Dispenser because the door can only be opened from the inside. This allows the [[BLU]] [[Engineer]] to open the door when [[RED]]s 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 use the multiple side routes to lead the cart to victory, as this area provides [[RED]] [[Engineer]]s, [[Demoman|Demomen]], and other defensive classes an almost perfect position. | * '''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]]s to set up their Sentry Gun, Teleporter and Dispenser because the door can only be opened from the inside. This allows the [[BLU]] [[Engineer]] to open the door when [[RED]]s 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 use the multiple side routes to lead the cart to victory, as this area provides [[RED]] [[Engineer]]s, [[Demoman|Demomen]], and other defensive classes an almost perfect position. | ||
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== Gallery == | == Gallery == | ||
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<gallery widths=140px heights=80px> | <gallery widths=140px heights=80px> | ||
File:Hoodoo blu spawn.jpg | Area outside BLU's initial spawn. | File:Hoodoo blu spawn.jpg | Area outside BLU's initial spawn. | ||
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==Trivia== | ==Trivia== | ||
+ | [[Image:Hoodoo Cart.png|thumb|top|Hoodoo's unique "dirty bomb" cart.]] | ||
*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." | *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." | ||
+ | {{clr}} | ||
==External links== | ==External links== | ||
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{{SnipervsSpyUpdateNav}} | {{SnipervsSpyUpdateNav}} | ||
+ | <br /> | ||
{{Maps nav}} | {{Maps nav}} |
Revision as of 10:58, 22 February 2011
Hoodoo | |
---|---|
300px | |
Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Desert |
Setting: | Daylight, sunny |
Map Photos | |
Map Overview | |
Map Stamp | |
Supporters Leaderboard |
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.
As in other Payload maps, the BLU team goal is to escort the cart through the map to the final terminus while the RED team has the task to stop them.
Contents
Introduction video
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 Pyros 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 Engineers to set up their Sentry Gun, Teleporter and Dispenser because the door can only be opened 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 use 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
- 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 Sentry Guns. However it is difficult to hide as the map is very small.
Bugs
- Rarely, the cart 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.
Update history
- 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."
Gallery
- Hoodoo blu spawn.jpg
Area outside BLU's initial spawn.
- Hoodoo mid A.jpg
First capture point.
- Hoodoo point A.jpg
Point A.
- Hoodoo mid B.jpg
Area outside BLU's second spawn.
- Hoodoo point B.jpg
Point B.
- Hoodoo mid C.jpg
Area outside BLU's third spawn.
- Hoodoo mid C2.jpg
Halfway point to C.
- Hoodoo point C.jpg
Point C.
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."
External links
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