Difference between revisions of "Badwater Basin"

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(Update history)
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== Update history ==
 
== Update history ==
'''[[August 19, 2008 Patch]]''' ([[A Heavy Update]])
+
'''{{Patch name|8|19|2008}}''' ([[A Heavy Update]])
 
* The map was added to the game.
 
* The map was added to the game.
  
'''[[July 18, 2011 Patch]]'''
+
'''{{Patch name|7|18|2011}}'''
 
* {{Undocumented}} Added a "[[Grocket]]" to this map.
 
* {{Undocumented}} Added a "[[Grocket]]" to this map.
  

Revision as of 08:01, 19 February 2012

Badwater Basin
300px
Basic Information
Variants: Bloodwater
Developer(s): Unknown
Map Info
Environment: Desert
Setting: Daylight, sunny
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 a fairly narrow chokepoint into a final, 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.

Introduction video

Locations

Overview of the map.(Large file)

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 or The Alcove) 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.
  • The Front Steps and The Back Steps: The two stairways to The Roof. The front steps approach from the first point, while the back steps approach from the second point 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 point from the roof.

Control Point C

  • The Bridge and The Bridge Room: 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: (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.

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 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 point. 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 point 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 point. Almost always the site of Engineer nests.
  • Spiral: (also Spiral Staircase) 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.
  • 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 point and the Sniper Hut. RED often tries to flank through this room.

Strategy

See Community Badwater Basin strategy

Update history

August 19, 2008 Patch (A Heavy Update)

  • The map was added to the game.

July 18, 2011 Patch

  • [Undocumented] Added a "Grocket" to this map.

December 15, 2011 Patch (Australian Christmas 2011)

  • [Undocumented] Removed the crashed rockets from the maps they were on.

Gallery

Official screenshots

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 capture point 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 RED A/B spawn door exit once B is captured.
  • Players can get stuck in the signs that pop up on capture of C.
  • Engineers can sentry jump up onto the roof of the building across from the roof near Point B capture and build Sentry Guns, Teleporters, and Dispensers on it.
  • Engineers can build inside the RED base.

Trivia

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

See also

External links