Badlands (Control Point)
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Basic Information
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Map type: |
Control Point
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File name: |
cp_badlands
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Released: |
February 14, 2008 Patch
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Variants: |
Arena and King of the Hill
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Developer(s): |
Valve
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Map Info
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Environment: |
Desert
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Setting: |
Dusk, cloudy
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Pyrovision Support: |
Yes
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Bot support: |
Yes
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Map Items
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Health Kits:
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×14 • ×4
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Ammo Boxes:
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×20 • ×2
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Map Photos
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Map Overview
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Badlands is a remake of the Classic CTF Badlands from Team Fortress Classic, and was released in the February 14, 2008 Patch. Much of the map has been changed and the map type has been changed from Capture the Flag to Control Point. The map consists of a base for each team, an open second point for each team located on the top of a hill, and a center point on the bridge.
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.
Control Point 3
The middle capture point is located on the bridge that separates the map in half.
- Entrances: Each team has 3 paths to the bridge. One from either of the two buildings and a third from the dirt ramps on the ends of the bridge.
- Valley: Each team also has a path that goes under the bridge. It is useful for making ambushes on the opposing team.
- Rail Cars: There are rail cars located on either side of the capture point. Not only do these cars serve as cover, but they also divide the bridge in half. The boxes on top of the cars are slightly smaller than the cars themselves, which allows for any class to jump over them by first jumping onto the car.
- Window: There is a window and balcony on either side of the bridge. This spot is typically used as a Sniper nest.
- Pillars: Each side also has a pair of rock pillars that allow access from the bridge onto the balcony next to the window.
- House: There are large, wooden houses at the corners of the bridge, these houses act as a transfer point from the 2/4th point to the middle one and vice versa and also hosts the third and foremost spawn.
- Z/Zhithouse: A small building opposite the house connects the bridge to a short pathway leading into the opposing team's valley.
House leading to the point.
Valley area under bridge.
Control Points 2 & 4
The second capture points are located at the end of either dirt path leading off of the bridge. Both of these points are located on the top of a large rock spire.
- Entrances from the middle point: The second control point can be reached either by the dirt road at the end of the bridge, or by passing under the bridge.
- Deck: There is a small deck along the backside of either point. This is the only place on the top of the spire that Engineers can build on.
- Ledge: When approaching from the dirt path, there is a small ledge against the edge of the map. This ledge allows Scouts to double jump onto the spire. Soldiers and Demomen can rocket jump or sticky jump onto the spire from here too.
- Battlements: Both upper entrances lead onto the battlements, as well as the side entrance via a set of stairs. The battlements allow access to the final point via stairs down to the lower level (from both the sides and the atrium), as well as a pair of ledges that surround the point from either side.
- Dropdown: There is also an open vent that acts as a one-way exit from the battlements onto the path that leads under the bridge. It is also possible to rocket/sticky/double jump into it.
Battlements next to the spire.
Lobby that leads from the battlements and to the final point.
Control Points 1 & 5
The final control points are located inside the complexes at either end of the map.
- Lower Left: The small doorway entrance leading from the lobby stairs that is next to the point and spawn door.
- Lower Middle: The main entrance to the final point, under the atrium entrances.
- Atrium: The main and side entrances both lead to a small atrium that looks directly at the final control point. There are stairs to the left that lead up to the battlements, and a small bit of cover in the form of metal barrels on the right.
Helpful overview
1.Rail Cars
2.Pillars
3.Window and the Balcony
4.Valley
5.Ledge
6.Bridge
7.Battlements
8.Lower left entrance
Strategy
Control Point timing
Control Point 1 and 5
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×1
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×2
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×3
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×4
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Control Point 2 and 4
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×1
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×2
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×3
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×4
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Control Point 3
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×1
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×2
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×3
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×4
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Update history
February 14, 2008 Patch
February 19, 2008 Patch
- Fixed Badlands exploits and missing textures.
February 28, 2008 Patch
- Fixed Badlands never having Sudden death triggered.
March 20, 2008 Patch
- Updated Badlands with several exploit fixes.
July 10, 2013 Patch
- Fixed jumps being ruined by small rock ledge near spiral
- Fixed prop collisions
- Fixed clip smoothing
July 24, 2013 Patch
- Opened the windows around the center point.
- Smoothed player clipping around doorways.
February 29, 2016 Patch
July 7, 2016 Patch #1 (Meet Your Match Update)
- Final cap point capture time increased to 2 seconds (from 1 second).
- Clips and blockbullets added to stairs.
October 21, 2016 Patch (Scream Fortress 2016)
- Removed
cp_badlands
from the Competitive maps list.
November 1, 2017 Patch
- Disabled collision on a bunch of props (mainly lights/lamps).
- Reduced attackers' spawn advantage by 1 second when working on final control point.
- Upgraded the small ammo pack to medium in the yard (on the porch).
Early Development
Trivia
The yen on red's final point
- The term 'Badlands' refers to an area of dry terrain where rock has been eroded by wind and water or by extensive mining.
- According to the WAR! comics, Badlands is located in New Mexico.
- In the WAR! comics, one of the photos shows the Demoman with a glove saying "Badland Brawlers". The Badland Brawlers logo again appears on the Scout's Whoopee Cap.
- The bird call you can hear in the map is that of the Northern Goshawk.
- Underneath RED's final control point, a yen symbol (¥) can be found. This is a reference to the map's creator, Iikka Keränen. It can also be found on Hydro, and a similar symbol can be found on Canals, a map he designed for Counter-Strike: Global Offensive.
See also