Badwater Basin (VIP): Difference between revisions
From TF2 Classified Wiki
More actions
Ratboy Slim (talk | contribs) Rewrote page |
Benjamoose (talk | contribs) m Missing credit addition. I created the elevator, the shaft it descends into and the tunnel. |
||
| (5 intermediate revisions by 4 users not shown) | |||
| Line 4: | Line 4: | ||
|file-name = vip_badwater | |file-name = vip_badwater | ||
|release-date = July 4, 2020 ([[Death & Taxes]]) | |release-date = July 4, 2020 ([[Death & Taxes]]) | ||
|developer = Drudlyclean the Skeledude<br>savva | |developer = {{Dev|Drudlyclean the Skeledude}}<br>{{Dev|Benjamoose}}<br>{{Dev|savva}} | ||
|map-environment = Desert, industrial | |map-environment = Desert, industrial | ||
|map-setting = Night | |map-setting = Night | ||
| Line 10: | Line 10: | ||
{{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 (VIP)''' (or '''Badwater (VIP)''') is an official [[VIP]] map, which is a variation of [[Badwater Basin (Payload)]]. The BLU team must escort the VIP to three Control Points in a row, and the RED team must prevent them from capturing. Each time the VIP is killed, 30 seconds | '''Badwater Basin (VIP)''' (or '''Badwater (VIP)''') is an official [[VIP]] map, which is a variation of [[Valve]]'s [[Badwater Basin (Payload)]]. The BLU team must escort the VIP to three Control Points in a row, and the RED team must prevent them from capturing. Each time the VIP is killed, 30 seconds are removed from the available round time, and the killer gains 5 seconds of [[critical hits]]. It is set in an industrial desert environment with the main path marked by mysteriously disused train tracks. | ||
Badwater (VIP) was added to Team Fortress 2 Classic on July 4, 2020, in the [[Death & Taxes]] update. It was created by former TF2 Classic developer Drudlyclean the Skeledude, and contributor savva. | Badwater (VIP) was added to ''[[Team Fortress 2 Classic]]'' on July 4, 2020, in the [[Death & Taxes]] update. It was created by former ''TF2 Classic'' lead developer {{Dev|Drudlyclean the Skeledude}}, {{Dev|Benjamoose}} and community contributor {{Dev|savva}}. | ||
== Locations == | == Locations == | ||
| Line 90: | Line 90: | ||
== Update history == | == Update history == | ||
{{Update history| | {{Update history| | ||
{{Update|2.0.0}} | |||
* Added vip_badwater | * Added vip_badwater | ||
{{Update|2.0.1}} | |||
* Time has passed within Badwater, and it is now brighter outside | * Time has passed within Badwater, and it is now brighter outside | ||
{{Update|2.0.2}} | |||
* Removed Capture Point C, due to its redundancy in actual play | * 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 | * Bumped the Round Timer's max limit from 6 minutes to 10 minutes, to compensate for Capture Point C's removal | ||
| Line 102: | Line 102: | ||
* Added a NoBuild to stop [[Engineer|Engineers]] from building out of bounds | * Added a NoBuild to stop [[Engineer|Engineers]] from building out of bounds | ||
{{Update|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 | ||
* Added light sources outside to brighten up areas | * Added light sources outside to brighten up areas | ||
* Added more clipping | * Added more clipping | ||
{{Update|2.1.2}} | |||
* Added a new exit for BLU team's forward spawn next to B point | * Added a new exit for BLU team's forward spawn next to B point | ||
* Added a new pathway that connects RED team's lower and upper spawnrooms on last point | * Added a new pathway that connects RED team's lower and upper spawnrooms on last point | ||
| Line 114: | Line 114: | ||
* Improved lighting across the map, using light_directional | * Improved lighting across the map, using light_directional | ||
{{Update|2.1.3}} | |||
* Added sound to the spinning fan in RED's spawn | * Added sound to the spinning fan in RED's spawn | ||
* Added envmapmask to the floor tile in BLU's forward spawn | * Added envmapmask to the floor tile in BLU's forward spawn | ||
* A boulder that was erroneously changed to a prop_dynamic in a previous update is now a prop_static again, meaning that it should be less glitchy to walk on top of | * A boulder that was erroneously changed to a prop_dynamic in a previous update is now a prop_static again, meaning that it should be less glitchy to walk on top of | ||
{{Update|2.1.4}} | |||
* Fixed broken-looking shadows on players and dynamic props | |||
* Tweaked lighting around the map to rely more on environmental/bounce lighting instead of artificial lights | |||
}} | }} | ||
== Trivia == | == Trivia == | ||
* Badwater Basin is a basin in [[w:Badwater Basin|Death Valley, California]], notable for having the lowest elevation in North America. | * Badwater Basin is a basin in [[w:Badwater Basin|Death Valley, California]], notable for having the lowest elevation in North America. | ||