Hoodoo
Hoodoo | |
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Basic Information | |
Map type: | Payload |
File name: | pl_hoodoo_final
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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 | |
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Map Photos | |
Map overview | |
Map Stamp | |
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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
[hide]Locations
First stage
Checkpoint A
- BLU Spawn: A large building with 3 exits, with a staircase leading to the Cliff Flank.
- Hoodoos: The large, open area in front of BLU spawn. It contains several hoodoos.
- Cliff Flank: An elevated ridge that overlooks the entire area, located on the left side of BLU's spawn.
- Lower Path: A pathway underneath the cart's tracks which leads to the Clearing.
- Mining Buildings: Two buildings under which the Lower Path is located. The buildings themselves are inaccessible.
- Sealed Mineshaft: Besides the Mining Buildings is an entrance to a collapsed mineshaft containing a medium health pack.
- Clearing: Behind the first of the Mining Buildings is a section of open space containing a medium health pack and some ammo.
- Grain Chute: The first checkpoint is located below an arched building with a chute.
Checkpoint B
- Wooden Perch: Left of the first checkpoint (from the cart's perspective) is a balcony containing a small healthkit and medium ammo box.
- Upper Path: To the right of the first checkpoint is a wooden building with an in-built staircase, leading to a small platform overlooking the Choke.
- Tunnels: A system of narrow tunnels that flank around the right side of the Upper Path. They directly connect the Clearing and the Choke.
- Balcony: Branching off from the main Tunnels is a steep wooden ramp that leads to an elevated platform accessible via a one-way gate. From here, it is possible to oversee the whole area of checkpoint B.
- Wooden Dropdown: Extending from the Wooden Perch is an upper flank route with a drop down that leads to the left side of point A. Located next to it is the Windows shed.
- Windows: Located on the left side of the Ravine is a small shed with several large windows.
- Choke: A tight and narrow chokepoint through which the cart must pass in order to reach checkpoint A.
- Ravine: After exiting the Choke, the cart proceeds over a small ravine via a wooden bridge. The ravine also houses a medium health and ammo kit.
- RED spawn: The RED's spawn building sits behind the Ravine, with the exit located on the side that faces towards the next stage. Checkpoint B itself is located up against the back wall of the spawn.
Second Stage
Checkpoint A
- BLU Spawn: RED's spawn from the first stage is repurposed for BLU.
- Hoodoos: The cart's tracks lead out into a wide open area, in the center of which is a group of hoodoos towering over the rest of the landscape.
- Mining Building: An L-shaped building which the cart follows and eventually enters. It can be entered from both of its ends as well as through multiple openings in its walls. Following the building will take you through several rooms which contain medium and small health kits.
- Stealthy Dropdown: Following the Mining Building's left side (from cart's perspective) leads one to an opening in the floor that connects to the building's central room.
- Roof: Found to the right of the Hoodoos is a shed embedded into the nearby mountain. Its roof can be accessed via blast jumping.
- Tunnel: The mountain on the right side of Checkpoint A has two tunnels excavated through it. The first tunnel leads to a one-way gate that access the Valley, bypassing the Choke.
- Checkpoint A: 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 to the Flank Hallway, while the right doorway leads to the Upper Tunnel.
Checkpoint B
- Upper Tunnel: This tunnel from the first checkpoint branches off into two exits; the first left exit drops down into the Valley, whereas the second path leads to the Minecart Mineshaft.
- Minecart Mineshaft: Connected to the Upper Tunnel is another dugout that flanks around the platform at Concrete. It is filled with minecarts and their tracks.
- Choke: After clearing checkpoint A, the cart proceeds through a tight chokepoint on its way to the Valley.
- Flank Hallway: Running parallel to the Choke's left side (when viewed from cart's perspective) is a separate narrow corridor.
- Valley: The Choke exits out into a spacious clearing that stretches the all the way to the RED spawn.
- Concrete: A vantage point which has a good view over the Valley, behind it is the one-way door that can only be opened from the Minecart Mineshaft.
- Checkpoint B: The second checkpoint lies in front of a small shed.
Third Stage
Checkpoint A
- BLU Spawn: BLU must go down some stairs into the main area which has 3 exits.
- Brown Nuggets Shed: The first building that the cart passes. It is a small shed containing health and ammo.
- Upper Deck: An L-shaped building that overlooks the area in front of BLU spawn. It and the Brown Nuggets Shed sandwich the cart's tracks between them.
- Mining Camp: The central building in the stage, it connects the final point with the BLU spawn. It is cramped with very little room for movement, as well as having many rooms and openings. When the first point is captured a garage door will open for BLU to use to get to the final point quicker.
- Catwalk: A metal catwalk bridges the gap between the Mining Camp and the Upper Deck.
- Dropdown: A hole in the floor that drops down to the shortcut which opens up after checkpoint A is captured.
- Hidden Nook: Next to the Upper Deck and Opposite the Mining Camp is a tiny room looking out onto the tracks.
- Bend: The first checkpoint is located in an u-turn that curves around the Mining Camp.
Checkpoint B
- Explosives Shack: Left of the main track is a building filled with dynamite, it leads into the left entrance of the Checkpoint Building.
- Battlements: Right of the main track is an elevated concrete platform, it leads into the right entrance of the Checkpoint Building.
- Checkpoint Building: 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.
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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