Difference between revisions of "Badwater Basin"

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(Strategy: Obvious advice really.)
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*The rocks next to the large ammo crate and medium health pack at the first point can be scaled by crouch jumping. This spot can be used by Snipers as a vantage point for the entire area except the tunnel.
 
*The rocks next to the large ammo crate and medium health pack at the first point can be scaled by crouch jumping. This spot can be used by Snipers as a vantage point for the entire area except the tunnel.
 
*The ventilation units on the building next to the second point can be built on top of. Part of them can be clipped through and Teleporters can be built in the fans without being seen by the other team.
 
*The ventilation units on the building next to the second point can be built on top of. Part of them can be clipped through and Teleporters can be built in the fans without being seen by the other team.
 +
*It is possible for the RED team to build a teleporter exit in the Back-Roof Area and attack the BLU Spawn once Point B (or C) has been captured (Provided no one checks the area). Be wary, as players experienced with the map will suspect that if the Roof was taken too easily, the RED team may have a base set up back here (or just stumble upon your teleporter by accident while attempting to take the roof).
  
 
== Official Screenshots ==
 
== Official Screenshots ==

Revision as of 04:49, 9 February 2011

Badwater Basin
300px
Basic Information
Variants: Bloodwater
Developer(s): Unknown
Map Photos
Loading screen photos.
Map Overview
Badwater Basin overview.png

Badwater Basin is a Payload map focusing on more open spaces and fewer chokepoints than Gold Rush. (A) Right out of the gate is a multi-level area where the BLU team needs to control the high ground while moving the cart through a tunnel below. This open area has few natural choke points, allowing Scouts, Soldiers, and Demomen to move creatively through the space, forcing the RED team to rapidly respond to choices made by BLU. (B) As the track winds its way into tighter spaces, vertical control becomes more important. Each successive checkpoint requires the BLU team to take control of defensive positions above the track, usually occupied by RED Engineers. (C) Eventually the track winds down into a large basin which the BLU team must assault from all sides in a final push to destroy the Red base.

Unlike Gold Rush, where the track is split into three separate stages, Badwater Basin uses a single large stage with four control points. As a result, the BLU team is highly encouraged to push the cart hard after beating their way through the RED defensive line.

Introduction video

Goal

  • BLU: Escort the cart through all of the control points by standing near the cart, succeeding in a limited amount of time.
  • RED: Don't let the BLU team escort the cart to the destination by interrupting the delivery. The cart stops if any RED member stands near it.

Locations

Control Point A

  • The Ridge: (also called Above or The Cliffs) This high ground spans from BLU's spawn to the first point. 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) A small concrete building sunk into the ground that opens directly onto the point. RED Engineers build both on top of this building and inside it.

Control Point 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 point, so Engineers on RED will attempt to secure this area.
  • 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 from.

Control Point C

  • The Bridge: This enclosed bridge cuts across the low point 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 A two-story building that BLU cannot easily access without capturing C. The heart of RED's defense while on C.

The Final Point

  • The Alley: The last chokepoint before the final point. 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 point.
  • The Sniper Hut: 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 point. The windows are frequently utilizes by BLU to avoid the second corner of the alley.
  • Overhangs: Underneath the map room and underneath decking across from the map room are two sheltered areas that face the point. Almost always the site of Engineer nests.
  • Spiral: A spiral staircase directly connecting the lower part of the point and the Sniper hut. The entrance on the Sniper hut is elevated, limiting the classes on BLU that can access this area.

Strategy

  • The Spy is an excellent class for this map. Because of the size of the map and the multiple ways to get to each point, a Spy can take out several enemies at a time before retreating. The massive amount of hiding spots on the map also allow the Spy to lie in wait until an opportune moment to attack.
  • Pyros with the Backburner can also use their upgraded weapon to great effect. Due to the large number of side passages in the map, Pyros can easily come right up behind the cart and Backburn anyone pushing it, disrupting a push and causing chaos.
  • A great defensive tactic as an Engineer - First up, quickly build your teleporter entry outside your spawn, collect more metal from the locker, then run towards the enemy spawn. Through the big hill there is a long tunnel through which the cart must be pushed. Next to the exit of this tunnel is a short concrete bunker built into the hill. On the roof of this bunker is the ideal place to build your Sentry Gun. Place it on the edge of the bunker (the edge closest to the tunnel exit about halfway along. This vantage point allows your Sentry Gun to shoot enemies who come through the tunnel, as well as miraculously being able to pick off enemies who come over the hill, before they can see the Sentry Gun. You can build your Dispenser and tele exit in the small alcove next to the bunker with the large ammo box, where you will stand and watch over your Sentry Gun for Spies.
  • Engineers are essential on this map for both teams, in particular their Teleporters, as this is a very big map. BLU will not really need any Engineers until around the first point.
  • A good place for a Spy to hang out is the ledge above the exit of the tunnel of the first control point, just wait for the cart pushers to come out, jump down and backstab everyone.
  • Certain doors open after BLU takes specific points. These can be used to BLU's advantage, particularly when The Upper Room is unlocked after point C is taken.
  • A good temporary spot for an Engineer is on the cliffs, building a Sentry Gun on the tallest rock overlooking spawn covers all spawn entrances, but without enough time to build a Dispenser it is hard to maintain on fast respawn servers.
  • After clearing the area outside of the RED spawn take your entire team and surround the cart, keep pushing forward, any Sentry Guns will be unable to take out an entire team before they are destroyed. Using this tactic you do not necessarily need Medics, just a Heavy, Pyro and a Soldier; it is particularly effective with three Heavies and a Pyro to prevent Spy action with additional ranged support from a Demo or Soldier. Using this technique it is possible to completely steamroll your opposition using the carts healing to counteract enemy pushes all the way back to their spawn.
  • The rocks next to the large ammo crate and medium health pack at the first point can be scaled by crouch jumping. This spot can be used by Snipers as a vantage point for the entire area except the tunnel.
  • The ventilation units on the building next to the second point can be built on top of. Part of them can be clipped through and Teleporters can be built in the fans without being seen by the other team.
  • It is possible for the RED team to build a teleporter exit in the Back-Roof Area and attack the BLU Spawn once Point B (or C) has been captured (Provided no one checks the area). Be wary, as players experienced with the map will suspect that if the Roof was taken too easily, the RED team may have a base set up back here (or just stumble upon your teleporter by accident while attempting to take the roof).

Official Screenshots

Bugs

  • Rarely, a glitch may occur that when BLU captures the 2nd last checkpoint, and their spawn changes, the spawn doors cannot be opened, and will remain shut until the end of the match, meaning a guaranteed victory for the RED team.
  • By setting up a teleporter exit very close to the white pipe near the first capture point, you can get players stuck in it.
  • Engineers can build in first BLU spawn; in the door frame of the center left hand door.
  • Players can get stuck in RED A/B spawn door exit once B is captured.
  • Players can get stuck in in the signs that pop up on capture of C.

Trivia

  • Badwater Basin is a basin in Template:W, notable for having the lowest elevation in North America.

External links

See also