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Badwater Basin (VIP): Difference between revisions

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Ichiro (talk | contribs)
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m Missing credit addition. I created the elevator, the shaft it descends into and the tunnel.
 
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|file-name = vip_badwater
|file-name = vip_badwater
|release-date = July 4, 2020 ([[Death & Taxes]])
|release-date = July 4, 2020 ([[Death & Taxes]])
|developer = {{Dev|Drudlyclean the Skeledude}}<br>{{Dev|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
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'''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 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 {{Dev|Drudlyclean the Skeledude}}, and community contributor {{Dev|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 ==
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== Update history ==
== Update history ==
{{Update history|
{{Update history|
'''[[2.0.0]]'''
{{Update|2.0.0}}
* Added vip_badwater
* Added vip_badwater


'''[[2.0.1]]'''
{{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


'''[[2.0.2]]'''
{{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
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* Added a NoBuild to stop [[Engineer|Engineers]] from building out of bounds
* Added a NoBuild to stop [[Engineer|Engineers]] from building out of bounds


'''[[2.0.3]]'''
{{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


'''[[2.1.2]]'''
{{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
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* Improved lighting across the map, using light_directional
* Improved lighting across the map, using light_directional


'''[[2.1.3]]'''
{{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


'''[[2.1.4]]'''
{{Update|2.1.4}}
* Fixed broken-looking shadows on players and dynamic props
* 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
* Tweaked lighting around the map to rely more on environmental/bounce lighting instead of artificial lights