Badwater Basin (VIP): Difference between revisions
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{{Quotation|[http://tf2classic.com/death_and_taxes/day4 Death & Taxes update page]| | {{Quotation|[http://tf2classic.com/death_and_taxes/day4 Death & Taxes update page]| | ||
Big changes effective immediately at Badwater Basin: day is now night, and the explosives cellar is now a freight elevator. Escort the Civilian along the same path as the payload cart, or take pleasure in the fact that the bulletproof rail bomb has been taken out and replaced with something that can die.}} | Big changes effective immediately at Badwater Basin: day is now night, and the explosives cellar is now a freight elevator. Escort the Civilian along the same path as the payload cart, or take pleasure in the fact that the bulletproof rail bomb has been taken out and replaced with something that can die.}} | ||
'''Badwater Basin''' (or '''Badwater''') is an official [[VIP]] map released in the Death & Taxes update | '''Badwater Basin''' (or '''Badwater''') is an official [[VIP]] map released in the Death & Taxes update as a variation of [[Badwater Basin (Payload)]]. It's set in a Badlands-esque environment surrounded by rocks and mountains, with the teams wrestling over the VIP, who BLU has to escort and RED has to assassinate. | ||
== Strategy == | == Strategy == | ||
Badwater encourages careful rotation between the three points, due to the close proximity and high defensibility of the control points. | Badwater encourages careful rotation between the three points, due to the close proximity and high defensibility of the [[Control point (objective)|control points]]. | ||
One thing to note is how much of an open map Badwater is, meaning there is less cover for the Civilian compared to other maps such as [[Blackstone Harbor]] and [[Mineside]], so the | One thing to note is how much of an open map Badwater is, meaning there is less cover for the Civilian compared to other maps such as [[Blackstone Harbor]] and [[Mineside]], so the VIP should be careful of flanking [[Scouts|Scout]] and bombers like [[Demoman|Demomen]] and [[Soldiers|Soldier]]. | ||
== Update history == | == Update history == | ||
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* Bumped the Round Timer's max limit from 6 minutes to 10 minutes, to compensate for Capture Point C's removal | * Bumped the Round Timer's max limit from 6 minutes to 10 minutes, to compensate for Capture Point C's removal | ||
* Updated the visual design of each point's platform | * Updated the visual design of each point's platform | ||
* Added a NoBuild to stop Engineers from building out of bounds | * Added a NoBuild to stop [[Engineers|Engineer]] from building out of bounds | ||
'''2.0.3''' | '''2.0.3''' | ||
* Time has passed within Badwater, and it is once again dark outside | * Time has passed within Badwater, and it is once again dark outside | ||
</div> | </div> |
Revision as of 23:09, 1 June 2022
Badwater Basin (VIP) | |
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Basic Information | |
Map type | VIP |
File name | vip_badwater
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Map info | |
Environment | Desert |
Setting | Night |
Death & Taxes update pageBig changes effective immediately at Badwater Basin: day is now night, and the explosives cellar is now a freight elevator. Escort the Civilian along the same path as the payload cart, or take pleasure in the fact that the bulletproof rail bomb has been taken out and replaced with something that can die.
Badwater Basin (or Badwater) is an official VIP map released in the Death & Taxes update as a variation of Badwater Basin (Payload). It's set in a Badlands-esque environment surrounded by rocks and mountains, with the teams wrestling over the VIP, who BLU has to escort and RED has to assassinate.
Strategy
Badwater encourages careful rotation between the three points, due to the close proximity and high defensibility of the control points.
One thing to note is how much of an open map Badwater is, meaning there is less cover for the Civilian compared to other maps such as Blackstone Harbor and Mineside, so the VIP should be careful of flanking Scout and bombers like Demomen and Soldier.
Update history
2.0.0
- Added vip_badwater
2.0.1
- Time has passed within Badwater, and it is now brighter outside
2.0.2
- Removed Capture Point C, due to its redundancy in actual play
- Bumped the Round Timer's max limit from 6 minutes to 10 minutes, to compensate for Capture Point C's removal
- Updated the visual design of each point's platform
- Added a NoBuild to stop Engineer from building out of bounds
2.0.3
- Time has passed within Badwater, and it is once again dark outside