THE GAME CUSTOMIZATION NETWORK: FPSB | RTSB | RPGB |
SUBSCRIBE
 
 









Map Details
Release: Final
Version: 1.0
Filesize: 43 mb
Players: 24
Theme: Not Specified
Time of Day: Day/Light
Season: Not Specified
Weather: Other/Not Specified
Textures: Custom
Meshes: Custom
Map Size: Medium
Environment: Indoors, Outdoors
Effects: High Dynamic Range(HDR), Volumetric Fog
Misc. Features: Ambient Sounds
Classes: None/Not Specified
DevNotes
No details were entered
pl_hoodoo
A custom payload map with a new cart model
Added by...
Key Authors
Youme
Category: TF2 > Payload
Tags: payload, cart, team fortress, dirty bomb, multi-stage, desert, goldmine, rocky
Added 11 months ago - last modified 6 months ago
19,451 views, 5,737 downloads (Stats)
Author's Readme/Notes:
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? ;)
DOWNLOAD
(43 mb)
Feedback
Page of 4   1 2 3 4 Next Page
17 days ago



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.


Game Server OP + Site Admin XD
18 days ago
Youme



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.

TF2mapper - TF2maps.net
18 days ago
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)

Bananite
25 days ago



This map is okay.

Only GOERGE hate this map is the second point and him going pynub mode.


blank.
1 month ago



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.


Game Server OP + Site Admin XD
1 month ago



Congratz on The Community Map. :D


Run for Cover!
1 month ago
funsize



Good job on making the update.


Uncloak and Dagger
1 month ago
bobblyhead



Nice one, sneaking into the update like that.

Bananite
6 months ago
kankle king M.D.



Map is EXCELLENT up until 2-2, that point is freaking near impossible to cap. :( Its like Goldrush 1-2, way way too hard to advance. Other than that, it kicks major ass. Looks like Valve map. You work for them yet? lol

Bananite
6 months ago
MrMuffinMan



Pros: Incredibly fun to play at all times. I've never seen a custom map as complete and well made as this.
Cons: Could be more unique.
Improvements: None worth mentioning.
Notes: Hi.

Mapper
40 records
Page of 4   1 2 3 4 Next Page
Add Feedback
You cannot post yet!
Get involved on FPSB by posting your thoughts. Give authors your feedback to help them develop.

To post in this submission register or login.
Assessment
Critic Rating [+]
9.6/10
User Rating [+]
9.4/10
bScore
9.46/10
You cannot assess yet!
Moderating FPSB is in your hands - when you assess a submission your vote determines its success or failure.

To vote on this submission register or login.
Stamps
This Map in a nutshell...
Amazing & Fun
You cannot assess yet!
Moderating FPSB is in your hands - when you assess a submission your vote determines its success or failure.

To vote on this submission register or login.
Added by...
Youme
OFFLINE
TF2mapper - TF2maps.net
Ranked 1209th with 1,881 points. 3 points behind Nafoul

[+] Donate

Peasant
1,882 points

Helper
7 exemplary posts

Graduate
Joined 13 Jan 2008

Member
Vote for Submitter
You must login or register to access this module!
Like this Map? Vote Youme for one or more monthly awards.
Related Maps