pl_hoodoo

A Map for Team Fortress 2

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A custom payload map with a new cart model

README ------------------------ PL_HOODOO FINAL VERSION (pl_hoodoo) Gametype: Payload Players: 24-32 Scoring mode: 1 point per checkpoint captured Author: Tim "Youme" Johnson Contributors: Jeroen "Snipergen" Dessaux "DigitalReaper" John "Jimbomcb" McBroom Wade "Nineaxis" Fabry of http://fabrydesign.com "Oxy" E-mail: die_stumpfe_klingen@hotmail.co.uk ___________________________________ Map description A standard payload map for Team Fortress 2, Blu are escorting a custom payload model - a dirty bomb - towards the red base. ___________________________________ Recommended config file mp_maxrounds 2 mp_winlimit 0 ___________________________________ Revision History (DD/MM/YY) Final released 04/01/09:- * Improved playerclipping in a few areas. * Rotated spawn points in Red's final spawnroom. * Raised a ceiling in stage 2 to help prevent players getting stuck in it. Beta 5 released 07/12/08:- * Fixed a bug where the cart would continue moving forward as soon as stage 3 started. * Changed some props to the correct collision type. * Minor detailing fixes. * Fixed two func_brush not being set to 'don't render' * Slightly tweaked respawn times in stage 3 * Replaced a one way door in stage 2 Beta 4a released 09/11/08:- * Fixed cart speed Beta 4 released 08/11/08:- * Tweaked location of health/ammo packs. * Minor layout tweaks including: - Added a rock+hoodoos to stage 2. - Added a few sentry locations. - Reduced attackers ability to spawncamp in stage 3. - Removed a one way door from stage 2. * Tweaked fade distances on certain props. * Removed a load of clipping exploits. * Reduced insane number of env_cubemaps. * Miscellaneous lightmap and lighting changes. * Slight respawn wave time changes. Beta 3 released 13/10/08:- * Restructured the 3D skybox. * Adjusted respawnwave times. * Detailing improvements spread over all three stages. * Miscellaneous layout changes: - Tweaking cap 2 area in stage 3. - Minor route out of a ditch, stage 1. - A set of stairs to a previously blu only area. - Added more hoodoos as decoration and as cover. - Added a locked door to stage 3 until blue cap the mid point. * Miscelaneous lighting and lightmap scale changes. * Added train bumper model by Snipergen. * Removed all beta signs. * Possibly solved issue with stage 2 cap 2 as well as the cart not moving properly at the start of stage 3. * Tidied up cart texture. * Properly asigned spectator points. Beta 2 released 31/08/08:- * Fade distances adjusted, a few were too short. * Named capture points properly and added A/B/C signs at the second point of each stage. * Miscellaneous layout changes to all stages, including: - Widened an exit in stage 1. - Moved a oneway door in stage 1. - Added a new oneway route in stage 2 - New tunnel into the final building in stage 3. - Added a respawnvisualiser to a door further from Blu spawn in stage 2. - Added a bridge outside blue spawn in stage 2. - Additional skybox detailing. * Lightened a most of areas. * Improved playerclipping and altered incorrect collision modes of props. * Miscellaneous detailing improvements over all stages. * Fixed fully black lightmap and bleeding light problems. * Reduced intensity of ticking sound. * Fixed some displacement misaligns. * Fixed a problem when players would get slanted views. * Fixed visleaks. * Improved lightmap optimisation Beta 1A released 10/08/08:- * Added 3D skybox * Detailed entire map, all developer textures removed. * Lighting vastly improved as well as giving lights sources. * Made all displacements - removing a few lips where players previously had to jump over. * Optimisation in the form of hints, areaportals, fade distances on props, remodelled props, overlays in place of props, etc. * Added cart model by Snipergen as well as various miscellaneous models by DigitalReaper * Added ticking + alarm sound to cart along with explosion particles (waiting on valve to enable them). * Slight layout tweaks across all three stages, physical changes as well as ammo/health pack amounts and locations adjusted * locked a door until a certain capture point is capped by Blu. * Playerclips, clips, blockbullets all added Alpha 4 released 16/05/08:- * Added one way (non-team specific) route in stage 1. * Moved blue spawn in stage 1 into a separate room to prevent major chance of spawn camping. * Adjusted/added/removed various hoodoos. * Adjusted/added/removed various health/ammo. * Added ambulance model by Oxy. * Tweaked respawn timers. * Added door models to spawn rooms. * Added one one-way (non-team specific) route to stage 2. Alpha 3 released 13/05/08:- * Prevented cart returning past capture points. * Removed console error about wrong model type. * One route made blue-team-only in stage one. * One route made red-or-blue-team-only in stage three with placeholder visualisers. * Skybox lowered from its excessive height. * Added health/ammo packs in all three stages. * Fixed a spawn oom vis problem where players could walk straight though it. * Slight layout tweaks. * Final cap points in second and third stages made narrower. Alpha 1 released 01/05/08 ___________________________________ Known Issues * Smoke escapes though roof of the final building (When valve finish their work on the custom particles I can fix that easily) * No physical explosion * Some light is still bleeding, blasted stuff! ___________________________________ Thanks All members of www.coltsplayground.net and www.tf2maps.net, most notably: Colt Seavers Jimbomcb Snipergen DigitalReaper Nineaxis Velvet Fist, Iron Glove Floor_Master - for exceptional feedback ___________________________________ Like this map? why not digg it - http://digg.com/pc_games/New_Team_Fortress_2_custom_map_PL_HOODOO If you really like it, why not recommend it to valve for an update? ;)

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  • 8y
    bartus2003 avatar
    bartus2003 Offline
    Member Joined 9y
    Bug 20.09.2009 in pl_hoodoo final map!!!
    When map begins.....Bomb wilfully ride :

    screens:
    http://img15.imageshack.us/img15/327...final0000x.jpg
    http://img24.imageshack.us/img24/976...ofinal0001.jpg
    http://img22.imageshack.us/img22/125...ofinal0002.jpg
    http://img16.imageshack.us/img16/218...ofinal0003.jpg

    view in HD:
    http://www.youtube.com/watch?v=ZMMoDatX33c

    Instalacja=Installation
    Map: pl_hoodoo final
    Bananite avatar
    Mantra
    Bananite
  • 8y
    Agree with everybody else. Stage 2-2 is horribly unbalanced towards red and blue loses almost every time in that stage.
    Bananite
  • 8y
    Vilham avatar
    Vilham Offline
    Member Joined 10y
    7,896 points Ranked 562nd
    Played this map for the first time the other day and it is massively imbalanced, the map quite simply has too many choke points, at some points you can't even get the cart moving when you have 3 ubers.

    Map looks incredible. Plays terrible.
    Rate my subs please!
  • 8y
    Goerge avatar
    Goerge avatar Fapping
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    Whatever man, fpsb's servers are default spawn 24 slot, and 32 slot with class restrictions.

    even on 24 slot, normal spawn, servers, people call the second stage the 'Blu Loses' stage.

    every single time second stage comes up, it seems like you need 3 staggered ubers to win

    and i already said they were default spawn, so I don't know why you are even bringing up instant spawn in the first place.

    engies build up in that crows nest behind the point to the left at second stage red spawn, and that can be hard to take out.

    red's spawn door is too close to the point.

    hoodoo has the lowest blu win rate out of all the pl maps

    We all know egypt is a horrible for blue team, and blu wins less on hoodoo that they do on egypt.

    6.4/10

     avatar
    Mantra
  • 8y
    Youme avatar
    Youme Offline
    Member Joined 10y
    2,143 points Ranked 2199th
    Posted by Skitt

    George has a point, Noobberry. This map looks fairly incredible, but unfortunately the balance is so off that Blu only win roughly 20% of the time, according to Valves stats. (http://steampowered.com/status/tf2/tf2_stats.php)

    Hoodoo is balanced for 24 man, unmodded servers. (I have multiple sets of statistics from servers where balance is 50/50) but valve's stats are influenced by instant respawn servers, where I doubt blue would ever win without some kind of miracle.
    Please if you want to play hoodoo, don't play on instant respawn servers.
  • 8y
    Skitt avatar
    Skitt Offline
    Member Joined 8y
    George has a point, Noobberry. This map looks fairly incredible, but unfortunately the balance is so off that Blu only win roughly 20% of the time, according to Valves stats. (http://steampowered.com/status/tf2/tf2_stats.php)
    Bananite
  • 8y
    Noobberry avatar
    Noobberry avatar Offline
    Member Joined 11y
    This map is okay.

    Only GOERGE hate this map is the second point and him going pynub mode.
    blank. avatar
    Mantra
    blank.
  • 8y
    Goerge avatar
    Goerge avatar Fapping
    Member Joined 15y
    558 points Ranked 8053rd
    13 medals 2 legendary 2 rare
    • 10 years a member Medal icon
    • Submitted 200 Threads Medal icon
    • 6 years a member Medal icon
    • Submitted 100 Threads Medal icon
    • Became a Club Leader Medal icon
    • 1 post awarded Exemplary Feedback Medal icon
    The map favors red like a sonofabitch

    second points are nearly impossible, especially on the second stage.

    Looks great and all that, but the red v blue balance is terrible.

    Cool cart model and whatnot, but the balance issues overshadow everything else. People have started to call the second stage the 'BLU LOSES STAGE'

    This is normal spawn 32 slot, and 24 slot.

    6.4/10

     avatar
    Mantra
  • 8y
    Number. avatar
    Number. Offline
    Member Joined 9y
    61,799 points Ranked 61st
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    Congratz on The Community Map. :D
    Laddergoat, u so random. avatar
    Mantra
    Laddergoat, u so random.
  • 8y
    funsize avatar
    funsize Offline
    Member Joined 10y
    1,320 points Ranked 3623rd
    Good job on making the update.
    Uncloak and Dagger avatar
    Mantra
    Uncloak and Dagger

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Date Added
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