|“I built that.”
This page contains information about a custom map that is not an officially released Team Fortress 2 map.
All released Valve and Community-made TF2 maps can be found on the list of maps.
|Map type||Mann vs. Machine|
|Release date:||December 1st, 2019|
|Last updated:||December 1st, 2019|
|Health Kits:||×11 • ×|
|Ammo Boxes:||×8 • ×5|
Hoovy Dam has two gates present in it that gatebots can capture in order to move the robot spawn forward into the map. Tanks are still able to spawn in this map.
Similarly to Doppler, this map locks off further sections of it in earlier waves, confining players and robots to each gate area in the map. This starts with Gate B. Players are required to complete waves to progress further into the map, ending at the front. A shortcut to the front is also unlocked once the players clear enough waves to reach it.
A multitude of jump pads are present in this map. These can be used by both players and robots to quickly access other areas in the map. Robots commonly use certain jump pads in conjunction with the B.A.S.E. Jumper to parachute into the playspace.
This map was featured in Operation Madness vs Machines with the Advanced difficulty mission Kinetic Energy. It appeared again in Operation Digital Directive with the Advanced difficulty mission Blast Perfect.
Hoovy Dam incorporates a large amount of vertical space. This includes areas that have multiple vertical layers that can be accessed via a multitude of ramps, stairs, and other objects in the environment.
Where the hatch and defender's spawn resides. Walkways surround the area, giving defenders high-ground in the area.
- Defender's Spawn: Offers an exit onto the walkways around the hatch. Also has a shortcut to the front.
- Window Walkway: A walkway at the opposite end of the building, with turbines breaking up the space and giving cover.
- Vent Exit: A removed vent cover gives access to an alternative path to Gate B.
- Side Exit: A doorway exiting from the Window Walkway, leading to Gate B.
- Main Exit: A large doorway with a sliding gate that opens when a player, robot, or tank approaches it.
Where Gate B is situated.
- Back Railway: A long platform with fences acting as cover in the area. A jump pad is present here and can be used to jump to Gate B.
- Train Room: A small room to the side of the area, exits into the vent exit present in the Turbine Building.
- Gate B: Another long platform, part of Gate B's floors consist of grates that can be used to see into the area below.
- Valley: The tailrace splits this section into two main platforms. Robots can spawn next to this area via a room underneath Gate B.
- Bridge: A road leading into Gate A's area. The middle is barricaded off while the wave has Gate B beginning as the robot's.
Where Gate A is situated.
- Broken Bridge: The second half of the bridge has been broken, preventing access to Gate A through it by normal means. Classes with jump capabilities can clear this distance.
- Roadway: Continue from the bridge and goes underneath Gate A. Robots can spawn in a room at the end of this, underneath Gate A.
- Gate A: A series of walkways with the gate placed at the top. A jump pad is located immediately next to it that both players and robots can use. Another jump pad is present at the opposite corner to the flank spawn.
- Runoff: A large, open body of water. Robots can enter this area via a small flank at Gate A that leads into a jump pad, propelling the robots into the area.
- Overlook: A cliff that some robots can spawn from. Most of these robots will be equipped with B.A.S.E. Jumpers to parachute into the area.
- Back Cliff: A hill at the back of the front. Players and some robots can use this path and gain a considerable high-ground. The shortcut from the defender's spawn exits out here.
- Overpass: The road passes over a bridge that cuts the front in two. A jump pad is present at both sides of the bridge that players can use.
- Underpass: Two separated channels of water flow under the bridge into the very front. Ramps leading to the cliff and Gate B are present here.
- Pipes: One of the main robot spawns. The left exit drops robots onto the end of the overpass, while the right exit drops robots onto a jump pad, propelling them into the very front.
- Channel End: The very front where the main robot spawns exit into. Two high up metal platforms indicate where robots will drop from.
- Jump Pad Overlook: A jump pad flanking the right side of the channel end propels robots into the front.
- Right Cliff: A cliff that moves up and to the right of the channel end. A small drop off at the end is used as a flanking robot spawn.
- The Upgrade Stations in this map contain a multitude of easter eggs, these include:
- A Saxxy lying on the top shelf of the left station, referencing Blade x64's actual Saxxy for contributing to the Seventh Annual Saxxy Awards Best Extended Leak!.
- A miniature cow cutout on the bottom shelf of the left station.
- A sprite of the missing entity error usually only seen in the Hammer Editor on the top shelf of the right station. Also see Obsolete on the Valve Developer Community
- A miniature model of the info_player_start entity used in most Source games on the top shelf of the right station. Also see info_player_start on the Valve Developer Community
- An extremely large version of the Saxxy in the right station.
- Multiple cow cutouts are spread across the map, usually in hard to reach or otherwise inaccessible parts of the map.
- An underwater maze, similar to the one seen in the Half-Life 1 mod Hazardous Course 2, exists as an easter egg underneath the defender's spawn. Completing the maze lets the player access a secret room purposefully designed as a developer room. This maze is set up to teleport players that attempt to access it with cheats back to their spawn and the layout of the maze can only be seen when inside of it. This is also the location of the only large health pack in the entire map.
- More info_player_start models are darted around the map, including one in the aforementioned water maze and one in the Carrier Tank.