Difference between revisions of "User:Lolimsogreat21/Sandbox1"

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==Class-specific strategy==
 
==Class-specific strategy==
 
==={{Class link|Scout}}===
 
==={{Class link|Scout}}===
 +
==== Offense ====
 +
''Stage 1''
 +
* The first checkpoint is surprisingly open, allowing your excellent [[Speed|mobility]] to come to light.
 +
* There is a tunnel beneath the Shack, which is useful for flanking behind Red [[Sniper]]s on Point A.
 +
* It is not recommended to rush through the Gates, since they are a common [[Chokepoint]] which, when defended properly, is extremely hard to traverse.
 +
* One of the ways to infiltrate the second checkpoint is through the Flanks. Try to do this in coordination with your team, as they can clear out the Red [[Sentry Gun]]s for you.
 +
''Stage 2''
 +
* At the beginning of a round, avoid going directly into the Mining Building. Instead, attack its inhabitants from the side, where the open ground is located.
 +
* If you find that the Chokepoint is protected by to much Sentries, use the [[Bonk! Atomic Punch]] in order to distract them for your team.
 +
* Going through the Tunnels will bring you to the Concrete Platform, a large piece of high ground overlooking the second checkpoint.
 +
** From there, the [[Shortstop]] can be utilized to spam out enemy defenders from a safe distance.
 +
''Stage 3''
 +
* This whole stage is extremely narrow and tight. You will need to play very carefully if you wish to avoid getting obliterated within one of its numerous corridors
 +
* You can reach the Grain Silo by double-jumping up to its window.
 +
* By quickly taking the Shortcut, you might be able cutoff the Red members attempting to retreat from the Propane tank.
 +
* The final checkpoint is very tricky for a Scout, since there is often an array of Sentry guns monitoring it from the appropriately named Sentry Deck.
 +
** If your team cannot destroying those Sentries, you should attempt to flank underneath them through a ditch, thus reaching the Industrial Building that way.
 +
==== Defense ====
 +
''Stage 1''
 +
* There is a relatively concealed area to the left of Blu's spawn, in which you can hide and wait for attackers to come out.
 +
* Repeatedly jumping on top of hoodoos will make you a difficult target for any [[Projectiles|projectile]] class.
 +
* While the attackers are pushing through the Gates, you can use the Side Tunnel in order to flank behind them.
 +
* Using one of Scout's jump-extending weapons, such as the [[Atomizer]], enables you to reach the Flank.
 +
''Stage 2''
 +
* Right beside the Mining Building is a small, concealed path which directly borders the Map's limit. This route can be used to bring yourself directly to Blu's spawn.
 +
* Even though you cannot open the gates leading to the Tunnel, one of Tunnels' openings can still be reached by [[Force-A-Nature]] jumping from the Concrete Platform.
 +
''Stage 3''
 +
* The [[Mad Milk]] is incredibly useful on this stage, whose cramped and confined corridors will force the attackers to nicely clump up together.
 +
* Once the Shortcut is open, you can use it to organize ambushes on attackers making their way to the front lines.
 +
* The numerous long and narrow hallways on this stage open up plenty of opportunity for weapons such as the [[Flying Guillotine]] to shine.
  
 
==={{Class link|Soldier}}===
 
==={{Class link|Soldier}}===

Revision as of 22:02, 2 February 2022

Lolimsogreat21
Plhoodoo.jpg
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Desert
Setting: Daylight, sunny
Map Photos
Loading screen photos.

This article is about Community MAP strategy.

Note: It is recommended to read the main Hoodoo article first to become familiar with the names of key map locations used in this article.

General strategy

Class-specific strategy

Leaderboard class scout.png Scout

Offense

Stage 1

  • The first checkpoint is surprisingly open, allowing your excellent mobility to come to light.
  • There is a tunnel beneath the Shack, which is useful for flanking behind Red Snipers on Point A.
  • It is not recommended to rush through the Gates, since they are a common Chokepoint which, when defended properly, is extremely hard to traverse.
  • One of the ways to infiltrate the second checkpoint is through the Flanks. Try to do this in coordination with your team, as they can clear out the Red Sentry Guns for you.

Stage 2

  • At the beginning of a round, avoid going directly into the Mining Building. Instead, attack its inhabitants from the side, where the open ground is located.
  • If you find that the Chokepoint is protected by to much Sentries, use the Bonk! Atomic Punch in order to distract them for your team.
  • Going through the Tunnels will bring you to the Concrete Platform, a large piece of high ground overlooking the second checkpoint.
    • From there, the Shortstop can be utilized to spam out enemy defenders from a safe distance.

Stage 3

  • This whole stage is extremely narrow and tight. You will need to play very carefully if you wish to avoid getting obliterated within one of its numerous corridors
  • You can reach the Grain Silo by double-jumping up to its window.
  • By quickly taking the Shortcut, you might be able cutoff the Red members attempting to retreat from the Propane tank.
  • The final checkpoint is very tricky for a Scout, since there is often an array of Sentry guns monitoring it from the appropriately named Sentry Deck.
    • If your team cannot destroying those Sentries, you should attempt to flank underneath them through a ditch, thus reaching the Industrial Building that way.

Defense

Stage 1

  • There is a relatively concealed area to the left of Blu's spawn, in which you can hide and wait for attackers to come out.
  • Repeatedly jumping on top of hoodoos will make you a difficult target for any projectile class.
  • While the attackers are pushing through the Gates, you can use the Side Tunnel in order to flank behind them.
  • Using one of Scout's jump-extending weapons, such as the Atomizer, enables you to reach the Flank.

Stage 2

  • Right beside the Mining Building is a small, concealed path which directly borders the Map's limit. This route can be used to bring yourself directly to Blu's spawn.
  • Even though you cannot open the gates leading to the Tunnel, one of Tunnels' openings can still be reached by Force-A-Nature jumping from the Concrete Platform.

Stage 3

  • The Mad Milk is incredibly useful on this stage, whose cramped and confined corridors will force the attackers to nicely clump up together.
  • Once the Shortcut is open, you can use it to organize ambushes on attackers making their way to the front lines.
  • The numerous long and narrow hallways on this stage open up plenty of opportunity for weapons such as the Flying Guillotine to shine.

Leaderboard class soldier.png Soldier

Leaderboard class pyro.png Pyro

  • Pyros have a some advantage on this map, as there are no available water sources for players to reach. Use the hit-and-run tactic to kill other players by Afterburn.

Leaderboard class demoman.png Demoman

Leaderboard class heavy.png Heavy

Leaderboard class engineer.png Engineer

Leaderboard class medic.png Medic

Leaderboard class sniper.png Sniper

  • As a Sniper on offense, you can snipe with ease on the balcony gate overlooking Stage A Final, hiding behind the gate while aiming.
  • On defense, each rollout offers you long site lines, but you can be easily flanked on the Stage B rollout.

Leaderboard class spy.png Spy