Hoodoo

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Hoodoo
Plhoodoo.png
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
Healthico.png Health Kits: Smallhealth.png ×13  •  Mediumhealth.png ×16
Ammoico.png Ammo Boxes: Smallammo.png ×7   •   Mediumammo.png ×19   •  
Largeammo.png ×2
Map Photos
Loading screen photos.
Map Overview
Hoodoo overview.png
Map Stamp
Item icon Map Stamp - Hoodoo.png
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.

Locations

Details of stage 1.(Large file)
Details of stage 2.(Large file)
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.

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

Update history

May 21, 2009 Patch (Sniper vs. Spy Update)
  • Added Hoodoo to the game.

August 17, 2009 Patch

  • 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."

February 16, 2012 Patch

  • 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