Difference between revisions of "Hoodoo"

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(On Hellsgamers hoodoo sever, this bug has become apparent so it therefore has not been fixed.)
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==External links==
 
==External links==
 
*[http://www.teamfortress.com/sniper_vs_spy/day09_english.htm The Sniper vs Spy Update: Bonus Day - Hats + Hoodoo map]
 
*[http://www.teamfortress.com/sniper_vs_spy/day09_english.htm The Sniper vs Spy Update: Bonus Day - Hats + Hoodoo map]
* Additional Screenshots: http://www.fpsbanana.com/maps/screens/62351
 
 
  
 
{{Maps nav}}
 
{{Maps nav}}
 
{{Languages}}
 
{{Languages}}

Revision as of 02:55, 4 September 2010

Hoodoo
300px
Basic Information
Developer(s): Unknown
Map Photos
Loading screen photos.
Map Overview
Hoodoo overview.png

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

File:Hoodoo Cart.png
Hoodoo's unique "dirty bomb" payload.
  • 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 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. 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 ThreeBLU 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.

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'.
  • Hoodoo has a rare bug where the Payload may begin to move on its own during set-up and can only be stopped if ever 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. There is no word on when this will be fixed.

External links