Difference between revisions of "Badwater Basin"
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* Badwater Basin is a basin in [[w:Badwater Basin|Death Valley, California]], notable for having the lowest elevation in North America. | * Badwater Basin is a basin in [[w:Badwater Basin|Death Valley, California]], notable for having the lowest elevation in North America. | ||
* According to "The Map of Mann Land" <ref>[[:File:Mannslandmap.png|The Map of Mann Land]]</ref> Badwater Basin is in the shape of Austrailia. | * According to "The Map of Mann Land" <ref>[[:File:Mannslandmap.png|The Map of Mann Land]]</ref> Badwater Basin is in the shape of Austrailia. | ||
+ | * A recent map update added in a corkboard in the BLU team spawn room, documenting all the game's class updates since its release. A folder is also present, although illegible due to heavy smudging. The meaning of this corkboard is unknown. | ||
== Gallery == | == Gallery == |
Revision as of 20:44, 2 January 2014
Badwater Basin | |
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300px | |
Basic Information | |
Variants: | Bloodwater |
Developer(s): | Unknown |
Map Info | |
Environment: | Desert |
Setting: | Daylight, sunny |
Map Photos | |
Map Overview | |
Badwater Basin is a single-stage Payload map with four checkpoints for BLU team to capture. It is a large basin that enters into an open corridor of buildings. It was the first Payload map added to the game to feature only a single Stage. It was revealed on the third day of the Heavy Update.
Badwater Basin was the second Payload map added to the game.
Contents
Introduction video
Locations
Checkpoint A
- The Ridge: (also called Above or The Cliffs) This high ground spans from BLU's spawn to the first checkpoint. A popular location to launch kritzes from, particularly for Soldiers and Demomen.
- The Tunnel: This long tunnel cuts underneath the cliffs, and BLU must push the cart through it.
- Sniper Rocks: A U-shaped rock formation that provides cover for Snipers while allowing them to look directly at BLU's spawn. Engineers sometimes build here.
- The Garage: (also The Bunker or The Alcove) A small concrete building sunk into the ground that opens directly onto the checkpoint. RED Engineers build both on top of this building and inside it.
- Badwater first point.jpg
First Checkpoint
- Badwater cliffs.jpg
The Cliffs
- Badwater tunnel.jpg
The Tunnel
Checkpoint B
- The Lobby: Underneath the roof is a complex of several rooms. BLU frequently prepares for assaults up the stairs to the roof here.
- The Roof: The top of the building the overlooks B. Similarly to the ridge on A, whoever controls this controls the checkpoint, so Engineers on RED will attempt to secure this area.
- The Front Steps and The Back Steps: The two stairways to The Roof. The front steps approach from the first checkpoint, while the back steps approach from the second checkpoint and the back yard.
- The Back Roof: This large expanse of area features excellent cover and several health kits. It is an ideal place for BLU to launch volleys of spam onto the roof.
- The Back Yard: (also The Courtyard) This is the large area behind the roof.
- The Alcove: This is the open room opposite the checkpoint from the roof.
- Badwater second point.jpg
Second Checkpoint
- Badwater roof.jpg
The Roof
- Badwater back roof.jpg
The Back-Roof
Checkpoint C
- The Bridge and The Bridge Room: This enclosed bridge cuts across the low checkpoint of the map, forcing BLU to go underneath and face volleys of fire. The room inside is a common site of Engineer nests, owing to its defensibility.
- The Side Room: This room provides a path from B onto the bridge. It lets out onto a deck that is popular with BLU Snipers.
- The Attic: (also The Loft or The Balcony) A two-story building that BLU cannot easily access without capturing C. The heart of RED's defense while on C. The loft generally refers to the back area of the attic, while the balcony generally refers to the front areas of the attic.
- Badwater third point.jpg
Third Checkpoint
- Badwater side room.jpg
The Side Room
- Badwater bridge room.jpg
The room on the Bridge
The Final Checkpoint
- The Alley: The last chokepoint before the final checkpoint. Both BLU and RED use this area as a base, and the corners are the focus of the fighting during the assault on the final checkpoint.
- The Pit: The entire lower level is often called this. This is where most of the action takes place.
- The Sniper Hut: (also Sniper Tower) The final Sniper deck for BLU. Demomen and Soldiers often come here as well. Engineers will also occasionally forward-base here.
- The Map Room: (also called the Window Room) These two rooms branch off the alley and lead to open windows that overlook the final checkpoint. The windows are frequently utilized by BLU to avoid the second corner of the alley. The room has a big map on its wall, lending it the name "Map Room." The room between the map room and the third checkpoint is commonly called "The Outer Map Room."
- Overhangs: (also Garages) Underneath the map room and underneath decking across from the map room are two sheltered areas that face the checkpoint. Almost always the site of Engineer nests.
- Spiral: (also Spiral Staircase) A spiral staircase directly connecting the lower part of the checkpoint and the Sniper hut. The entrance on the Sniper hut is elevated, limiting the classes on BLU that can access this area.
- Back Yard: This is the area between the Sniper Hut and the Spiral. Small skirmishes often occur here.
- Chicken Wire Room: This is the room located between the third checkpoint and the Sniper Hut. RED often tries to flank through this room.
- Badwater final point blu.jpg
Final Checkpoint (Offensive View)
- Badwater final point red.jpg
Final Checkpoint (Defensive View)
- Badwater alley.jpg
The Alley
- Badwater sniper hut.jpg
Back Yard (The area behind the Sniper Hut)
Strategy
Update history
August 19, 2008 Patch (Heavy Update)
- Added Badwater Basin to the game.
- [Undocumented] Added a "Grocket" to this map.
December 15, 2011 Patch (Australian Christmas 2011)
- [Undocumented] Removed the crashed rocket from this map.
- [Undocumented] Added a "Carrier tank" to this map.
- Fixed player clip brush exploits and missing player clip brushes on roofs and rock walls
- Fixed player clip smoothing
- Fixed fence collisions
- Fixed floating rocks in skybox
- Fixed lighting on props
- Fixed lighting on canyon vista
- Handrails no longer collide with bullets and projectiles
- Performance increase through poly reduction, model collision reduction and model fade distances
- Players can no longer build inside Blu spawn room
- Players can no longer be trapped with Teleporters under the sign by the first capture point
- Players can no longer enter the room overlooking the final cap through the windows before point 3 is captured
- Players will now be crushed by closing doors upon the capture of point 2
Bugs
- The spawn doors at BLU's second spawn occasionally fail to open, and will remain shut until the end of the match, guaranteeing victory for RED.
- Teleporter exits built very close to the white pipe near the first checkpoint will clip players into the wall.
- Engineers can build in the door frame of the center left hand door in BLU's spawn during setup.
- Players can get stuck in the signs that pop up on capture of C.
Trivia
- Badwater Basin is a basin in Death Valley, California, notable for having the lowest elevation in North America.
- According to "The Map of Mann Land" [1] Badwater Basin is in the shape of Austrailia.
- A recent map update added in a corkboard in the BLU team spawn room, documenting all the game's class updates since its release. A folder is also present, although illegible due to heavy smudging. The meaning of this corkboard is unknown.
Gallery
Promotional
Official screenshots
Reference
External links
- Official announcement page
- Information about pre-release version at TF2Maps.net
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