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− | {{ | + | {{DISPLAYTITLE:pl_badwater}} |
− | + | {{Map infobox | |
− | + | | mapname = Badwater Basin | |
− | + | | image = pl_badwater.png | |
− | + | | maptype = [[Payload]] | |
− | + | | currentversion = pl_badwater | |
− | + | | developer = Valve | |
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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. | ||
− | Badwater is a one of the | + | Badwater is a one of the staple Payload maps played in [[Highlander]], next to [[pl_upward|Upward]]. |
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== Strategy == | == Strategy == | ||
=== First point === | === First point === | ||
{{Map locations | {{Map locations | ||
− | | title = Badwater Basin | + | | title = Badwater Basin, first point |
− | | image = | + | | image = pl_badwater A.png |
− | | area1 = | + | | area1 = rocks | x1 = 101px | y1 = 112px |
− | | area2 = | + | | area2 = cliff | x2 = 394px | y2 = 54px |
− | | area3 = | + | | area3 = middle | x3 = 266px | y3 = 123px |
− | | area4 = | + | | area4 = slope | x4 = 168px | y4 = 176px |
− | | area5 = | + | | area5 = top | x5 = 537px | y5 = 109px |
− | | area6 = | + | | area6 = tunnel | x6 = 556px | y6 = 286px |
}} | }} | ||
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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 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''' | + | * '''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''' | + | * '''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''' | + | * '''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''' | + | * '''Tunnel''' - Probably the worst way to go on this point due to the huge height disadvantage. |
==== Defending ==== | ==== Defending ==== | ||
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=== Second point === | === Second point === | ||
{{Map locations | {{Map locations | ||
− | | title = Badwater Basin | + | | title = Badwater Basin, second point |
− | | image = | + | | image = pl_badwater B.png |
− | | area1 = | + | | area1 = stairs | x1 = 269px | y1 = 71px |
− | | area2 = | + | | area2 = roof | x2 = 215px | y2 = 127px |
− | | area3 = | + | | area3 = back stairs | x3 = 97px | y3 = 195px |
− | | area4 = | + | | area4 = back entrance | x4 = 263px | y4 = 203px |
− | | area5 = | + | | area5 = flank | x5 = 587px | y5 = 215px |
}} | }} | ||
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. | 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. | ||
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There are two viable pushing routes on this point: | There are two viable pushing routes on this point: | ||
− | * '''Stairs''' | + | * '''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''' | + | * '''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. | 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. | ||
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=== Third point === | === Third point === | ||
{{Map locations | {{Map locations | ||
− | | title = Badwater Basin | + | | title = Badwater Basin, third point, defenders' perspective |
− | | image = | + | | image = pl_badwater C1.png |
− | | area1 = | + | | area1 = house | x1 = 162px | y1 = 140px |
− | | area2 = | + | | area2 = choke | x2 = 348px | y2 = 281px |
− | | area3 = | + | | area3 = boiler room | x3 = 592px | y3 = 130px |
− | | area4 = | + | | area4 = top | x4 = 751px | y4 = 216px |
}} | }} | ||
{{Map locations | {{Map locations | ||
− | | title = Badwater Basin | + | | title = Badwater Basin, third point, attackers' perspective |
− | | image = | + | | image = pl_badwater C2.png |
− | | area1 = | + | | area1 = top | x1 = 183px | y1 = 240px |
− | | area2 = | + | | area2 = window | x2 = 476px | y2 = 83px |
| area3 = C sign | x3 = 378px | y3 = 190px | | area3 = C sign | x3 = 378px | y3 = 190px | ||
− | | area4 = | + | | area4 = corner | x4 = 600px | y4 = 193px |
}} | }} | ||
==== 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''' | + | * '''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''' | + | * '''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''' | + | * '''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. |
Suicides are very tough on this point, as there are no good flanking routes. On the contrary, if the Engineer uses the window sentry, he might be vulnerable to Spies, and if the Pyro is with the Engineer, that puts the combo at risk. Any successful attempt on either of them is an immediate cue to push as soon as possible. | Suicides are very tough on this point, as there are no good flanking routes. On the contrary, if the Engineer uses the window sentry, he might be vulnerable to Spies, and if the Pyro is with the Engineer, that puts the combo at risk. Any successful attempt on either of them is an immediate cue to push as soon as possible. | ||
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The defenders can hold in two places: | The defenders can hold in two places: | ||
− | * '''By the house window''' | + | * '''By the house window''' - The Medic stands with his back to the window, making him impossible to backstab, while the Heavy and the Demoman watch the inside of the house and the boiler room. The better the team coordination is, the stronger this hold becomes. It has one flaw though; the enemy Demoman can shoot grenades over the roof, which can catch the Medic and cause him to die or drop. |
− | * '''By the stairs''' | + | * '''By the stairs''' - This spot requires less coordination, but makes the defenders lose the height advantage. This can be countered by closely watching the house and reacting to enemy ÜberCharges immediately. |
There are also two sentry positions: | There are also two sentry positions: | ||
− | * '''In the window''' | + | * '''In the window''' - As the window overlooks the entirety of the point, it is a very good position, especially with the Wrangler. On the flipside, it causes the Engineer to be separated from the rest of his team, which make him vulnerable to attacking Spies. This can be remedied by devoting the Pyro to spychecking, but it causes him to be less effective, as he has to watch out for both the Engineer and the Sentry. |
− | * '''By the C sign''' | + | * '''By the C sign''' - This sentry doesn't cover a lot of ground, but still stops the attackers from capturing the point. This spot is used by teams who don't want to devote the Pyro to the Engineer. |
If the defenders are pushed out to the corner, it is pretty much impossible to defend the third point any longer. The defending team should back up to the last point. | If the defenders are pushed out to the corner, it is pretty much impossible to defend the third point any longer. The defending team should back up to the last point. | ||
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=== Fourth point === | === Fourth point === | ||
{{Map locations | {{Map locations | ||
− | | title = Badwater Basin | + | | title = Badwater Basin, fourth point (1) |
− | | image = | + | | image = pl_badwater D1.png |
− | | area1 = | + | | area1 = ramp | x1 = 423px | y1 = 144px |
− | | area2 = | + | | area2 = flank/tireside | x2 = 635px | y2 = 157px |
− | | area3 = | + | | area3 = top | x3 = 662px | y3 = 252px |
− | | area4 = | + | | area4 = under | x4 = 215px | y4 = 229px |
− | | area5 = | + | | area5 = map room | x5 = 144px | y5 = 115px |
− | | area6 = | + | | area6 = bottom | x6 = 487px | y6 = 253px |
}} | }} | ||
{{Map locations | {{Map locations | ||
− | | title = Badwater Basin | + | | title = Badwater Basin, fourth point (2) |
− | | image = | + | | image = pl_badwater D2.png |
− | | area1 = | + | | area1 = ramp | x1 = 88px | y1 = 182px |
− | | area2 = | + | | area2 = bottom | x2 = 316px | y2 = 237px |
− | | area3 = | + | | area3 = stairs | x3 = 505px | y3 = 209px |
− | | area4 = | + | | area4 = flank/tireside | x4 = 380px | y4 = 114px |
− | | area5 = | + | | area5 = top | x5 = 427px | y5 = 152px |
}} | }} | ||
==== Attacking ==== | ==== Attacking ==== | ||
The fourth point gives a bit more leeway when trying to push than the previous point. There are a couple of ways of attacking the last point: | The fourth point gives a bit more leeway when trying to push than the previous point. There are a couple of ways of attacking the last point: | ||
− | * '''Through choke''' | + | * '''Through choke''' - This push is suitable when the opponent's not holding on the ramp. In that case, you can safely activate the ÜberCharge late, which gives you more time to take down enemy targets. It will however fail if the opponent's holding close. |
− | * '''Through map room''' | + | * '''Through map room''' - Regardless of the enemy's positioning, this push is perhaps the most preferable one; when the enemy's holding choke close, going through map room will cause them to be separated from the team; when the enemy's closing far back, this push allows to über late without much risk. The only caveat is, most teams will have a player watching the map room, so to execute this push successfully, the attackers will have to go as quickly as possible. |
− | * '''Through flank, dropping down from top''' | + | * '''Through flank, dropping down from top''' - Completely avoids all the enemies, however, if the sentry isn't down, dropping down on it will cause the übered players to fly away, and will essentially render the über useless. |
The flank classes can utilise the stairs to try and get a pick in a moment of confusion. | The flank classes can utilise the stairs to try and get a pick in a moment of confusion. | ||
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==== Defending ==== | ==== Defending ==== | ||
On defense, teams utilise the following two holds: | On defense, teams utilise the following two holds: | ||
− | * '''On the ramp''' | + | * '''On the ramp''' - This hold is supposed to deny the opponent the choke. The Heavy and the Medic stand on the ramp, by the wall, while the Demoman stays on top of the ramp and fires his explosives, trying to put out as much damage as possible. This hold is very offensive-minded, and should not be performed by teams with worse coordination. |
− | * '''On the bottom''' | + | * '''On the bottom''' - This is a more passive hold, used by lower teams or as a "last stand" of sorts. The combo holds by the sentry gun. In this position the map room push isn't as dangerous, but the team still needs to look out for the combo. |
The sentry is usually placed below the platform, due to being able to shoot into the map room from this position. | The sentry is usually placed below the platform, due to being able to shoot into the map room from this position. | ||
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As on the second point, if the Medic is close to über, and the other team used theirs, you can retreat up the stairs, charge the remaining percentage, and go back down. | As on the second point, if the Medic is close to über, and the other team used theirs, you can retreat up the stairs, charge the remaining percentage, and go back down. | ||
− | == | + | == External links == |
− | === | + | === Videos === |
− | * | + | * [http://www.youtube.com/watch?v=eplmnq3q2M4 Heinsight - Badwater (special guest Cygnus) by Moose] |
− | + | * [http://www.youtube.com/watch?v=TDAJtZOCoTA Black Boxing Badwater by Vhalin] | |
− | * [http://www. | ||
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− | + | {{Maps navbox|collapsed}} | |
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− | + | [[Category:Maps]] | |
+ | [[Category:Payload maps]] |