Difference between revisions of "Badwater Basin"

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== Locations ==
 
== Locations ==
[[Image:Badwaterview.jpg|thumb|top|Overview of the map.(Large file)]]
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[[Image:Badwater Basin overview.png|thumb|top|Overview of the map.(Large file)]]
 
=== Control Point A ===
 
=== 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 [[Kritzkrieg|kritzes]] from, particularly for [[Soldiers]] and [[Demomen]].
 
*'''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 [[Kritzkrieg|kritzes]] from, particularly for [[Soldiers]] and [[Demomen]].

Revision as of 17:40, 12 April 2011

Badwater Basin
Plbadwater.jpg
Basic Information
Variants: Halloween
Developer(s): {{{map-developer}}}
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 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.

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) 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 utilized 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

See Community Badwater Basin strategy

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 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.

Trivia

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

See also

External links