Difference between revisions of "Badwater Basin"

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{{Map infobox
 
{{Map infobox
   | game-type                 = Payload
+
   | map-status                = official
   | map-image                = plbadwater.jpg
+
  | map-game-type             = Payload
   | file-name                 = pl_badwater
+
   | map-image                = plbadwater.png
 +
   | map-file-name             = pl_badwater
 +
  | map-released              = {{Patch name|8|19|2008}}
 +
  | map-released-major        = Heavy Update
 
   | map-environment          = Desert
 
   | map-environment          = Desert
 
   | map-setting              = Daylight, sunny
 
   | map-setting              = Daylight, sunny
   | map-pyrovision           = Yes
+
   | map-hazards              = [[Environmental death#Payload Cart explosion|Payload Cart explosion]], [[Environmental death#Pitfall|Pitfall]]
   | map-health-pickups-small  = 12
+
  | map-has-pyrovision       = yes
   | map-health-pickups-medium = 6
+
   | map-pickups-health-small  = 12
   | map-health-pickups-large  = 1
+
   | map-pickups-health-medium = 6
   | map-ammo-pickups-small    = 4
+
   | map-pickups-health-large  = 1
   | map-ammo-pickups-medium  = 5
+
   | map-pickups-ammo-small    = 4
   | map-ammo-pickups-large    = 10
+
   | map-pickups-ammo-medium  = 5
   | map-bots                 = 1
+
   | map-pickups-ammo-large    = 10
 +
   | map-has-bots             = yes
 
}}
 
}}
  
'''Badwater Basin''' (or '''Badwater''') is a single-stage [[Payload]] map with four checkpoints for [[BLU]] team to capture. It is a large basin that enters into an open corridor of buildings. It was the first Payload map added to the game to feature only a single stage and the second Payload map added to the game. It was revealed on the third day of the [[Heavy Update]]. The setup timer is 1 minute and 5 seconds.
+
'''Badwater Basin''' (or '''Badwater''') is a single-stage [[Payload]] map with four checkpoints for [[BLU]] team to capture. It is a large basin that enters into an open corridor of buildings. It was the first Payload map added to the game to feature only a single stage and the second Payload map added to the game. It was revealed on the third day of the [[Heavy Update]].  
  
== Introduction video ==
+
The [[Setup time|setup]] timer is 1 minute and 10 seconds.
 +
 
 +
== {{heading|Introduction video}} ==
 
{{youtube|TVdgJqr5SqI}}
 
{{youtube|TVdgJqr5SqI}}
  
== Locations ==
+
== {{heading|Locations}} ==
'''Note''': If you are having trouble finding the locations listed here, you can scroll down to the ''Helpful overview section'' to see there exact position marked on the map.
+
{{HelpfulOverviewNote}}
  
 +
{{Locations perspective|BLU}}
 
=== Checkpoint A ===
 
=== Checkpoint A ===
 
Time added if captured: 4 minutes and 30 seconds
 
Time added if captured: 4 minutes and 30 seconds
  
* '''BLU Spawn''': BLU's first spawn has four exits. A side exit on the left faces the left fork of the middle exit. The middle exit splits left and right, with the left fork facing the Side Path and the right fork leading to the Payload. The right exit is the main exit and the largest exit, leading directly to the Payload. This exit is very vulnerable to enemy fire due to the larger entrance.
+
* '''BLU Spawn''': BLU's first spawn has four exits. A side exit on the left faces the left fork of the middle exit. The middle exit splits left and right, with the left fork facing the Side Path and the right fork leading to the cart. The right exit is the main exit and the largest exit, leading directly to the cart.
* '''Hill''': An uphill path to the right of BLU's spawn, in front of the Payload's starting position. Aside from a small rock formation at the bottom, it is largely open, making it a popular sightline for [[Sniper]]s on both teams to watch.
+
* '''Hill''': An uphill path to the right of BLU's spawn, in front of the cart's starting position. Aside from a small rock formation at the bottom, it is largely open.
 
* '''Side Path''': A small pathway that leads from BLU Spawn's left exit to the Cliffs.
 
* '''Side Path''': A small pathway that leads from BLU Spawn's left exit to the Cliffs.
* '''Cliffs''': (also called '''Ridge''', '''Above''') This high ground spans from BLU's spawn to the first checkpoint. There are some rock formations for cover, but otherwise this location is open to attack. A popular location to launch [[Kritzkrieg|kritzes]] from, particularly for [[Soldiers]] and [[Demomen]].
+
* '''Cliffs''': (also called '''Ridge''' or '''Above''') This high ground spans from BLU's spawn to the first checkpoint. There are some rock formations for cover, but otherwise, this location is relatively open and flat. It contains a medium health pack and a large ammo pack on the left side.
* '''Tunnel''': The Payload track runs through a long tunnel that cuts underneath the cliffs. The tunnel bends slightly twice, and the exit can be seen from the entrance and vice versa. Unless hidden behind the cart, players in the tunnel are very vulnerable to being sniped.
+
* '''Tunnel''': The cart's tracks run through a long tunnel that cuts underneath the Cliffs. The tunnel bends slightly twice, and the exit can be seen from the entrance and vice versa.  
* '''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. There is a medium Health and Ammo pack. Some of the rocks can be climbed partially through crouch-jumping, but this makes players very vulnerable to attack.
+
* '''Rocks''': A U-shaped rock formation located on the Cliff's right side that provides cover from BLU spawn. There is a medium health pack and a large ammo pack here. Some of the rocks can be partially climbed through crouch-jumping.
* '''Bunker''': (also '''Garage''' or '''The Alcove''') A small concrete building sunk into the ground that opens directly onto the checkpoint. RED Engineers commonly build both on top of this building and inside it.
+
* '''Bunker''': (also '''Garage''') A small concrete building sunk into the ground that opens directly onto the first checkpoint.
  
 
<gallery widths=140px heights=80px>
 
<gallery widths=140px heights=80px>
Image:Badwater_first_point.jpg|First Checkpoint
+
File:Badwater_first_point.png|First checkpoint.
Image:badwater_cliffs.jpg|The Cliffs
+
File:badwater_cliffs.png|The Cliffs.
Image:badwater_tunnel.jpg|The Tunnel
+
File:badwater_tunnel.png|The Tunnel entrance.
 +
File:Badwater tunnel exit.png|The Tunnel exit.
 +
File:Badwater bunker.png|The Bunker.
 
</gallery>
 
</gallery>
  
Line 43: Line 52:
 
Time added if captured: 4 minutes
 
Time added if captured: 4 minutes
  
* '''Lobby''': Underneath the roof is a complex of several rooms. BLU frequently prepares for assaults up the stairs to the roof here.
+
* '''Lobby''': Underneath the Roof is a complex of several rooms.  
* '''Roof''': The top of the building the overlooks B. Similarly to the ridge on A, whoever controls this controls the checkpoint, so [[Engineer]]s on [[RED]] will attempt to secure this area.
+
* '''Roof''': The top of a building overlooking checkpoint B.
* '''Front Steps''' and '''The Back Steps''': The two stairways to The Roof. The front steps approach from the first checkpoint, while the back steps approach from the second checkpoint and the back yard.
+
* '''Front Steps''' and '''The Back Steps''': The two stairways to the Roof. The Front Steps approach from the first checkpoint, while The Back Steps approach from the second checkpoint and the Back Yard.
* '''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.
+
* '''Back Roof''': To the left of the Lobby is another building overlooking the Back Yard.
* '''Back Yard''': (also '''The Courtyard''') This is the large area behind the roof.
+
* '''Back Yard''': (also '''Courtyard''') This is the large open area in between the Roof and the Back Roof.
* '''Alcove''': This is the open room opposite the checkpoint from the roof.
+
* '''Alcove''': A small room tucked into the nearby building, located opposite the checkpoint B.
  
 
<gallery widths=140px heights=80px>
 
<gallery widths=140px heights=80px>
Image:Badwater_second_point.jpg|Second Checkpoint
+
File:Badwater_second_point.png|Second checkpoint.
Image:badwater_roof.jpg|The Roof
+
File:Badwater lobby and front steps.png|The Lobby and Front Steps.
Image:badwater_back_roof.jpg|The Back-Roof
+
File:badwater_roof.png|The Roof.
 +
File:Badwater back roof2.png|The Back Roof.
 +
File:badwater_back_roof.png|The Back Yard.
 +
File:Badwater alcove.png|The Alcove.
 
</gallery>
 
</gallery>
  
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Time added if captured: 5 minutes
 
Time added if captured: 5 minutes
  
* '''Bridge''': This enclosed bridge cuts across the low checkpoint of the map, forcing BLU to go underneath and face volleys of fire.  
+
* '''Second BLU Spawn''': Following the capture of checkpoint C, BLU spawn is relocated to a building just behind the checkpoint B. This spawn has a single exit that leads down a small staircase to B.
* '''Bridge Room''': The room inside the Bridge is a common site of Engineer nests, owing to its defensibility.
+
* '''Shortcut''': A gate only openable by RED that leads to the area behind checkpoint B, next to the Bridge. The Shortcut's door locks when checkpoint B is captured by BLU.
* '''Side Room''': This room provides a path from B onto the bridge. It lets out onto a deck that is popular with BLU [[Snipers]].
+
* '''Bridge''': This enclosed bridge cuts across the low [[chokepoint]] of the map. It is located in between the Shortcut and the Attic.
* '''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.
+
* '''Bridge Room''': The room inside the Bridge has a medium health pack and a large ammo pack.
 +
* '''Side Room''': This room provides a path from checkpoint B onto the Bridge. It lets out onto a deck overlooking the third checkpoint.
 +
* '''Attic''': (also '''The Loft''' or '''The Balcony''') A two-story building that BLU cannot easily access without capturing checkpoint C. The Loft generally refers to the back area of the Attic, while the Balcony generally refers to the front areas of the Attic.
 +
 
 
<gallery widths=140px heights=80px>
 
<gallery widths=140px heights=80px>
Image:Badwater_third_point.jpg|Third Checkpoint
+
File:Badwater_third_point.png|Third checkpoint.
Image:badwater_side_room.jpg|The Side Room
+
File:badwater_side_room.png|The Side Room.
Image:badwater_bridge_room.jpg|The room on the Bridge
+
File:Badwater bridge exterior.png|The Bridge's exterior.
 +
File:badwater_bridge_room.png|The room on the Bridge.
 +
File:Badwater attic exterior.png|The Attic's exterior.
 
</gallery>
 
</gallery>
  
 
=== Final Checkpoint ===
 
=== Final Checkpoint ===
* '''Alley''': The last chokepoint before the final checkpoint. 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 checkpoint.
+
* '''Alley''': The last chokepoint before the final checkpoint.
* '''Pit''': The entire lower level is often called this. This is where most of the action takes place.
+
* '''Pit''': The entire lower level is often called this. This is also where the final checkpoint is located, overlooked by the surrounding catwalks. Pushing the cart into the Pit causes a deadly explosion that creates a pitfall.
* '''Sniper Hut''': (also '''Sniper Tower''') Up a short flight of stairs, with an open window overlooking part the Pit, this is the final [[Sniper]] deck for [[BLU]]. Demomen and Soldiers often come here as well. Engineers will also occasionally forward-base here.
+
* '''Chicken-Wire Room''': This is the room located between the third checkpoint and the Sniper Hut.
* '''Map Room''': (also called the '''Window Room''') These two rooms branch off the alley and lead to open windows that overlook the final checkpoint. 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 checkpoint is commonly called "The Outer Map Room."
+
* '''Sniper Hut''': (also '''Sniper Tower''') Leading from the Chicken-Wire Room is a short flight of stairs that takes one to a room with an open window overlooking part of the Pit.  
* '''Overhangs''': (also '''Garages''') Underneath the map room and underneath decking across from the map room are two sheltered areas that face the checkpoint. Almost always the site of Engineer nests.
+
* '''Map Room''': (also called the '''Window Room''') These two rooms branch off from the Alley and lead to open windows that overlook the final checkpoint from the right side. The room between the Map Room and the third checkpoint is commonly called "The Outer Map Room".
* '''Spiral''': (also '''Spiral Staircase''') A spiral staircase rising from the lower level of the checkpoint to a deck off to the side of the Sniper Hut. RED can flank into and through the Back Yard and Chicken Wire Room this way when BLU holds the Alley. The deck is elevated enough to limit the classes on BLU that can access this flank.
+
* '''Overhangs''': (also '''Garages''') Underneath the Map Room and underneath the Platform across from the Map Room are two sheltered areas that face the checkpoint. One of them contains a large ammo pack.
* '''Back Yard''': This is the area between the Sniper Hut and the Spiral. Small skirmishes often occur here.
+
* '''Spiral''': (also '''Spiral Staircase''') A spiral staircase rising from the lower level of the Pit to a deck off to the side of the Sniper Hut. The deck is elevated enough to limit the classes that can access this flank from the Courtyard.
* '''Chicken Wire Room''': This is the room located between the third checkpoint and the Sniper Hut. RED often tries to flank through this room.
+
* '''Courtyard''': This is the area between the Sniper Hut and the Spiral. Located in its middle is a stack of tires.
*''Platforms'': The platforms are a small pathways which curve around the Pit and, they lead from the Red upper right spawn to the exit of the valley.  
+
* '''Platform''': The platform is a small pathway that curves around the Pit, stretching from the front of RED's upper spawn to the Courtyard, wrapping around the Spiral in the process.
 +
* '''RED Spawn #1''': RED team has two separate spawns for this map. The first is located on the top floor, with two exits. One exit leads to the Shortcut for checkpoint B and the staircase to checkpoint C; the other exit to checkpoint D.  
 +
* '''RED Spawn #2''': A small, single spawn located on the floor below the first spawn, with a single exit leading to a slope behind checkpoint D. RED players do not spawn here until checkpoint B has been captured by BLU.
  
 
<gallery widths=140px heights=80px>
 
<gallery widths=140px heights=80px>
Image:Badwater_final_point_blu.jpg|Final Checkpoint (Offensive View)
+
File:Badwater_final_point_blu.png|Final checkpoint (Offensive View).
Image:badwater_final_point_red.jpg|Final Checkpoint (Defensive View)
+
File:badwater_final_point_red.png|Final checkpoint (Defensive View).
Image:badwater_alley.jpg|The Alley
+
File:badwater_alley.png|The Alley.
Image:badwater_sniper_hut.jpg| Back Yard (The area behind the Sniper Hut)
+
File:Badwater chicken-wire.png|The Chicken-Wire Room.
 +
File:Badwater sniper hut interior.png|The Sniper Hut's interior.
 +
File:badwater_sniper_hut.png|The Courtyard (The area behind the Sniper Hut).
 +
File:Badwater spiraling staircase.png| The Spiral Staircase.
 +
File:Badwater map room.png|Interior of the Map Room.
 +
File:Badwater underneath the overhang.png|Beneath the overhanging Platforms.
 +
File:Badwater final point and pit.png|View of the Pit.
 +
File:Badwater cart exploding.png|Cart explosion.
 +
File:Badwater resulting pitfall.png|Pitfall created by the cart exploding.
 
</gallery>
 
</gallery>
==Helpfull overview==
+
 
[[Image:Badwater1 with lines.png|Badwater|left|400px]]
+
== {{heading|Helpful overview}} ==
  <big>1.Side path      
+
[[File:Badwater1 with lines.png|Badwater's locations|left|400px]]
  2.Cliffs    
+
  <big>1.Side path
  3.Rocks        
+
  2.Cliffs
  4.Bunker      
+
  3.Rocks
  5.Front Steps  
+
  4.Bunker
  6.Back-Roof  
+
  5.Front Steps
  7.Backyard     
+
  6.Back Roof
  8.Roof          
+
  7.Back Yard
  9.Back Steps
+
  8.Roof
  10.Alcove    
+
  9.Back Steps
  12.Side Room
+
  10.Alcove
  13.Bridge
+
  11.Side Room
 +
  12.Bridge
 
  13.Attic
 
  13.Attic
  15.Map Room
+
  14.Map Room
  16.Alley
+
  15.Alley
  17.Chicken Wire Room
+
  16.Chicken Wire Room
  18.Sniper Hut
+
  17.Sniper Hut
  19.Back Yard
+
  18.Courtyard
  20.Pit
+
  19.Pit
  21.Platforms</big>
+
  20.Platforms</big>
  
== Strategy ==
+
{{clr}}
 +
 
 +
== {{heading|Strategy}} ==
 
{{main|Community Badwater Basin strategy}}
 
{{main|Community Badwater Basin strategy}}
 +
{{community strategy stub link}}
  
== Update history ==
+
== {{heading|Update history}} ==
{{Update history | '''{{Patch name|8|19|2008}}''' ([[Heavy Update]])
+
{{Update history|
 +
'''{{Patch name|8|19|2008|major=Heavy Update}}'''
 
* Added Badwater Basin to the game.
 
* Added Badwater Basin to the game.
  
 
'''{{Patch name|7|18|2011}}'''
 
'''{{Patch name|7|18|2011}}'''
* {{Undocumented}} Added a "[[Grocket]]" to this map.
+
* {{Undocumented}} Added a "[[Grordbort's rockets|Grocket]]" to this map.
  
'''{{Patch name|12|15|2011}}''' ([[Australian Christmas 2011]])
+
'''{{Patch name|12|15|2011|major=Australian Christmas 2011}}'''
 
* {{undocumented}} Removed the crashed rocket from this map.
 
* {{undocumented}} Removed the crashed rocket from this map.
  
 
'''{{Patch name|8|10|2012}}'''
 
'''{{Patch name|8|10|2012}}'''
* {{Undocumented}} Added a "[[Carrier tank]]" to this map.
+
* {{Undocumented}} Added a "[[Carrier Tank]]" to this map.
  
 
'''{{Patch name|7|10|2013}}'''
 
'''{{Patch name|7|10|2013}}'''
Line 148: Line 180:
 
* {{Undocumented}} Removed Saucers and Posters from all maps.
 
* {{Undocumented}} Removed Saucers and Posters from all maps.
  
'''{{Patch name|10|21|2016}}''' ([[Scream Fortress 2016]])
+
'''{{Patch name|10|21|2016|major=Scream Fortress 2016}}'''
 
* Added {{code|pl_badwater}} to the Competitive maps list.
 
* Added {{code|pl_badwater}} to the Competitive maps list.
  
Line 154: Line 186:
 
* Updated {{code|pl_badwater}} to improve hit detection around some of the staircases.
 
* Updated {{code|pl_badwater}} to improve hit detection around some of the staircases.
  
'''{{Patch name|3|28|2018}} #1'''
+
'''{{Patch name|3|28|2018|num=1}}'''
 
* Fixed a few cases where Pyros could shoot through spawn doors.
 
* Fixed a few cases where Pyros could shoot through spawn doors.
  
 
'''{{Patch name|4|17|2019}}'''
 
'''{{Patch name|4|17|2019}}'''
* Fixed being able to build outside the map on Badwater Basin.}}
+
* Fixed being able to build outside the map on Badwater Basin.
 +
}}
  
== Bugs ==
+
== {{heading|Bugs}} ==
*Teleporter exits built very close to the white pipe near the first checkpoint will clip players into the wall.
+
* Teleporter exits built very close to the white pipe near the first checkpoint clip players into the wall.
*Players can get stuck in the signs that pop up on capture of C.
+
* Players can get stuck in the signs that pop up on capture of C.
**It is also possible to get stuck between the two vents that exchange position after the second point is captured.
+
** It is also possible to get stuck between the two vents that exchange position after the second point is captured.
*Bots may get stuck in a corner in BLU's forward spawn after the third point is captured, this is shown [https://steamcommunity.com/sharedfiles/filedetails/?id=1447181802 here].
+
* Bots may get stuck in a corner in BLU's forward spawn after the third point is captured, which is shown [https://steamcommunity.com/sharedfiles/filedetails/?id=1447181802 here].
 +
* In BLU spawn, it is possible to get stuck in between the hand truck and the wall pipes, resulting in a falling glitch. The player builds up velocity and takes increased fall damage when they exit the glitch.
  
== Trivia ==
+
== {{heading|Trivia}} ==
 
* The [[Badlands (Region)|Badlands]] area of Badwater Basin is referenced in maps presented in ''TF2'' media:
 
* The [[Badlands (Region)|Badlands]] area of Badwater Basin is referenced in maps presented in ''TF2'' media:
 
** In the [[Map of Badlands|"The Map of Mann Land"]]<ref>[[:File:Mannslandmap.png|The Map of Mann Land]]</ref> of the [[Engineer Update#Update Gallery|Engineer Update]], Badwater Basin is depicted in the shape of Australia.
 
** In the [[Map of Badlands|"The Map of Mann Land"]]<ref>[[:File:Mannslandmap.png|The Map of Mann Land]]</ref> of the [[Engineer Update#Update Gallery|Engineer Update]], Badwater Basin is depicted in the shape of Australia.
** The [[Badlands maps (Shadow Boxers)|maps of the ''TF2'' Badlands]], depicted in the comic [[Shadow Boxers]], shows that the Badwater Basin shown in the "The Map of Mann Land" is referenced to the [[w:Valles Caldera National Preserve|Valles Caldera]], a large basin with toxic [[w:Mineral spring|sulphur springs]].  
+
** The [[Badlands maps (Shadow Boxers)|maps of the ''TF2'' Badlands]], depicted in the comic [[Shadow Boxers]], shows that the Badwater Basin shown in the "The Map of Mann Land" is referenced to the [[w:Valles Caldera National Preserve|Valles Caldera]], a large basin with toxic [[w:Mineral spring|sulphur springs]].
 
* Badwater Basin is a basin in [[w:Badwater Basin|Death Valley, California]], notable for having the lowest elevation in North America.
 
* Badwater Basin is a basin in [[w:Badwater Basin|Death Valley, California]], notable for having the lowest elevation in North America.
  
== Gallery ==
+
== {{heading|Gallery}} ==
 
<gallery>
 
<gallery>
 
File:Smissmas 2013 Bulletin Board.png|The board that appeared on the map, as of [[Smissmas 2013]].
 
File:Smissmas 2013 Bulletin Board.png|The board that appeared on the map, as of [[Smissmas 2013]].
Line 179: Line 213:
 
=== Promotional ===
 
=== Promotional ===
 
<gallery widths=130px heights=90px>
 
<gallery widths=130px heights=90px>
File:Heavy Update Day 3.png
+
File:Heavy Update Day 3.png|[[Heavy Update]] Day 3.
 
</gallery>
 
</gallery>
  
Line 189: Line 223:
 
</gallery>
 
</gallery>
  
== See also ==
+
=== Beta screenshots ===
* [[Bloodwater]]
+
<gallery widths=130px heights=90px>
 +
File:Badwater last1.jpg
 +
File:Badwater last2.jpg
 +
File:Badwater last3.jpg
 +
File:Badwater last4.jpg
 +
</gallery>
 +
 
 +
== {{heading|External links}} ==
 +
* [https://www.teamfortress.com/heavy/badwater.htm Official announcement] page.
 +
* [https://forums.tf2maps.net/showthread.php?t=5196 Information about pre-release version] on TF2Maps.net.
  
== References ==
+
== {{heading|References}} ==
 
<references/>
 
<references/>
  
== External links ==
+
{{Heavy Update Nav}}
*[http://steamgames.com/tf2/heavy/badwater.htm Official announcement page]
+
{{Maps Nav}}
*[http://forums.tf2maps.net/showthread.php?t=5196 Information about pre-release version] at TF2Maps.net
 
 
 
  
{{HeavyUpdateNav}}
 
{{Maps nav}}
 
 
[[Category:Quickplay maps]]
 
[[Category:Quickplay maps]]

Latest revision as of 13:28, 17 September 2025

Badwater Basin
Plbadwater.png
Basic Information
Map type: Payload
File name: pl_badwater
Released: August 19, 2008 Patch
(Heavy Update)
Variants: Bloodwater
Developer(s): Valve
Map Info
Environment: Desert
Setting: Daylight, sunny
Hazards: Payload Cart explosion, Pitfall
Pyrovision Support: Yes
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×12  •  Mediumhealth.png ×6  •  
Largehealth.png ×1
Ammoico.png Ammo Boxes: Smallammo.png ×4   •   Mediumammo.png ×5   •  
Largeammo.png ×10
Map Photos
Loading screen photos.
Map overview
Badwater Basin overview.png

Badwater Basin (or Badwater) is a single-stage Payload map with four checkpoints for BLU team to capture. It is a large basin that enters into an open corridor of buildings. It was the first Payload map added to the game to feature only a single stage and the second Payload map added to the game. It was revealed on the third day of the Heavy Update.

The setup timer is 1 minute and 10 seconds.

Introduction video

Locations

Note: If you are having trouble with finding the locations listed here, see the Helpful overview section to see their exact position marked on the map.

Pictogram comment.png The following locations are described from the BLU perspective.

Checkpoint A

Time added if captured: 4 minutes and 30 seconds

  • BLU Spawn: BLU's first spawn has four exits. A side exit on the left faces the left fork of the middle exit. The middle exit splits left and right, with the left fork facing the Side Path and the right fork leading to the cart. The right exit is the main exit and the largest exit, leading directly to the cart.
  • Hill: An uphill path to the right of BLU's spawn, in front of the cart's starting position. Aside from a small rock formation at the bottom, it is largely open.
  • Side Path: A small pathway that leads from BLU Spawn's left exit to the Cliffs.
  • Cliffs: (also called Ridge or Above) This high ground spans from BLU's spawn to the first checkpoint. There are some rock formations for cover, but otherwise, this location is relatively open and flat. It contains a medium health pack and a large ammo pack on the left side.
  • Tunnel: The cart's tracks run through a long tunnel that cuts underneath the Cliffs. The tunnel bends slightly twice, and the exit can be seen from the entrance and vice versa.
  • Rocks: A U-shaped rock formation located on the Cliff's right side that provides cover from BLU spawn. There is a medium health pack and a large ammo pack here. Some of the rocks can be partially climbed through crouch-jumping.
  • Bunker: (also Garage) A small concrete building sunk into the ground that opens directly onto the first checkpoint.

Checkpoint B

Time added if captured: 4 minutes

  • Lobby: Underneath the Roof is a complex of several rooms.
  • Roof: The top of a building overlooking checkpoint B.
  • Front Steps and The Back Steps: The two stairways to the Roof. The Front Steps approach from the first checkpoint, while The Back Steps approach from the second checkpoint and the Back Yard.
  • Back Roof: To the left of the Lobby is another building overlooking the Back Yard.
  • Back Yard: (also Courtyard) This is the large open area in between the Roof and the Back Roof.
  • Alcove: A small room tucked into the nearby building, located opposite the checkpoint B.

Checkpoint C

Time added if captured: 5 minutes

  • Second BLU Spawn: Following the capture of checkpoint C, BLU spawn is relocated to a building just behind the checkpoint B. This spawn has a single exit that leads down a small staircase to B.
  • Shortcut: A gate only openable by RED that leads to the area behind checkpoint B, next to the Bridge. The Shortcut's door locks when checkpoint B is captured by BLU.
  • Bridge: This enclosed bridge cuts across the low chokepoint of the map. It is located in between the Shortcut and the Attic.
  • Bridge Room: The room inside the Bridge has a medium health pack and a large ammo pack.
  • Side Room: This room provides a path from checkpoint B onto the Bridge. It lets out onto a deck overlooking the third checkpoint.
  • Attic: (also The Loft or The Balcony) A two-story building that BLU cannot easily access without capturing checkpoint C. The Loft generally refers to the back area of the Attic, while the Balcony generally refers to the front areas of the Attic.

Final Checkpoint

  • Alley: The last chokepoint before the final checkpoint.
  • Pit: The entire lower level is often called this. This is also where the final checkpoint is located, overlooked by the surrounding catwalks. Pushing the cart into the Pit causes a deadly explosion that creates a pitfall.
  • Chicken-Wire Room: This is the room located between the third checkpoint and the Sniper Hut.
  • Sniper Hut: (also Sniper Tower) Leading from the Chicken-Wire Room is a short flight of stairs that takes one to a room with an open window overlooking part of the Pit.
  • Map Room: (also called the Window Room) These two rooms branch off from the Alley and lead to open windows that overlook the final checkpoint from the right side. The room between the Map Room and the third checkpoint is commonly called "The Outer Map Room".
  • Overhangs: (also Garages) Underneath the Map Room and underneath the Platform across from the Map Room are two sheltered areas that face the checkpoint. One of them contains a large ammo pack.
  • Spiral: (also Spiral Staircase) A spiral staircase rising from the lower level of the Pit to a deck off to the side of the Sniper Hut. The deck is elevated enough to limit the classes that can access this flank from the Courtyard.
  • Courtyard: This is the area between the Sniper Hut and the Spiral. Located in its middle is a stack of tires.
  • Platform: The platform is a small pathway that curves around the Pit, stretching from the front of RED's upper spawn to the Courtyard, wrapping around the Spiral in the process.
  • RED Spawn #1: RED team has two separate spawns for this map. The first is located on the top floor, with two exits. One exit leads to the Shortcut for checkpoint B and the staircase to checkpoint C; the other exit to checkpoint D.
  • RED Spawn #2: A small, single spawn located on the floor below the first spawn, with a single exit leading to a slope behind checkpoint D. RED players do not spawn here until checkpoint B has been captured by BLU.

Helpful overview

Badwater's locations
1.Side path
2.Cliffs
3.Rocks
4.Bunker
5.Front Steps
6.Back Roof
7.Back Yard
8.Roof
9.Back Steps
10.Alcove
11.Side Room
12.Bridge
13.Attic
14.Map Room
15.Alley
16.Chicken Wire Room
17.Sniper Hut
18.Courtyard
19.Pit
20.Platforms

Strategy

Main article: Community Badwater Basin strategy

Update history

August 19, 2008 Patch (Heavy Update)
  • Added Badwater Basin 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 rocket from this map.

August 10, 2012 Patch

July 10, 2013 Patch

  • Fixed player clip brush exploits and missing player clip brushes on roofs and rock walls
  • Fixed player clip smoothing
  • Fixed fence collisions
  • Fixed floating rocks in skybox
  • Fixed lighting on props
  • Fixed lighting on canyon vista
  • Handrails no longer collide with bullets and projectiles
  • Performance increase through poly reduction, model collision reduction and model fade distances
  • Players can no longer build inside Blu spawn room
  • Players can no longer be trapped with Teleporters under the sign by the first capture point
  • Players can no longer enter the room overlooking the final cap through the windows before point 3 is captured
  • Players will now be crushed by closing doors upon the capture of point 2

July 15, 2015 Patch

  • Fixed an exploit related to the final control point and dropped weapons on Badwater Basin, Barnblitz, Borneo, and Gold Rush.

September 10, 2015 Patch

  • [Undocumented] Added saucers and posters to Badwater Basin.

November 25, 2015 Patch

  • [Undocumented] Removed Saucers and Posters from all maps.

October 21, 2016 Patch (Scream Fortress VIII)

  • Added pl_badwater to the Competitive maps list.

October 30, 2017 Patch

  • Updated pl_badwater to improve hit detection around some of the staircases.

March 28, 2018 Patch 1

  • Fixed a few cases where Pyros could shoot through spawn doors.

April 17, 2019 Patch

  • Fixed being able to build outside the map on Badwater Basin.

Bugs

  • Teleporter exits built very close to the white pipe near the first checkpoint clip players into the wall.
  • Players can get stuck in the signs that pop up on capture of C.
    • It is also possible to get stuck between the two vents that exchange position after the second point is captured.
  • Bots may get stuck in a corner in BLU's forward spawn after the third point is captured, which is shown here.
  • In BLU spawn, it is possible to get stuck in between the hand truck and the wall pipes, resulting in a falling glitch. The player builds up velocity and takes increased fall damage when they exit the glitch.

Trivia

Gallery

Promotional

Official screenshots

Beta screenshots

External links

References