Badwater Basin (VIP): Difference between revisions
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Benjamoose (talk | contribs) 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| | ||
{{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 | ||
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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 | ||
{{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 | ||
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* 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 | * 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 | ||