Difference between revisions of "Badwater Basin/no"

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== {{common string|Bugs}} ==
 
== {{common string|Bugs}} ==
* Teleporter exits built very close to the white pipe near the first checkpoint clip players into the wall.
+
* Teleporterutganger som er bygget veldig nærme den hvite pipen nærme det første sjekkpunktet klipper spillere inn i veggen.
 
* 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.

Revision as of 15:39, 4 March 2024

Badwater Basin
Plbadwater.png
Grunnleggende informasjon
Karttype: Nyttelast
Filnavn: pl_badwater
Utgitt: 19 august 2008 Patch
(En Heavy oppdatering)
Varianter: Halloween
Utvikler(e): Valve
Baneinformasjon
Miljø: Desert
Scenario: Daylight, sunny
Støtter Pyrovision: Ja
Støtter roboter: Ja
Banegjenstander
Healthico.png Helbredelsespakker: Smallhealth.png ×12  •  Mediumhealth.png ×6  •  
Largehealth.png ×1
Ammoico.png Ammunisjonspakker: Smallammo.png ×4   •   Mediumammo.png ×5   •  
Largeammo.png ×10
Bilder av kartet
Bilder fra lasteskjermen.
Kartoversikt
Badwater Basin overview.png

Badwater Basin (eller Badwater) er et ett-trinns Nyttelast kart med fire sjekkpunkt for laget BLU til å erobre. Det er et stort basseng som går inn i et åpent korridor av bygninger. Det var det første Nyttelast-kartet lagt til i spille som kun inneholder ett trinn og det andre Nyttelast-kartet lagt til i spillet. Det ble avslørt på den tredje dagen av Heavy-oppdateringen. Installasjonstiden er 1 minutt og 5 sekunder.

Template:Dictionary/common strings/introduction video

Lokaler

NB: Hvis du har problemer med å finne stedene oppført her, se /no#Helpful overview/Hjelpsom oversikt seksjonen for å se deres nøyaktige posisjon markert på kartet.

Sjekkpunkt A

Tid lagt til hvis erobret: 4 minutter og 30 sekunder

  • BLU Startpunkt: BLUs første startpunkt har fire utganger. En sideutgang på venstre vender mot venstre deling av utgangen i midten. Midtparten splitter venstre og høyre, den venstre delingen vender mot sideveien og høyredelingen som fører til Nyttelasten. Høyreutgangen er hovedutgangen og den største utgangen, som fører direkte til Nyttelasten. Denne utgangen er svært sårbar for fiendtlige skudd på grunn av den store inngangen.
  • Bakke: En oppoverbakke til høyre av BLUs startpunkt, foran Nyttelastens startposisjon. Bortsett fra en liten fjellformasjon i bunnen, så er det stort sett åpent, som gjør det et populært siktlinje for Sniperere på begge lag å se.
  • Sidevei: En liten vei som går fra BLU Startpunkts venstre utgang til Klippene.
  • Klippene: (også kallet for Ridge, Over) Denne høye bakken spenner fra BLUs startpunkt til det første sjekkpunktet. Det er noen fjellformasjoner for dekning, men ellers så er dette stedet åpent for angrep. Det er et populært sted å starte kritzer fra, særlig for Soldierere og Demomanere.
  • Tunnel: Nyttelastbanen går gjennom en lang tunnel som kutter nedenfor klippene. Tunnelen bøyer seg litt to ganger, og utgangen kan bli sett fra inngangen og omvendt. Med mindre de gjemmer seg bak vognen, er spillere veldig sårbare til å bli snipet.
  • Steiner: En U-formet fjellformasjon som gir dekning for Snipere som også lar dem se rett på BLUs startpunkt. Engineerer kan noen ganger bygge her. Det er en medium helsepakke og en stor ammunisjons-pakke. Noen av steinene kan bli halvveis klatret på gjennom huk-hopping, men dette gjør spillere veldig sårbare mot angrep.
  • Bunker: (også kjent som Garasj eller Alkoven) En liten betongbygning senket ned i bakken som åpner direkte inn på sjekkpunktet. RED Engineerere bygger ofte på toppen og på innsiden av denne bygningen.

Checkpoint B

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.
  • Roof: The top of the building overlooks B. Similarly to the ridge on A, whoever controls this controls the checkpoint, so Engineers on RED attempt to secure this area.
  • 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 Yard: (also The Courtyard) This is the large area behind the roof.
  • Alcove: This is the open room opposite the checkpoint from the roof.
  • BLU Forward Spawn: When BLU captures C, their spawn moves right outside B. The spawn has a single exit that leads down a small staircase to B.

Checkpoint C

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.
  • Bridge Room: The room inside the Bridge is a common site of Engineer nests, owing to its defensibility.
  • Side Room: This room provides a path from B onto the bridge. It lets out onto a deck that is popular with BLU Snipers.
  • 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.

Siste sjekkpunkt

  • 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.
  • Pit: The entire lower level is often called this. This is where most of the action takes place.
  • Sniper Hut: (also Sniper Tower) Up a short flight of stairs, with an open window overlooking part of the Pit, this is the final Sniper deck for BLU. Demomen and Soldiers often come here as well. Engineers also occasionally forward-base here.
  • 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."
  • 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.
  • 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.
  • 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 checkpoint and the Sniper Hut. RED often tries to flank through this room.
  • Platform: The platform is a small pathway that curves around the Pit, stretching from the front of RED's upper spawn to the back yard.
  • 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 a one-way door shortcut to B and the staircase to C, and the other exit to D. The shortcut door locks when B is captured by BLU.
  • RED Spawn #2: A small, single room spawn located on the floor below the first spawn, with a single exit up a slope behind D. RED players do not spawn here until 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.Backyard
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.Back Yard
19.Pit
20.Platforms

Strategi

Hovedartikkel: Community Badwater Basin strategy

Oppdateringshistorikk

19 august 2008 Patch (Heavy Update)
  • Added Badwater Basin to the game.

18 juli 2011 Patch

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

15 desember 2011 Patch (Australian Christmas 2011)

  • [Udokumentert] Removed the crashed rocket from this map.

10 august 2012 Patch

10 juli 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

15 juli 2015 Patch

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

10 september 2015 Patch

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

25 november 2015 Patch

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

21 oktober 2016 Patch (Scream Fortress 2016)

  • Added pl_badwater to the Competitive maps list.

30 oktober 2017 Patch

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

28 mars 2018 Patch #1

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

17 april 2019 Patch

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

Problemer

  • Teleporterutganger som er bygget veldig nærme den hvite pipen nærme det første sjekkpunktet klipper spillere inn i veggen.
  • 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

Galleri

Promotional

Template:Dictionary/common strings/official screenshots

Template:Dictionary/common strings/beta screenshots

Se også

Referanser

Eksterne lenker