Difference between revisions of "Community Badwater Basin strategy"
(→Attack: Cleanup...) |
m (Auto: Sync Map infobox) |
||
(139 intermediate revisions by 38 users not shown) | |||
Line 1: | Line 1: | ||
− | {{ | + | {{Community strategy stub|Almost done fleshing this one out. Defense checkpoints B, C, and D still need expansion and some grammar corrections. Potentially look at the class-specific strategies as well.}} |
− | '''[[Badwater Basin]]''' [[strategy]]. | + | {{Map infobox |
− | == {{class link|Scout}} == | + | | map-strategy = yes |
+ | | map-status = official | ||
+ | | map-name = Badwater Basin | ||
+ | | map-game-type = Payload | ||
+ | | map-image = plbadwater.png | ||
+ | | map-file-name = pl_badwater | ||
+ | | map-released = {{Patch name|8|19|2008}} | ||
+ | | map-released-major = Heavy Update | ||
+ | | map-environment = Desert | ||
+ | | map-setting = Daylight, sunny | ||
+ | | map-has-pyrovision = yes | ||
+ | | 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-has-bots = yes | ||
+ | }} | ||
+ | |||
+ | {{hatnote|For strategy specific to the [[Halloween map|Halloween]] variant of Badwater Basin, see [[Community Bloodwater strategy]].}} | ||
+ | |||
+ | This article is about '''Community Badwater Basin strategy'''. | ||
+ | |||
+ | '''Note''': It is recommended to read the main [[Badwater Basin]] article first to become familiar with the names of key map locations used in this article. | ||
+ | |||
+ | {{TOC limit|3}} | ||
+ | |||
+ | == General strategy == | ||
+ | ===Offense=== | ||
+ | ==== Checkpoint A ==== | ||
+ | |||
+ | * The [[BLU]] team has four exits from their spawn; two exits facing each other on the left, and two facing the [[Payload#Carts|Payload cart]] on the right. The Payload exits can be used at the start of the round to quickly start moving the Payload; however, the hill in front of this side of BLU's spawn has very little cover, and is a popular sightline for [[Sniper]]s, so the exits on the left are usually safer, provided RED does not have any players sitting on the cliffs. Once the Payload has reached the tunnel, the leftmost exits are usually both safer and faster. | ||
+ | |||
+ | * As soon as the round starts, BLU's first objective should be to take control of the '''cliffs''' on the left side of the map, which provide [[RED]] a [[High ground advantage|height advantage]] and line of sight to both the hill and the end of the tunnel. In addition, RED will often have at least one [[Sentry Gun]]s positioned on top of the cliffs, above the end of the tunnel, in order to stop enemies from pushing the Payload. This makes the cliffs one of RED's key defensive positions, so if BLU takes control, they will have a much easier time moving the cart. However, the cliffs are, by their nature, difficult to attack, so it will require some time and a lot of effort to take. There are two main ways to take control of the cliffs: | ||
+ | ** BLU can move up the '''side path''' to the left of their spawn, which leads directly to the top of the cliffs. Once they have climbed up, the BLU team can make their way to the opposite end of the cliffs and attempt to clear the area of enemies. A coordinated push, especially with an [[ÜberCharge]], should allow for BLU to quickly clear the area of enemies and/or buildings. | ||
+ | ** Alternatively, BLU can make a massive push up the '''hill''' to the right of spawn. This method is rather risky, as the right path lacks cover and any RED players will have a height advantage. However, once you have reached the top of the hill, you will have a clear line of sight to the rear of the cliffs, and you can begin to push towards them from the side. One advantage that this route has over the side path is that if there is a Sentry Gun on the cliffs, BLU can fire at it without entering its range, allowing BLU to safely destroy it and continue to push forwards. | ||
+ | ** Classes such as [[Soldiers]] or [[Demomen]] can also explosive-jump to the cliffs from below. Notably, this can be used to land directly on the ''lower'' part of the cliffs, potentially providing more cover from a Sentry Gun at the far end of the cliffs and giving a partial line of sight to RED players behind the rocks. | ||
+ | |||
+ | * The '''rocks''' past the top of the hill are RED's second main defensive position, as they contain health and ammo packs and provide cover from BLU. [[Engineer]]s will occasionally build Sentry Guns here instead of (or in addition to) on the cliff. The cliff is one of the strongest places to launch an attack on the rocks from, as the rocks do not provide any cover from that direction, and BLU players can safely stay out of reach of any Sentry Guns in the rocks. Demomen can also attempt to use their [[Grenade Launcher]] or [[Stickybomb Launcher]] to shoot ''over'' the rocks, flushing out any enemies taking cover behind them. | ||
+ | |||
+ | * At the same time as the bulk of the BLU team focuses on taking control of the cliffs, a few players should work on pushing the Payload cart through the '''tunnel'''. The tunnel is largely shielded from the battle going on above it, but RED players will likely be waiting at the opposite end to stop a push. The long, empty nature of the tunnel makes it a good sightline for Snipers of either team. Once the cart is almost all the way through the tunnel, it becomes difficult to push the cart any further until BLU has control of the upper area of the map. | ||
+ | |||
+ | * Right in front of checkpoint A is the '''bunker''', a small concrete building sunk into the ground. This building usually contains a small defensive holdout that RED will use to try and defend the first checkpoint once the cart is through the tunnel. Destroying this defensive holdout is rather easy, as the bunker only has one exit and is relatively cramped, allowing for explosives to quickly empty it out. After the bunker has been cleared, BLU can easily cap the first checkpoint. | ||
+ | |||
+ | ==== Checkpoint B ==== | ||
+ | |||
+ | * The checkpoint B area has the cart move through a short hallway before entering a larger, open area containing the checkpoint. Due to the linear, chokey nature of this hallway, RED can easily defend against anything short of an ÜberCharge. However, this also means RED cannot push through the hallway easily themselves. This makes the entire checkpoint A area a relatively safe area for BLU players to retreat to. | ||
+ | * Because of the difficulty of pushing through the hallway, it is important for BLU to take control of the '''roof''' overlooking the point. This provides a sightline and high ground to the entire checkpoint B area, including not only the capture point but the exit from the RED spawn. Controlling the roof will allow BLU to take control of the other side of the hallway and push the cart forwards. RED will likely have many of their own players watching the roof, as well as an Engineer with a Sentry Gun that covers the checkpoint B area. | ||
+ | ** There are three main staircases leading to the roof; the '''front steps''' on the right side of the lobby, and two other staircases from the back yard and from below the roof that combine into the '''back steps'''. When attempting to attack (or defend) the roof, it is important to keep both of these entrances in mind, as well as the possibility of Soldiers or Demomen explosive-jumping to the roof from either side. | ||
+ | |||
+ | * The '''lobby''' can be entered from a door to the left of checkpoint A. The lobby has the aforementioned front steps, as well as several openings to the back yard and a second staircase to the left leading to the back roof. The isolated nature of the lobby, as well as its entrance being close to checkpoint A, makes it relatively safe from RED. | ||
+ | |||
+ | * The '''back yard''' is a large, open area behind the roof, containing several rock formations and shipping crates, as well as a medium health kit in the far corner. The back yard is a good location to either assault the roof from the back steps, or to retreat to in the event that a push goes wrong. An Engineer can also place a [[Teleporter]] here, hidden from the view of RED players standing on the roof, allowing for BLU to place more pressure on RED than they could with a Teleporter in a more "traditional" spot. | ||
+ | |||
+ | * The '''back roof''' can be reached from the stairs to the left of the lobby. It's a small roof that overlooks both the back yard and the main roof. This makes it an ideal spot for a Sniper to pick off RED players on the main roof, or for a Soldier or Demoman to launch explosives at a RED Engineer's buildings, making it easier for the rest of the team to advance. | ||
+ | |||
+ | * The room below the roof, while not terribly useful to BLU in and of itself due to the roof generally being a better position to hold, is still important. RED players can hide there to prevent being shot at from the roof. In addition, the staircase there provided RED a fast and easy way to reach both the roof and the back yard. Once BLU takes control of the roof, a handful of players should keep an eye on this room to prevent potential RED assaults on the roof. | ||
+ | |||
+ | ==== Checkpoint C ==== | ||
+ | |||
+ | * This checkpoint has the cart pass underneath a bridge and through a small valley. | ||
+ | |||
+ | * The placement of the '''bridge''' prevents players on the ground from having a clear line of sight to the ground on the opposite side. This causes it to serve as a sort of barrier between both teams' front lines. The cart is pushed underneath the bridge, but because of the valley shape of the ground, RED players will have a high-ground advantage against any players pushing the cart. Because of this, it is important for BLU to control the top of the bridge itself in order to make a strong push. There are two ways to reach the top of the bridge: | ||
+ | ** The '''bridge room''' on the right side leads directly to the right side of the bridge, as well as containing health and ammo pickups. The room is relatively cramped, making it difficult for RED to defend. | ||
+ | ** The '''side room''' on the left leads to the left side of the bridge. Compared to the bridge room, the side room is easier for RED to attack and contains smaller health/ammo pickups, but provides a better sightline to RED's defensive positions. | ||
+ | |||
+ | * The '''attic''' can only be directly accessed by a staircase right next to checkpoint C. Because of this, is is very difficult to reach unless RED has already been significantly pushed back. However, it is also possible to explosive-jump directly to the attic from the valley, or for a Scout to double-jump to the attic from the top of the bridge. Taking control of the attic will allow BLU to prevent RED from setting up a proper defense, allowing the rest of BLU to push the cart and capture the checkpoint. | ||
+ | |||
+ | ==== Checkpoint D ==== | ||
+ | |||
+ | * This last checkpoint consists of one large, open area. Successfully pushing the {{botignore|payload}} cart into the hole at the end of the tracks will cause a large explosion and a victory for the BLU team. | ||
+ | |||
+ | * The '''alley''' is a narrow hallway starting immediately after checkpoint C. Like with checkpoint B, this is a major chokepoint that the cart must be pushed through. It is difficult to push through without aid of an ÜberCharge. | ||
+ | |||
+ | * To the left of the alley is the '''chicken wire room'''. This room has two entrances to the '''back yard''', which leads to the platform behind RED's side of the alley, making it a useful route for flanking and a good way to weaken RED's defensive hold on the alley. | ||
+ | ** The back yard also has a staircase leading to the '''sniper hut'''. This hut contains a small window, which can provide a friendly Sniper with a sightline to almost the entirety of the checkpoint D area. The room itself is also a useful place for an Engineer to build a Teleporter, or for any class to ambush RED players attempting to enter the chicken wire room. | ||
+ | ** A small ledge near the end of the back yard is connected to the '''spiral''', a large staircase leading directly next to the final checkpoint. Classes that can reach the ledge can use the staircase to flank RED players near the checkpoint, or to chip away at Sentry Guns hidden in the overhangs. However, as it is much easier to reach the ''bottom'' of the spiral than it is the top, RED players will often use it themselves to attack players in the back yard. | ||
+ | |||
+ | * The '''platform''' is a pathway hanging over the checkpoint D area. It is useful as high ground against enemies below, but be aware that one of RED's spawn doors exits directly onto it, making it unsafe to linger on for an extended period of time. | ||
+ | ** An ÜberCharged pair can jump off of the platforms and into the thick of the RED team. This will distract and/or scatter RED players, as well as provide clear line of sight to any Sentry Guns in the overhangs, making it easier for the entire BLU team to push forwards. | ||
+ | |||
+ | * A doorway to the right of the alley leads to the '''map room'''. This room has three large windows which can be used to attack RED players or buildings. In addition, the windows are large enough for players to jump through, allowing for a drop-down ÜberCharge similar to one off the platform. However, there is a ledge above the map room that connects directly to RED's spawn; keep an eye out for RED players who will attempt to clear the room. | ||
+ | |||
+ | * There are two '''overhangs''' at the bottom of the pit that provide cover for RED players; one below the end of the platform (next to the bottom entrance to the spiral), and one directly below the map room. These rooms will commonly have RED buildings in them, and their location makes them difficult to attack directly. It is best to attack from a distance, such as from the map room or from the platform, in order to stay out of any Sentry Guns' ranges. Once the overhangs are secured, it is usually very difficult for RED to regain control of the area, and BLU can push the cart into the bomb hole relatively easily. | ||
+ | |||
+ | ===Defense=== | ||
+ | ==== Checkpoint A ==== | ||
+ | |||
+ | * RED's key defensive position is the '''cliffs''' on the right side, which have a height advantage over the rest of the checkpoint A area and directly overlook the end of the tunnel. Keeping control of the cliffs makes it easier to defend everywhere else. | ||
+ | ** BLU's main two routes to attack the cliffs are from the '''side path''' at their far end, or by climbing the hill. The side path is more direct, but BLU players on the hill have a clear line of sight to the cliffs, and can attack buildings atop it from a safe distance. It is important for RED to watch both routes carefully. | ||
+ | |||
+ | * The '''hill''' to the left is a relatively wide and open area. This makes it difficult for BLU to climb, as they have a height disadvantage and no cover. Having a handful of players defending at the top of the hill will usually be enough to stop most pushes. | ||
+ | ** Keep in mind that the open nature of the hill makes it an ideal sightline for Snipers on ''both'' teams. | ||
+ | |||
+ | * Another key defensive position for RED is the '''rocks'''. These rocks provide cover from BLU players on the hill or cliffs, and contain health and ammo pickups. This is a good backup position to fall back to if BLU starts gaining control of the hill or cliffs. | ||
+ | |||
+ | * It is important to watch the '''tunnel''' as well. The {{botignore|payload}} cart's track passes through here, which means that BLU is eventually required to push through it. | ||
+ | ** If the cart is almost at the end of the tunnel, players on the cliffs can attack from above, making it extremely difficult for BLU to move the cart at all. | ||
+ | |||
+ | * Once the cart has passed all the way through the tunnel, the '''bunker''' becomes an appealing defensive position, as it is located directly next to checkpoint A and provides cover from BLU players standing near the cart. Keep in mind, however, that the small, cramped nature of the bunker makes it relatively easy for BLU to clear it out with one strong push. Most of RED should be ''outside'' the bunker, only retreating inside when low on health or otherwise overwhelmed. | ||
+ | |||
+ | * It is extremely important for RED to have a Teleporter for this checkpoint, as otherwise the ''only'' way to reach the frontlines is to funnel through the hallway at the start of checkpoint B. Without a Teleporter, BLU can easily trap RED at this chokepoint and capture checkpoint A with almost no resistance. | ||
+ | |||
+ | ==== Checkpoint B ==== | ||
+ | |||
+ | *The Red teams strategy basically focuses on holding the control over roof as much as possible. As discussed earlier, the Blu team has two ways to conquer the roof for which the Red has to look out for. There isn't much way to prevent the Blu team from just climbing up the '''front stairs''' and ÜberCharging right onto the '''roof'''. The best way to defend against this is to try and control the entire '''front staircase''' in order to try and force the Blu Medic to pop his Über at the bottom of the stairwell so that by the time he and his pocket reach the end of the stairs, they're Über has already ran out, as for defending from attacks coming from the '''back yard''', it's best to send a [[Scout]] to deal with any Blu members in there since the backyard is a wide open area which is ideal for Scouts. | ||
+ | |||
+ | *Just like the previous point, after losing '''roof''' there isn't much you can do so it's better to start planning your retreat back to the third point where you can organize another defense. | ||
+ | |||
+ | ==== Checkpoint C ==== | ||
+ | |||
+ | *Do everything in your power to hold onto the '''attic''', watch for players jumping into the '''attic/loft''' in an attempt to flank you. | ||
+ | |||
+ | ==== Checkpoint D ==== | ||
+ | |||
+ | *Holding onto the final checkpoint can be hard considering that the Red team is one at the height disadvantage but it can be possible. | ||
+ | |||
+ | *It's important to hold onto the '''platform''' as it gives you better view of the alley and prevents Übered pairs from just jumping off the '''platform''' and ending up behind the back line, holding onto the '''map room''' is also very important as it denies the Blu team a good spamming position. | ||
+ | |||
+ | ==Class-specific strategy== | ||
+ | === {{class link|Scout}} === | ||
+ | ====General==== | ||
+ | * Badwater Basin is very open on the first two points, but is significantly less so on the last two. This makes the Scout a much less effective choice on these later points. The front lines are a dangerous place for a class with as little [[health]] as the Scout. | ||
− | |||
− | |||
* The first area and the courtyard behind the roof are paradise for Scouts, as they offer a large range of cover to hide behind, wide open spaces to dominate single enemies, and large heights to ambush from. | * The first area and the courtyard behind the roof are paradise for Scouts, as they offer a large range of cover to hide behind, wide open spaces to dominate single enemies, and large heights to ambush from. | ||
+ | |||
* The third point is usually a highly contested area, especially at the lowest part of the valley. The Scout is not likely to survive a direct assault. | * The third point is usually a highly contested area, especially at the lowest part of the valley. The Scout is not likely to survive a direct assault. | ||
− | === | + | ====Offense==== |
− | * If the tunnel is unguarded, it is a direct, safe route behind the enemy team. Otherwise, use [[Bonk!]] to slip by any defenses. | + | * If the tunnel is unguarded, it is a direct, safe route behind the enemy team. Otherwise, use [[Bonk! Atomic Punch]] to slip by any defenses. |
− | * The last point is generally the least open to BLU Scouts because it will be heavily defended, presumably with at least one Sentry Gun and numerous enemies. Aside from the stairs going to the ground floor and the upper balconies, there are few places a BLU Scout can travel safely. | + | * Once behind the enemy team, rush to their spawn and take out any [[Teleporters]] they may have, this will not only slow down the other team but will also cause confusion among the Engineers. |
− | * It is possible to [[double jump]] from the window room to RED's spawn via the right corridors and windows, allowing the Scout to harass enemy | + | |
+ | * The last point is generally the least open to BLU Scouts because it will be heavily defended, presumably with at least one [[Sentry Gun]] and numerous enemies. Aside from the stairs going to the ground floor and the upper balconies, there are few places a BLU Scout can travel safely. | ||
+ | |||
+ | * It is possible to [[double jump]] from the window room to RED's spawn via the right corridors and windows, allowing the Scout to harass enemy [[Sniper]]s who may be preventing the final push. | ||
+ | |||
+ | * Although it's not exactly the safest course of action, a Scout can be very effective in suicide-rushing the [[Cart]] at the final point. This can be accomplished via the Map Room or the balcony opposite the Map Room. A double-jump will allow the Scout to reach the cart regardless of where it is and push it for several seconds before being killed. Players experienced with the Bonk! Atomic Punch may time their jump so that the invulnerability wears off just after the Scout reaches the cart, allowing them to reduce the effectiveness of nearby Sentry Guns. | ||
+ | |||
+ | ====Defense==== | ||
+ | * The [[Sandman]] is very easy to aim in the tunnel. [[Slowdown|Slowed]] enemies will have a harder time retreating for health (unless the cart is in the tunnel or the enemy has a Medic). | ||
+ | ** The Sandman may also help when the BLU team attempts to push through the main chokepoint down the ramp, as it will pin them down so they can be sniped or killed easily. | ||
− | |||
− | |||
* The courtyard behind the roof is good for defending Scouts, as it allows them to flank the attacking team and get behind them as they push up the front stairs. | * The courtyard behind the roof is good for defending Scouts, as it allows them to flank the attacking team and get behind them as they push up the front stairs. | ||
+ | |||
* The side room by the third point is very useful for sneaking behind BLU as they push away from the second point. | * The side room by the third point is very useful for sneaking behind BLU as they push away from the second point. | ||
− | |||
− | |||
− | == {{class link|Soldier}} == | + | * On the last point, the best thing a Scout can do is to prevent BLU from setting up behind the Sniper hut, and use this area to flank them and stall for time so RED can prepare [[ÜberCharge|Übercharge]]s or build up their defenses. |
− | ===General=== | + | |
− | * | + | === {{class link|Soldier}} === |
+ | ====General==== | ||
+ | * [[Rocket jump]] to higher ground to ensure greater control over the cliffs. | ||
+ | |||
* Rockets fired down the tunnel prevent enemies from blocking the way, and deal splash damage to Sentry Guns and Spies hiding around the tunnel's corners. | * Rockets fired down the tunnel prevent enemies from blocking the way, and deal splash damage to Sentry Guns and Spies hiding around the tunnel's corners. | ||
+ | |||
* Rockets fired off the roof are a powerful force for clearing the second point. Don't let the enemy team control it. | * Rockets fired off the roof are a powerful force for clearing the second point. Don't let the enemy team control it. | ||
− | |||
− | === | + | * The last point is a great place for the [[Direct Hit]] on either team. It is good for quickly destroying any Sentry Guns under the overhangs, and for picking off enemy Soldiers and Demomen who are attempting to jump up to the point. |
− | + | ||
+ | ====Offense==== | ||
* Sentry Guns on the cliffs can be very effective at shutting down rocket jumps. | * Sentry Guns on the cliffs can be very effective at shutting down rocket jumps. | ||
− | |||
− | |||
− | |||
− | |||
− | ===Defense=== | + | * Use the courtyard behind the roof to harass Engineers on the roof and prevent them from setting up a defense. |
− | * The ridges of the first area provide significant cover and | + | |
− | * Soldiers can rocket jump across | + | * You can rocket jump onto the pipe behind the back roof, allowing you to get an angle on Sentry Guns you cannot otherwise hit. |
− | + | ||
− | + | * Beware of Sentry Guns in the valley on the third point, as they will shoot rocket jumpers out of the air. | |
− | * RED Soldiers will have a much easier time at the third point, being able to use rockets to deny enemies the chance to go through the chokepoints | + | |
− | * | + | * The long sightlines of this map make the Direct Hit a very effective anti-sentry measure. |
+ | |||
+ | * Rocket jump into the attic/loft at the third point and into the spiral stairwell at the fourth point to flank the enemy. | ||
+ | |||
+ | * The flush mounted computer cabinets in the map room above the catwalk can be stood on giving you an angle down onto different enemy positions. | ||
+ | |||
+ | * By rocket jumping from the map room onto the catwalk, you can get near the RED spawn and shoot down Sentry Guns located in the two garages, but beware of Sentry Guns under the map room, as they will shoot back. | ||
+ | |||
+ | ====Defense==== | ||
+ | * The ridges of the first area provide significant cover and [[High ground advantage|height advantage]] to rain rockets down on BLU's spawn. | ||
+ | |||
+ | * Soldiers can rocket jump across the second point onto the roof, bypassing the stairs and ambushing any BLU players. | ||
+ | |||
+ | * RED Soldiers will have a much easier time at the third point, being able to use rockets to deny enemies the chance to go through the chokepoints. Try not to push too far out, as this will provide BLU Snipers an easy shot from the second point's roof area. | ||
+ | |||
+ | * It is possible to rocket jump onto the lip of the roof above the third point area, which is a good place to take out enemy Medics or warn teammates of incoming Spies. | ||
+ | |||
+ | * You can rocket jump into the attic after the third point is taken via the back door, allowing you to ambush Engineers setting up teleports in that area. | ||
+ | |||
+ | * From the chicken wire room, you can shoot Sentry Guns at the door into the attic without the Sentry being able to quickly shoot back. Using a duck and shoot method, this Sentry can be easily taken down by a pair of Soldiers. | ||
+ | |||
+ | === {{class link|Pyro}} === | ||
+ | ====General==== | ||
+ | * There are numerous large vertical drops, which can be used for ambushes. | ||
+ | |||
+ | * Dropping off the cliffs, roofs, or buildings to assault the cart is a particularly effective way to painlessly close distance. | ||
+ | |||
+ | * [[Flaregun|Flares]] are a powerful disincentive to players trying to travel through the tunnel. | ||
+ | |||
+ | * The courtyard behind the roof near the second point is a great spot for Pyros. It provides plenty of cover and supplies to survive a long time and control the area. | ||
+ | |||
+ | ====Offense==== | ||
+ | * The enemy tends to build Sentry Gun nests in elevated positions, as well as the boxed-off rock formation on the right and the enclosed garage area next to the first Control Point. Try to take a path that facilitates the use of edging to destroy Sentry Guns, or attack from an unexpected angle. | ||
+ | |||
+ | * The third Control Point is often well-defended with numerous Sentry Guns placed in various locations. Due to the enclosed nature of the buildings immediately following the second Control Point, corners can be exploited very easily to devastate any enemy entrenchments in those areas. Beware of the wide-open areas immediately around the cart's path, however. | ||
+ | |||
+ | * The last Control Point's main area is a problem for BLU Pyros as it is so open, and will also have Sentry Guns ready to ambush players that try to drop down from the walkways and windows. Try to stay in the areas near the sniping loft on the left side-path to stop any ambushes or attempts to push through this area. Alternatively, stay near the main chokepoint above the stairs and [[compression blast|airblast]] any grenades, stickies or rockets back down the ramp. | ||
+ | |||
+ | * If an ÜberCharge is ready, try to jump down on enemy Sentry Gun positions from the deck overlooking the final point, or from the map room. It is possible to easily destroy any Sentry Guns here as long as [[Knockback]] can be negated. | ||
+ | |||
+ | * When teammates have pushed into the basin area, try to harass players coming out of the lower spawn by hiding in the stairwell and attacking them from behind as they try to rebuild or defend the area. | ||
+ | |||
+ | ====Defense==== | ||
+ | * Defensive Pyros with the [[Backburner]] can use their weapons to great effect. There are many passages for flanking, and players tend to cluster on the cart. On the second point, Pyros can be especially devastating to roof BLU assaults by hitting the front steps from behind. | ||
− | + | * When defending Sentry Guns, be especially vigilant for Spies and explosives. Use the [[Homewrecker]] to quickly remove [[Sappers]] should the Engineer be killed, and use the Flamethrower's compression blast (excluding the [[Phlogistinator]]) to neutralize explosives directed at the Sentry Guns. | |
− | |||
− | * | ||
− | |||
− | |||
− | |||
− | |||
− | + | * Pyros can help immensely to defend the cliffs with the airblast. Keeping enemy players and projectiles off teammates will drastically improve their lifespans. | |
− | * | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | * Scouts, Soldiers and Demomen also try to jump up into this building to try to flank. Knock them back into the gully. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | * Scouts, Soldiers and Demomen also try to jump up into this building to try to flank. | ||
− | |||
− | |||
− | |||
+ | * When ÜberCharged pairs push in on the final point, try to separate them by knocking one up the ramp, and the other into the path of any Sentry Guns. | ||
+ | * The basin stairs is especially useful for getting rid of any enemies firing from the Sniper tower, as it provides instant access as well as a path to flanking the enemy. Be aware that Scouts, Soldiers and Demomen will also use the stairs to try to open up an additional avenue for attacking teammates. | ||
− | == {{class link|Demoman}} == | + | === {{class link|Demoman}} === |
+ | ====General==== | ||
+ | * A Demoman on the roof can hail [[Grenade Launcher|grenades]] on the second point, and can shut the enemy team out entirely. | ||
− | + | * There is only one effective chokepoint on the final point. The [[Stickybomb Launcher|Sticky Launcher]] is more useful than the [[Scottish Resistance]] here. | |
− | |||
− | * There is only one effective chokepoint on the final point. | ||
− | === | + | ====Offense==== |
* On attack the various rocks and outcrops present in the first area provide good cover from Sentry Guns. The nearby corners also make splash damage very effective. | * On attack the various rocks and outcrops present in the first area provide good cover from Sentry Guns. The nearby corners also make splash damage very effective. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | ===Defense=== | + | * Using the [[Chargin' Targe]] on the first point is a risky prospect as there will usually be a Sentry Gun covering where enemy players are moving around. |
− | * Stickies placed on the path from BLU’s spawn to the right cliffs translate into easy kills and a protected position to launch | + | |
− | + | * The second point will almost always have [[Sentry Gun]]s on the roof to destroy the offensive team, so be sure to pack a sticky launcher. | |
− | * | + | |
− | + | * An attacking Demoman on the building at the back of the courtyard can lob grenades over onto the roof and destroy any Engineer building covering the cart. | |
− | + | ||
+ | * The third point area is good for a Demoman on BLU as it is long enough to lob grenades down and hurt or deter any enemies around the corners next to the third point itself. The upper right and cart track entrances to the main third point area are not ideal to push in as they're chokepoints that will likely be subject to enemy Demomen and Soldiers. | ||
+ | |||
+ | * [[Sticky jumping]] Demomen can easily cross the map with the aid of their sticky launcher. It is possible to land next to the main sniping spots of the RED team and kill any Snipers preventing BLU from advancing. | ||
+ | |||
+ | * The Sentry Guns positioned underneath the overhangs and out of sight can be easily destroyed with stickies. Often they will be so close to the edge of the corner that an Über will be unnecessary. | ||
+ | |||
+ | * While a Demoman can use stickies to reach the RED spawn in order to mine it, this is generally considered bad sportsmanship and on many servers may result in being kicked. When not kicked, this often results in a large number of RED players leaving the server, ruining gameplay. A Demoman going to RED spawn to destroy Teleporters, and only destroy Teleporters, is never a problem. | ||
+ | |||
+ | ====Defense==== | ||
+ | * Stickies placed on the path from BLU’s spawn to the right cliffs translate into easy kills and a protected position from which to launch stickies. The Scottish Resistance is especially useful for this. | ||
+ | |||
+ | * Remember that you can use a cluster of stickies on the ground to blow ÜberCharges off the roof overlooking the second point, disrupting their attack when there is no Pyro available. This strategy also works well on the final point to help protect Sentry Guns in the various protected positions. | ||
+ | |||
* Stickies are very effective on the third point, where the various chokepoints and doorways can be locked down to limit enemy movement. In addition, they can be placed on the sign by the third point to prevent attackers from hiding behind the cart. | * Stickies are very effective on the third point, where the various chokepoints and doorways can be locked down to limit enemy movement. In addition, they can be placed on the sign by the third point to prevent attackers from hiding behind the cart. | ||
− | |||
− | |||
− | |||
+ | * The vertical drops on the third point are good for ambushes with the Targe. | ||
+ | |||
+ | * The Chargin’ Targe is not recommended on the final point, because enemies will be attacking through several chokepoints which may not be covered by teammates. | ||
+ | |||
+ | * In the alley it is possible to sticky jump onto the very edge of the top most roof above the door leading to the map room. Once up there you will be unnoticeable leaving you free to place sticky bombs on the ground below you detonating them when players run by. | ||
+ | |||
+ | * If the BLU team groups up on the cart, spam stickies and grenades to wipe them out. | ||
+ | |||
+ | === {{class link|Heavy}} === | ||
+ | ====General==== | ||
+ | * When trying to retake the roof, be very careful while going up both sets of stairs as there may be a Spy lying in wait. If there are enemies on the roof, be sure to kill any airblasting Pyros, [[Spy|Spies]] or Scouts using the Sandman first. | ||
− | + | * Don't go around the top left courtyard alone as it is a very common spot for Spies to lie in wait. | |
− | + | * The last point is a very difficult place for Heavies to attack on their own or without a Medic as there are so many open spaces from where the enemy can attack. | |
− | + | ||
− | + | ====Offense==== | |
− | * The last point is a very difficult place for Heavies to attack on their own or without a Medic as there are so many open spaces | + | * Due to the long sightlines going from the BLU spawn to the other side of the first area, it is best as a Heavy to back up friendly charges or wait until the coast is clear. If there is an ÜberCharge ready, use it to push around corners being guarded by Sentry Guns, being careful to avoid any Spies or airblasting Pyros. |
− | |||
− | |||
− | |||
* Snipers are likely to congregate around the corner and zoom in over the concrete fence, and most Sentry Guns will be positioned on the roof to the left, making it difficult to concentrate on both potentially deadly threats. | * Snipers are likely to congregate around the corner and zoom in over the concrete fence, and most Sentry Guns will be positioned on the roof to the left, making it difficult to concentrate on both potentially deadly threats. | ||
− | |||
− | |||
− | |||
− | |||
− | ===Defense=== | + | * Sentry Guns on the roof can be easily destroyed from the left building, even without an ÜberCharge, as the corner can be used for edging. |
− | * On defense, a Heavy can guard the tunnel and other enclosed areas like the main point fairly well, being able to drop down from the cliffs to surprise enemies pushing the cart and if needed push them back with a Kritzkrieg to clear out the tunnel and cliffs. | + | |
+ | * The RED team's Sentry Guns will almost always be found underneath the overhangs that are usually out of sight from the BLU team. To deal with these, drop down from the left overhang or windows on the right to instantly start firing at the Sentry Gun and hopefully take the Engineer by surprise. | ||
+ | |||
+ | ====Defense==== | ||
+ | * On defense, a Heavy can guard the tunnel and other enclosed areas like the main point fairly well, being able to drop down from the cliffs to surprise enemies pushing the cart and if needed push them back with a [[Kritzkrieg]] to clear out the tunnel and cliffs. | ||
+ | |||
* It is important to know where the BLU Snipers are when on defense and hide accordingly, as some areas that are good for ambushing or jumping down from may be easy to snipe from the BLU spawn. | * It is important to know where the BLU Snipers are when on defense and hide accordingly, as some areas that are good for ambushing or jumping down from may be easy to snipe from the BLU spawn. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
+ | * In a worst case scenario on defense, jump down from the roof onto the cart to stop it reaching the second point. This is a fantastic means of blocking the capture due to the Heavy's good staying power and ambush potential. | ||
+ | |||
+ | * Try to hold the area and keep it safe for any Medics or Engineers, such as the courtyard in the dip with the Maximum Health and Ammo kits. When doing this, watch out for Spies and other enemies dropping down from the balcony, along with any projectiles being fired diagonally at the Health and Ammo from around the corner. | ||
+ | |||
+ | * The third point is great for defending Heavies as there are many places to drop down on hiding BLU players and ambush them. This is especially useful for stopping any enemy Über progress. | ||
+ | |||
+ | * When trying to defend the last point as a Heavy, push up the ramp with ÜberCharges to destroy any defenses the BLU team may have built. If a Kritzkrieg is ready, this tactic will also work well, but move quickly to prevent the enemy from hiding around the corner at the third point. | ||
+ | |||
+ | * When the BLU team pushes the final point, try hiding in one of the many corners or shadows in order to surprise any cart pushers or people looking the other way. | ||
+ | |||
+ | === {{class link|Engineer}} === | ||
+ | ====General==== | ||
+ | * Engineers are especially vital to both teams. Sentry Guns on both sides can either help to delay the cart or to prevent the defending team from counterattacking too much. There are numerous spots throughout the map where Engineers can place Sentry Guns and [[Dispenser]]s. | ||
+ | |||
+ | * In particular, [[Teleporter]]s are crucial, as the scale of the map requires their use in order to allow players to quickly reach their destinations. This is especially important after the second point has been taken. | ||
− | |||
− | |||
− | |||
− | |||
* Remember that certain places can be reached by using Dispensers as a stepping stone, or the [[Wrangler]]. | * Remember that certain places can be reached by using Dispensers as a stepping stone, or the [[Wrangler]]. | ||
− | === | + | [[Image:Badwater.engineer.png|thumb|Badwater overview]] |
− | * On offense, Sentry | + | |
− | * | + | ====Offense==== |
+ | * On offense, [[Sentry Gun]]s should be put down after each area to prevent the attackers from being pushed back, and Teleporters should always be kept running and fully upgraded as a priority due to how large the map is. | ||
+ | |||
+ | * Until the third point is captured, BLU team uses their Original spawn and so the exit will need to be moved up after every capture along with the Sentry Gun. Once the third point is captured, your Teleporter entrance should be destroyed and rebuilt (this is faster than moving it up). | ||
+ | |||
+ | * While [[Combat Mini-Sentry Guns]] can be used, the biggest threat on Badwater Basin is aggressive counterattacks by the RED team which need Level 3 Sentry Guns to block. Due to the large number of flanking routes available to RED, area control with a full sized Sentry Gun is crucial. | ||
+ | |||
+ | * The [[Short Circuit]] can be used to eliminate sticky bomb traps. This is especially useful when the cart is heavily defended, as an Engineer can remove the sticky bombs surrounding the cart, allowing the Blu team to push it safely. | ||
+ | |||
+ | =====Checkpoint A===== | ||
+ | * An aggressive Engineer facing a poor enemy team may be able to run past the enemy team and set up a flanking teleporter in the attic/loft of the third point, the Sniper tower, or the fourth point spiral stairwell. This virtually guarantees a quick capture of the first three points. You can use an ÜberCharged Medic to help get through the enemy team. | ||
+ | |||
+ | * Once the doors open, placing a Sentry Gun across from spawn to the right or left of the tunnel entrance will prevent enemies from flanking your team once they enter the tunnel. Sentry Guns can be placed in other locations near BLU spawn, but these two locations are especially hard to destroy. These Sentry Guns should be rotated to face the BLU spawn. | ||
+ | |||
+ | * If the tunnel is empty, placing a Level 3 Sentry Gun near the far end of the tunnel (but in the tunnel) will guarantee a quick push through the tunnel. Note that a Sentry Gun in this location can be very vulnerable. | ||
+ | |||
+ | * Although many people may be frustrated by it, the [[Pomson 6000]] is very effective at clearing the tunnel. Engineers may spam the tunnel in order to suppress counterattacks. The tunnel's lack of any cover also makes it very easy to hit Spies and Medics, which are especially vulnerable to the Pomson 6000's special effects. | ||
+ | |||
+ | * Mini-Sentry Guns are extremely useful when placed in the tunnel. In most cases, placing a Mini-Sentry right in front of an enemy will cause them to focus on the Sentry Gun, allowing you to finish them off with your primary weapon. | ||
+ | |||
+ | * If you can make it to the ridge, placing a wrangled Level 3 Sentry Gun on the ridge will suppress the entire RED team's ability to defend point one. Be sure to take some strong offensive classes with you. | ||
+ | |||
+ | =====Checkpoint B===== | ||
+ | * The biggest purpose of Engineers for the second point is Teleporters. The best location for teleports are to the left of the first point, either on the ridge, near the end of the tunnel, or in the various protected spots along the building. Engineers often place teleports to the right in the rock outcropping - this is not a good location since enemy Snipers often pick off your teammates as they exit the protection of the rocks. | ||
+ | |||
+ | * A Sentry Gun located on top of the bunker provides very good enemy suppression and is generally unable to be destroyed by the defending team unless they are playing with offensive ÜberCharges. | ||
+ | |||
+ | * A Sentry Gun located on the ridge or near the end of the tunnel can also suppress, but is generally less effective than one on the bunker. | ||
+ | |||
+ | * When you push, you can place a Sentry Gun with a teleporter inside the back roof for easier flanking, a Sentry Gun with a teleporter below the main roof near the ammo crate, or a Sentry Gun immediately outside the doorway. These all provide better area control to your team. | ||
+ | |||
+ | * Once you take the roof, moving a Sentry Gun quickly to the roof prevents the RED team from retaking the roof. Be sure to place the Sentry Gun in a location that protects both the back stairwell and the front edge, but is protected from Demoman spam and enemy Snipers. Generally the best location is near the ammo crates at the top of the front stairs. Your team will be able to quickly take the second point once the roof is secured. | ||
+ | |||
+ | =====Checkpoint C===== | ||
+ | * The best locations for Teleporters for the third point are in the alcove at point two or near the second BLU spawn door. A Sentry Gun at either of those locations will also suppress enemy counterattacks. Against an exceptionally aggressive enemy team you may find that setting up on the roof is safer for both your equipment and your teammates (this should be considered a last ditch position). Forward teleport locations include near the old RED spawn door, in the bridge, and in the left building. | ||
+ | |||
+ | * Be warned not to set up in the bridge unless there is at least one other Engineer not setting up in the bridge. It is way too easy for the RED team to use sticky bombs to prevent exit from the bridge via either door, trapping your team in a very confined defensive space with little to no offensive options. | ||
+ | |||
+ | * Moving your Sentry Gun to hold the bridge room or to overlook the gully will suppress the enemy team's counterattack options. | ||
+ | |||
+ | =====Checkpoint D===== | ||
+ | * For the fourth point you will want to destroy your previous Teleporters and build new ones (this is faster than lugging your equipment all forward). The best teleport locations are at the top of the steps, just behind the wall setback, and in the loft. Both of these locations provide excellent sites for defensive Sentry Guns to control counterattacks. Beware of Spies as both locations are also easy to sneak into. | ||
+ | |||
+ | * Secondary Teleporters are often placed behind the concrete pipes. However, due to their ground level location, this location is easier for RED to attack than the other two locations. | ||
+ | |||
+ | * Forward teleport locations are often set up in or near the Sniper tower or in the outer map room on the wooden structures. Make sure that at least one Teleporter stays in the back locations, or else the enemy team can run past your forces and easily destroy your Teleports at spawn. Make sure that a Sentry Gun protects access to these locations as they are easily counterattacked. | ||
+ | |||
+ | * An aggressive forward teleport location is at the top of the spiral stairwell. The fenced edge can be accessed by using a Dispenser as a step, though you will have to go back to spawn and teleport through if you want full access to the stairwell since you are unable to clear the fence. | ||
+ | |||
+ | * A Sentry Gun in the attic window overlooking the map room entry is the best defensive location, as it provides full area defense for access along both the main approach and both flanks. Beware that enemy attacks from the chicken wire room (between the attic and the Sniper tower) can destroy this Sentry Gun without it being able to fire back. This Sentry Gun position also provides an excellent preposition for an aggressive push into the pit. | ||
+ | |||
+ | * The best way to support your team on the final point is to camp in the Sniper tower. When you are in, place a Teleporter Exit by the ammunition and health. Note that the room contains a small health pack and a large ammunition crate. Place a Dispenser in the middle of the entrance to the room; it helps separate Spies. To get over the Dispenser, crouch-jump. Place a Sentry at the top of the staircase overlooking the Dispenser. Not only will it be defensive, you can pick it up later once upgraded to Level 3. Move the Sentry to a suitable location where it can assist your teammates and will last for a typical amount of time. As soon as you've placed it, head back to the Sniper tower. Continue to upgrade your Dispenser, teleporter and sentry at all times. | ||
+ | |||
+ | * Less defensible Sentry Gun locations that are commonly used are placed all along the track between the third point and the map room door. These should only be used if the enemy team is not being aggressive, or in support of an attic Sentry Gun, since they will not stand up to coordinated enemy attacks. | ||
+ | |||
+ | * When the final point is ready to be taken, generally with an ÜberCharge or a large number of teammates moving into the pit, move the Sentry Gun up to an offensive position such as: the ramp covering the pit, the catwalk overlooking the pit or wrangled in the map room overlooking the pit (note that this particular Sentry Gun position will not automatically target anyone in the pit, while the other two locations will). These usually guarantee success in capturing the final point. | ||
+ | |||
+ | ====Defense==== | ||
+ | =====Checkpoint A===== | ||
+ | * Ammo crates are located on the cliff and in the rock pile at the left. | ||
+ | |||
+ | * Maintaining control of the ridge is crucial on defense, especially when playing on a large server. The cliff is relatively safe from attacks, but beware of ÜberCharges and Spies. The best defensive location to build here is near the ammo crate, just behind the rock outcrop that blocks Demoman spam. A secondary location to build is above the tunnel exit, but beware of Snipers and Soldiers shooting at Sentry Guns in this position from the far left side of the map. | ||
+ | |||
+ | * The next most popular build location is in the rock pile at the left. This position does a good job covering the point as well as preventing a push up the middle. It is vulnerable to rocket and grenade spam from the ridge, so maintaining control of the ridge is crucial to this position. | ||
+ | |||
+ | * Placing Sentry Guns either in the bunker/overhang, just outside the bunker near the track, or just to the right of the tunnel exit are popular track defense locations. Again, Sentry Guns in these locations are vulnerable to rocket and grenade spam from the ridge. | ||
+ | |||
+ | * Other popular, but less successful defensive locations include placing Sentry Guns on the cliff overlooking BLU spawn, which are often quickly destroyed; placing Sentry Guns just behind the rocks overlooking spawn, which are often hit by early ÜberCharges and Demoman spam; and placing Sentry Guns on top of the bunker, which are very vulnerable to Demoman and Soldier spam. | ||
+ | |||
+ | * In addition to Teleporters located near the Sentry Guns, a teleport is often placed in the alcove near the Second Point to provide a more defended location aware of enemy attacks that is still proximal to the first point. | ||
+ | |||
+ | * On a team with more than two Engineers, getting Dispensers up quickly is important. Engineers may also team up so that one builds both ends of a Teleporter while another builds a Level 3 Sentry Gun at spawn, which is brought through shortly before the round start. | ||
+ | |||
+ | * Keep a Pyro on duty on the ridge to maintain that Sentry Gun - it is the most important Sentry Gun position in the game at this point and an experienced Engineer should always take that position. | ||
+ | |||
+ | =====Checkpoint B===== | ||
+ | * The main defensive position for the second point is the roof which oversees the track and prevents BLU from advancing until the roof is taken. At least one Sentry Gun should always be placed overlooking the cart track. If two or more Sentry Guns are placed on the front face of the building, be sure to space them out so that ÜberCharged Demomen cannot take out both Sentry Guns at the same time. Be sure to always keep a Pyro with a [[Homewrecker]] on the roof to root out Spies and push ÜberCharges away. | ||
+ | |||
+ | * The roof has very scarce ammo. It is very important to build a Dispenser. If there is more than one Engineer on the team help them build their Dispensers quickly. | ||
+ | |||
+ | * Once one or two Sentry Guns are on the front of the roof, defending the back yard and the front stairwell are the next tasks. The front stairwell can be defended by a Sentry Gun placed immediately behind the stairwell. This Sentry Gun will go down quickly to an ÜberCharge, but it will force the ÜberCharge to be fired early enough that the front covering Sentry Guns are generally unable to be attacked at the same time. | ||
+ | |||
+ | * Placing a Sentry Gun on the back edge of the roof overlooking the backyard will prevent enemies from spamming grenades from below, but is quite vulnerable to enemies on the back roof unless wrangled, and can be hit from Demoman spam directly below without being able to shoot back, meaning you always want an offensive class assisting you to suppress enemy fire. | ||
+ | |||
+ | * The ventilation units on the Roof above the second point can be built on by standing on a Dispenser. For RED, this can be especially effective in protecting buildings such as Teleporters from immediate destruction, but be sure to defend the back roof which can snipe these Teleporters. | ||
+ | |||
+ | * A Sentry Gun can be placed in the alcove across the capture point from the roof. This is a good early defensive location, but will generally fall quickly to Soldier and Sniper fire. | ||
+ | |||
+ | * A Sentry Gun can be placed directly below the roof on top of the stack of crates. This is a very good supplementary Sentry Gun for the one or two already located on the roof. It is difficult to kill if the roof is taken, and will provide a sudden surprise when the enemy team thinks they have cleared out the RED team's defenses by taking the roof. | ||
+ | |||
+ | * A Sentry Gun can be placed in the second point doorway to the roof. This position can aid in protecting both the point and a lower leveled Teleporter from direct attack, but generally should be thought of as a last ditch defensive location due to its more vulnerable location and poor field of fire. | ||
+ | |||
+ | * On a very aggressive team, placing a Sentry Gun in the doorway below the back roof (the door facing the main entrance from the first point) can be extremely effective at nullifying attackers heading to the roof. Beware Spies in this location as your back will be vulnerable. Enlist a Pyro for support. | ||
+ | |||
+ | * The last two locations where Sentry Guns are generally built do not defend the point and can be easily ignored by the BLU team: in the back roof and next to the RED spawn door. The back roof can be a very effective location if you have an aggressive team that likes flanking the enemy or if you want to try to get a teleport behind enemy lines if you know they will cap the second point. A Sentry Gun near the RED spawn door is almost never effective, because once the roof is taken this Sentry Gun is easy fodder. | ||
+ | |||
+ | * Engineers also may try to place a Teleporter Exit in the backyard with no entrance if they know they are going to lose the point. They can later activate the Teleporter by building the entrance. The idea is to place the Teleporter Exit in a location you do not expect the enemy to look, such as behind a rock pile or in a corner, and then hope that no one searches for it. | ||
+ | |||
+ | =====Checkpoint C===== | ||
+ | * The third point is the hardest point for Engineers to defend. Here you rely a lot more on your team and your equipment becomes principally support for the team, whereas at point two it was the team that supported the Engineer. | ||
+ | |||
+ | * On the far side of the third point is the Attic or Loft. A common defensive location is to place a Sentry Gun below the overhang that covers the capture point. Beware that the enemy can capture the point by hiding behind the cart. Additionally, this location is vulnerable to spam from the bridge area. | ||
+ | |||
+ | * Above that location, in the loft, a window overlooks the capture point. This window can be extremely effective when using a wrangled Sentry Gun. Be sure to keep two Engineers if possible on this Sentry Gun, since pausing to re-ammo the Sentry Gun will take it out of service long enough to be destroyed by focus fire. Also be sure to keep a Pyro to sweep for Spies or a Heavy to suppress enemy Snipers and Soldiers. | ||
+ | |||
+ | * Near the Map room doorway is another location to build Sentry Guns, with easy access to ammo and a protected location to build Teleporters and Dispensers. Beware that this location does not adequately cover the point and can result in the enemy easily capturing the point. However, it can maintain control over that location for quite a while after the third point is captured. Using this location in combination with another Engineer under the attic/loft (opposite side of the point) can provide a very strong capture point defense. | ||
+ | |||
+ | * A defensive location using the attic/loft area that is hidden from view by BLU is great for Teleporters and Dispensers to keep your teammates well supplied on the second floor, out of harm's way. | ||
+ | |||
+ | * There are four forward positions often used for Sentry Guns: In the bridge room (very hard to dislodge, but does not cover the track so only effective with a strong, aggressive team); below the bridge near the ammo box (good ammo to build it, but a difficult location to hold due to enemies able to hit it from multiple flanks at once); at the end of the attic/loft overlooking the bridge deck (provides very good cover fire, but again difficult location to hold); and just forward and right of the point, next to the cart track (very aggressive Sentry Gun position for only experienced Engineers, needs the [[Wrangler]], harder to displace than the location below the bridge, but still vulnerable). | ||
+ | |||
+ | * The fourth point has a defensive location that is commonly used: In the attic/loft, at the door overlooking the map room entrance. This protects Teleporters located in the attic/loft while preventing the enemy from advancing until it is destroyed. Beware that Sniper and Soldiers can bring this Sentry Gun down quickly. | ||
+ | |||
+ | *A fifth location is on the small roof over the door leading into the map room. This requires a good Engineer and a Wrangler, but if combined with other Sentry Guns (suggestion: on the window ahead of the roof) this Sentry makes your defense very powerful. A separate Pyro is needed to babysit this Sentry however. Also watch out for Spies if you have set up a Teleporter exit atop the roof. | ||
+ | |||
+ | =====Checkpoint D===== | ||
+ | * The last point has a number of "safe" build locations that are difficult for the enemy to attack. These locations are in the garages and below the catwalk near the lower spawn. Another location is on the balcony next to the upper spawn. | ||
+ | |||
+ | * A Sentry Gun in the other bunker is hard to destroy, but can be vulnerable to spam from map room, or the errant Soldier or demo that jumps, via the map room, to near the left upper spawn door. | ||
+ | |||
+ | * A Sentry Gun on the back ramp, behind the railing, can shoot through the railing. This is a very difficult location to destroy since spam from the map room will generally be stopped by the railing, blocking the Sentry Gun from harm. Make sure that you place the Sentry Gun as far down the ramp as possible to still shoot through the railing, as it makes it more difficult to destroy. Use a Wrangler to help suppress the map room. Good Demomen can arc grenades over the railing from the map room, Soldiers and Demomen can lob attacks from the spiral stairwell, and an experienced Heavy or Pyro can drop down from the catwalk above "behind" the Sentry Gun and circle strafe it until dead. Spies are an especially deadly enemy with Sentry Guns in this location, and you should not stay on the Sentry Gun unless it is under attack to prevent being backstabbed. An alternative location if Spies are especially problematic is at the top of the back ramp in the very corner, where you can wall yourself in with Sentry Guns and Dispenser to prevent backstabs. This is a much more vulnerable location and requires a Wrangler to protect the entire pit. | ||
+ | |||
+ | * Generally placing a Sentry Gun in at least two of the above locations will defend the last point very well. | ||
+ | |||
+ | * Good wranglers can place a Sentry Gun on the platform outside the right upper spawn door (the back wall of which faces the spiral stairs). This location will maintain control over both the map room and the point, and is very difficult to destroy. | ||
+ | |||
+ | * Aggressive Engineers can place a Level 3 Sentry Gun halfway between the non-map garage and the final cap point to prevent ÜberCharges from making it out of the map room windows. This is a highly vulnerable location and should only be used to support the defense of other Sentry Guns. | ||
+ | |||
+ | * Early positioning of a Sentry Gun on the ramp into the pit can slow BLU down, but this Sentry Gun usually goes down quickly and should only be considered a slowing measure to give other Engineers time to build up. | ||
+ | |||
+ | * Engineers may place defensive Sentry Guns in the Sniper Tower, on the roof outside the Sniper tower entrance (to the left of the tires), on the roof of the map room entrance and in the other map room on the wooden platforms. These locations rarely help in the defense of the final point and are usually quickly destroyed. | ||
+ | * Placing a Sentry Gun in the map room (the best location is on the catwalk, but sometimes one may be placed on the outer map room's wooden structures) can restrict BLU team to mostly frontal attacks. The catwalk's railing acts as a natural defense, making it difficult for enemies to shoot the Sentry Gun. This Sentry Gun does not defend the capture point, and should only be used if other Sentry Guns are covering the pit. | ||
+ | |||
+ | * Engineers sometimes place Sentry Guns outside of either the left or right spawn doors, on the platform overlooking the pit or on the catwalk. These locations are highly vulnerable to enemy fire and should not be used. Similarly, placing a Sentry Gun in the spiral stairwell facing the point is usually quickly destroyed from above. | ||
+ | |||
+ | * Once the third point has been captured, a skilled Engineer may be able to sneak past the second Blu spawn point and place a Teleporter behind the spawn, allowing Red to mount a counter-attack from behind and buy valuable time. | ||
+ | |||
+ | === {{class link|Medic}} === | ||
+ | ====General==== | ||
+ | * Never run out into the open, as Snipers have numerous places from which they can pick off their targets. Always use cover and teammates to prevent being killed. | ||
− | + | * Deploying coordinated ÜberCharges or Kritzkriegs with other Medics will drastically improve your effectiveness, especially when attacking your enemy's forward bases. | |
− | * | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | == | + | ====Offense==== |
− | === | + | * Be aware of the most common places where Engineers will try to set up Sentry nests, and stay clear of them until an ÜberCharge can be deployed to destroy them. |
− | * | ||
− | |||
− | |||
* When deploying an ÜberCharge, always remember that it can sometimes be wise to take an alternate route rather than straight down alongside the cart's path. In particular, when attacking the final point, remember that there are at least two other paths that can be used other than straight down into the basin: jumping down from the map room, or from the alcove overlooking the basin. | * When deploying an ÜberCharge, always remember that it can sometimes be wise to take an alternate route rather than straight down alongside the cart's path. In particular, when attacking the final point, remember that there are at least two other paths that can be used other than straight down into the basin: jumping down from the map room, or from the alcove overlooking the basin. | ||
− | ===Defense=== | + | ====Defense==== |
+ | * Deploying a [[Kritzkrieg]] on a Soldier on the cliffs overlooking the first point will drastically increase their effectiveness, because it will eliminate [[Damage#Distance and randomness modifier|range falloff]]. Beware Pyros lying in wait to reflect your patient's (Soldier) rockets, however. Similarly deploying a Kritzkrieg on a Demoman on the cliffs will usually guarantee a large number of enemy deaths. | ||
+ | === {{class link|Sniper}} === | ||
+ | ====General==== | ||
+ | * Badwater Basin is a good map for Snipers, as each of its points have good lines of sight for both sides. While there are limited locations to set up to snipe from, all the locations provide effective suppression of enemy players. | ||
− | + | * The tunnel that the cart goes through for most of the first area is also a good sniping spot for both teams as it provides a very long line of sight down the otherwise most covered part of the area. | |
− | + | * The second area of the map is another good spot for Snipers, with narrow but key sightlines coming from the top of the hill where the rocks are all the way to just next to RED's forward spawn/shortcut. On attack, this view can be used to effectively lock down the area that spans the back of the second point by preventing them from running over to the stairs/roof building directly, and forcing them to take [[Teleporters]] or try tricky jumps to evade headshots. | |
− | * | + | ====Offense==== |
+ | * The BLU Spawn is an obvious sniping spot when attacking the first area due to its darkness, but be wary of enemy Snipers positioned at the very top of the hill next to, behind and on the rock formations at the top of the hill. Conversely, the rock is a great spot for defending Snipers, as they can pick off enemies as they leave spawn or try to take potshots up the hill. | ||
− | * | + | * Standing near the tunnel entrance or near the center left spawn door can control enemy movement through the tunnel. |
− | * | + | * By moving along the right side of the battlefield, you can snipe enemies and Sentry Guns on the ridge, though some positions are blocked by rock formations. |
− | |||
− | + | * Snipers can cover the second point from the rocks that the enemy just vacated. Watch for enemy Snipers near the second BLU spawn door. | |
− | * | + | * Using the back roof can aid your team capture the second point by sniping enemies on the roof. Your first priority should be to take down any teleports on top of the A/C units. You can also snipe through the breaks in the metal plating covering the back right of the main roof, letting you hit Sentry Guns covering the capture point. |
− | * | + | * If you can make it to the backyard (or courtyard), you can snipe from the far rock area, with the health pack, taking down enemy Engineers heading for ammo and health. These rocks can be climbed, but doing so is usually impossible due to enemy positions on the roof. |
− | * | + | * The roof of the second point can be used by BLU Snipers once the cart passes the second point, but it only covers 2/3 of the distance to the third point, with most of the enemy positioned blocked by the bridge. |
− | * You can | + | * The most popular Sniper location for the third point is in the building on the left, which can cover all enemy Sniper locations, as well as the capture point itself. You can easily duck back into the room for a small health, or run back to a Dispenser if you take a lot of damage. |
+ | * You can also snipe from the dip, hiding behind the walls, but this is a dangerous location with no real defense against enemy offensive classes. | ||
− | * | + | * For the last point, sniping from near the concrete pipes, near the top of the ramp, or under the Sniper tower is effective and easy to retreat from if the enemy makes a push. |
− | * | + | * Sniping from the Sniper tower is probably the best Sniper location, but also the most vulnerable since your back is exposed to attack at all times. Your team rarely controls this location enough for you to be truly safe, and many players attempt taunt kills against Snipers located here. |
+ | * Once the map room is taken, sniping from the map room can be effective, but beware of attackers entering from the catwalks above. | ||
− | * | + | ====Defense==== |
+ | * Snipers can climb the rocks to the left of the first spawn point to get a good counter-sniping position against BLU Snipers. When in the very right front area, you are effectively hidden by the rocks, but can still shoot the enemy. The two ways up onto the rocks are from the middle facing the RED spawn and on the side facing BLU spawn in the center. Watch for enemy Snipers in the left BLU spawn door. | ||
− | + | * Standing near the tunnel exit can control enemy movement through the tunnel. | |
− | * | + | * For the second point, Snipers standing near the second BLU spawn can snipe BLU players exiting Teleporters in the rocks, as well as cover the cart track. Watch for enemy Snipers hiding in the rocks you just vacated. |
− | |||
− | * Snipers | + | * Snipers at the third point can blend in upstairs, sniping out the windows, or stand near the concrete pipes. Both of these positions are hard to counter-snipe and cover most of the cart track as well as enemy Sniper locations. Watch for enemy Snipers in the right building. |
− | + | * Snipers defending the last point can do so from the relative safety of either of their upper spawn doors, as they can easily aim and hide from enemies by retreating into spawn, but run the risk of being backstabbed if they stay still for too long. If the cart is already at the bottom of the ramp and enemies are pushing, picking the upper left spawn is probably the best as the prime BLU sniping spots are easily visible. If necessary, it's within range to throw some [[Jarate]], jump down, and use a melee weapon. Watch for enemy Snipers near the concrete pipes and in or below the Sniper tower. | |
− | ===General=== | + | === {{class link|Spy}} === |
+ | ====General==== | ||
* The Spy is an excellent class for this map. Because of the size of the map and the multiple sidepaths to access each point, a Spy can take out several enemies at a time before retreating. There are a large number of places where Spies can hide to ambush unwary players. | * The Spy is an excellent class for this map. Because of the size of the map and the multiple sidepaths to access each point, a Spy can take out several enemies at a time before retreating. There are a large number of places where Spies can hide to ambush unwary players. | ||
− | |||
− | |||
− | === Offense === | + | * The large vertical drops are also a problem while cloaked as Spies flicker when taking fall damage. To combat this, try to move down through lower routes and crawl down ledges to minimize contact with BLU players, slowly if necessary and choose the right time to strike before retreating over the hill or through the tunnel. |
+ | |||
+ | ====Offense==== | ||
* The first stage of this map is good for Spies on BLU as they can use their Cloak to quickly move over the hill, but this is often dangerous as the exit of the tunnel and top of the hill are bound to have Pyros or Demomen locking down the area with their flames or grenades. | * The first stage of this map is good for Spies on BLU as they can use their Cloak to quickly move over the hill, but this is often dangerous as the exit of the tunnel and top of the hill are bound to have Pyros or Demomen locking down the area with their flames or grenades. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | * Spies are vital for Sentry Gun destruction, as the prime spots for Sentry Guns are all directly below a piece of easily accessible terrain. With this in mind, it may be best to try to coordinate a push so when the Sentry Gun is disabled they can provide backup and push the point. | |
− | * | + | |
− | * | + | * Before BLU reaches the first point with the cart, try to sneak ahead and take the back entrance up onto the roof to prevent enemy Engineers from building. |
− | * | + | |
− | * Defending the third point is significantly easier as a Spy due to | + | * The second point is an area that Spies can easily access on offense, as the back courtyard allows Spies of both teams to move between the first and second point areas with relative ease. |
− | * BLU Snipers may also position themselves on the roof of the second point, a spot | + | |
− | * On defense | + | * The roof will likely have a Sentry Gun or two on it, which can be easily sapped when the Engineer is occupied or dead, and the courtyard on either side of the building can be jumped down into to escape. |
− | * | + | ** Even if the base is too strong to take on, it is sometimes possible to use the cart as cover to avoid Sentry detection while you push the cart forward. Simply Cloak up to the opposite side of the cart, uncloak and undisguise, and crouch to avoid Sentry fire while the point moves forward. Using this strategy it is occasionally possible to cap the third point if the defenders are too comfortable in their Sentry nest to challenge the attacker. |
+ | |||
+ | * While dealing with huge (therefore hard to remove) Sentry nests on the roof by the second checkpoint, it may be good to hide in the backyard with the medium [[Health kit]] and the crates, go up the stairs, sap the buildings, Cloak, and run back into the backyard. This can severely disorient Engineers, but be wary, because they will most likely [[spycheck]] you on sight. Allow your team, once you have sapped the buildings, to destroy the buildings. | ||
+ | |||
+ | * Defending Snipers will often sit just behind the concrete wall next to the point and scan the main corridor, but be wary of Sentry Guns or Pyros covering the area before attacking them. | ||
+ | |||
+ | * The third point is difficult for Spies to attack beyond sapping any Sentry Guns in the ditch and coordinating with BLU because there are no alternate routes to the area beyond the point. | ||
+ | |||
+ | * The last point is also an area where Spies are useful due to there often being hidden Sentry Guns that only ÜberCharges can usually take care of otherwise. However, it is difficult to move around and stay in the main area as it is so open and there will be many RED players running between the spawn doors and the main ramp. To remedy this, try to spend as little time as possible in the open, and get out of there as fast as possible after sapping a Sentry Gun and/or killing the Engineer. | ||
+ | ** There will be plenty of Sentry Guns under the Sniper hut so spamming Sappers is a valid strategy but the enemies healing from the Dispenser/near the gun will assist their hardhat buddy in killing the Sapper-happy Spy. | ||
+ | |||
+ | ====Defense==== | ||
+ | * The alcove to the left of the cart or under the garage overhang next to the first point are good hiding places to ambush passing enemies. | ||
+ | |||
+ | * Defending the third point is significantly easier as a Spy due to the height advantage. It may be worth destroying the BLU Teleporters if they have any, as it is quite a long trip from their spawn. | ||
+ | |||
+ | * BLU Snipers may also position themselves on the roof of the second point, a spot easily accessible and not normally noticed due to its secluded nature (just be wary of Snipers if they have Jarate or the [[Razorback]]). | ||
+ | |||
+ | * On defense the main area of action will be around the chokepoint at the top of the ramp leading to the third point, and the top right courtyard where the top window can be reached. Up there, any intrusive Snipers can be dealt with, and it is close to the chokepoint, allowing attacks on any charges or Snipers standing at the top of the ramp. | ||
+ | |||
+ | * The darkness of the rooms next to the top of the ramp is a good hiding spot for stabbing BLU players coming from either side, and making a quick retreat into RED's safe zone. | ||
− | {{ | + | {{Map strategy}} |
− | |||
− |
Latest revision as of 19:18, 20 January 2024
“Sun Tzu's got nothing on us!” This article is a Community strategy stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: Almost done fleshing this one out. Defense checkpoints B, C, and D still need expansion and some grammar corrections. Potentially look at the class-specific strategies as well. |
Badwater Basin | |
---|---|
Basic Information | |
Map type: | Payload |
File name: | pl_badwater
|
Released: | August 19, 2008 Patch (Heavy Update) |
Variants: | Bloodwater |
Developer(s): | Valve |
Map Info | |
Environment: | Desert |
Setting: | Daylight, sunny |
Pyrovision Support: | Yes |
Bot support: | Yes |
Map Items | |
Health Kits: | ×12 • ×6 • ×1 |
Ammo Boxes: | ×4 • ×5 • ×10 |
Map Photos | |
Map Overview | |
For strategy specific to the Halloween variant of Badwater Basin, see Community Bloodwater strategy.
This article is about Community Badwater Basin strategy.
Note: It is recommended to read the main Badwater Basin article first to become familiar with the names of key map locations used in this article.
General strategy
Offense
Checkpoint A
- The BLU team has four exits from their spawn; two exits facing each other on the left, and two facing the Payload cart on the right. The Payload exits can be used at the start of the round to quickly start moving the Payload; however, the hill in front of this side of BLU's spawn has very little cover, and is a popular sightline for Snipers, so the exits on the left are usually safer, provided RED does not have any players sitting on the cliffs. Once the Payload has reached the tunnel, the leftmost exits are usually both safer and faster.
- As soon as the round starts, BLU's first objective should be to take control of the cliffs on the left side of the map, which provide RED a height advantage and line of sight to both the hill and the end of the tunnel. In addition, RED will often have at least one Sentry Guns positioned on top of the cliffs, above the end of the tunnel, in order to stop enemies from pushing the Payload. This makes the cliffs one of RED's key defensive positions, so if BLU takes control, they will have a much easier time moving the cart. However, the cliffs are, by their nature, difficult to attack, so it will require some time and a lot of effort to take. There are two main ways to take control of the cliffs:
- BLU can move up the side path to the left of their spawn, which leads directly to the top of the cliffs. Once they have climbed up, the BLU team can make their way to the opposite end of the cliffs and attempt to clear the area of enemies. A coordinated push, especially with an ÜberCharge, should allow for BLU to quickly clear the area of enemies and/or buildings.
- Alternatively, BLU can make a massive push up the hill to the right of spawn. This method is rather risky, as the right path lacks cover and any RED players will have a height advantage. However, once you have reached the top of the hill, you will have a clear line of sight to the rear of the cliffs, and you can begin to push towards them from the side. One advantage that this route has over the side path is that if there is a Sentry Gun on the cliffs, BLU can fire at it without entering its range, allowing BLU to safely destroy it and continue to push forwards.
- Classes such as Soldiers or Demomen can also explosive-jump to the cliffs from below. Notably, this can be used to land directly on the lower part of the cliffs, potentially providing more cover from a Sentry Gun at the far end of the cliffs and giving a partial line of sight to RED players behind the rocks.
- The rocks past the top of the hill are RED's second main defensive position, as they contain health and ammo packs and provide cover from BLU. Engineers will occasionally build Sentry Guns here instead of (or in addition to) on the cliff. The cliff is one of the strongest places to launch an attack on the rocks from, as the rocks do not provide any cover from that direction, and BLU players can safely stay out of reach of any Sentry Guns in the rocks. Demomen can also attempt to use their Grenade Launcher or Stickybomb Launcher to shoot over the rocks, flushing out any enemies taking cover behind them.
- At the same time as the bulk of the BLU team focuses on taking control of the cliffs, a few players should work on pushing the Payload cart through the tunnel. The tunnel is largely shielded from the battle going on above it, but RED players will likely be waiting at the opposite end to stop a push. The long, empty nature of the tunnel makes it a good sightline for Snipers of either team. Once the cart is almost all the way through the tunnel, it becomes difficult to push the cart any further until BLU has control of the upper area of the map.
- Right in front of checkpoint A is the bunker, a small concrete building sunk into the ground. This building usually contains a small defensive holdout that RED will use to try and defend the first checkpoint once the cart is through the tunnel. Destroying this defensive holdout is rather easy, as the bunker only has one exit and is relatively cramped, allowing for explosives to quickly empty it out. After the bunker has been cleared, BLU can easily cap the first checkpoint.
Checkpoint B
- The checkpoint B area has the cart move through a short hallway before entering a larger, open area containing the checkpoint. Due to the linear, chokey nature of this hallway, RED can easily defend against anything short of an ÜberCharge. However, this also means RED cannot push through the hallway easily themselves. This makes the entire checkpoint A area a relatively safe area for BLU players to retreat to.
- Because of the difficulty of pushing through the hallway, it is important for BLU to take control of the roof overlooking the point. This provides a sightline and high ground to the entire checkpoint B area, including not only the capture point but the exit from the RED spawn. Controlling the roof will allow BLU to take control of the other side of the hallway and push the cart forwards. RED will likely have many of their own players watching the roof, as well as an Engineer with a Sentry Gun that covers the checkpoint B area.
- There are three main staircases leading to the roof; the front steps on the right side of the lobby, and two other staircases from the back yard and from below the roof that combine into the back steps. When attempting to attack (or defend) the roof, it is important to keep both of these entrances in mind, as well as the possibility of Soldiers or Demomen explosive-jumping to the roof from either side.
- The lobby can be entered from a door to the left of checkpoint A. The lobby has the aforementioned front steps, as well as several openings to the back yard and a second staircase to the left leading to the back roof. The isolated nature of the lobby, as well as its entrance being close to checkpoint A, makes it relatively safe from RED.
- The back yard is a large, open area behind the roof, containing several rock formations and shipping crates, as well as a medium health kit in the far corner. The back yard is a good location to either assault the roof from the back steps, or to retreat to in the event that a push goes wrong. An Engineer can also place a Teleporter here, hidden from the view of RED players standing on the roof, allowing for BLU to place more pressure on RED than they could with a Teleporter in a more "traditional" spot.
- The back roof can be reached from the stairs to the left of the lobby. It's a small roof that overlooks both the back yard and the main roof. This makes it an ideal spot for a Sniper to pick off RED players on the main roof, or for a Soldier or Demoman to launch explosives at a RED Engineer's buildings, making it easier for the rest of the team to advance.
- The room below the roof, while not terribly useful to BLU in and of itself due to the roof generally being a better position to hold, is still important. RED players can hide there to prevent being shot at from the roof. In addition, the staircase there provided RED a fast and easy way to reach both the roof and the back yard. Once BLU takes control of the roof, a handful of players should keep an eye on this room to prevent potential RED assaults on the roof.
Checkpoint C
- This checkpoint has the cart pass underneath a bridge and through a small valley.
- The placement of the bridge prevents players on the ground from having a clear line of sight to the ground on the opposite side. This causes it to serve as a sort of barrier between both teams' front lines. The cart is pushed underneath the bridge, but because of the valley shape of the ground, RED players will have a high-ground advantage against any players pushing the cart. Because of this, it is important for BLU to control the top of the bridge itself in order to make a strong push. There are two ways to reach the top of the bridge:
- The bridge room on the right side leads directly to the right side of the bridge, as well as containing health and ammo pickups. The room is relatively cramped, making it difficult for RED to defend.
- The side room on the left leads to the left side of the bridge. Compared to the bridge room, the side room is easier for RED to attack and contains smaller health/ammo pickups, but provides a better sightline to RED's defensive positions.
- The attic can only be directly accessed by a staircase right next to checkpoint C. Because of this, is is very difficult to reach unless RED has already been significantly pushed back. However, it is also possible to explosive-jump directly to the attic from the valley, or for a Scout to double-jump to the attic from the top of the bridge. Taking control of the attic will allow BLU to prevent RED from setting up a proper defense, allowing the rest of BLU to push the cart and capture the checkpoint.
Checkpoint D
- This last checkpoint consists of one large, open area. Successfully pushing the payload cart into the hole at the end of the tracks will cause a large explosion and a victory for the BLU team.
- The alley is a narrow hallway starting immediately after checkpoint C. Like with checkpoint B, this is a major chokepoint that the cart must be pushed through. It is difficult to push through without aid of an ÜberCharge.
- To the left of the alley is the chicken wire room. This room has two entrances to the back yard, which leads to the platform behind RED's side of the alley, making it a useful route for flanking and a good way to weaken RED's defensive hold on the alley.
- The back yard also has a staircase leading to the sniper hut. This hut contains a small window, which can provide a friendly Sniper with a sightline to almost the entirety of the checkpoint D area. The room itself is also a useful place for an Engineer to build a Teleporter, or for any class to ambush RED players attempting to enter the chicken wire room.
- A small ledge near the end of the back yard is connected to the spiral, a large staircase leading directly next to the final checkpoint. Classes that can reach the ledge can use the staircase to flank RED players near the checkpoint, or to chip away at Sentry Guns hidden in the overhangs. However, as it is much easier to reach the bottom of the spiral than it is the top, RED players will often use it themselves to attack players in the back yard.
- The platform is a pathway hanging over the checkpoint D area. It is useful as high ground against enemies below, but be aware that one of RED's spawn doors exits directly onto it, making it unsafe to linger on for an extended period of time.
- An ÜberCharged pair can jump off of the platforms and into the thick of the RED team. This will distract and/or scatter RED players, as well as provide clear line of sight to any Sentry Guns in the overhangs, making it easier for the entire BLU team to push forwards.
- A doorway to the right of the alley leads to the map room. This room has three large windows which can be used to attack RED players or buildings. In addition, the windows are large enough for players to jump through, allowing for a drop-down ÜberCharge similar to one off the platform. However, there is a ledge above the map room that connects directly to RED's spawn; keep an eye out for RED players who will attempt to clear the room.
- There are two overhangs at the bottom of the pit that provide cover for RED players; one below the end of the platform (next to the bottom entrance to the spiral), and one directly below the map room. These rooms will commonly have RED buildings in them, and their location makes them difficult to attack directly. It is best to attack from a distance, such as from the map room or from the platform, in order to stay out of any Sentry Guns' ranges. Once the overhangs are secured, it is usually very difficult for RED to regain control of the area, and BLU can push the cart into the bomb hole relatively easily.
Defense
Checkpoint A
- RED's key defensive position is the cliffs on the right side, which have a height advantage over the rest of the checkpoint A area and directly overlook the end of the tunnel. Keeping control of the cliffs makes it easier to defend everywhere else.
- BLU's main two routes to attack the cliffs are from the side path at their far end, or by climbing the hill. The side path is more direct, but BLU players on the hill have a clear line of sight to the cliffs, and can attack buildings atop it from a safe distance. It is important for RED to watch both routes carefully.
- The hill to the left is a relatively wide and open area. This makes it difficult for BLU to climb, as they have a height disadvantage and no cover. Having a handful of players defending at the top of the hill will usually be enough to stop most pushes.
- Keep in mind that the open nature of the hill makes it an ideal sightline for Snipers on both teams.
- Another key defensive position for RED is the rocks. These rocks provide cover from BLU players on the hill or cliffs, and contain health and ammo pickups. This is a good backup position to fall back to if BLU starts gaining control of the hill or cliffs.
- It is important to watch the tunnel as well. The payload cart's track passes through here, which means that BLU is eventually required to push through it.
- If the cart is almost at the end of the tunnel, players on the cliffs can attack from above, making it extremely difficult for BLU to move the cart at all.
- Once the cart has passed all the way through the tunnel, the bunker becomes an appealing defensive position, as it is located directly next to checkpoint A and provides cover from BLU players standing near the cart. Keep in mind, however, that the small, cramped nature of the bunker makes it relatively easy for BLU to clear it out with one strong push. Most of RED should be outside the bunker, only retreating inside when low on health or otherwise overwhelmed.
- It is extremely important for RED to have a Teleporter for this checkpoint, as otherwise the only way to reach the frontlines is to funnel through the hallway at the start of checkpoint B. Without a Teleporter, BLU can easily trap RED at this chokepoint and capture checkpoint A with almost no resistance.
Checkpoint B
- The Red teams strategy basically focuses on holding the control over roof as much as possible. As discussed earlier, the Blu team has two ways to conquer the roof for which the Red has to look out for. There isn't much way to prevent the Blu team from just climbing up the front stairs and ÜberCharging right onto the roof. The best way to defend against this is to try and control the entire front staircase in order to try and force the Blu Medic to pop his Über at the bottom of the stairwell so that by the time he and his pocket reach the end of the stairs, they're Über has already ran out, as for defending from attacks coming from the back yard, it's best to send a Scout to deal with any Blu members in there since the backyard is a wide open area which is ideal for Scouts.
- Just like the previous point, after losing roof there isn't much you can do so it's better to start planning your retreat back to the third point where you can organize another defense.
Checkpoint C
- Do everything in your power to hold onto the attic, watch for players jumping into the attic/loft in an attempt to flank you.
Checkpoint D
- Holding onto the final checkpoint can be hard considering that the Red team is one at the height disadvantage but it can be possible.
- It's important to hold onto the platform as it gives you better view of the alley and prevents Übered pairs from just jumping off the platform and ending up behind the back line, holding onto the map room is also very important as it denies the Blu team a good spamming position.
Class-specific strategy
Scout
General
- Badwater Basin is very open on the first two points, but is significantly less so on the last two. This makes the Scout a much less effective choice on these later points. The front lines are a dangerous place for a class with as little health as the Scout.
- The first area and the courtyard behind the roof are paradise for Scouts, as they offer a large range of cover to hide behind, wide open spaces to dominate single enemies, and large heights to ambush from.
- The third point is usually a highly contested area, especially at the lowest part of the valley. The Scout is not likely to survive a direct assault.
Offense
- If the tunnel is unguarded, it is a direct, safe route behind the enemy team. Otherwise, use Bonk! Atomic Punch to slip by any defenses.
- Once behind the enemy team, rush to their spawn and take out any Teleporters they may have, this will not only slow down the other team but will also cause confusion among the Engineers.
- The last point is generally the least open to BLU Scouts because it will be heavily defended, presumably with at least one Sentry Gun and numerous enemies. Aside from the stairs going to the ground floor and the upper balconies, there are few places a BLU Scout can travel safely.
- It is possible to double jump from the window room to RED's spawn via the right corridors and windows, allowing the Scout to harass enemy Snipers who may be preventing the final push.
- Although it's not exactly the safest course of action, a Scout can be very effective in suicide-rushing the Cart at the final point. This can be accomplished via the Map Room or the balcony opposite the Map Room. A double-jump will allow the Scout to reach the cart regardless of where it is and push it for several seconds before being killed. Players experienced with the Bonk! Atomic Punch may time their jump so that the invulnerability wears off just after the Scout reaches the cart, allowing them to reduce the effectiveness of nearby Sentry Guns.
Defense
- The Sandman is very easy to aim in the tunnel. Slowed enemies will have a harder time retreating for health (unless the cart is in the tunnel or the enemy has a Medic).
- The Sandman may also help when the BLU team attempts to push through the main chokepoint down the ramp, as it will pin them down so they can be sniped or killed easily.
- The courtyard behind the roof is good for defending Scouts, as it allows them to flank the attacking team and get behind them as they push up the front stairs.
- The side room by the third point is very useful for sneaking behind BLU as they push away from the second point.
- On the last point, the best thing a Scout can do is to prevent BLU from setting up behind the Sniper hut, and use this area to flank them and stall for time so RED can prepare Übercharges or build up their defenses.
Soldier
General
- Rocket jump to higher ground to ensure greater control over the cliffs.
- Rockets fired down the tunnel prevent enemies from blocking the way, and deal splash damage to Sentry Guns and Spies hiding around the tunnel's corners.
- Rockets fired off the roof are a powerful force for clearing the second point. Don't let the enemy team control it.
- The last point is a great place for the Direct Hit on either team. It is good for quickly destroying any Sentry Guns under the overhangs, and for picking off enemy Soldiers and Demomen who are attempting to jump up to the point.
Offense
- Sentry Guns on the cliffs can be very effective at shutting down rocket jumps.
- Use the courtyard behind the roof to harass Engineers on the roof and prevent them from setting up a defense.
- You can rocket jump onto the pipe behind the back roof, allowing you to get an angle on Sentry Guns you cannot otherwise hit.
- Beware of Sentry Guns in the valley on the third point, as they will shoot rocket jumpers out of the air.
- The long sightlines of this map make the Direct Hit a very effective anti-sentry measure.
- Rocket jump into the attic/loft at the third point and into the spiral stairwell at the fourth point to flank the enemy.
- The flush mounted computer cabinets in the map room above the catwalk can be stood on giving you an angle down onto different enemy positions.
- By rocket jumping from the map room onto the catwalk, you can get near the RED spawn and shoot down Sentry Guns located in the two garages, but beware of Sentry Guns under the map room, as they will shoot back.
Defense
- The ridges of the first area provide significant cover and height advantage to rain rockets down on BLU's spawn.
- Soldiers can rocket jump across the second point onto the roof, bypassing the stairs and ambushing any BLU players.
- RED Soldiers will have a much easier time at the third point, being able to use rockets to deny enemies the chance to go through the chokepoints. Try not to push too far out, as this will provide BLU Snipers an easy shot from the second point's roof area.
- It is possible to rocket jump onto the lip of the roof above the third point area, which is a good place to take out enemy Medics or warn teammates of incoming Spies.
- You can rocket jump into the attic after the third point is taken via the back door, allowing you to ambush Engineers setting up teleports in that area.
- From the chicken wire room, you can shoot Sentry Guns at the door into the attic without the Sentry being able to quickly shoot back. Using a duck and shoot method, this Sentry can be easily taken down by a pair of Soldiers.
Pyro
General
- There are numerous large vertical drops, which can be used for ambushes.
- Dropping off the cliffs, roofs, or buildings to assault the cart is a particularly effective way to painlessly close distance.
- Flares are a powerful disincentive to players trying to travel through the tunnel.
- The courtyard behind the roof near the second point is a great spot for Pyros. It provides plenty of cover and supplies to survive a long time and control the area.
Offense
- The enemy tends to build Sentry Gun nests in elevated positions, as well as the boxed-off rock formation on the right and the enclosed garage area next to the first Control Point. Try to take a path that facilitates the use of edging to destroy Sentry Guns, or attack from an unexpected angle.
- The third Control Point is often well-defended with numerous Sentry Guns placed in various locations. Due to the enclosed nature of the buildings immediately following the second Control Point, corners can be exploited very easily to devastate any enemy entrenchments in those areas. Beware of the wide-open areas immediately around the cart's path, however.
- The last Control Point's main area is a problem for BLU Pyros as it is so open, and will also have Sentry Guns ready to ambush players that try to drop down from the walkways and windows. Try to stay in the areas near the sniping loft on the left side-path to stop any ambushes or attempts to push through this area. Alternatively, stay near the main chokepoint above the stairs and airblast any grenades, stickies or rockets back down the ramp.
- If an ÜberCharge is ready, try to jump down on enemy Sentry Gun positions from the deck overlooking the final point, or from the map room. It is possible to easily destroy any Sentry Guns here as long as Knockback can be negated.
- When teammates have pushed into the basin area, try to harass players coming out of the lower spawn by hiding in the stairwell and attacking them from behind as they try to rebuild or defend the area.
Defense
- Defensive Pyros with the Backburner can use their weapons to great effect. There are many passages for flanking, and players tend to cluster on the cart. On the second point, Pyros can be especially devastating to roof BLU assaults by hitting the front steps from behind.
- When defending Sentry Guns, be especially vigilant for Spies and explosives. Use the Homewrecker to quickly remove Sappers should the Engineer be killed, and use the Flamethrower's compression blast (excluding the Phlogistinator) to neutralize explosives directed at the Sentry Guns.
- Pyros can help immensely to defend the cliffs with the airblast. Keeping enemy players and projectiles off teammates will drastically improve their lifespans.
- Scouts, Soldiers and Demomen also try to jump up into this building to try to flank. Knock them back into the gully.
- When ÜberCharged pairs push in on the final point, try to separate them by knocking one up the ramp, and the other into the path of any Sentry Guns.
- The basin stairs is especially useful for getting rid of any enemies firing from the Sniper tower, as it provides instant access as well as a path to flanking the enemy. Be aware that Scouts, Soldiers and Demomen will also use the stairs to try to open up an additional avenue for attacking teammates.
Demoman
General
- A Demoman on the roof can hail grenades on the second point, and can shut the enemy team out entirely.
- There is only one effective chokepoint on the final point. The Sticky Launcher is more useful than the Scottish Resistance here.
Offense
- On attack the various rocks and outcrops present in the first area provide good cover from Sentry Guns. The nearby corners also make splash damage very effective.
- Using the Chargin' Targe on the first point is a risky prospect as there will usually be a Sentry Gun covering where enemy players are moving around.
- The second point will almost always have Sentry Guns on the roof to destroy the offensive team, so be sure to pack a sticky launcher.
- An attacking Demoman on the building at the back of the courtyard can lob grenades over onto the roof and destroy any Engineer building covering the cart.
- The third point area is good for a Demoman on BLU as it is long enough to lob grenades down and hurt or deter any enemies around the corners next to the third point itself. The upper right and cart track entrances to the main third point area are not ideal to push in as they're chokepoints that will likely be subject to enemy Demomen and Soldiers.
- Sticky jumping Demomen can easily cross the map with the aid of their sticky launcher. It is possible to land next to the main sniping spots of the RED team and kill any Snipers preventing BLU from advancing.
- The Sentry Guns positioned underneath the overhangs and out of sight can be easily destroyed with stickies. Often they will be so close to the edge of the corner that an Über will be unnecessary.
- While a Demoman can use stickies to reach the RED spawn in order to mine it, this is generally considered bad sportsmanship and on many servers may result in being kicked. When not kicked, this often results in a large number of RED players leaving the server, ruining gameplay. A Demoman going to RED spawn to destroy Teleporters, and only destroy Teleporters, is never a problem.
Defense
- Stickies placed on the path from BLU’s spawn to the right cliffs translate into easy kills and a protected position from which to launch stickies. The Scottish Resistance is especially useful for this.
- Remember that you can use a cluster of stickies on the ground to blow ÜberCharges off the roof overlooking the second point, disrupting their attack when there is no Pyro available. This strategy also works well on the final point to help protect Sentry Guns in the various protected positions.
- Stickies are very effective on the third point, where the various chokepoints and doorways can be locked down to limit enemy movement. In addition, they can be placed on the sign by the third point to prevent attackers from hiding behind the cart.
- The vertical drops on the third point are good for ambushes with the Targe.
- The Chargin’ Targe is not recommended on the final point, because enemies will be attacking through several chokepoints which may not be covered by teammates.
- In the alley it is possible to sticky jump onto the very edge of the top most roof above the door leading to the map room. Once up there you will be unnoticeable leaving you free to place sticky bombs on the ground below you detonating them when players run by.
- If the BLU team groups up on the cart, spam stickies and grenades to wipe them out.
Heavy
General
- When trying to retake the roof, be very careful while going up both sets of stairs as there may be a Spy lying in wait. If there are enemies on the roof, be sure to kill any airblasting Pyros, Spies or Scouts using the Sandman first.
- Don't go around the top left courtyard alone as it is a very common spot for Spies to lie in wait.
- The last point is a very difficult place for Heavies to attack on their own or without a Medic as there are so many open spaces from where the enemy can attack.
Offense
- Due to the long sightlines going from the BLU spawn to the other side of the first area, it is best as a Heavy to back up friendly charges or wait until the coast is clear. If there is an ÜberCharge ready, use it to push around corners being guarded by Sentry Guns, being careful to avoid any Spies or airblasting Pyros.
- Snipers are likely to congregate around the corner and zoom in over the concrete fence, and most Sentry Guns will be positioned on the roof to the left, making it difficult to concentrate on both potentially deadly threats.
- Sentry Guns on the roof can be easily destroyed from the left building, even without an ÜberCharge, as the corner can be used for edging.
- The RED team's Sentry Guns will almost always be found underneath the overhangs that are usually out of sight from the BLU team. To deal with these, drop down from the left overhang or windows on the right to instantly start firing at the Sentry Gun and hopefully take the Engineer by surprise.
Defense
- On defense, a Heavy can guard the tunnel and other enclosed areas like the main point fairly well, being able to drop down from the cliffs to surprise enemies pushing the cart and if needed push them back with a Kritzkrieg to clear out the tunnel and cliffs.
- It is important to know where the BLU Snipers are when on defense and hide accordingly, as some areas that are good for ambushing or jumping down from may be easy to snipe from the BLU spawn.
- In a worst case scenario on defense, jump down from the roof onto the cart to stop it reaching the second point. This is a fantastic means of blocking the capture due to the Heavy's good staying power and ambush potential.
- Try to hold the area and keep it safe for any Medics or Engineers, such as the courtyard in the dip with the Maximum Health and Ammo kits. When doing this, watch out for Spies and other enemies dropping down from the balcony, along with any projectiles being fired diagonally at the Health and Ammo from around the corner.
- The third point is great for defending Heavies as there are many places to drop down on hiding BLU players and ambush them. This is especially useful for stopping any enemy Über progress.
- When trying to defend the last point as a Heavy, push up the ramp with ÜberCharges to destroy any defenses the BLU team may have built. If a Kritzkrieg is ready, this tactic will also work well, but move quickly to prevent the enemy from hiding around the corner at the third point.
- When the BLU team pushes the final point, try hiding in one of the many corners or shadows in order to surprise any cart pushers or people looking the other way.
Engineer
General
- Engineers are especially vital to both teams. Sentry Guns on both sides can either help to delay the cart or to prevent the defending team from counterattacking too much. There are numerous spots throughout the map where Engineers can place Sentry Guns and Dispensers.
- In particular, Teleporters are crucial, as the scale of the map requires their use in order to allow players to quickly reach their destinations. This is especially important after the second point has been taken.
- Remember that certain places can be reached by using Dispensers as a stepping stone, or the Wrangler.
Offense
- On offense, Sentry Guns should be put down after each area to prevent the attackers from being pushed back, and Teleporters should always be kept running and fully upgraded as a priority due to how large the map is.
- Until the third point is captured, BLU team uses their Original spawn and so the exit will need to be moved up after every capture along with the Sentry Gun. Once the third point is captured, your Teleporter entrance should be destroyed and rebuilt (this is faster than moving it up).
- While Combat Mini-Sentry Guns can be used, the biggest threat on Badwater Basin is aggressive counterattacks by the RED team which need Level 3 Sentry Guns to block. Due to the large number of flanking routes available to RED, area control with a full sized Sentry Gun is crucial.
- The Short Circuit can be used to eliminate sticky bomb traps. This is especially useful when the cart is heavily defended, as an Engineer can remove the sticky bombs surrounding the cart, allowing the Blu team to push it safely.
Checkpoint A
- An aggressive Engineer facing a poor enemy team may be able to run past the enemy team and set up a flanking teleporter in the attic/loft of the third point, the Sniper tower, or the fourth point spiral stairwell. This virtually guarantees a quick capture of the first three points. You can use an ÜberCharged Medic to help get through the enemy team.
- Once the doors open, placing a Sentry Gun across from spawn to the right or left of the tunnel entrance will prevent enemies from flanking your team once they enter the tunnel. Sentry Guns can be placed in other locations near BLU spawn, but these two locations are especially hard to destroy. These Sentry Guns should be rotated to face the BLU spawn.
- If the tunnel is empty, placing a Level 3 Sentry Gun near the far end of the tunnel (but in the tunnel) will guarantee a quick push through the tunnel. Note that a Sentry Gun in this location can be very vulnerable.
- Although many people may be frustrated by it, the Pomson 6000 is very effective at clearing the tunnel. Engineers may spam the tunnel in order to suppress counterattacks. The tunnel's lack of any cover also makes it very easy to hit Spies and Medics, which are especially vulnerable to the Pomson 6000's special effects.
- Mini-Sentry Guns are extremely useful when placed in the tunnel. In most cases, placing a Mini-Sentry right in front of an enemy will cause them to focus on the Sentry Gun, allowing you to finish them off with your primary weapon.
- If you can make it to the ridge, placing a wrangled Level 3 Sentry Gun on the ridge will suppress the entire RED team's ability to defend point one. Be sure to take some strong offensive classes with you.
Checkpoint B
- The biggest purpose of Engineers for the second point is Teleporters. The best location for teleports are to the left of the first point, either on the ridge, near the end of the tunnel, or in the various protected spots along the building. Engineers often place teleports to the right in the rock outcropping - this is not a good location since enemy Snipers often pick off your teammates as they exit the protection of the rocks.
- A Sentry Gun located on top of the bunker provides very good enemy suppression and is generally unable to be destroyed by the defending team unless they are playing with offensive ÜberCharges.
- A Sentry Gun located on the ridge or near the end of the tunnel can also suppress, but is generally less effective than one on the bunker.
- When you push, you can place a Sentry Gun with a teleporter inside the back roof for easier flanking, a Sentry Gun with a teleporter below the main roof near the ammo crate, or a Sentry Gun immediately outside the doorway. These all provide better area control to your team.
- Once you take the roof, moving a Sentry Gun quickly to the roof prevents the RED team from retaking the roof. Be sure to place the Sentry Gun in a location that protects both the back stairwell and the front edge, but is protected from Demoman spam and enemy Snipers. Generally the best location is near the ammo crates at the top of the front stairs. Your team will be able to quickly take the second point once the roof is secured.
Checkpoint C
- The best locations for Teleporters for the third point are in the alcove at point two or near the second BLU spawn door. A Sentry Gun at either of those locations will also suppress enemy counterattacks. Against an exceptionally aggressive enemy team you may find that setting up on the roof is safer for both your equipment and your teammates (this should be considered a last ditch position). Forward teleport locations include near the old RED spawn door, in the bridge, and in the left building.
- Be warned not to set up in the bridge unless there is at least one other Engineer not setting up in the bridge. It is way too easy for the RED team to use sticky bombs to prevent exit from the bridge via either door, trapping your team in a very confined defensive space with little to no offensive options.
- Moving your Sentry Gun to hold the bridge room or to overlook the gully will suppress the enemy team's counterattack options.
Checkpoint D
- For the fourth point you will want to destroy your previous Teleporters and build new ones (this is faster than lugging your equipment all forward). The best teleport locations are at the top of the steps, just behind the wall setback, and in the loft. Both of these locations provide excellent sites for defensive Sentry Guns to control counterattacks. Beware of Spies as both locations are also easy to sneak into.
- Secondary Teleporters are often placed behind the concrete pipes. However, due to their ground level location, this location is easier for RED to attack than the other two locations.
- Forward teleport locations are often set up in or near the Sniper tower or in the outer map room on the wooden structures. Make sure that at least one Teleporter stays in the back locations, or else the enemy team can run past your forces and easily destroy your Teleports at spawn. Make sure that a Sentry Gun protects access to these locations as they are easily counterattacked.
- An aggressive forward teleport location is at the top of the spiral stairwell. The fenced edge can be accessed by using a Dispenser as a step, though you will have to go back to spawn and teleport through if you want full access to the stairwell since you are unable to clear the fence.
- A Sentry Gun in the attic window overlooking the map room entry is the best defensive location, as it provides full area defense for access along both the main approach and both flanks. Beware that enemy attacks from the chicken wire room (between the attic and the Sniper tower) can destroy this Sentry Gun without it being able to fire back. This Sentry Gun position also provides an excellent preposition for an aggressive push into the pit.
- The best way to support your team on the final point is to camp in the Sniper tower. When you are in, place a Teleporter Exit by the ammunition and health. Note that the room contains a small health pack and a large ammunition crate. Place a Dispenser in the middle of the entrance to the room; it helps separate Spies. To get over the Dispenser, crouch-jump. Place a Sentry at the top of the staircase overlooking the Dispenser. Not only will it be defensive, you can pick it up later once upgraded to Level 3. Move the Sentry to a suitable location where it can assist your teammates and will last for a typical amount of time. As soon as you've placed it, head back to the Sniper tower. Continue to upgrade your Dispenser, teleporter and sentry at all times.
- Less defensible Sentry Gun locations that are commonly used are placed all along the track between the third point and the map room door. These should only be used if the enemy team is not being aggressive, or in support of an attic Sentry Gun, since they will not stand up to coordinated enemy attacks.
- When the final point is ready to be taken, generally with an ÜberCharge or a large number of teammates moving into the pit, move the Sentry Gun up to an offensive position such as: the ramp covering the pit, the catwalk overlooking the pit or wrangled in the map room overlooking the pit (note that this particular Sentry Gun position will not automatically target anyone in the pit, while the other two locations will). These usually guarantee success in capturing the final point.
Defense
Checkpoint A
- Ammo crates are located on the cliff and in the rock pile at the left.
- Maintaining control of the ridge is crucial on defense, especially when playing on a large server. The cliff is relatively safe from attacks, but beware of ÜberCharges and Spies. The best defensive location to build here is near the ammo crate, just behind the rock outcrop that blocks Demoman spam. A secondary location to build is above the tunnel exit, but beware of Snipers and Soldiers shooting at Sentry Guns in this position from the far left side of the map.
- The next most popular build location is in the rock pile at the left. This position does a good job covering the point as well as preventing a push up the middle. It is vulnerable to rocket and grenade spam from the ridge, so maintaining control of the ridge is crucial to this position.
- Placing Sentry Guns either in the bunker/overhang, just outside the bunker near the track, or just to the right of the tunnel exit are popular track defense locations. Again, Sentry Guns in these locations are vulnerable to rocket and grenade spam from the ridge.
- Other popular, but less successful defensive locations include placing Sentry Guns on the cliff overlooking BLU spawn, which are often quickly destroyed; placing Sentry Guns just behind the rocks overlooking spawn, which are often hit by early ÜberCharges and Demoman spam; and placing Sentry Guns on top of the bunker, which are very vulnerable to Demoman and Soldier spam.
- In addition to Teleporters located near the Sentry Guns, a teleport is often placed in the alcove near the Second Point to provide a more defended location aware of enemy attacks that is still proximal to the first point.
- On a team with more than two Engineers, getting Dispensers up quickly is important. Engineers may also team up so that one builds both ends of a Teleporter while another builds a Level 3 Sentry Gun at spawn, which is brought through shortly before the round start.
- Keep a Pyro on duty on the ridge to maintain that Sentry Gun - it is the most important Sentry Gun position in the game at this point and an experienced Engineer should always take that position.
Checkpoint B
- The main defensive position for the second point is the roof which oversees the track and prevents BLU from advancing until the roof is taken. At least one Sentry Gun should always be placed overlooking the cart track. If two or more Sentry Guns are placed on the front face of the building, be sure to space them out so that ÜberCharged Demomen cannot take out both Sentry Guns at the same time. Be sure to always keep a Pyro with a Homewrecker on the roof to root out Spies and push ÜberCharges away.
- The roof has very scarce ammo. It is very important to build a Dispenser. If there is more than one Engineer on the team help them build their Dispensers quickly.
- Once one or two Sentry Guns are on the front of the roof, defending the back yard and the front stairwell are the next tasks. The front stairwell can be defended by a Sentry Gun placed immediately behind the stairwell. This Sentry Gun will go down quickly to an ÜberCharge, but it will force the ÜberCharge to be fired early enough that the front covering Sentry Guns are generally unable to be attacked at the same time.
- Placing a Sentry Gun on the back edge of the roof overlooking the backyard will prevent enemies from spamming grenades from below, but is quite vulnerable to enemies on the back roof unless wrangled, and can be hit from Demoman spam directly below without being able to shoot back, meaning you always want an offensive class assisting you to suppress enemy fire.
- The ventilation units on the Roof above the second point can be built on by standing on a Dispenser. For RED, this can be especially effective in protecting buildings such as Teleporters from immediate destruction, but be sure to defend the back roof which can snipe these Teleporters.
- A Sentry Gun can be placed in the alcove across the capture point from the roof. This is a good early defensive location, but will generally fall quickly to Soldier and Sniper fire.
- A Sentry Gun can be placed directly below the roof on top of the stack of crates. This is a very good supplementary Sentry Gun for the one or two already located on the roof. It is difficult to kill if the roof is taken, and will provide a sudden surprise when the enemy team thinks they have cleared out the RED team's defenses by taking the roof.
- A Sentry Gun can be placed in the second point doorway to the roof. This position can aid in protecting both the point and a lower leveled Teleporter from direct attack, but generally should be thought of as a last ditch defensive location due to its more vulnerable location and poor field of fire.
- On a very aggressive team, placing a Sentry Gun in the doorway below the back roof (the door facing the main entrance from the first point) can be extremely effective at nullifying attackers heading to the roof. Beware Spies in this location as your back will be vulnerable. Enlist a Pyro for support.
- The last two locations where Sentry Guns are generally built do not defend the point and can be easily ignored by the BLU team: in the back roof and next to the RED spawn door. The back roof can be a very effective location if you have an aggressive team that likes flanking the enemy or if you want to try to get a teleport behind enemy lines if you know they will cap the second point. A Sentry Gun near the RED spawn door is almost never effective, because once the roof is taken this Sentry Gun is easy fodder.
- Engineers also may try to place a Teleporter Exit in the backyard with no entrance if they know they are going to lose the point. They can later activate the Teleporter by building the entrance. The idea is to place the Teleporter Exit in a location you do not expect the enemy to look, such as behind a rock pile or in a corner, and then hope that no one searches for it.
Checkpoint C
- The third point is the hardest point for Engineers to defend. Here you rely a lot more on your team and your equipment becomes principally support for the team, whereas at point two it was the team that supported the Engineer.
- On the far side of the third point is the Attic or Loft. A common defensive location is to place a Sentry Gun below the overhang that covers the capture point. Beware that the enemy can capture the point by hiding behind the cart. Additionally, this location is vulnerable to spam from the bridge area.
- Above that location, in the loft, a window overlooks the capture point. This window can be extremely effective when using a wrangled Sentry Gun. Be sure to keep two Engineers if possible on this Sentry Gun, since pausing to re-ammo the Sentry Gun will take it out of service long enough to be destroyed by focus fire. Also be sure to keep a Pyro to sweep for Spies or a Heavy to suppress enemy Snipers and Soldiers.
- Near the Map room doorway is another location to build Sentry Guns, with easy access to ammo and a protected location to build Teleporters and Dispensers. Beware that this location does not adequately cover the point and can result in the enemy easily capturing the point. However, it can maintain control over that location for quite a while after the third point is captured. Using this location in combination with another Engineer under the attic/loft (opposite side of the point) can provide a very strong capture point defense.
- A defensive location using the attic/loft area that is hidden from view by BLU is great for Teleporters and Dispensers to keep your teammates well supplied on the second floor, out of harm's way.
- There are four forward positions often used for Sentry Guns: In the bridge room (very hard to dislodge, but does not cover the track so only effective with a strong, aggressive team); below the bridge near the ammo box (good ammo to build it, but a difficult location to hold due to enemies able to hit it from multiple flanks at once); at the end of the attic/loft overlooking the bridge deck (provides very good cover fire, but again difficult location to hold); and just forward and right of the point, next to the cart track (very aggressive Sentry Gun position for only experienced Engineers, needs the Wrangler, harder to displace than the location below the bridge, but still vulnerable).
- The fourth point has a defensive location that is commonly used: In the attic/loft, at the door overlooking the map room entrance. This protects Teleporters located in the attic/loft while preventing the enemy from advancing until it is destroyed. Beware that Sniper and Soldiers can bring this Sentry Gun down quickly.
- A fifth location is on the small roof over the door leading into the map room. This requires a good Engineer and a Wrangler, but if combined with other Sentry Guns (suggestion: on the window ahead of the roof) this Sentry makes your defense very powerful. A separate Pyro is needed to babysit this Sentry however. Also watch out for Spies if you have set up a Teleporter exit atop the roof.
Checkpoint D
- The last point has a number of "safe" build locations that are difficult for the enemy to attack. These locations are in the garages and below the catwalk near the lower spawn. Another location is on the balcony next to the upper spawn.
- A Sentry Gun in the other bunker is hard to destroy, but can be vulnerable to spam from map room, or the errant Soldier or demo that jumps, via the map room, to near the left upper spawn door.
- A Sentry Gun on the back ramp, behind the railing, can shoot through the railing. This is a very difficult location to destroy since spam from the map room will generally be stopped by the railing, blocking the Sentry Gun from harm. Make sure that you place the Sentry Gun as far down the ramp as possible to still shoot through the railing, as it makes it more difficult to destroy. Use a Wrangler to help suppress the map room. Good Demomen can arc grenades over the railing from the map room, Soldiers and Demomen can lob attacks from the spiral stairwell, and an experienced Heavy or Pyro can drop down from the catwalk above "behind" the Sentry Gun and circle strafe it until dead. Spies are an especially deadly enemy with Sentry Guns in this location, and you should not stay on the Sentry Gun unless it is under attack to prevent being backstabbed. An alternative location if Spies are especially problematic is at the top of the back ramp in the very corner, where you can wall yourself in with Sentry Guns and Dispenser to prevent backstabs. This is a much more vulnerable location and requires a Wrangler to protect the entire pit.
- Generally placing a Sentry Gun in at least two of the above locations will defend the last point very well.
- Good wranglers can place a Sentry Gun on the platform outside the right upper spawn door (the back wall of which faces the spiral stairs). This location will maintain control over both the map room and the point, and is very difficult to destroy.
- Aggressive Engineers can place a Level 3 Sentry Gun halfway between the non-map garage and the final cap point to prevent ÜberCharges from making it out of the map room windows. This is a highly vulnerable location and should only be used to support the defense of other Sentry Guns.
- Early positioning of a Sentry Gun on the ramp into the pit can slow BLU down, but this Sentry Gun usually goes down quickly and should only be considered a slowing measure to give other Engineers time to build up.
- Engineers may place defensive Sentry Guns in the Sniper Tower, on the roof outside the Sniper tower entrance (to the left of the tires), on the roof of the map room entrance and in the other map room on the wooden platforms. These locations rarely help in the defense of the final point and are usually quickly destroyed.
- Placing a Sentry Gun in the map room (the best location is on the catwalk, but sometimes one may be placed on the outer map room's wooden structures) can restrict BLU team to mostly frontal attacks. The catwalk's railing acts as a natural defense, making it difficult for enemies to shoot the Sentry Gun. This Sentry Gun does not defend the capture point, and should only be used if other Sentry Guns are covering the pit.
- Engineers sometimes place Sentry Guns outside of either the left or right spawn doors, on the platform overlooking the pit or on the catwalk. These locations are highly vulnerable to enemy fire and should not be used. Similarly, placing a Sentry Gun in the spiral stairwell facing the point is usually quickly destroyed from above.
- Once the third point has been captured, a skilled Engineer may be able to sneak past the second Blu spawn point and place a Teleporter behind the spawn, allowing Red to mount a counter-attack from behind and buy valuable time.
Medic
General
- Never run out into the open, as Snipers have numerous places from which they can pick off their targets. Always use cover and teammates to prevent being killed.
- Deploying coordinated ÜberCharges or Kritzkriegs with other Medics will drastically improve your effectiveness, especially when attacking your enemy's forward bases.
Offense
- Be aware of the most common places where Engineers will try to set up Sentry nests, and stay clear of them until an ÜberCharge can be deployed to destroy them.
- When deploying an ÜberCharge, always remember that it can sometimes be wise to take an alternate route rather than straight down alongside the cart's path. In particular, when attacking the final point, remember that there are at least two other paths that can be used other than straight down into the basin: jumping down from the map room, or from the alcove overlooking the basin.
Defense
- Deploying a Kritzkrieg on a Soldier on the cliffs overlooking the first point will drastically increase their effectiveness, because it will eliminate range falloff. Beware Pyros lying in wait to reflect your patient's (Soldier) rockets, however. Similarly deploying a Kritzkrieg on a Demoman on the cliffs will usually guarantee a large number of enemy deaths.
Sniper
General
- Badwater Basin is a good map for Snipers, as each of its points have good lines of sight for both sides. While there are limited locations to set up to snipe from, all the locations provide effective suppression of enemy players.
- The tunnel that the cart goes through for most of the first area is also a good sniping spot for both teams as it provides a very long line of sight down the otherwise most covered part of the area.
- The second area of the map is another good spot for Snipers, with narrow but key sightlines coming from the top of the hill where the rocks are all the way to just next to RED's forward spawn/shortcut. On attack, this view can be used to effectively lock down the area that spans the back of the second point by preventing them from running over to the stairs/roof building directly, and forcing them to take Teleporters or try tricky jumps to evade headshots.
Offense
- The BLU Spawn is an obvious sniping spot when attacking the first area due to its darkness, but be wary of enemy Snipers positioned at the very top of the hill next to, behind and on the rock formations at the top of the hill. Conversely, the rock is a great spot for defending Snipers, as they can pick off enemies as they leave spawn or try to take potshots up the hill.
- Standing near the tunnel entrance or near the center left spawn door can control enemy movement through the tunnel.
- By moving along the right side of the battlefield, you can snipe enemies and Sentry Guns on the ridge, though some positions are blocked by rock formations.
- Snipers can cover the second point from the rocks that the enemy just vacated. Watch for enemy Snipers near the second BLU spawn door.
- Using the back roof can aid your team capture the second point by sniping enemies on the roof. Your first priority should be to take down any teleports on top of the A/C units. You can also snipe through the breaks in the metal plating covering the back right of the main roof, letting you hit Sentry Guns covering the capture point.
- If you can make it to the backyard (or courtyard), you can snipe from the far rock area, with the health pack, taking down enemy Engineers heading for ammo and health. These rocks can be climbed, but doing so is usually impossible due to enemy positions on the roof.
- The roof of the second point can be used by BLU Snipers once the cart passes the second point, but it only covers 2/3 of the distance to the third point, with most of the enemy positioned blocked by the bridge.
- The most popular Sniper location for the third point is in the building on the left, which can cover all enemy Sniper locations, as well as the capture point itself. You can easily duck back into the room for a small health, or run back to a Dispenser if you take a lot of damage.
- You can also snipe from the dip, hiding behind the walls, but this is a dangerous location with no real defense against enemy offensive classes.
- For the last point, sniping from near the concrete pipes, near the top of the ramp, or under the Sniper tower is effective and easy to retreat from if the enemy makes a push.
- Sniping from the Sniper tower is probably the best Sniper location, but also the most vulnerable since your back is exposed to attack at all times. Your team rarely controls this location enough for you to be truly safe, and many players attempt taunt kills against Snipers located here.
- Once the map room is taken, sniping from the map room can be effective, but beware of attackers entering from the catwalks above.
Defense
- Snipers can climb the rocks to the left of the first spawn point to get a good counter-sniping position against BLU Snipers. When in the very right front area, you are effectively hidden by the rocks, but can still shoot the enemy. The two ways up onto the rocks are from the middle facing the RED spawn and on the side facing BLU spawn in the center. Watch for enemy Snipers in the left BLU spawn door.
- Standing near the tunnel exit can control enemy movement through the tunnel.
- For the second point, Snipers standing near the second BLU spawn can snipe BLU players exiting Teleporters in the rocks, as well as cover the cart track. Watch for enemy Snipers hiding in the rocks you just vacated.
- Snipers at the third point can blend in upstairs, sniping out the windows, or stand near the concrete pipes. Both of these positions are hard to counter-snipe and cover most of the cart track as well as enemy Sniper locations. Watch for enemy Snipers in the right building.
- Snipers defending the last point can do so from the relative safety of either of their upper spawn doors, as they can easily aim and hide from enemies by retreating into spawn, but run the risk of being backstabbed if they stay still for too long. If the cart is already at the bottom of the ramp and enemies are pushing, picking the upper left spawn is probably the best as the prime BLU sniping spots are easily visible. If necessary, it's within range to throw some Jarate, jump down, and use a melee weapon. Watch for enemy Snipers near the concrete pipes and in or below the Sniper tower.
Spy
General
- The Spy is an excellent class for this map. Because of the size of the map and the multiple sidepaths to access each point, a Spy can take out several enemies at a time before retreating. There are a large number of places where Spies can hide to ambush unwary players.
- The large vertical drops are also a problem while cloaked as Spies flicker when taking fall damage. To combat this, try to move down through lower routes and crawl down ledges to minimize contact with BLU players, slowly if necessary and choose the right time to strike before retreating over the hill or through the tunnel.
Offense
- The first stage of this map is good for Spies on BLU as they can use their Cloak to quickly move over the hill, but this is often dangerous as the exit of the tunnel and top of the hill are bound to have Pyros or Demomen locking down the area with their flames or grenades.
- Spies are vital for Sentry Gun destruction, as the prime spots for Sentry Guns are all directly below a piece of easily accessible terrain. With this in mind, it may be best to try to coordinate a push so when the Sentry Gun is disabled they can provide backup and push the point.
- Before BLU reaches the first point with the cart, try to sneak ahead and take the back entrance up onto the roof to prevent enemy Engineers from building.
- The second point is an area that Spies can easily access on offense, as the back courtyard allows Spies of both teams to move between the first and second point areas with relative ease.
- The roof will likely have a Sentry Gun or two on it, which can be easily sapped when the Engineer is occupied or dead, and the courtyard on either side of the building can be jumped down into to escape.
- Even if the base is too strong to take on, it is sometimes possible to use the cart as cover to avoid Sentry detection while you push the cart forward. Simply Cloak up to the opposite side of the cart, uncloak and undisguise, and crouch to avoid Sentry fire while the point moves forward. Using this strategy it is occasionally possible to cap the third point if the defenders are too comfortable in their Sentry nest to challenge the attacker.
- While dealing with huge (therefore hard to remove) Sentry nests on the roof by the second checkpoint, it may be good to hide in the backyard with the medium Health kit and the crates, go up the stairs, sap the buildings, Cloak, and run back into the backyard. This can severely disorient Engineers, but be wary, because they will most likely spycheck you on sight. Allow your team, once you have sapped the buildings, to destroy the buildings.
- Defending Snipers will often sit just behind the concrete wall next to the point and scan the main corridor, but be wary of Sentry Guns or Pyros covering the area before attacking them.
- The third point is difficult for Spies to attack beyond sapping any Sentry Guns in the ditch and coordinating with BLU because there are no alternate routes to the area beyond the point.
- The last point is also an area where Spies are useful due to there often being hidden Sentry Guns that only ÜberCharges can usually take care of otherwise. However, it is difficult to move around and stay in the main area as it is so open and there will be many RED players running between the spawn doors and the main ramp. To remedy this, try to spend as little time as possible in the open, and get out of there as fast as possible after sapping a Sentry Gun and/or killing the Engineer.
- There will be plenty of Sentry Guns under the Sniper hut so spamming Sappers is a valid strategy but the enemies healing from the Dispenser/near the gun will assist their hardhat buddy in killing the Sapper-happy Spy.
Defense
- The alcove to the left of the cart or under the garage overhang next to the first point are good hiding places to ambush passing enemies.
- Defending the third point is significantly easier as a Spy due to the height advantage. It may be worth destroying the BLU Teleporters if they have any, as it is quite a long trip from their spawn.
- BLU Snipers may also position themselves on the roof of the second point, a spot easily accessible and not normally noticed due to its secluded nature (just be wary of Snipers if they have Jarate or the Razorback).
- On defense the main area of action will be around the chokepoint at the top of the ramp leading to the third point, and the top right courtyard where the top window can be reached. Up there, any intrusive Snipers can be dealt with, and it is close to the chokepoint, allowing attacks on any charges or Snipers standing at the top of the ramp.
- The darkness of the rooms next to the top of the ramp is a good hiding spot for stabbing BLU players coming from either side, and making a quick retreat into RED's safe zone.