Difference between revisions of "User:Lolimsogreat21/Sandbox1"

From Team Fortress Wiki
Jump to: navigation, search
({{Class link|Medic}})
({{Class link|Medic}})
Line 95: Line 95:
  
 
==={{Class link|Medic}}===
 
==={{Class link|Medic}}===
==== Offense =====
+
==== Offense ====
 
''Stage 1''
 
''Stage 1''
 
* Watch out for enemy [[Kritzkrieg]]s and [[Sniper]]s at the beginning of the round, since they can get you even when you are inside the spawn.
 
* Watch out for enemy [[Kritzkrieg]]s and [[Sniper]]s at the beginning of the round, since they can get you even when you are inside the spawn.
Line 116: Line 116:
 
* Beware of Blu Snipers while retreating towards the Gates or the Side Tunnel, as you will be in their sights for a not-insignificant amount of time.
 
* Beware of Blu Snipers while retreating towards the Gates or the Side Tunnel, as you will be in their sights for a not-insignificant amount of time.
 
* The Ditch serves as excellent cover during an enemy Über push.
 
* The Ditch serves as excellent cover during an enemy Über push.
 +
''Stage 2''
 +
* Friendly Soldiers will often take up a position on the Side House. Use the Crusader's Crossbow to heal them from a far.
 +
* When defending checkpoint A, avoid straying past the Rocks. As doing this will put you in Blu's sightlines.
 +
* If you have an ÜberCharge or Kritzkrieg ready, the best time to deploy them is during an enemy push through the Chokepoint.
 +
* While defending checkpoint B, watch out for Blu Snipers trying to shoot you from within the Tunnel.
 +
''Stage 3''
 +
* Stay on top of the Metal Bridge. You can still heal teammates from up there, all while holding the high ground.
 +
* If the enemy had taken the Shortcut, do not bother with staying around the Propane tank, as you will make yourself vulnerable to being cut off.
 +
* The Sentry Deck acts as a good platform from which to launch a last-ditch counter-attack.
  
 
==={{Class link|Sniper}}===
 
==={{Class link|Sniper}}===

Revision as of 21:18, 4 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

Offense

Stage 1

  • Red Engineers will often position their Sentry Guns in behind the Shack. Which can be spammed out from the Cliff.
  • If the Red team is fiercely defending the second point, you can try using the Battalion's Backup in order to break through their defenses.
  • Both the Flank and the Side Tunnel lead to positions directly overlooking the Checkpoint B. Use their High ground advantage in order to effortlessly bombard defenders from above.

Stage 2

  • As a power class, it is your task to clear out the Mining Buildings on checkpoint A, thus paving a way for your team.
  • The absurd number of Sentry Guns commonly found on checkpoint B may prompt you to equip the Direct Hit, along side the Battalion's Backup.
  • Taking the Tunnel will bring you to the Concrete Platform, a powerful high ground position which overviews the entire Red Spawn area.
    • This nifty little route is useful if you wish to put pressure on the Red's flanks, thus distracting them from your team.

Stage 3

  • You can quickly access the Grain Shack by Rocket jumping through one of its windows.

Defense

Stage 1

  • A small mound can be found on top of the Cliff, which grants you some additional height advantage.
  • Enemies will often attack Checkpoint B from within the two side passages overlooking it. This can be prevented by quickly Rocket jumping up to them, thus surprising the attackers.

Stage 2

  • Make use of the height advantage provided by the Rocks and the Side House.
  • Thanks to your Rocket jumps, you are able to reach one of the Tunnel's passages, allowing you to infiltrate behind enemy lines.

Stage 3

  • The Buff Banner is very effective on stage 3, which, due to to its narrow nature, forces attackers to clump up together. Leaving them very susceptible to Crits.
  • Try to prevent the attackers from taking over the Shortcut, since its powerful height advantage is simply too good to give up.
    • Plus, its cramped corridors make your explosives quite potent.

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

Offense

Stage 1

  • Watch out for enemy Kritzkriegs and Snipers at the beginning of the round, since they can get you even when you are inside the spawn.
  • You usually do not need an ÜberCharge in order to safely exit your spawn. Save it up for later.
  • A good strategy for attacking checkpoint B is to Overheal teammates on the flanks, while you take the main assault through the middle chokepoint.
    • This way, you will be applying pressure to the enemy from all sides. Ensuring that they lose on all fronts.

Stage 2

  • Utilize the Rocks for cover against Red Snipers.
  • Even after capturing checkpoint A, some defenders can still stay behind the Side House. Prioritize cleaning them up, so that they do not give you a surprise later on.
  • An ÜberCharge is usually required in order to safely traverse the Chokepoint.
  • The Crusader's Crossbow is useful for healing teammates on top of the Concrete Platform, without having to cross the Valley.

Stage 3

  • Blu team starts out in the low-ground. So prioritize healing classes which can blast jump, such as Soldiers and Demoman, in order to make up for that disadvantage.
  • Focus on securing the Shortcut with your team, since you do not have to worry about Red players flanking you from there while you capturing checkpoint A.
  • Stock Medi Gun is usually a must when attempting to capture the Final point. If the Red team managed to fortify in time, you can expect an array of Sentries in your way.

Defense

Stage 1

  • Use the Kritzkrieg. Due to the way Blu spawn is structured, Crit projectiles can reach deep within it, possibly killing the enemy Medic before he even got time to deploy his Über.
  • Beware of Blu Snipers while retreating towards the Gates or the Side Tunnel, as you will be in their sights for a not-insignificant amount of time.
  • The Ditch serves as excellent cover during an enemy Über push.

Stage 2

  • Friendly Soldiers will often take up a position on the Side House. Use the Crusader's Crossbow to heal them from a far.
  • When defending checkpoint A, avoid straying past the Rocks. As doing this will put you in Blu's sightlines.
  • If you have an ÜberCharge or Kritzkrieg ready, the best time to deploy them is during an enemy push through the Chokepoint.
  • While defending checkpoint B, watch out for Blu Snipers trying to shoot you from within the Tunnel.

Stage 3

  • Stay on top of the Metal Bridge. You can still heal teammates from up there, all while holding the high ground.
  • If the enemy had taken the Shortcut, do not bother with staying around the Propane tank, as you will make yourself vulnerable to being cut off.
  • The Sentry Deck acts as a good platform from which to launch a last-ditch counter-attack.

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