Badwater Basin

From Team Fortress Wiki
Revision as of 06:52, 13 November 2010 by Nixshadow (talk | contribs) (Reorganizing)
Jump to: navigation, search
Badwater Basin
Plbadwater.jpg
Basic Information
Variants: Halloween
Developer(s): {{{map-developer}}}
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.

Introduction video

Goal

  • BLU: Escort the cart through all of the control points by standing near the cart, succeeding in a limited amount of time.
  • RED: Don't let the BLU team escort the cart to the destination by interrupting the delivery. The cart stops if any RED member stands near it.

Locations

  • The Ridge- the object of fear for BLU during the first parts of the push. Also called "Above" or "The Cliffs". Above the First CP
  • The Building- an area that has its strategical importance underestimated. Engineers for RED will attempt to keep this area secure.
  • The Alley- or the backway, is a cluster of rooms and buildings behind the main route to the final capture point. BLU often forward-bases here when victory is in sight.
  • The Upper Room- or the final Sniper deck. Demomen and Soldiers often come here as well. BLU Engineers will occasionally forward-base here, but the threat of Pyros coming around the inner veranda and ending their encampment makes it hard to hold, such as The Building was hard to hold for RED two points back.

Strategy

  • The Spy is an excellent class for this map. Because of the size of the map and the multiple ways to get to each point, the Spy can be used to take several enemies out at a time before retreating. The massive amount of hiding spots on the map also allow the Spy to lie in wait until it is the most opportune moment launch an offensive.
  • Pyros with the Backburner can also use their upgraded weapon to great effect. Due to the large number of side passages in the map, Pyros can easily come right up behind the cart and Backburn anyone pushing it, disrupting a push and causing chaos.
  • A great defensive tactic as an Engineer - First up, quickly build your teleporter entry outside your spawn, collect more metal from the locker, then run towards the enemy spawn. Through the big hill there is a long tunnel through which the cart must be pushed. Next to the exit of this tunnel is a short concrete bunker built into the hill. On the roof of this bunker is the ideal place to build your Sentry Gun. Place it on the edge of the bunker (the edge closest to the tunnel exit about halfway along. This vantage point allows your Sentry Gun to shoot enemies who come through the tunnel, as well as miraculously being able to pick off enemies who come over the hill, before they can see the Sentry Gun. You can build your Dispenser and tele exit in the small alcove next to the bunker with the large ammo box, where you will stand and watch over your Sentry Gun for Spies.
  • Engineers are essential on this map for both teams, in particular their Teleporters, as this is a very big map. BLU will not really need any Engineers until around the first point.
  • A good place for a Spy 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.
  • Certain doors open after BLU takes specific points. These can be used to BLU's advantage, particularly when The Upper Room is unlocked after point C is taken.
  • A good temporary spot for an Engineer is on the cliffs, building a Sentry Gun on the tallest rock overlooking spawn covers all spawn entrances, but without enough time to build a Dispenser it is hard to maintain on fast respawn servers.
  • After clearing the area outside of the RED spawn take your entire team and surround the cart, keep pushing forward, any Sentry Guns will be unable to take out an entire team before they are destroyed. Using this tactic you do not necessarily need Medics, just a Heavy, Pyro and a Soldier; it is particularly effective with three Heavies and a Pyro to prevent Spy action with additional ranged support from a Demo or Soldier. Using this technique it is possible to completely steamroll your opposition using the carts healing to counteract enemy pushes all the way back to their spawn.

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.

Trivia

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

External links

See also