pl_badwater

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Template:Map infobox pl_badwater is a single-stage Payload map created by Valve. It was the second Payload map added to the game and the first single-stage Payload map.

Badwater is a one of the staple Payload maps played in Highlander, next to Upward.

Strategy

First point

Badwater Basin, first point
808px
rocks
cliff
middle
slope
top
tunnel

Attacking

The round begins with the usual suicides, while the Medic waits in spawn with his ÜberCharge. A particularly important pick on this stage is the defending Pyro, because all the viable push routes can be easily denied by him, due to the airblast's knockback.

The ÜberCharge should be used once the cart is near the exit of the tunnel below the top area; the sentry will be overlooking that area, so taking it down is a priority. A team can decide to push from the following routes:

  • The cliff - It's not an advisable route if the enemy Pyro is alive, as the ÜberCharged players can be easily airblasted off the ledge, rendering the Über useless. It is however a good idea, if the Pyro is down and the attacking team has a player advantage.
  • Middle - The route to middle begins similarly to the cliff route, except for dropping down just over the tunnel's entry instead of going straight up to cliff. This route is probably the best choice if the enemy Pyro is not dead, and the ÜberCharge situation is even.
  • Slope - The slope can be a good way to push this point, but it takes a long time to get to the enemy combo. Moreover, the slope is a huge Sniper sightline, which could either cause the ÜberCharge to be deployed early enough to be unable to take advantage to it, or the Medic could simply drop to a fully-charged bodyshot or a headshot.
  • Tunnel - Probably the worst way to go on this point due to the huge height disadvantage.

Defending

As usual on Payload, the defensive team's aim is to hold back the attackers as long as possible, without overcommitting to the defense of the point. Usually, when a team has neither an ÜberCharge, nor a Sentry Gun, it will back up to the next point.

Stopping an enemy push should be easy enough with the Pyro, if the situation is even. It is extremely important for the Pyro to survive, as he can make or break a defense.

The defenders need to watch out so that the cart doesn't reach the Control Point if they are holding in the usual spot up top. Due to that, a team will usually devote a Scout or a Sniper to watch the tunnel area. If the enemy combo decides to use the ÜberCharge inside the tunnel, simply dropping down an übered Heavy-Medic combo should stop the push.

The only escape route on this point is following the railtracks, so the defenders need to make sure to get away early to avoid losing players on the way out, which due to the respawn times being longer on defense, might prevent them from being able to effectively defend the next point.

Second point

Badwater Basin, second point
808px
stairs
roof
back stairs
back entrance
flank

Despite the cart moving through the area below the roof, just in front of it, actually no fighting takes place there. The only classes that might be down below during a stalemate are the pushing BLU classes and the RED sniper.

Attacking

Assuming a stalemate situation, an attacking team will seek to build the ÜberCharge while suiciding its players to try to get an advantage until the Medic is around 80%. The nature of this point, including the huge height advantage, renders any kind of push on the cart useless; the attackers are pretty much required to take the roof to advance.

The huge flank area behind the roof might help any bombing players, as they can easily cover the distance via explosive jumping, and it's the only way to attempt a suicide play on the enemy combo. It also holds two medium healthpacks, one in the room in the back and one in the corner of the fence.

There are two viable pushing routes on this point:

  • Stairs - The viability of this push depends mainly on whether or not the Pyro is alive. Due to the fact that this route leads through a very narrow entrance, it is very easy to be stopped from entering the roof. Advised only when pushing with momentum.
  • Back stairs - This way requires going through the back entrance to the back stairs and walking up. The Demoman can stay on the bottom on the stairs and simply fire his explosives, while the Pyro and the Heavy advance with the Medic. If the back stairs aren't watched by the defenders, it makes for a very good push. It is pretty much the best available choice.

If the enemy team lost a lot of players on the first point, it is a good idea to push up the combo to the first RED spawn door and basically spawn camp the enemy, forcing them to take the longer route and lose the second point without contest.

Defending

Acquiring the roof is crucial to attempting any kind of defense. If your team cannot get on the roof in time, it's simply wiser to attempt a third point defense instead. The sentry should be positioned on the ledge of the roof, to deny all players trying to push the cart.

Once again, it is very key for the Pyro to stay up at all times, as he excels while he has a height advantage over the attacking combo. Another important aspect of this point is making sure the flank area is being watched at all times, as the attackers might attempt to kill the Medic by bombing.

If the enemy team used their ÜberCharge, and the defending Medic is on about 85-90%, he can retreat through the back stairs and then towards the cart, just to double-back and go up again when the enemy über fades, cleaning up all the attackers and perhaps reacquiring the roof.

Third point

Badwater Basin, third point, defenders' perspective
808px
house
choke
boiler room
top
Badwater Basin, third point, attackers' perspective
808px
top
window
bottom
corner

Attacking