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Badlands
File:Tf2 badlands.png
Developer Valve Software
Type Standard Control Points

Badlands is a 2-way CP map with a focus on height oriented gameplay. While not as popular as some maps, badlands is still played often on many servers.

Strategies[edit]

In this map, most of the action involves taking command of the central point. Once it is taken, most of the combat results in either reclaiming it or putting pressure on the following point.

The second point for each team is extremely hard to reach, and is defended from attacks from those near the third point. As such, it is imperative that the point must be protected against attackers, to reclaim the third point as soon as possible. If the second point falls, there usually isn't much of a chance to defend the final point.

Scout[edit]

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If the final point was not claimed, a scout can reach the second point by double jumping from the battlements.

Scouts generally approach the fourth point by the dirt path, and by double jumping from the ledge on the side near the outer map's fencing.

Soldier[edit]

Soldiers can access the second control point either by rocket jumping from the battlements. They may also skip the lower ramp by rocket-jumping from the ground to the area under the point. Some health lost in the rocket jump can be reclaimed by the small health near the point.

The soldier can also use the side ledge to jump across to the fourth point.

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Pyro[edit]

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Demoman[edit]

Demomen can use grenade jumping to reach the second and fourth control points in the same manner as the scout and soldier.

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Heavy[edit]

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Engineer[edit]

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Medic[edit]

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Sniper[edit]

In general, snipers have wide open spaces to attack enemies at long range, but are easily flanked.

Snipers can shoot down classes trying to approach the second point from the battlements; the sniping spot is located to the right of the metal wall.

The third point doesn't have a good sniping spot because of either limited range, or because of the alternate access routes that give quick and surprise access to the sniper.

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Spy[edit]

This is a great map for spies, providing you know where and where not to go.

A tactic often used is to disguise as soon as possible, then run out of the spawn and head right. Eventually you will reach the open area and the bridge; just before you reach the open area, cloak. Then proceed to the left-hand side of the bridge and run under it.

Crouch and walk to the far corner. Here, you will almost definitely not be seen. Now you can observe enemies attacking on the left or right of the bridge and charge them, or, once your cloak is recharged, head left up the hill and enter the enemy base.

Since spies generally take the path under the bridge, they can easily slip to the fourth and fifth control points. With the Cloak and Dagger, they can hide on those points indefinitely until the third point gets captured.