Difference between revisions of "Badwater Basin/zh-hans"
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(I have no idea why this page only have gallery and video introduction , anyways still in progress) |
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{{DISPLAYTITLE:Badwater Basin/恶水盆地}} | {{DISPLAYTITLE:Badwater Basin/恶水盆地}} | ||
+ | {{trans} | ||
{{Map infobox | {{Map infobox | ||
| game-type = Payload | | game-type = Payload | ||
Line 21: | Line 22: | ||
== 介绍影片 == | == 介绍影片 == | ||
{{bilibili|710381282|page=4}} | {{bilibili|710381282|page=4}} | ||
+ | == Locations == | ||
+ | {{hatnote|If you're having trouble with finding the locations listed here, you can scroll down to the ''[[#Helpful overview|Helpful overview]]'' section to see their exact position marked on the map.}} | ||
+ | |||
+ | === 检查点A === | ||
+ | 被占领后增加的时长:4分钟30秒。 | ||
+ | |||
+ | * '''蓝队出生点''': 蓝队的第一个出生点有4个出口。左侧出口与中部出口的左分出口相对。中部出口有两个分出口分别向左,右,其左分出口面向左侧的小路,右分出口面对着目标炸弹车。右出口是主要出口,同时也是最大的出口,也是面对目标炸弹车。由于过大这个出口对敌方火力的抵抗力很低。 | ||
+ | * '''山丘''':一段上坡路,与蓝队的右出口相连,位于炸弹车的起始位置。除了在蓝队基地旁的一块大石头,这个区域没有别的遮挡,因此这个地方很受双方[[Sniper/zh-hans|狙击手]]的欢迎。 | ||
+ | * '''侧边小路''': 一段小路连接着蓝队的左出口到场中山崖处。 | ||
+ | * '''山崖''': (也被称为 '''山脊''', '''上路''') This high ground spans from BLU's spawn to the first checkpoint. There are some rock formations for cover, but otherwise this location is open to attack. A popular location to launch [[Kritzkrieg|kritzes]] from, particularly for [[Soldiers]] and [[Demomen]]. | ||
+ | * '''Tunnel''': The Payload track runs through a long tunnel that cuts underneath the cliffs. The tunnel bends slightly twice, and the exit can be seen from the entrance and vice versa. Unless hidden behind the cart, players in the tunnel are very vulnerable to being sniped. | ||
+ | * '''Rocks''': A U-shaped rock formation that provides cover for Snipers while allowing them to look directly at BLU's spawn. Engineers sometimes build here. There is a medium Health and Ammo pack. Some of the rocks can be climbed partially through crouch-jumping, but this makes players very vulnerable to attack. | ||
+ | * '''Bunker''': (also '''Garage''' or '''The Alcove''') A small concrete building sunk into the ground that opens directly onto the checkpoint. RED Engineers commonly build both on top of this building and inside it. | ||
+ | |||
+ | <gallery widths=140px heights=80px> | ||
+ | Image:Badwater_first_point.jpg|First Checkpoint | ||
+ | Image:badwater_cliffs.jpg|The Cliffs | ||
+ | Image:badwater_tunnel.jpg|The Tunnel | ||
+ | </gallery> | ||
+ | |||
+ | === Checkpoint B === | ||
+ | Time added if captured: 4 minutes | ||
+ | |||
+ | * '''Lobby''': Underneath the roof is a complex of several rooms. BLU frequently prepares for assaults up the stairs to the roof here. | ||
+ | * '''Roof''': The top of the building overlooks B. Similarly to the ridge on A, whoever controls this controls the checkpoint, so [[Engineer]]s on [[RED]] will attempt to secure this area. | ||
+ | * '''Front Steps''' and '''The Back Steps''': The two stairways to The Roof. The front steps approach from the first checkpoint, while the back steps approach from the second checkpoint and the back yard. | ||
+ | * '''Back Roof''': This large expanse of area features excellent cover and several health kits. It is an ideal place for BLU to launch volleys of spam onto the roof. | ||
+ | * '''Back Yard''': (also '''The Courtyard''') This is the large area behind the roof. | ||
+ | * '''Alcove''': This is the open room opposite the checkpoint from the roof. | ||
+ | * '''BLU Forward Spawn''': When BLU captures C, their spawn moves right outside B. The spawn has a single exit that leads down a small staircase to B. | ||
+ | <gallery widths=140px heights=80px> | ||
+ | Image:Badwater_second_point.jpg|Second Checkpoint | ||
+ | Image:badwater_roof.jpg|The Roof | ||
+ | Image:badwater_back_roof.jpg|The Back-Roof | ||
+ | </gallery> | ||
+ | |||
+ | === Checkpoint C === | ||
+ | Time added if captured: 5 minutes | ||
+ | |||
+ | * '''Bridge''': This enclosed bridge cuts across the low checkpoint of the map, forcing BLU to go underneath and face volleys of fire. | ||
+ | * '''Bridge Room''': The room inside the Bridge is a common site of Engineer nests, owing to its defensibility. | ||
+ | * '''Side Room''': This room provides a path from B onto the bridge. It lets out onto a deck that is popular with BLU [[Snipers]]. | ||
+ | * '''Attic''': (also '''The Loft''' or '''The Balcony''') A two-story building that BLU cannot easily access without capturing C. The heart of RED's defense while on C. The loft generally refers to the back area of the attic, while the balcony generally refers to the front areas of the attic. | ||
+ | <gallery widths=140px heights=80px> | ||
+ | Image:Badwater_third_point.jpg|Third Checkpoint | ||
+ | Image:badwater_side_room.jpg|The Side Room | ||
+ | Image:badwater_bridge_room.jpg|The room on the Bridge | ||
+ | </gallery> | ||
+ | |||
+ | === Final Checkpoint === | ||
+ | * '''Alley''': The last chokepoint before the final checkpoint. Both BLU and RED use this area as a base, and the corners are the focus of the fighting during the assault on the final checkpoint. | ||
+ | * '''Pit''': The entire lower level is often called this. This is where most of the action takes place. | ||
+ | * '''Sniper Hut''': (also '''Sniper Tower''') Up a short flight of stairs, with an open window overlooking part of the Pit, this is the final [[Sniper]] deck for [[BLU]]. Demomen and Soldiers often come here as well. Engineers will also occasionally forward-base here. | ||
+ | * '''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 rising from the lower level of the checkpoint to a deck off to the side of the Sniper Hut. RED can flank into and through the Back Yard and Chicken Wire Room this way when BLU holds the Alley. The deck is elevated enough to limit the classes on BLU that can access this flank. | ||
+ | * '''Back Yard''': This is the area between the Sniper Hut and the Spiral. Small skirmishes often occur here. | ||
+ | * '''Chicken Wire Room''': This is the room located between the third checkpoint and the Sniper Hut. RED often tries to flank through this room. | ||
+ | * '''Platform''': The platform is a small pathway that curves around the Pit, stretching from the front of RED's upper spawn to the back yard. | ||
+ | * '''RED Spawn #1''': RED team has two separate spawns for this map. The first is located on the top floor, with two exits. One exit leads to a one-way door shortcut to B and the staircase to C, and the other exit to D. The shortcut door locks when B is captured by BLU. | ||
+ | * '''RED Spawn #2''': A small, single room spawn located on the floor below the first spawn, with a single exit up a slope behind D. RED players will not spawn here until B has been captured by BLU. | ||
+ | |||
+ | <gallery widths=140px heights=80px> | ||
+ | Image:Badwater_final_point_blu.jpg|Final Checkpoint (Offensive View) | ||
+ | Image:badwater_final_point_red.jpg|Final Checkpoint (Defensive View) | ||
+ | Image:badwater_alley.jpg|The Alley | ||
+ | Image:badwater_sniper_hut.jpg| Back Yard (The area behind the Sniper Hut) | ||
+ | </gallery> | ||
+ | |||
+ | ==Helpful overview== | ||
+ | [[Image:Badwater1 with lines.png|Badwater's locations|left|400px]] | ||
+ | <big>1.Side path | ||
+ | 2.Cliffs | ||
+ | 3.Rocks | ||
+ | 4.Bunker | ||
+ | 5.Front Steps | ||
+ | 6.Back-Roof | ||
+ | 7.Backyard | ||
+ | 8.Roof | ||
+ | 9.Back Steps | ||
+ | 10.Alcove | ||
+ | 11.Side Room | ||
+ | 12.Bridge | ||
+ | 13.Attic | ||
+ | 14.Map Room | ||
+ | 15.Alley | ||
+ | 16.Chicken Wire Room | ||
+ | 17.Sniper Hut | ||
+ | 18.Back Yard | ||
+ | 19.Pit | ||
+ | 20.Platforms</big> | ||
+ | {{clr}} | ||
+ | == Strategy == | ||
+ | {{main|Community Badwater Basin strategy}} | ||
+ | {{community strategy stub link}} | ||
+ | |||
+ | == Update history == | ||
+ | {{Update history | '''{{Patch name|8|19|2008}}''' ([[Heavy Update]]) | ||
+ | * Added Badwater Basin to the game. | ||
+ | |||
+ | '''{{Patch name|7|18|2011}}''' | ||
+ | * {{Undocumented}} Added a "[[Grocket]]" to this map. | ||
+ | |||
+ | '''{{Patch name|12|15|2011}}''' ([[Australian Christmas 2011]]) | ||
+ | * {{undocumented}} Removed the crashed rocket from this map. | ||
+ | |||
+ | '''{{Patch name|8|10|2012}}''' | ||
+ | * {{Undocumented}} Added a "[[Carrier tank]]" to this map. | ||
+ | |||
+ | '''{{Patch name|7|10|2013}}''' | ||
+ | * 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 | ||
+ | |||
+ | '''{{Patch name|7|15|2015}}''' | ||
+ | * Fixed an exploit related to the final control point and dropped weapons on Badwater Basin, [[Barnblitz]], [[Borneo]], and [[Gold Rush]]. | ||
+ | |||
+ | '''{{Patch name|9|10|2015}}''' | ||
+ | * {{Undocumented}} Added [[saucers]] and posters to Badwater Basin. | ||
+ | |||
+ | '''{{Patch name|11|25|2015}}''' | ||
+ | * {{Undocumented}} Removed Saucers and Posters from all maps. | ||
+ | |||
+ | '''{{Patch name|10|21|2016}}''' ([[Scream Fortress 2016]]) | ||
+ | * Added {{code|pl_badwater}} to the Competitive maps list. | ||
+ | |||
+ | '''{{Patch name|10|30|2017}}''' | ||
+ | * Updated {{code|pl_badwater}} to improve hit detection around some of the staircases. | ||
+ | |||
+ | '''{{Patch name|3|28|2018}} #1''' | ||
+ | * Fixed a few cases where Pyros could shoot through spawn doors. | ||
+ | |||
+ | '''{{Patch name|4|17|2019}}''' | ||
+ | * Fixed being able to build outside the map on Badwater Basin.}} | ||
+ | |||
+ | == Bugs == | ||
+ | *Teleporter exits built very close to the white pipe near the first checkpoint will clip players into the wall. | ||
+ | *Players can get stuck in the signs that pop up on capture of C. | ||
+ | **It is also possible to get stuck between the two vents that exchange position after the second point is captured. | ||
+ | *Bots may get stuck in a corner in BLU's forward spawn after the third point is captured, this is shown [https://steamcommunity.com/sharedfiles/filedetails/?id=1447181802 here]. | ||
+ | *In BLU spawn, it's possible to get stuck in between the hand truck and the wall pipes, resulting in a falling glitch. The player will build up velocity, and take increased fall damage when they exit the glitch. | ||
+ | |||
+ | == Trivia == | ||
+ | * The [[Badlands (Region)|Badlands]] area of Badwater Basin is referenced in maps presented in ''TF2'' media: | ||
+ | ** In the [[Map of Badlands|"The Map of Mann Land"]]<ref>[[:File:Mannslandmap.png|The Map of Mann Land]]</ref> of the [[Engineer Update#Update Gallery|Engineer Update]], Badwater Basin is depicted in the shape of Australia. | ||
+ | ** The [[Badlands maps (Shadow Boxers)|maps of the ''TF2'' Badlands]], depicted in the comic [[Shadow Boxers]], shows that the Badwater Basin shown in the "The Map of Mann Land" is referenced to the [[w:Valles Caldera National Preserve|Valles Caldera]], a large basin with toxic [[w:Mineral spring|sulphur springs]]. | ||
+ | * Badwater Basin is a basin in [[w:Badwater Basin|Death Valley, California]], notable for having the lowest elevation in North America. | ||
== 画廊 == | == 画廊 == |
Revision as of 08:53, 10 March 2023
{{trans}
Badwater Basin | |
---|---|
300px | |
基本信息 | |
地图变种: | 血水之盆(Bloodwater) |
开发者: | 未知 |
地图资料 | |
环境: | 沙漠 |
设定: | 白天,晴朗 |
地图照片 | |
地图俯视图 | |
Badwater Basin(恶水盆地)是一张单阶段的推车地图,图中共有4处检查点需 。蓝队需要有组织地进行推车,并护送战车前往不同的检查点,而红队的任务则是想方设法阻止蓝队的战车达到最后的控制点。这张地图是第一张单阶段的推车地图,在机枪手更新的第三天实装于游戏中。
目录
介绍影片
Locations
If you're having trouble with finding the locations listed here, you can scroll down to the Helpful overview section to see their exact position marked on the map.
检查点A
被占领后增加的时长:4分钟30秒。
- 蓝队出生点: 蓝队的第一个出生点有4个出口。左侧出口与中部出口的左分出口相对。中部出口有两个分出口分别向左,右,其左分出口面向左侧的小路,右分出口面对着目标炸弹车。右出口是主要出口,同时也是最大的出口,也是面对目标炸弹车。由于过大这个出口对敌方火力的抵抗力很低。
- 山丘:一段上坡路,与蓝队的右出口相连,位于炸弹车的起始位置。除了在蓝队基地旁的一块大石头,这个区域没有别的遮挡,因此这个地方很受双方狙击手的欢迎。
- 侧边小路: 一段小路连接着蓝队的左出口到场中山崖处。
- 山崖: (也被称为 山脊, 上路) This high ground spans from BLU's spawn to the first checkpoint. There are some rock formations for cover, but otherwise this location is open to attack. A popular location to launch kritzes from, particularly for Soldiers and Demomen.
- Tunnel: The Payload track runs through a long tunnel that cuts underneath the cliffs. The tunnel bends slightly twice, and the exit can be seen from the entrance and vice versa. Unless hidden behind the cart, players in the tunnel are very vulnerable to being sniped.
- Rocks: A U-shaped rock formation that provides cover for Snipers while allowing them to look directly at BLU's spawn. Engineers sometimes build here. There is a medium Health and Ammo pack. Some of the rocks can be climbed partially through crouch-jumping, but this makes players very vulnerable to attack.
- Bunker: (also Garage or The Alcove) A small concrete building sunk into the ground that opens directly onto the checkpoint. RED Engineers commonly build both on top of this building and inside it.
- Badwater first point.jpg
First Checkpoint
- Badwater cliffs.jpg
The Cliffs
- Badwater tunnel.jpg
The Tunnel
Checkpoint B
Time added if captured: 4 minutes
- Lobby: Underneath the roof is a complex of several rooms. BLU frequently prepares for assaults up the stairs to the roof here.
- Roof: The top of the building overlooks B. Similarly to the ridge on A, whoever controls this controls the checkpoint, so Engineers on RED will attempt to secure this area.
- Front Steps and The Back Steps: The two stairways to The Roof. The front steps approach from the first checkpoint, while the back steps approach from the second checkpoint and the back yard.
- Back Roof: This large expanse of area features excellent cover and several health kits. It is an ideal place for BLU to launch volleys of spam onto the roof.
- Back Yard: (also The Courtyard) This is the large area behind the roof.
- Alcove: This is the open room opposite the checkpoint from the roof.
- BLU Forward Spawn: When BLU captures C, their spawn moves right outside B. The spawn has a single exit that leads down a small staircase to B.
- Badwater second point.jpg
Second Checkpoint
- Badwater roof.jpg
The Roof
- Badwater back roof.jpg
The Back-Roof
Checkpoint C
Time added if captured: 5 minutes
- Bridge: This enclosed bridge cuts across the low checkpoint of the map, forcing BLU to go underneath and face volleys of fire.
- Bridge Room: The room inside the Bridge is a common site of Engineer nests, owing to its defensibility.
- Side Room: This room provides a path from B onto the bridge. It lets out onto a deck that is popular with BLU Snipers.
- Attic: (also The Loft or The Balcony) A two-story building that BLU cannot easily access without capturing C. The heart of RED's defense while on C. The loft generally refers to the back area of the attic, while the balcony generally refers to the front areas of the attic.
- Badwater third point.jpg
Third Checkpoint
- Badwater side room.jpg
The Side Room
- Badwater bridge room.jpg
The room on the Bridge
Final Checkpoint
- Alley: The last chokepoint before the final checkpoint. Both BLU and RED use this area as a base, and the corners are the focus of the fighting during the assault on the final checkpoint.
- Pit: The entire lower level is often called this. This is where most of the action takes place.
- Sniper Hut: (also Sniper Tower) Up a short flight of stairs, with an open window overlooking part of the Pit, this is the final Sniper deck for BLU. Demomen and Soldiers often come here as well. Engineers will also occasionally forward-base here.
- 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 rising from the lower level of the checkpoint to a deck off to the side of the Sniper Hut. RED can flank into and through the Back Yard and Chicken Wire Room this way when BLU holds the Alley. The deck is elevated enough to limit the classes on BLU that can access this flank.
- Back Yard: This is the area between the Sniper Hut and the Spiral. Small skirmishes often occur here.
- Chicken Wire Room: This is the room located between the third checkpoint and the Sniper Hut. RED often tries to flank through this room.
- Platform: The platform is a small pathway that curves around the Pit, stretching from the front of RED's upper spawn to the back yard.
- RED Spawn #1: RED team has two separate spawns for this map. The first is located on the top floor, with two exits. One exit leads to a one-way door shortcut to B and the staircase to C, and the other exit to D. The shortcut door locks when B is captured by BLU.
- RED Spawn #2: A small, single room spawn located on the floor below the first spawn, with a single exit up a slope behind D. RED players will not spawn here until B has been captured by BLU.
- 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)
Helpful overview
1.Side path 2.Cliffs 3.Rocks 4.Bunker 5.Front Steps 6.Back-Roof 7.Backyard 8.Roof 9.Back Steps 10.Alcove 11.Side Room 12.Bridge 13.Attic 14.Map Room 15.Alley 16.Chicken Wire Room 17.Sniper Hut 18.Back Yard 19.Pit 20.Platforms
Strategy
“孙武没告诉咱们该咋做!” 这张地图的社区战术(英语)页面是个小条目,它的内容还有待完善。 你可以通过扩充它来为军团要塞官方维基的社区战术计划出一份力。 附注:未添加附注 |
Update history
2008年8月19日补丁 (Heavy Update)
- Added Badwater Basin to the game.
- [未记载] Added a "Grocket" to this map.
2011年12月15日补丁 (Australian Christmas 2011)
- [未记载] Removed the crashed rocket from this map.
- [未记载] 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
- Fixed an exploit related to the final control point and dropped weapons on Badwater Basin, Barnblitz, Borneo, and Gold Rush.
- [未记载] Added saucers and posters to Badwater Basin.
- [未记载] Removed Saucers and Posters from all maps.
2016年10月21日补丁 (Scream Fortress 2016)
- Added
pl_badwater
to the Competitive maps list.
- Updated
pl_badwater
to improve hit detection around some of the staircases.
2018年3月28日补丁 #1
- Fixed a few cases where Pyros could shoot through spawn doors.
- Fixed being able to build outside the map on Badwater Basin.
Bugs
- Teleporter exits built very close to the white pipe near the first checkpoint will clip players into the wall.
- Players can get stuck in the signs that pop up on capture of C.
- It is also possible to get stuck between the two vents that exchange position after the second point is captured.
- Bots may get stuck in a corner in BLU's forward spawn after the third point is captured, this is shown here.
- In BLU spawn, it's possible to get stuck in between the hand truck and the wall pipes, resulting in a falling glitch. The player will build up velocity, and take increased fall damage when they exit the glitch.
Trivia
- The Badlands area of Badwater Basin is referenced in maps presented in TF2 media:
- In the "The Map of Mann Land"[1] of the Engineer Update, Badwater Basin is depicted in the shape of Australia.
- The maps of the TF2 Badlands, depicted in the comic Shadow Boxers, shows that the Badwater Basin shown in the "The Map of Mann Land" is referenced to the Valles Caldera, a large basin with toxic sulphur springs.
- Badwater Basin is a basin in Death Valley, California, notable for having the lowest elevation in North America.
画廊
这一块板出现在地图上,截止至圣诞节 2013。
更新页面
官方截图
|