Difference between revisions of "Bloodwater"
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{{Map infobox | {{Map infobox | ||
− | + | | map-status = community | |
− | + | | map-game-type = Payload | |
− | + | | map-image = Pl bloodwater.png | |
− | + | | map-file-name = pl_bloodwater | |
− | + | | map-released = {{Patch name|10|1|2020}} | |
− | + | | map-released-major = Scream Fortress 2020 | |
− | + | | map-hazards = [[Pumpkin bomb]]s, [[Pitfall]]s,<br>[[Skeletons]], [[Environmental death#MONOCULUS|MONOCULUS]],<br>[[Environmental death#Cart explosion|Payload Cart explosion]] | |
− | + | | map-hazards-underworld = [[Environmental death#Health drain|Health drain]], [[Environmental death#Lava|Lava]],<br>[[Environmental death#Area Explosion|Area Explosion]] | |
− | + | | map-environment = Halloween | |
− | + | | map-setting = Night | |
− | + | | map-stamp-link = https://steamcommunity.com/stats/TF2/leaderboards/5533881 | |
− | + | | map-pickups-health-small = 12 | |
− | + | | map-pickups-health-medium = 6 | |
− | + | | map-pickups-health-large = 1 | |
− | + | | map-pickups-ammo-small = 4 | |
− | + | | map-pickups-ammo-medium = 5 | |
− | + | | map-pickups-ammo-large = 10 | |
− | + | | map-pickups-special-sgg = yes | |
− | + | | map-pickups-special-pumpkin = yes | |
− | + | | map-has-bots = yes | |
}} | }} | ||
− | |||
− | '''Bloodwater''' | + | {{Quotation|'''Bloodwater''' publicity blurb|Get out the Draculas, the Frankensteins and the Skeletons with the guns in their hands ! Introducing BloodWater ! (pl_badwater_event), The Brand New Remake of the EXTREMELY POPULAR Badwater Map !}} |
− | Bloodwater | + | '''Bloodwater''' is a [[Steam Workshop|community-created]] single-stage [[Payload]] map with four checkpoints for the [[BLU]] team to capture. It was added during the [[Scream Fortress 2020]] update, the setup timer is 1 minute and 10 seconds. |
− | In this map, [[BLU]] must push a cart through three checkpoints all the way to [[RED]]'s base. The cart drops [[magic spell]]s as it moves. The clocktower shows how long until the next [[Witching Hour]] and how long until it ends. Players can try their luck in the [[Underworld]] for a chance at an advantage in the battle. | + | In this map, [[BLU]] must push a cart through three checkpoints all the way to [[RED]]'s base. The cart drops [[magic spell]]s as it moves. The clocktower shows how long until the next [[Witching Hour]] and how long until it ends. Players can try their luck in the [[Underworld]] for a chance at an advantage in the battle. The Payload cart plays [[Halloween Boss voice responses#Pumpkin bombs|Pumpkin bomb voicelines]] when hit by a weapon. |
+ | |||
+ | Bloodwater was [https://steamcommunity.com/sharedfiles/filedetails/?id=766145891 contributed] to the Steam Workshop. | ||
== Witching Hour == | == Witching Hour == | ||
− | The [[Witching Hour]] is a timed-event feature. It occurs every time the minute hand on the Clocktower reaches 12 and lasts while the minute hand steps | + | The [[Witching Hour]] is a timed-event feature. It occurs every time the minute hand on the Clocktower reaches 12 and lasts while the minute hand steps backward around back to 12 again. The Clocktower bells announce the Witching Hour. Clockworks clunk loudly within the tower, increasing in rate to warn players of the end of the Witching Hour. |
− | Every Witching Hour, spells | + | Every Witching Hour, spells appear across the map, along with one of two bosses: the [[Skeletons|Skeleton King]] or [[MONOCULUS]]. |
== Locations == | == Locations == | ||
− | + | {{HelpfulOverviewNote}} | |
− | |||
=== Checkpoint A === | === Checkpoint A === | ||
Time added if captured: 4 minutes | Time added if captured: 4 minutes | ||
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* '''BLU Spawn''': BLU's first spawn has four exits. A side exit on the left faces the left fork of the middle exit. The middle exit splits left and right, with the left fork facing the Side Path and the right fork leading to the Payload. The right exit is the main exit and the largest exit, leading directly to the Payload. This exit is very vulnerable to enemy fire due to the larger entrance. | * '''BLU Spawn''': BLU's first spawn has four exits. A side exit on the left faces the left fork of the middle exit. The middle exit splits left and right, with the left fork facing the Side Path and the right fork leading to the Payload. The right exit is the main exit and the largest exit, leading directly to the Payload. This exit is very vulnerable to enemy fire due to the larger entrance. | ||
* '''Side Path''': A small pathway that leads from BLU Spawn's left exit to the Cliffs. | * '''Side Path''': A small pathway that leads from BLU Spawn's left exit to the Cliffs. | ||
− | * '''Cliffs''': (also called '''Ridge''', '''Above''') This high ground spans from BLU's spawn to the first checkpoint. There are some rock formations for cover, but otherwise this location is open to attack. A popular location to launch [[Kritzkrieg|kritzes]] from, particularly for [[ | + | * '''Cliffs''': (also called '''Ridge''', '''Above''') This high ground spans from BLU's spawn to the first checkpoint. There are some rock formations for cover, but otherwise this location is open to attack. A popular location to launch [[Kritzkrieg|kritzes]] from, particularly for [[Soldier]]s and [[Demoman|Demomen]]. |
* '''Tunnel''': The Payload track runs through a long tunnel that cuts underneath the cliffs. The tunnel bends slightly twice, and the exit can be seen from the entrance and vice versa. Unless hidden behind the cart, players in the tunnel are very vulnerable to being sniped. | * '''Tunnel''': The Payload track runs through a long tunnel that cuts underneath the cliffs. The tunnel bends slightly twice, and the exit can be seen from the entrance and vice versa. Unless hidden behind the cart, players in the tunnel are very vulnerable to being sniped. | ||
* '''Rocks''': A U-shaped rock formation that provides cover for Snipers while allowing them to look directly at BLU's spawn. Engineers sometimes build here. There is a medium Health and Ammo pack. Some of the rocks can be climbed partially through crouch-jumping, but this makes players very vulnerable to attack. | * '''Rocks''': A U-shaped rock formation that provides cover for Snipers while allowing them to look directly at BLU's spawn. Engineers sometimes build here. There is a medium Health and Ammo pack. Some of the rocks can be climbed partially through crouch-jumping, but this makes players very vulnerable to attack. | ||
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<gallery widths=140px heights=80px> | <gallery widths=140px heights=80px> | ||
− | + | File:Bloodwater first point.jpg|First Checkpoint | |
− | + | File:Bloodwater cliffs.jpg|The Cliffs | |
− | + | File:Bloodwater tunnel.jpg|The Tunnel | |
− | + | File:Bloodwater clocktower.jpg|The Clocktower | |
− | + | File:Bloodwater bunker outside.jpg|The Bunker (Outside) | |
− | + | File:Bloodwater bunker inside.jpg|The Bunker (Trap) | |
</gallery> | </gallery> | ||
Line 60: | Line 60: | ||
* '''Lobby''': Underneath the roof is a complex of several rooms. BLU frequently prepares for assaults up the stairs to the roof here. | * '''Lobby''': Underneath the roof is a complex of several rooms. BLU frequently prepares for assaults up the stairs to the roof here. | ||
− | * '''Roof''': The top of the building | + | * '''Roof''': The top of the building that overlooks B. Similarly to the ridge on A, whoever controls this controls the checkpoint, so [[Engineer]]s on [[RED]] usually attempt to secure this area. |
* '''Front Steps''' and '''The Back Steps''': The two stairways to The Roof. The front steps approach from the first checkpoint, while the back steps approach from the second checkpoint and the back yard. | * '''Front Steps''' and '''The Back Steps''': The two stairways to The Roof. The front steps approach from the first checkpoint, while the back steps approach from the second checkpoint and the back yard. | ||
* '''Back Roof''': This large expanse of area features excellent cover and several health kits. It is an ideal place for BLU to launch volleys of spam onto the roof. | * '''Back Roof''': This large expanse of area features excellent cover and several health kits. It is an ideal place for BLU to launch volleys of spam onto the roof. | ||
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<gallery widths=140px heights=80px> | <gallery widths=140px heights=80px> | ||
− | + | File:Bloodwater second point.jpg|Second Checkpoint | |
− | + | File:Bloodwater roof.jpg|The Roof | |
− | + | File:Bloodwater back roof.jpg|The Back-Roof | |
</gallery> | </gallery> | ||
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* '''Bridge''': This enclosed bridge cuts across the knee-deep '''Bloodwater''', forcing BLU to go underneath and face volleys of fire. | * '''Bridge''': This enclosed bridge cuts across the knee-deep '''Bloodwater''', forcing BLU to go underneath and face volleys of fire. | ||
* '''Bridge Room''': The room inside the Bridge is a common site of Engineer nests, owing to its defensibility. | * '''Bridge Room''': The room inside the Bridge is a common site of Engineer nests, owing to its defensibility. | ||
− | * '''Side Room''': This room provides a path from B onto the bridge. It lets out onto a deck that is popular with BLU [[ | + | * '''Side Room''': This room provides a path from B onto the bridge. It lets out onto a deck that is popular with BLU [[Sniper]]s. |
* '''Attic''': (also '''The Loft''' or '''The Balcony''') A two-story building that BLU cannot easily access without capturing C. The heart of RED's defense while on C. The loft generally refers to the back area of the attic, while the balcony generally refers to the front areas of the attic. | * '''Attic''': (also '''The Loft''' or '''The Balcony''') A two-story building that BLU cannot easily access without capturing C. The heart of RED's defense while on C. The loft generally refers to the back area of the attic, while the balcony generally refers to the front areas of the attic. | ||
<gallery widths=140px heights=80px> | <gallery widths=140px heights=80px> | ||
− | + | File:Bloodwaterthirdfrontview.png|Third Checkpoint (Offensive view) | |
− | + | File:Bloodwater third point.jpg|Third Checkpoint (Defensive view) | |
− | + | File:Bloodwater side room.jpg|The Side Room | |
− | + | File:Bloodwater bridge room.jpg|The room on the Bridge | |
</gallery> | </gallery> | ||
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* '''Alley''': The last chokepoint before the final checkpoint. Both BLU and RED use this area as a base, and the corners are the focus of the fighting during the assault on the final checkpoint. | * '''Alley''': The last chokepoint before the final checkpoint. Both BLU and RED use this area as a base, and the corners are the focus of the fighting during the assault on the final checkpoint. | ||
* '''Pit''': The entire lower level is often called this. This is where most of the action takes place. | * '''Pit''': The entire lower level is often called this. This is where most of the action takes place. | ||
− | * '''Sniper Hut''': (also '''Sniper Tower''') Up a short flight of stairs, with an open window overlooking part the Pit, this is the final [[Sniper]] deck for [[BLU]]. Demomen and Soldiers often come here as well. Engineers | + | * '''Sniper Hut''': (also '''Sniper Tower''') Up a short flight of stairs, with an open window overlooking part of the Pit, this is the final [[Sniper]] deck for [[BLU]]. Demomen and Soldiers often come here as well. Engineers also occasionally forward-base here. |
* '''Window Room''': (also called the '''Map Room''' in Badwater Basin) These two rooms branch off the alley and lead to open windows that overlook the final checkpoint. The windows are frequently utilized by BLU to avoid the second corner of the alley. The room between the window room and the third checkpoint is commonly called "The Outer Map Room." | * '''Window Room''': (also called the '''Map Room''' in Badwater Basin) These two rooms branch off the alley and lead to open windows that overlook the final checkpoint. The windows are frequently utilized by BLU to avoid the second corner of the alley. The room between the window room and the third checkpoint is commonly called "The Outer Map Room." | ||
* '''Overhangs''': (also '''Garages''') Underneath the map room and underneath decking across from the map room are two sheltered areas that face the checkpoint. Almost always the site of Engineer nests. | * '''Overhangs''': (also '''Garages''') Underneath the map room and underneath decking across from the map room are two sheltered areas that face the checkpoint. Almost always the site of Engineer nests. | ||
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<gallery widths=140px heights=80px> | <gallery widths=140px heights=80px> | ||
− | + | File:Bloodwater final point blu.jpg|Final Checkpoint (Offensive View) | |
− | + | File:Bloodwater final point red.jpg|Final Checkpoint (Defensive View) | |
− | + | File:Bloodwater alley.jpg|The Alley | |
− | + | File:Bloodwater sniper hut.jpg|Back Yard (The area behind the Sniper Hut). Watch your step! | |
− | + | File:Bloodwater sniper hut inside.jpg|Sniper Hut (Inside) | |
− | + | File:Bloodwater map room.jpg|Map Room (The map is replaced with a painting) | |
</gallery> | </gallery> | ||
− | ==Helpful overview== | + | == Helpful overview == |
− | [[ | + | [[File:Bloodwater overviewwith lines.png|Bloodwater's locations|left|450px]] |
<big>1.Side path | <big>1.Side path | ||
2.Cliffs | 2.Cliffs | ||
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== Underworld == | == Underworld == | ||
− | Bloodwater's [[Underworld]] features two areas, one made up of small islands and one with one big island with a giant horned skull. It can be accessed through the portals left by MONOCULUS whenever it teleports or dies. The portals created when it teleports take players to the small islands, and the one created when it dies takes players to the giant skull island. When players appear in the Underworld, they are fully healed and | + | Bloodwater's [[Underworld]] features two areas, one made up of small islands and one with one big island with a giant horned skull. It can be accessed through the portals left by MONOCULUS whenever it teleports or dies. The portals created when it teleports take players to the small islands, and the one created when it dies takes players to the giant skull island. When players appear in the Underworld, they are fully healed and are briefly invincible. |
− | The small islands portion features several regular and three rare [[magic spells]] (one on each side of the white portal and one behind it), as well as a [[Environmental death#Health Drain|health draining]] effect. The giant skull island does not feature a health draining effect or magic spells, but offers a short distance from its spawn point to its exit; players should still be quick, however, as the island | + | The small islands portion features several regular and three rare [[magic spells]] (one on each side of the white portal and one behind it), as well as a [[Environmental death#Health Drain|health draining]] effect. The giant skull island does not feature a health draining effect or magic spells, but offers a short distance from its spawn point to its exit; players should still be quick, however, as the island is engulfed in [[Environmental death#Area Explosion|a series of explosions]] if they take too long to leave. Going through the white portals takes players back to their spawns with temporary [[ÜberCharge|invincibility]], [[Speed|speed boost]], [[Critical hits|crits]], [[Overheal|double their maximum health]], and a random rare magic spell. |
<gallery widths=140px heights=80px> | <gallery widths=140px heights=80px> | ||
− | + | File:Bloodwater underworld 1.jpg|The Underworld | |
− | + | File:Bloodwater underworld 2.jpg|The giant horned skull in the Underworld | |
− | + | File:Bloodwater underworld 3.jpg|Overview of the small islands portion of the Underworld | |
</gallery> | </gallery> | ||
== Strategy == | == Strategy == | ||
− | {{ | + | {{Map strategy link|Bloodwater|main=yes|stub=yes}} |
− | |||
== Update history == | == Update history == | ||
− | {{Update history|'''{{Patch name|10|1|2020}}''' ([[Scream Fortress | + | {{Update history| |
+ | '''{{Patch name|10|1|2020}}''' ([[Scream Fortress 2020]]) | ||
* Added Bloodwater to the game. | * Added Bloodwater to the game. | ||
'''{{Patch name|10|2|2020}}''' | '''{{Patch name|10|2|2020}}''' | ||
− | * Fixed misaligned textures | + | * Fixed misaligned textures. |
− | * Sealed displacement hole to the skybox near BLU spawn | + | * Sealed displacement hole to the skybox near BLU spawn. |
− | * Brightened up point A | + | * Brightened up point A. |
− | * Brightened up ambient lighting | + | * Brightened up ambient lighting. |
− | * Fixed pumpkin bombs not spawning at point C and D | + | * Fixed pumpkin bombs not spawning at point C and D. |
− | * Brightened up lighting behind point B | + | * Brightened up lighting behind point B. |
'''{{Patch name|10|8|2020}}''' | '''{{Patch name|10|8|2020}}''' | ||
− | * Fixed exploit using the Minify spell at point A | + | * Fixed exploit using the Minify spell at point A. |
− | * Fixed being able to build as an Engineer in lava pits | + | * Fixed being able to build as an Engineer in lava pits. |
− | * Bosses no longer get stuck in lava pits | + | * Bosses no longer get stuck in lava pits. |
− | * Reduced the chance of the Horseless Headless Horsemann and Monoculus spawning | + | * Reduced the chance of the Horseless Headless Horsemann and Monoculus spawning. |
− | * Updated all railings to not collide with projectiles and bullets | + | * Updated all railings to not collide with projectiles and bullets. |
− | * Removed normal-sized skeleton spawn locations | + | * Removed normal-sized skeleton spawn locations. |
'''{{Patch name|10|9|2020}}''' | '''{{Patch name|10|9|2020}}''' | ||
− | * Removed an unintended clip brush passing through a BLU spawn wall | + | * Removed an unintended clip brush passing through a BLU spawn wall. |
− | * Added occluders | + | * Added occluders. |
'''{{Patch name|10|29|2020}}''' | '''{{Patch name|10|29|2020}}''' | ||
− | * Fixed a Minify spell exploit at point A | + | * Fixed a Minify spell exploit at point A. |
− | * Removed the Horseless Headless Horsemann from the map | + | * Removed the Horseless Headless Horsemann from the map. |
− | * Updated the underworld to give a rare spell when escaping | + | * Updated the underworld to give a rare spell when escaping. |
}} | }} | ||
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* The Clocktower's clock begins moving as soon as the setup phase starts. Once the BLU doors open, the clock's hand will already be on 8, leaving only about 30 seconds until the first Witching Hour begins. | * The Clocktower's clock begins moving as soon as the setup phase starts. Once the BLU doors open, the clock's hand will already be on 8, leaving only about 30 seconds until the first Witching Hour begins. | ||
* If the skeletons (including the Skeleton King) so much as touch the cart from certain angles, they die instantly. This always happens if they touch the front, even if the cart is completely stationary. | * If the skeletons (including the Skeleton King) so much as touch the cart from certain angles, they die instantly. This always happens if they touch the front, even if the cart is completely stationary. | ||
− | |||
== Trivia == | == Trivia == | ||
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== Gallery == | == Gallery == | ||
<gallery> | <gallery> | ||
+ | File:Bloodwater cart.png|The unique payload being pushed on the map. | ||
File:Gargoyles04.jpg|The jack-o'-lantern from [[Gargoyles & Gravel]]. | File:Gargoyles04.jpg|The jack-o'-lantern from [[Gargoyles & Gravel]]. | ||
File:Bloodwater clocktower gallery.jpg|The clocktower and sky portal | File:Bloodwater clocktower gallery.jpg|The clocktower and sky portal | ||
File:Bloodwater explosion pit.jpg|The explosion pit (with portal detail) | File:Bloodwater explosion pit.jpg|The explosion pit (with portal detail) | ||
+ | File:Bloodwater Workshop image.jpg|Steam Workshop thumbnail for Bloodwater. | ||
</gallery> | </gallery> | ||
Latest revision as of 17:22, 22 February 2024
Bloodwater | |
---|---|
![]() | |
Basic Information | |
Map type: | Payload |
File name: | pl_bloodwater
|
Released: | October 1, 2020 Patch (Scream Fortress XII) |
Variants: | Badwater Basin |
Developer(s): | Ryan "Chill" Foy Elián "iron" Rodríguez |
Map Info | |
Environment: | Halloween |
Setting: | Night |
Hazards: | Pumpkin bombs, Pitfalls, Skeletons, MONOCULUS, Payload Cart explosion |
Hazards (Underworld): | Health drain, Lava, Area Explosion |
Bot support: | Yes |
Map Items | |
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Map Photos | |
Map Overview | |
Map Stamp | |
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Supporters Leaderboard |
“ | Get out the Draculas, the Frankensteins and the Skeletons with the guns in their hands ! Introducing BloodWater ! (pl_badwater_event), The Brand New Remake of the EXTREMELY POPULAR Badwater Map !
— Bloodwater publicity blurb
|
” |
Bloodwater is a community-created single-stage Payload map with four checkpoints for the BLU team to capture. It was added during the Scream Fortress 2020 update, the setup timer is 1 minute and 10 seconds.
In this map, BLU must push a cart through three checkpoints all the way to RED's base. The cart drops magic spells as it moves. The clocktower shows how long until the next Witching Hour and how long until it ends. Players can try their luck in the Underworld for a chance at an advantage in the battle. The Payload cart plays Pumpkin bomb voicelines when hit by a weapon.
Bloodwater was contributed to the Steam Workshop.
Contents
Witching Hour
The Witching Hour is a timed-event feature. It occurs every time the minute hand on the Clocktower reaches 12 and lasts while the minute hand steps backward around back to 12 again. The Clocktower bells announce the Witching Hour. Clockworks clunk loudly within the tower, increasing in rate to warn players of the end of the Witching Hour.
Every Witching Hour, spells appear across the map, along with one of two bosses: the Skeleton King or MONOCULUS.
Locations
Note: If you are having trouble with finding the locations listed here, see the Helpful overview section to see their exact position marked on the map.
Checkpoint A
Time added if captured: 4 minutes
- BLU Spawn: BLU's first spawn has four exits. A side exit on the left faces the left fork of the middle exit. The middle exit splits left and right, with the left fork facing the Side Path and the right fork leading to the Payload. The right exit is the main exit and the largest exit, leading directly to the Payload. This exit is very vulnerable to enemy fire due to the larger entrance.
- Side Path: A small pathway that leads from BLU Spawn's left exit to the Cliffs.
- Cliffs: (also called Ridge, Above) This high ground spans from BLU's spawn to the first checkpoint. There are some rock formations for cover, but otherwise this location is open to attack. A popular location to launch kritzes from, particularly for Soldiers and Demomen.
- Tunnel: The Payload track runs through a long tunnel that cuts underneath the cliffs. The tunnel bends slightly twice, and the exit can be seen from the entrance and vice versa. Unless hidden behind the cart, players in the tunnel are very vulnerable to being sniped.
- Rocks: A U-shaped rock formation that provides cover for Snipers while allowing them to look directly at BLU's spawn. Engineers sometimes build here. There is a medium Health and Ammo pack. Some of the rocks can be climbed partially through crouch-jumping, but this makes players very vulnerable to attack.
- Bunker: (also Garage or The Alcove) A small concrete building sunk into the ground that opens directly onto the checkpoint. RED Engineers commonly build both on top of this building and inside it.
Checkpoint B
Time added if captured: 4 minutes
- Lobby: Underneath the roof is a complex of several rooms. BLU frequently prepares for assaults up the stairs to the roof here.
- Roof: The top of the building that overlooks B. Similarly to the ridge on A, whoever controls this controls the checkpoint, so Engineers on RED usually attempt to secure this area.
- Front Steps and The Back Steps: The two stairways to The Roof. The front steps approach from the first checkpoint, while the back steps approach from the second checkpoint and the back yard.
- Back Roof: This large expanse of area features excellent cover and several health kits. It is an ideal place for BLU to launch volleys of spam onto the roof.
- Back Yard: (also The Courtyard) This is the large area behind the roof.
- Alcove: This is the open room opposite the checkpoint from the roof.
Checkpoint C
Time added if captured: 5 minutes
- Bridge: This enclosed bridge cuts across the knee-deep Bloodwater, forcing BLU to go underneath and face volleys of fire.
- Bridge Room: The room inside the Bridge is a common site of Engineer nests, owing to its defensibility.
- Side Room: This room provides a path from B onto the bridge. It lets out onto a deck that is popular with BLU Snipers.
- Attic: (also The Loft or The Balcony) A two-story building that BLU cannot easily access without capturing C. The heart of RED's defense while on C. The loft generally refers to the back area of the attic, while the balcony generally refers to the front areas of the attic.
Final Checkpoint
- Alley: The last chokepoint before the final checkpoint. Both BLU and RED use this area as a base, and the corners are the focus of the fighting during the assault on the final checkpoint.
- Pit: The entire lower level is often called this. This is where most of the action takes place.
- Sniper Hut: (also Sniper Tower) Up a short flight of stairs, with an open window overlooking part of the Pit, this is the final Sniper deck for BLU. Demomen and Soldiers often come here as well. Engineers also occasionally forward-base here.
- Window Room: (also called the Map Room in Badwater Basin) These two rooms branch off the alley and lead to open windows that overlook the final checkpoint. The windows are frequently utilized by BLU to avoid the second corner of the alley. The room between the window room and the third checkpoint is commonly called "The Outer Map Room."
- Overhangs: (also Garages) Underneath the map room and underneath decking across from the map room are two sheltered areas that face the checkpoint. Almost always the site of Engineer nests.
- Spiral: (also Spiral Staircase) A spiral staircase rising from the lower level of the checkpoint to a deck off to the side of the Sniper Hut. RED can flank into and through the Back Yard and Chicken Wire Room this way when BLU holds the Alley. The deck is elevated enough to limit the classes on BLU that can access this flank.
- Back Yard: This is the area between the Sniper Hut and the Spiral. Small skirmishes often occur here.
- Chicken Wire Room: This is the room located between the third checkpoint and the Sniper Hut. RED often tries to flank through this room.
Helpful overview
1.Side path 2.Cliffs 3.Rocks 4.Bunker 5.Front Steps 6.Back-Roof 7.Roof 8.Backyard 9.Back Steps 10.Alcove 11.Side Room 12.Bridge 13.Attic 14.Map Room 15.Alley 16.Chicken Wire Room 17.Sniper Hut 18.Back Yard 19.Pit 20.Platforms
Underworld
Bloodwater's Underworld features two areas, one made up of small islands and one with one big island with a giant horned skull. It can be accessed through the portals left by MONOCULUS whenever it teleports or dies. The portals created when it teleports take players to the small islands, and the one created when it dies takes players to the giant skull island. When players appear in the Underworld, they are fully healed and are briefly invincible.
The small islands portion features several regular and three rare magic spells (one on each side of the white portal and one behind it), as well as a health draining effect. The giant skull island does not feature a health draining effect or magic spells, but offers a short distance from its spawn point to its exit; players should still be quick, however, as the island is engulfed in a series of explosions if they take too long to leave. Going through the white portals takes players back to their spawns with temporary invincibility, speed boost, crits, double their maximum health, and a random rare magic spell.
Strategy
![]() | “Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Update history
- Added Bloodwater to the game.
- Fixed misaligned textures.
- Sealed displacement hole to the skybox near BLU spawn.
- Brightened up point A.
- Brightened up ambient lighting.
- Fixed pumpkin bombs not spawning at point C and D.
- Brightened up lighting behind point B.
- Fixed exploit using the Minify spell at point A.
- Fixed being able to build as an Engineer in lava pits.
- Bosses no longer get stuck in lava pits.
- Reduced the chance of the Horseless Headless Horsemann and Monoculus spawning.
- Updated all railings to not collide with projectiles and bullets.
- Removed normal-sized skeleton spawn locations.
- Removed an unintended clip brush passing through a BLU spawn wall.
- Added occluders.
- Fixed a Minify spell exploit at point A.
- Removed the Horseless Headless Horsemann from the map.
- Updated the underworld to give a rare spell when escaping.
Notes
- The Clocktower's clock begins moving as soon as the setup phase starts. Once the BLU doors open, the clock's hand will already be on 8, leaving only about 30 seconds until the first Witching Hour begins.
- If the skeletons (including the Skeleton King) so much as touch the cart from certain angles, they die instantly. This always happens if they touch the front, even if the cart is completely stationary.
Trivia
- The Payload cart features the jack-o'-lantern made by Medic and Engineer in the comic Gargoyles & Gravel.
Gallery
The jack-o'-lantern from Gargoyles & Gravel.
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