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|maptype=pl | |maptype=pl | ||
− | | | + | |adapted= |
− | | | + | |pro=Badwater Pro |
− | | | + | |pro2= |
− | | | + | |latestver=pl_badwater |
− | | | + | |download=http://www.sodahappy.com/fastdl/tf2/maps/pl_badwater.bsp.bz2 |
− | + | |creator1=Valve | |
− | + | |creator1steam= | |
− | | | + | |lastupdate=August 2008 |
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|official=1 | |official=1 | ||
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|gamemode2= | |gamemode2= | ||
|gamemode3= | |gamemode3= | ||
− | + | |popularity=Moderate | |
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− | |popularity= | ||
|lpleague= | |lpleague= | ||
|lpseason= | |lpseason= | ||
+ | |lpdate= | ||
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|workshop= | |workshop= | ||
|tf2maps= | |tf2maps= | ||
|gamebanana= | |gamebanana= | ||
|tftv= | |tftv= | ||
− | | | + | |tftv2= |
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|officialwiki=Badwater_Basin | |officialwiki=Badwater_Basin | ||
|officialwiki2=Badwater_Basin_(competitive) | |officialwiki2=Badwater_Basin_(competitive) | ||
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}} | }} | ||
'''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. | '''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. | ||
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}} | }} | ||
==== Attacking ==== | ==== Attacking ==== | ||
− | The third point is | + | The third point is considerable separated from the two previous ones. There are just three entries into this point, two of which are vulnerable to spam, and the third is too open to consider pushing from. This means going without an ÜberCharge is very much unadvisable. |
The attacking team can choose one of the three locations to push: | The attacking team can choose one of the three locations to push: | ||
* '''House''' — This route is unadvisable if the enemy Pyro is alive, for reasons similar to the second point's stairs. A team should not actively hold the house - it's an enclosed space, vulnerable to splash damage; the attackers should go through the house as quickly as possible to avoid getting caught out. | * '''House''' — This route is unadvisable if the enemy Pyro is alive, for reasons similar to the second point's stairs. A team should not actively hold the house - it's an enclosed space, vulnerable to splash damage; the attackers should go through the house as quickly as possible to avoid getting caught out. | ||
− | * '''Choke''' — Although it's quite a ways off from the combo will hold and where the sentry will be, it's probably the best bet for an attacking team. The main objective of the ÜberCharge should be to | + | * '''Choke''' — Although it's quite a ways off from the combo will hold and where the sentry will be, it's probably the best bet for an attacking team. The main objective of the ÜberCharge should be to get down the sentry, which will most likely be placed in the window up top, as it stops any kind of progress. Then, the rest of the team can flood in and maybe swarm the opponent. |
* '''Boiler room''' — The openness of this route will force you to use the ÜberCharge early, and the entrance is even farther away from the defenders than the choke. Not advised. | * '''Boiler room''' — The openness of this route will force you to use the ÜberCharge early, and the entrance is even farther away from the defenders than the choke. Not advised. | ||
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* [[File:Downloadicon.png]] [https://dl.dropboxusercontent.com/u/8082269/The%20Syndicate/STV-tsvburma-pl_badwater.zip STV demo of -ts- vs mTs in UGC Platinum playoffs] | * [[File:Downloadicon.png]] [https://dl.dropboxusercontent.com/u/8082269/The%20Syndicate/STV-tsvburma-pl_badwater.zip STV demo of -ts- vs mTs in UGC Platinum playoffs] | ||
− | {{ | + | {{Maps navbox}} |