Community Badlands (Control Point) strategy

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Community Badlands (Control Point) strategy
Badlands2.png
Basic Information
Developer(s): Unknown
Map Info
Environment: Desert
Setting: Dusk, cloudy
Map Photos
Loading screen photos.

General

  • 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 Heavies 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.
  • 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. Spies and Scouts may be able to back-cap 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 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.


Leaderboard class scout.png Scout

  • Scouts can be extremely effective on this map. A team of coordinated Scouts can easily storm Control point 3 before meeting any resistance. Once they hit the tighter corridors and ambush points further on, however, they become less successful.

Attacking Control Point 3

  • At first, both teams rush to the 1st capture point and because of your speed, you're able to be there first. Usually you are up at against the Scouts from the other team, until the rest of yours arrives.
  • The fastest way to the middle point is to run down the right hand side, jumping from the vent on the balcony area to the wooden bridge near the resupply, through the house and onto the point, or down through the valley the wooden bridge is over.
  • A nice strategy is to jump on and off the point in between hassling your opponents, at the very least you'll be able to block them from capturing.
  • Despite this, you will usually want to be watching the underside of the point for enemy Scouts attempting to run through the towers on the corners of the bridge the point is on to get behind your team, and to protect from Scouts doing the same as you. This also allows you to run into the enemy and attack them directly from behind, escaping before they can react.
  • As usual, staying with the main bulk of your team is often the best way to go, as they need defense from Scouts attacking from behind,
  • You can also try to sneak through the defense and enter the enemy base, in order to pull off a back cap after the middle point is captured by your team.

Defending Control Point 3

  • Due to the large number of flanking routes here, you as a Scout should be watching the valley area and the house, ready to call out any aggressors to your team so they can deal with them, and pushing back enemy Scouts who try and move in.
  • Again you can also attempt to back cap here, to give your team an opportunity to move in, though bear in mind the enemy team will be defending the spire area at this point.

Attacking Control Point 2/4

  • When attacking the Spire area, jumping onto the balcony via the small gap near to the resupply will allow you to get on the point more easily, if the enemy team have not yet fallen back.
  • If a Soldier or Demoman attempts to jump you here, get off the point and start taking potshots at them from range, until they're forced away and you can move back on. Either that or jump around the point with your double jump to make it hard for them to hit you while shooting them, much the same way you would deal with a Heavy.
  • Other than this, as a Scout your job is much the same as usual, watch for enemies behind your team and pick off stragglers who have been weakened by the rest of your team.

Defending Control Point 2/4

  • Often when defending the second point you will be in the upper area of the lobby outside last point.
  • When this is the case, you will want to be watching the lower right stairs to make sure enemy Scouts do not come out to attack your team.
  • Be ready to run back to the second point from this area to stop any back cappers.
  • If you are waiting outside the lobby area, you need to get a height advantage, so either stand on the spire to block people trying to capture it, and drop down on enemies from above, or watch the resupply area to stop people coming out from the vent. Your team can deal with the main door to the lobby.

Attacking Control Point 1/5

  • Due to the enclosed nature of this point it's best to wait until your team has moved in and attack from the lower right area, or move in directly behind your team and go straight for any enemy Demomen, Heavies, Medics, etc. The reason for this is that all these classes are a huge threat to your team in an enclosed space.
  • This is often a time when enemy Scouts attempt to back cap, so do be prepared to leave for the second point to defend if necessary.
  • It is often possible to get onto the final point and capture it while no enemies are looking at it, so be aware of where the enemy is looking as well as just the person you're focused on attacking.
  • 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.

Defending Control Point 1/5

  • Here you will want to watch the lower left area and the lower main corridor, for people attempting to sneak onto the point and cap it before your team can react.
  • When the enemy moves in you have two choices, firstly to harass them and their main offensive classes, or secondly to run out behind them and attempt to capture the second point before they can do the same to your final point. Otherwise, simply try and protect important members of your team.

Leaderboard class soldier.png Soldier

Leaderboard class pyro.png Pyro

Leaderboard class demoman.png Demoman

  • The lips of the doorways near the final point can be clipped through and sticky traps can be lain in them without being seen.

Leaderboard class heavy.png Heavy

Leaderboard class engineer.png Engineer

  • On Control point 3, a Sentry Gun can be placed inside of the windows, overlooking the central bridge control point. As a level one, your Sentry Gun has just enough space to fire shots at the control point, without exposing too much of itself to be easily destroyed. Best if used when your team is already making an assault on the control point, often at the beginning of a match.

Leaderboard class medic.png Medic

Leaderboard class sniper.png Sniper

Leaderboard class spy.png Spy