Difference between revisions of "Badwater Basin"
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*Players can get stuck in RED A/B spawn door exit once B is captured. | *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. | *Players can get stuck in in the signs that pop up on capture of C. | ||
+ | *It is possible to go onto a roof near B which was not intended to be accessible. If an engineer sentry jumps up there, it can be extremely impossible to get him out. | ||
== Trivia == | == Trivia == |
Revision as of 20:49, 23 February 2011
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 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.
As in other Payload maps, the BLU team goal is to escort the cart through the map to the final terminus while the RED team has the task to stop them.
Contents
Introduction video
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.
- Badwater first point.jpg
First Checkpoint
- Badwater cliffs.jpg
The Cliffs
- Badwater tunnel.jpg
The Tunnel
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.
- Badwater second point.jpg
Second Checkpoint
- Badwater roof.jpg
The Roof
- Badwater back roof.jpg
The Back-Roof
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.
- Badwater third point.jpg
Third Checkpoint
- Badwater side room.jpg
The Side Room
- Badwater bridge room.jpg
The room on the Bridge
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.
- Badwater final point blu.jpg
Final Point (Offensive View)
- Badwater final point red.jpg
Final Point (Defensive View)
- Badwater alley.jpg
The Alley
- Badwater sniper hut.jpg
The area behind the Sniper Hut
Strategy
- As points are captured, certain doors and access points will become available or inaccessible for both teams. Knowing which areas can be used for executing ambushes after capturing a point can greatly assist in your team's efforts.
- When pushing the cart, remember that the Sniper Rocks at Control Point A can be scaled from the outside by crouch jumping. This spot can be used by Snipers as a vantage point for the entire area except the tunnel, or used by any class to safely attack a Sentry Gun nest built in it.
- The Spy is an excellent class for this map. Because of the size of the map and the multiple ways 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.
- A good place for Spies 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.
- Defensive Pyros with the Backburner can also use their weapons to great effect. Due to the large number of side passages in the map, Pyros can easily come right up behind the cart and ambush any enemies nearby, disrupting a push and causing chaos. This can be especially effective if the enemy are all focused on pushing the cart, allowing players to land guaranteed Critical hits.
- 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 Capture Point B has been taken, for both teams.
- The ventilation units on the Roof above Control Point B can be built on. For RED, this can be especially effective in protecting buildings such as Teleporters from immediate destruction.
- The Back-Roofs area is a good spot for RED Engineers to build a Teleporter Exit before Control Point B is lost. After Control Point C is taken, an Entrance can be built, allowing teammates to attack the BLU spawn from the Roofs. However, this depends on BLU not finding the Exit and destroying it between capturing Point B and pushing to Point C.
- Remember that certain places can be reached by using Dispensers as a stepping stone, or the Wrangler. In particular, BLU Engineers can reach the Spiral and the upper level of the Map Room of the Final Point given enough time.
- There is a corner overhang next to the RED spawn that overlooks the Final Point. Experienced Soldiers and Demomen can use explosive jumps to reach this overhang and attack enemies from an unexpected angle.
Gallery
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.
- It is possible to go onto a roof near B which was not intended to be accessible. If an engineer sentry jumps up there, it can be extremely impossible to get him out.
Trivia
- Badwater Basin is a basin in Template:W, notable for having the lowest elevation in North America.
See also
External links
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