Difference between revisions of "Badlands"

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(Control Point 3)
(Control Points 2 & 4)
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*'''Entrances from the middle point:''' The second control point can be reached either by the dirt road at the end of the bridge, or by passing under the bridge.
 
*'''Entrances from the middle point:''' The second control point can be reached either by the dirt road at the end of the bridge, or by passing under the bridge.
 
*'''Deck:''' There is a small deck along the back side of either point. This is the only place on the top of the spire that Engineer's can build on.
 
*'''Deck:''' There is a small deck along the back side of either point. This is the only place on the top of the spire that Engineer's can build on.
*'''Ledge:''' When approaching from the dirt path, there is a small ledge against the edge of the map. This ledge allows jumping classes such as the Scout and the Soldier easy access to the top of the spire.
+
*'''Ledge:''' When approaching from the dirt path, there is a small ledge against the edge of the map. This ledge allows Scouts to double-jump onto the spire. Soldiers and Demomen can rocket jump or sticky jump onto the spire from here too.
 
*'''Battlements:''' Both upper entrances lead onto the battlements, as well as the side entrance via a set of stairs. The battlements allow access to the final point via stairs down to the lower level (from both the sides and the atrium), as well as a pair of ledges that surround the point from either side.
 
*'''Battlements:''' Both upper entrances lead onto the battlements, as well as the side entrance via a set of stairs. The battlements allow access to the final point via stairs down to the lower level (from both the sides and the atrium), as well as a pair of ledges that surround the point from either side.
 
*'''Dropdown:''' There is also an open vent that acts as a one way exit from the battlements onto the path that leads under the bridge. It is also possible to rocket/sticky/double jump into it.
 
*'''Dropdown:''' There is also an open vent that acts as a one way exit from the battlements onto the path that leads under the bridge. It is also possible to rocket/sticky/double jump into it.
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File:badlands upperloby.jpg | Lobby that leads from the battlements and to the final point.
 
File:badlands upperloby.jpg | Lobby that leads from the battlements and to the final point.
 
</gallery>
 
</gallery>
 
  
 
===Control Points 1 & 5===
 
===Control Points 1 & 5===

Revision as of 11:42, 31 January 2011

Badlands
Badlands2.png
Basic Information
Developer(s): Unknown
Map Photos
Loading screen photos.
Map Overview
Badlands (Control Point) overview.png
Badlands has multiple variations, including Arena

Badlands is a remake of the classic CTF Badlands from Team Fortress Classic and was released in the February 14, 2008 Patch. Much of the map has been changed and the map type has been changed from Capture the Flag to Control Point. The map consists of a base for each team, an open second point for each team located on the top of a hill, and a center point on the bridge.

The objective of Badlands is to control all five capture points. Each team starts with their second and final control points locked, leaving only the middle point available.


Introduction video

Template:Map items


Locations

Control Point 3

The middle capture point is located on the bridge that separates the map in half.

  • Entrances: Each team has 3 paths to the bridge. One from either of the two buildings, and a third from the dirt ramps on the ends of the bridge.
  • Valley: Each team also has a path that goes under the bridge. It is useful for making ambushes on the opposing team.
  • Rail Cars: There are rail cars located on either side of the capture point. Not only do these cars serve as cover, they also divide the bridge in half. The boxes on top of the cars are slightly smaller than the cars themselves, which allows for any class to jump over them by first jumping onto the car.
  • Window: There is a window and balcony on either side of the bridge. This spot is typically used as a Sniper nest.
  • Pillars: Each side also has a pair of rock pillars that allow access from the bridge onto the balcony next to the window.

Control Points 2 & 4

The second capture points are located at the end of either dirt path leading off of the bridge. Both of these points are located on the top of a large rock spire.

  • Entrances from the middle point: The second control point can be reached either by the dirt road at the end of the bridge, or by passing under the bridge.
  • Deck: There is a small deck along the back side of either point. This is the only place on the top of the spire that Engineer's can build on.
  • Ledge: When approaching from the dirt path, there is a small ledge against the edge of the map. This ledge allows Scouts to double-jump onto the spire. Soldiers and Demomen can rocket jump or sticky jump onto the spire from here too.
  • Battlements: Both upper entrances lead onto the battlements, as well as the side entrance via a set of stairs. The battlements allow access to the final point via stairs down to the lower level (from both the sides and the atrium), as well as a pair of ledges that surround the point from either side.
  • Dropdown: There is also an open vent that acts as a one way exit from the battlements onto the path that leads under the bridge. It is also possible to rocket/sticky/double jump into it.

Control Points 1 & 5

The final control points are located inside the complexes at either end of the map.

  • Lower Left: The small doorway entrance leading from the lobby stairs that is next to the point and spawn door.
  • Lower Middle: The main entrance to the final point, under the atrium entrances.
  • Atrium: The main and side entrances both lead to a small atrium that looks directly at the final control point. There are stairs to the left that lead up to the battlements, and a small bit of cover in the form of metal barrels on the right.


Strategy

  • The central bridge can be controlled by erecting a defensive block on the opponent's side. The open nature of the map means this defense has to be mobile and reactive to avoid being destroyed in a retaliating attack. Turtling is therefore a harder strategy than attacking on this map.
  • Demomen and Heavys are extremely effective on this map due to the various twists and turns from one area to another.
  • Despite the map's open nature Snipers may find it hard to find a secure vantage point for sniping. Areas like the second control point, however, are excellent places for a Sniper to dig in and stop advancing teams.
  • Scouts can be extremely effective on this map. A team of coordinated Scouts can easily storm the central control point before meeting any resistance. Once they hit the tighter corridors and ambush points further on, however, they become less successful.
  • The final control point for either team can be captured very quickly. Defenders should always make sure it is secured by a tough class, or covered by a Sentry Gun. For attackers, the best strategy is to attempt to get to this point as soon as the fourth control point is captured. Spys may be able to Spycap this point, although this depends on whether the enemy has had time to build a defense.
  • There is no source of water in this map; although, a location does exist in the Arena version.
  • The lips of the doorways near the final point can be clipped through and sticky traps can be lain in them without being seen.
  • The windows on opposite sides of the central control point leave enough room for a level 1 Sentry Gun or a Mini-Sentry Gun to fire without being easily seen. A base could also easily be built here by building a Dispenser in the inside of the building, and it can be defended easily by using the Frontier Justice's revenge Crits. The windows can also be used as escape routes for injured Scouts.
  • Soldiers, Pyros, and Demomen are very strong classes on capturing the spire as they can stop any enemy from attempting to jump up to it.
  • The lamp directly above the final point can be jumped up on by Soldiers and Demomen, serving as an ambush spots for enemies attempting to cap the point, or as a spot for sneaky Soldiers or Demomen to get a quick back cap.
  • The vents directly behind the final point can be hidden inside of. A Scout can completely conceal himself in these fans, serving as a spot to wait after the Spire is captured to secure a quick victory.

Control Point Timing

Update history

February 19, 2008 Patch

  • Fixed Badlands exploits and missing textures.

February 28, 2008 Patch

  • Fixed Badlands never having Sudden death triggered.

March 20, 2008 Patch

  • Updated Badlands with several exploit fixes.

Trivia

  • According to the Map of Mann's Land, this map is just one area of a large mass of Badlands that contains Pipeline, 2Fort, Badwater Basin, Thunder Mountain, Gravel Pit, and Well.
  • The term 'Badlands' refers to an area of dry terrain where rock has been eroded by wind and water, or caused by extensive mining.
  • According to the War! comics, Badlands is located in New Mexico.
  • Also in the War! comics, one of the photos shows the Demoman with a glove saying "Badland Brawlers"

See also