Summary of talking about pl_badwater for 12 hours

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00:00:00 - 01:00:00

The YouTube video "talking about pl_badwater for 12 hours" discusses the advantages of the pl_badwater map in Team Fortress 2. The player argues that the map is well-designed and offers a variety of options to the player. The video concludes by discussing the importance of controlling the map room and how it can be a precursor to victory in Badwater.

  • 00:00:00 Bad water is a map that is essential to the TF2 experience, and is one of the best maps out there. It is a perfect example of what makes TF2 such a good game, with its chaotic and ordered elements.
  • 00:05:00 The video discusses the pl_badwater map, which is a large and complex flank area in Team Fortress 2. Various options are available to the player, including going through the choke point on a to b or going up the stairs to the rooftop. The last point, which is difficult to capture, has several map room options that can be exploited.
  • 00:10:00 The video discusses the various points on "Pl_Badwater," including the porch top that is connected to the upper spawn, the defense room, the little small pack, and the corner bend from the third to the fourth point. The narrator argues that if a soldier has capabilities to jump, they can get to the barricade staircase shaft way that takes them down to the engineer's area. The video also discusses the various options available to a player, including the choke point, map room, and the sentry below. The video concludes by discussing the advantages of controlling map room and how it can be a precursor to victory in Badwater.
  • 00:15:00 The video discusses the power of pl_badwater, which is a popular map for TF2. The player explains that you only have to worry about two places--those in front of you and those behind you. If you are a soldier, demo man, or scout, you can expect to have a safe journey through the tunnel. However, you should be aware of what is coming from behind you. If you are a weaker class, you may want to avoid the choke and take other routes to the cart.
  • 00:20:00 The video discusses the third point on Valve's "pl_badwater" map, which is considered to be important due to its strategic location. The author argues that the way the map was designed is acceptable, as everyone knows that the game is fair when it comes to capturing the point. The author also argues that the map is simple but still good, as the same defensive spawn is present the entire time on the red team.
  • 00:25:00 The creator of the "talking about pl_badwater for 12 hours" YouTube video argues that the design of payload maps in pub games is flawed because they lack a "stopwatch config" which forces players to compare team times and focus more on positional advantages and frags. They go on to say that the last points on these maps are purposely tricky to make the contest for them more climactic.
  • 00:30:00 Talking about pl_badwater for 12 hours, Badwater is one of the few maps where the victor can be decided by who cap's the points first. In 9v9 competitive play, teams always try to cap all the points to win. This makes the game more strategic and fun.
  • 00:35:00 Bad water is a fast-paced, action-packed map that can be quite challenging for players. There is a limit to the number of players that can capture the middle point and second point, and it can take a long time to go from one point to another.
  • 00:40:00 The author of the YouTube video argues that bad water, a Capture the Flag map, would be a better version of itself if it had multiple routes and chokepoints, like other Capture the Flag maps. He also suggests making it a King of the Hill map.
  • 00:45:00 The author argues that bad water, an arena map with multiple routes and angles, is the best map in the game. He believes that its usefulness and iconic status make it a classic that everyone should enjoy.
  • 00:50:00 The author discusses the differences between pl_badwater and other TF2 maps, highlighting that Badwater is more fun for certain classes. He also argues that the map is one of the best in the game.
  • 00:55:00 The video discusses how pl_badwater is a balanced map that is good for all classes. It is important to be loyal to bad water and talk up its favorable attributes, rather than bringing it down.

01:00:00 - 02:00:00

The video discusses the map pl_badwater and argues that it is a more strategic map than some of the other options available in TF2. The video provides some tips on how to spawn camp and how to take advantage of the map's many vertical spaces.

  • 01:00:00 Bad water is a desert map with well-placed cacti and foliage, making it visually appealing. It's an easy map to love, as imperfections and shortcomings are easy to see. Players can easily spam WASP in the space bar and move their mouse around, enjoying the map's welcoming environment.
  • 01:05:00 The video discusses the map pl_badwater, which is located in the United States of America in the bad water basin death valley in California. The video discusses the locations of the health packs and points out that the map could be in a number of different locations around the world.
  • 01:10:00 The video discusses the various health packs that are available in Pl_Badwater, and discusses why some are good choices for particular situations. It also discusses the highlander roaming soldier room, which can be a good place to take out an enemy player if they are alone or if they are injured.
  • 01:15:00 The video discusses the design of pl_badwater, which features few health packs. It argues that this creates a more fair and strategic game, as players are not forced to fight in open areas where they are vulnerable.
  • 01:20:00 The speaker discusses the importance of placing health packs in a sensible location on "bad water," a Valve map which can be difficult to play. He notes that if a player is vehemently opposed to playing on bad water, it might be a sign that they have different values or interests from the majority of players. If a friend or teammate refuses to play on bad water because they dislike the map, the speaker would question their motivations and relationship with the game.
  • 01:25:00 The speaker points out that bad water is a tool of unity, and that in times of conflict, it can be helpful to remember that bad water is a means of healing wounds. He encourages people to listen to their gut, and to Valve, in order to help resolve conflicts between players.
  • 01:30:00 The video discusses the potential for a bad water-themed TF2 update, and provides some ideas on how this could be done. It also touches on the importance of community involvement in such an update, and how Valve could be more approachable and friendly to its fans.
  • 01:35:00 The video discusses the pros and cons of two for and dustbowl, two classic maps from the Team Fortress 2 series. It argues that, while Dustbowl is more fun, Badwater is more strategic due to the many options and choices available to players. The video concludes that the Badwater update is needed to remind players of Valve's commitment to the game's community and its classic maps.
  • 01:40:00 The video discusses the advantages and disadvantages of pl_badwater for 12 hours, including the fact that it is easy to jump all the way behind the backs of the enemies that spawn, and that there is space to figure out one's game plan before attacking the enemy's spawn. Spy can be a great place to spawn camp because it's not too far behind enemy lines, but it's especially useful because it's not that far behind enemy lines and behind where you might be anyway. A good way to spawn camp on Badwater is to be using a jumper item.
  • 01:45:00 The video discusses the popular map "pl_badwater," which is known for its many open spaces and opportunities for vertical mobility. The speaker says that while the map is fun for many classes, it is particularly fun for the class of rocket jumper.
  • 01:50:00 Badwater is a map with a lot of vertical space which can be used to one's advantage, as well as strategic movement options.
  • 01:55:00 The video discusses the pros and cons of playing the first map in TF2, "bad water." The pros of playing on bad water are that it is a more concentrated map, with only two capture points, and it is easier to comprehend for a new player. The cons of playing on bad water are that it is a larger map, with the same stage every time, and it can be overwhelming for a new player.

02:00:00 - 03:00:00

The video discusses the pros and cons of playing as a scout on pl_badwater. While the map has some areas that are more fun than others, overall it is a good place to be as a scout.

  • 02:00:00 The video discusses the popularity of bad water, which has a number of great variants. One of these variants is bad water rainy, which is ironic because there is no water normally on the map. Bad water has grown frustrating for many people, and its success is indicative of the people's love for the map. junction rainy would not have been as successful without a d
  • 02:05:00 Bad water is a map that has contributed greatly to the initial buzz of the game, and without it, TF2 might not be as popular as it is today.
  • 02:10:00 Bad water has been a fertile ground for many important experiences that created the TF2 player that the speaker would ultimately become. The video talks about a few of these experiences, including watching Highlander on Badwater when the speaker was initially getting into the game, and the rooftop engineer exploit. The speaker recalls the feeling of pride one would feel when witnessing an engineer executing this kind of move in their own spawn, recalling the glass in the initial spawn room of Badwater and how one can shoot rockets back there.
  • 02:15:00 The video discusses the pros and cons of pl_badwater as a sniper sight line, with particular focus on the recent removal of the raptor. It argues that while the sight line may be a fair game point, it is still useful for spies who can exploit it by disrupting enemy blue engineers.
  • 02:20:00 The video discusses the mindset of someone who would want to create illusions and confuse people using the invisible watch in the earlier days of TF2 before there were any spy unlocks or bad water. It also compares and contrasts this mindset to the popular spy playstyle of today, which is based more on flashy moves and exploiting hitboxes.
  • 02:25:00 The video discusses the astrological significance of the year 2008, which was the year of the rat. It discusses the characteristics of pl_badwater, including their persuasive and ambitious qualities, sociability, and shrewdness. It also discusses the significance of the TF2 update (the Heavy update) on August 19th, 2008, which was pl_badwater's birthdate.
  • 02:30:00 Bad water is a popular map in Team Fortress 2 and has been featured in several updates, including the 2020 Halloween update. Tyler McCormick, a Valve News Network correspondent, discusses the map in relation to a potential new Team Fortress game in this next decade.
  • 02:35:00 Public gaming in TF2 can be rewarding or frustrating, depending on the situation. Offense on a payload map is more satisfying, as it is more difficult to hold the enemy team back. Scout is a particularly rewarding role on a payload map, as they can hold back the enemy team and help their team cap the points.
  • 02:40:00 Scout on offense on bad water can be less interesting due to the guaranteed presence of sentries, and the gameplay experience on the map overall can be more risky due to the tight choke points.
  • 02:45:00 The video discusses the different aspects of playing as a scout on Pl_Badwater. The scout has a disadvantage in terms of distance and unfavorable terrain, making it difficult to provide support for teammates. However, due to the large amount of space, the scout can easily win 1v1s against other classes on the map. This is especially true if the scout is able to take advantage of the high ground and strategic choke points.
  • 02:50:00 The scout is a good class to play on bad water because of their access to high ground and their ability to take down enemies from a distance.
  • 02:55:00 The video discusses how to play as a scout on Badwater, giving tips on where to position yourself and how to stay safe. While the map has some areas that are more fun than others, overall it is a good place to be as a scout.

03:00:00 - 04:00:00

This video discusses the various advantages and disadvantages of playing as a soldier on the map "pl_badwater." Among the advantages are the ability to kill sentries from behind, the strategic use of high ground, and the ability to hurt multiple enemies at once. The disadvantages of playing as a soldier on Pl_Badwater include the fact that it can be hard to hold territory, and that the map can be cluttered with enemies.

  • 03:00:00 On Offense, playing as a Soldier on Red Team, pl_badwater is more fun than on Defense, as there are many places to bomb and ambush opponents. On Defense, the high ground gives Soldiers an advantage. Sentries can be a nuisance, but they are ultimately less useful than other defensive options.
  • 03:05:00 The video discusses the benefits and drawbacks of playing as a soldier on the first point of the Badwater map in PlayerUnknown's Battlegrounds. The main benefits of playing as a soldier on the first point are that you have a lot of space to splash and you're stronger in choke areas. The main drawbacks are that you're more likely to be rolled on and that the boxy rooms and connecting rooms make it difficult to shoot enemies.
  • 03:10:00 Soldier on Badwater can take advantage of both the high ground and the flanks to dominate their opponents. Third point is a great place to control, with multiple health packs and a small area where enemies are constantly vulnerable.
  • 03:15:00 The video discusses the different aspects of the map "pl_badwater," which some people find more fun to play on offense than on defense. The low ground and chokes are particularly advantageous for spamming, but the map functions in an equal way for both teams depending on which side is currently attacking. The third point is an important chapter in the story of the map, and as a soldier, it is easy to take advantage of all the high ground and second floor battlements.
  • 03:20:00 The video discusses the various advantages that a soldier has in pl_badwater, including the high ground that they can occupy and the ability to quickly move around the map. It also mentions the map room, which can be advantageous for both attacking and defending players.
  • 03:25:00 The video discusses the pros and cons of playing as a soldier on Pl_Badwater. Among the advantages are the ability to kill sentries from behind, the strategic use of high ground, and the ability to hurt multiple enemies at once. The disadvantages of playing as a soldier on Pl_Badwater include the fact that it can be hard to hold territory, and that the map can be cluttered with enemies.
  • 03:30:00 The main points of this 12-hour long video are that pl_badwater is fun, the first point of bad water is fun, and pyro can be fun on offense or defense.
  • 03:35:00 The author discusses the pros and cons of playing as pyro on "bad water" for 12 hours. He argues that the class has more freedom on blue than on other maps, and that the high ground is well-balanced in favor of pyro. He also notes that pyro has many viable offensive strategies, especially when coupled with air blast and shotgun/flare abilities.
  • 03:40:00 Pyros have advantages over other classes on Pl_Badwater, but they also have some disadvantages. Pyros are good at controlling choke points and areas near health packs, and they can reflect projectiles and enemies away from those packs.
  • 03:45:00 The pyro is a very versatile class and can be quite helpful on defense. Their main advantage is their ability to reflect projectiles back at enemies, which can be very frustrating for them enemies. They also have good high ground and can control choke points.
  • 03:50:00 In this video, the author discusses the differences between pl_badwater, which is a popular pubs map, and other maps. He especially points out the advantages that the blue demoman has in terms of traps and domain awareness.
  • 03:55:00 The video discusses the different ways that players can play on the first point of Badwater on Badwater, which is a map with a lot of jumps. Defensively, the player should use sticky traps and strategic positioning to deny the enemy access to the high ground. Offensively, the player should use sticky jumps and projectiles to take down the enemy sentries.

04:00:00 - 05:00:00

The video discusses the different positions and strategies that can be used by the heavy class on the map Pl_Badwater. It explains the importance of being aware of snipers and picking off enemies from long range, and also discusses the pros and cons of playing as a heavy on offense and defense.

  • 04:00:00 The video discusses the different play styles that pl_badwater offers for classes, and howdemoman is more favorable on the red team than blue. The video also discusses the benefits of holding badwater first as a demoman, such as the ability to easily trap and wait for enemies.
  • 04:05:00 The video discusses the different aspects of pl_badwater, focusing on the offensive and defensive abilities of the different classes. It goes on to say that the power rating between offense and defense on bad water is very even, mostly having to do with a class' playstyle. For demoman, being an ambidextrous player or tolerating multiple disciplines allows for a lot of fun on bad water. As for blue demo man, playing conservatively may lead to more fun on defense.
  • 04:10:00 The author discusses the various advantages and disadvantages of various positions on "bad water." He argues that, as a blue demoman, it is more fun to defend the third point than to push offensively, and that, as a red player, this is a great place to go back and harass.
  • 04:15:00 The video discusses pl_badwater, a range area on defense, and its features that make it good for the demoman class. It also discusses the risks associated with playing as a demoman on the red team, specifically in regards to chokes and snipers. The video finishes with a discussion of how dome men can use pl_badwater to their advantage.
  • 04:20:00 The video discusses the pros and cons of playing as the Demoman on the map "pl_badwater." The pros of playing as the Demoman on this map include the ability to shoot down onto the low ground from the terrace that comes out of the choke point, the advantage of shooting down onto people from the right window in the map room, and the strat of jumping out of the right window and making it to the map room quickly. The cons of playing as the Demoman on this map include the fact that the area around the entrance to the map room is messy and that there is no point in holding the entrance to the map room because the other team cannot take it from you. The video concludes by discussing the pros and cons of playing as the Demoman on the blue team and the red team, respectively. The blue team has more potential because they can get single picks and potentially peek choke people who are overextending from the tires or choke. The red team has more potential because they can go behind the other team and control the flank areas.
  • 04:25:00 The video discusses the differences between the playstyles of the classifications of "dominique", "dominique working on pl_badwater", "payload bad water", and "the heavy weapons guy", and how the heavy weapons guy fares on bad water. Dom discusses that, as an experienced player on the blue team, he sees heavy weapons as all about positioning, and that good aim is essential, but that the class is all about positioning.
  • 04:30:00 The video discusses pl_badwater, a map in the game Planetside 2. Heavy players will want to spend time in chokes and flanks, as they have more health to withstand damage. Heals for medics are more common on heavy players, and health packs are a good way to increase their fighting potential.
  • 04:35:00 The video discusses the roles of blue and red heavy weapons in Pl_Badwater. The heavy weapons guy should be contesting the red heavy in the area between the second and third point, and the player should be trying to cut down space between them, force them to face him head on, and take the bridge room.
  • 04:40:00 The medium health pack is a heavy that will give the player a lot of health. Players should watch the corners and tight chokes in pl_badwater and take advantage of the long distance threats. As a heavy, holding boiler room is not worth it as it is a very exposed position. The player should focus on defending the third point and pushing forward to the fourth point.
  • 04:45:00 The video discusses the different positions that a heavy class can take on Pl_Badwater, and explains why it's important to be wary of snipers and to pick off enemies from long range.
  • 04:50:00 The video discusses the pros and cons of playing as a heavy in Pl_Badwater, focusing on defense and offense. The stairwell is not a good place to fight, and heavy has many parts of the map that are better suited for him.
  • 04:55:00 The engineer is most famous for their level three century on payload maps, but they also have many other defensive positions to choose from.

05:00:00 - 06:00:00

This video discusses various strategies for the map "pl_badwater," including the best places to put sentries and how to use teleporters to the fullest extent.

  • 05:00:00 This YouTube video discusses the advantages and disadvantages of two different locations for a sentry: on the highest high ground on the right side of the map, or closer to the blue team's spawn corner. It also discusses the usefulness of a sentry in preventing people from flanking the team's Engineer.
  • 05:05:00 The video discusses several pl_badwater map positions that can be advantageous for a team's engineers. One position is in the "bunkery hide in the hole spots," which can be difficult for soldiers to reach. Another is the "between the excuse me between the highest left most cliff area that you go up" and the "between that and the sort of uphill ramp area on the right side from the blue team's perspective," which shuts down an area the blue team can use to advance.
  • 05:10:00 The video discusses the advantages and disadvantages of two different positions on the map "pl_badwater." The first position is more experimental and allows for more vertical energy, while the second position is more traditional and allows for better cover and distance from enemies. The video also mentions a third position, which is a hyper-aggressive spot that is unexpected.
  • 05:15:00 The video discusses possible places to put sentries on Badwater, focusing on the second and third points of the map. The video mentions that it's more important to hold the third point, which will decrease the amount of time the blue team needs to get to the front line.
  • 05:20:00 The video discusses the benefits and drawbacks of various pl_badwater positions, including the bridge room, boiler room, and upper building area. The video concludes with the suggestion that the smartest place to put a sentry is in the same room as the third capture point, which has better coverage of the point and prevents players from simply walking from one area to the next.
  • 05:25:00 The third and fourth points on the low ground are good defensive positions for an engineer. The third point has a level three sentry, and the fourth point has a high rooftop that an engineer can climb to control. However, the spot can be taken down by a push from bridge room or from boiler room, and is vulnerable to a soldier and demoman spam from map room.
  • 05:30:00 The video discusses a potential pl_badwater sentry spot - a defensive position on the balcony overlooking map room. The sentry is hard to take down and denies snipers access to the area.
  • 05:35:00 The video discusses the pros and cons of placing a sentry at the bottom of the stairs that connect Reds and Reds underneath Spawn on the map Badwater. The video recommends placing the sentry in one of the small bunkers that are located near the ammo boxes. The video also discusses the pros and cons of placing a sentry by the ramp leading up to the spawn area on Badwater.
  • 05:40:00 The video discusses the advantages and disadvantages of having a level three sentry on blue team on pl_badwater. The main advantages of having a level three sentry on blue team are that it can provide good protection for the team and that it can be very annoying for the opposing team.
  • 05:45:00 The video discusses the advantages and disadvantages of holding different positions on the map "pl_badwater." The main points are that a good place to hold is near the first point on the map (above the bunker), and that denying players from the red team from getting through the door near the first capture point is important. There are also some good flank spots, and a neutral space that can be used interchangeably by blue and red players.
  • 05:50:00 The author discusses the pros and cons of having a level three sentry on Pl_Badwater, comparing it to playing as a mini-sentry engineer on offense. He concludes that playing defense is usually the better option on Engineer on Badwater, as it is easy to set up and has high potential for success.
  • 05:55:00 The video discusses the importance of having a level 3 engineer in defense, and how it can be less mandatory on other maps. It also discusses the importance of teleporters, and how they can be used to the fullest extent on Badwater.

06:00:00 - 07:00:00

The video discusses the importance of pl_badwater for different classes. It explains that the map is advantageous for snipers due to the multiple sight lines, but that it is not a great map for the medic class. It also recommends that snipers play as the red team on Badwater.

  • 06:00:00 Engineers play an important role in TF2 by setting up teleporters and dispensers, as well as placing sentries. Offensively, they can cause nuisances with their sentries, while defensively, they can protect their dispensers.
  • 06:05:00 Engineer is a class that can be particularly strong or weak on badwater depending on the situation. Offensively, they are similar to classes like Soldier and Heavy, although medic should never be struggling against sentry guns. Defensively, they are able to push into the enemy base more easily than other classes.
  • 06:10:00 The video discusses medic play on bad water, and how the different playstyles present in pubs and highlander mode remain unchanged. In pubs, medic play is less strategic and more reactionary, while in highlander mode, medic play is more strategic and focuses on holding and controlling key points on the map.
  • 06:15:00 In pubs on Badwater, the medic's main priorities are to get a lot of kills and help the team push the cart forward. Sentries can be a big obstacle, and ubers can be used to save teammates. On Blue Team, a crits krieg can be used to take out an enemy century, but this is rare.
  • 06:20:00 The kritzkrieg is a viable option on defense on Badwater, but its usefulness decreases when compared to other mediguns. The quick fix is not very effective on the blue team and can be countered by an uber charge. The vaccinator is mainly used for defensive purposes, but it has limitations on offense.
  • 06:25:00 The author discusses the viability of the vaccinator on pl_badwater, which is questionable due to the map's payload size and bad water conditions. He also suggests that a passive buff between the map and weapon would be a good idea.
  • 06:30:00 The author discusses the pros and cons of playing as a battle medic on the map "pl_badwater." He points out that, while the map does have some advantages for the medic, it is not a great map for the class. He also notes that, in general, going up a staircase as a scout is very risky, while going up the same staircase with a heavy is a good move.
  • 06:35:00 Sniper on Badwater play similarly to snipers on other maps, with the added challenge of multiple sight lines. When playing as a sniper, be aware of where the enemy is and take them out.
  • 06:40:00 The video discusses the importance of pl_badwater's sight lines and how a sniper can dominate them. It explains that, depending on the level of competency of the sniper, it may not be worth the risk to attack the flanks or choke points.
  • 06:45:00 The video discusses the significance of the map "pl_badwater" for snipers. The map has several advantageous sightlines for snipers, and is a part of Sniper's fate forever.
  • 06:50:00 The video discusses the different sniper positions on Badwater, with emphasis on the advantages and disadvantages of being on the red or blue team. It recommends that snipers on Badwater play as the red team, as the blue team's main snipers have more difficult sight lines.
  • 06:55:00 The video discusses the importance of snipers in pl_badwater and how a razorback can be very useful in defending against other snipers. It also mentions that using a jaradi can help in taking out enemies from a distance.

07:00:00 - 08:00:00

The video discusses the potential for pl_badwater to be ported to competitive modes, citing the success of pl_badwater's spiritual predecessor, twofort. The author argues that because of its legacy in TF2, badwater has a good chance of being ported.

  • 07:00:00 Bad water is a map that rewards players for playing in a certain way, and snipers are less viable on the map than other classes. Spy is a class that is more fun and offensive than defensive on the map, and items that are viable for spy are different than other classes.
  • 07:05:00 Bad water is a good map for spy because it has a lot of environmental options and paths through a single area. It's also difficult to deal with for spies due to its elevated areas and plentiful ammo packs.
  • 07:10:00 The video discusses the differences between pl_badwater and pl_upward for Spy. Bad water is more lovable than upward, and it is easier to be spyware on bad water than on upward. Red Spy will have a better experience on bad water because the blue team needs to play off of them.
  • 07:15:00 Badwater is a map with many elevation changes and staircases, which makes it a great place for a spy to hide and ambush enemies.
  • 07:20:00 The video discusses the different areas on Badwater where spies can hide, as well as the advantages and disadvantages of each position. It argues that a low ground sentry position is the best for spies, as it gives them few options for escape and restricts the enemies' ability to locate them.
  • 07:25:00 Spy is a class that is good on both offense and defense, and enjoys playing around the central cart area of Badwater.
  • 07:30:00 The video discusses the traffic economy of violence in a payload match, and how it is doable for a player to simply run right through and take whatever they can. It also discusses the usefulness of the cloak and dagger in such a scenario, as it is difficult for enemies to communicate effectively with one another while being invisible. Finally, the video points out that when Valve added bad water to the game, spy was not able to pick up the ammo packs for the cloak. This shows how well the abundance of ammo on the map has translated to spy, and how he can have a great time even with limited resources.
  • 07:35:00 The video discusses three favorite spots for playing "spy," all of which have complex vertical architecture and interesting horizontal space. The first spot is good for spy because it forces the enemy to choose a certain place to shoot him, the second is less fun but still fun, and the third is a hybrid of the first two spots, with high ground options and staircases for quick access to the enemy team.
  • 07:40:00 The video discusses the unpopularity of pl_badwater, which is a Highlander map that was added to the competitive matchmaking pool without consultation from the competitive community. The map has a payload card that one team has an advantage over the other, long spawn times, and high mobility classes that make it easy for one team to push the payload. The video argues that these factors make the map unviable for competitive play, and that it would be better to add it to the rgl66 map pool so that it can be experimented with without the game being slowed down by off classing.
  • 07:45:00 In 6v6 competitive TF2, payload can be very quick, allowing for quick capture of the objective. However, due to the cap on speed, it is slower than other maps. One solution to this problem is to remove the cap on speed, making the map faster and more engaging.
  • 07:50:00 The author presents a modification of the sixes game mode called "pl_badwater" in which both teams can push a payload in opposite directions. This would make the mode more like a 5cp map, and also make it asymmetrical, which would be a first for the mode. The author suggests other solutions to the issue of asymmetry, such as extending the map or making it more balanced.
  • 07:55:00 The video discusses the potential for pl_badwater to be ported to competitive modes, citing the success of pl_badwater's spiritual predecessor, twofort. The author argues that because of its legacy in TF2, badwater has a good chance of being ported.

08:00:00 - 09:00:00

The video discusses the history of the pl_badwater map and its potential successor, pl_badwater_2. The author is concerned that, as a payload map, bad water may not be as well-received by TF2 fans as other game modes. They also point out that there are numerous Capture Point games modes available.

  • 08:00:00 The video discusses the spiritual predecessor of Team Fortress 2, pl_badwater, and its potential successor, pl_badwater_2. The author is concerned that, as a payload map, bad water may not be as well-received by TF2 fans as other game modes. He also points out that there are numerous Capture Point games modes available.
  • 08:05:00 Bad water has been around since 2008 and has seen many changes over the years, including a recent 5cp version that lowers the amount of time it takes to walk to a point. The author hopes this will make the map more viable for competitive play.
  • 08:10:00 The video discusses the style of machinery seen in "bad water," which can be seen as a reference to early computer technology. The video also discusses the possibility of a "Counter Strike GO TF2" crossover update, in which "pl_badwater" would be adopted as a map for the game. Finally, the video discusses how "bad water" could be a powerful tool for team fortress 2's eventual uprising and annihilation.
  • 08:15:00 The author discusses the similarities and differences between the Badwater payload map and other payload maps in the game. He mentions the track, the auxiliary flank area, and the unique environment of the final area.
  • 08:20:00 The author of the video compares the features of pl_badwater to those of other Halo maps. They note that pl_badwater is better than bad water in that it is harder to push and has more to do with coordination than luck. They mention that the classes that are best suited for the map are the engineer and the sniper.
  • 08:25:00 Bad water is a map that is designed for team-based competitive play, and has many different positional options that are useful for any class. It has survived many years and is still played by Team Fortress 2 players.
  • 08:30:00 Badwater is a map with many potential jumping spots, and is a great map for defensive players. It has been home to an uncle dane video, as well as a stabby too video about the map.
  • 08:35:00 The video discusses the importance of the engineer on Badwater, and how the sentry positions are more game-impacting in the first half of the map than on Upward. It also discusses Funk, a soldier or scout, and their potential preference for Badwater over Upward. If the evidence did come out supporting this claim, it would change the unsubstantiated opinion of the casual viewer.
  • 08:40:00 The video discusses the idea of a "pl_badwater" theme park, which would feature team fortress 2-based games and attractions. Bad water is a cybernetic entity that is more focused on the computer world than the human one.
  • 08:45:00 The author discusses the various meanings of the word "human," and how they can be relative depending on the person. He also discusses the concept of bad water, which is said to be human in some sense but not human in others. He encourages people to play the game to experience its spirit.
  • 08:50:00 The author discusses the potential for creativity and potential when it comes to creating something new, using the example of pl_badwater. They say that in order to create something truly great, one must first understand the limitations of the original, and not try to recreate it exactly. They encourage people who are participating in the bad water map contest to use the challenge as a starting point for something new, rather than trying to recreate pl_badwater exactly.
  • 08:55:00 The video discusses pl_badwater, Remedy's first official map. It discusses the difficulty in creating a fun map, and how bad water succeeds in this regard. The map is important for its impact on the discussion of creation, intention, and expectation.

09:00:00 - 10:00:00

The video discusses pl_badwater, a map in Team Fortress 2. It compares the map to other locations, such as a restaurant or movie theater, and describes its features. It concludes that Badwater is a good place for a date, but that it would be more fun if it were larger in scale and had more things to do.

  • 09:00:00 The TF2 player discusses the various aspects of pl_badwater, which can be a difficult map to play on for both offense and defense. He suggests that it would be a good place to have a romantic date, as it resembles a city in some ways, but is otherwise disconnected from typical places people go for dates.
  • 09:05:00 The author talks about some of the potential locations for a romantic date at the "official" Valve "pl_badwater" map theme park. He favorites the high ground near the rock wall behind the viewer, the rooftop near the second point, and the stairwell near bad water last.
  • 09:10:00 The video discusses Badwater, a map in "Team Fortress 2." It compares the map to other locations, such as a restaurant or movie theater, and describes its features. It concludes that Badwater is a good place for a date, but that it would be more fun if it were larger in scale and had more things to do.
  • 09:15:00 Bad water is a poor choice for a romantic date spot, as it is uncomfortably cramped and filled with fences that may potentially hinder communication. Despite this, some people have been known to be friendly players on the map.
  • 09:20:00 The author discusses how bad water can be a friendly map for players, due to its variety and the fact that some players enjoy being friendly. He also comments on how time passes on bad water, making it feel faster than it actually is.
  • 09:25:00 Bad Water, like other game modes, offers different experiences depending on how long you spend playing. For example, playing for 20 minutes feels like a longer experience than playing for 4 minutes. Players' brains can "recall" a long set of actions when switching teams, making it more practical for objectives such as capturing points.
  • 09:30:00 The video discusses the importance of setup time in TF2, particularly in 5CP maps. It points out that while there is often a lot of waiting time in other games, TF2 has shorter setup times that have a purpose. This allows players to plan their strategies and reflect on their current game state.
  • 09:35:00 Payload bad water is a map with a lot of negative space, which lets players strategize and plan their movements. The setup time is helpful in predicting when the action will start, and players can use this information to their advantage.
  • 09:40:00 The video talks about the different types of players in Team Fortress 2 and how some players need time away from the action in order to recharge and strategize. The video also discusses how some players, such as the "Michael Jordan" of the game, play a much less flashy role and are still integral to the team's success.
  • 09:45:00 The video discusses the importance of pl_badwater, which was from the time of the game's development. It points out that without it, the game's quality would be largely pointless. It also discusses the aesthetics of hats and how they will look on the map.
  • 09:50:00 The video discusses the different colors and aesthetics of the map "pl_badwater." It explains that the base color palette works well with subtle tones, and that there should be intrinsic punishment for using luxurious items on the map. The video also discusses different classes, and how their attire fits with the climate and aesthetic of the map. The video finishes with a discussion of the Pyro class, and how their attire fit with the aesthetic and climate of the map.
  • 09:55:00 The author discusses the pros and cons of various cosmetics that could be used on "pl_badwater," which is a notoriously hot map in Team Fortress 2. He thinks that Scout has an advantage over other classes on the map because he has fingerless gloves, which help him grip his gun tightly. He also thinks that Heavy has a good chance of surviving on the map because he has fingerless gloves and a rag to wipe off his sweat.

10:00:00 - 11:00:00

The "talking about pl_badwater for 12 hours" video provides a detailed analysis of the map pl_badwater, explaining how to identify choke points and how to position oneself for the best chance of winning. Additionally, the video discusses the different areas of the map and provides recommendations for calling them.

  • 10:00:00 The video discusses the aesthetics of Team Fortress 2's "Pl_Badwater" map, which is set in a water basin in Badlands, North Dakota. The map has been well-received by the TF2 community, but some viewers question why the map's name is "bad." The author suggests that if the map were called "good water," people would immediately set off on the wrong track because today's "contrarian" society wants to be "bad."
  • 10:05:00 The speaker discusses pl_badwater, a map in the game Overwatch. He points out the good and bad aspects of the map.
  • 10:10:00 The video discusses the map "Pl_Badwater," which features high ground, low ground, and middle ground. The high ground is symbolic of its elevation throughout the map. The map also utilizes rock formations to create elevation differences. These formations, as well as the train and coal-type treadmill, contribute to the mining town vibe. The map has a restricted area for authorized personnel only, which is indicated by a zero six on the wall next to a spawn door.
  • 10:15:00 The video discusses the pl_badwater map and its various features. It covers the restricted area, the spawn points, and the various objects and scenery. It also shows a re-release of the map with different scenery and objects.
  • 10:20:00 The video discusses the various features of the "pl_badwater" map, including the secret "meet your match" area and red team's default win. It also discusses the unusual placement of population density dots on the map, and how Mother Nature can affect the map.
  • 10:25:00 The video discusses the Pl_Badwater map for 12 hours, focusing on its features and the strategies that are best suited for playing on it. The map has many areas that are vulnerable to splash damage, making it a good place for classes that are explosive. There are also lots of places to do splash damage if you're a hitscan character. The industrial theme is very cool, and the communist imagery is very cool. Some nice touches include the hose and the barrels. The love for burgers doesn't end at the workplace, as another poster can be found advertising dud burgers. The valve in the stairwell is strange, and the area behind the B point is interesting. There are secrets and speculation in the secret room, and the shipping crates are a nice touch.
  • 10:30:00 The video discusses the differences between "pl_badwater" from the original "badwater" map, and "pl_badwater_snowy" which was created as an extension of the original map. The author notes that while "pl_badwater_snowy" technically is canon, parts of the game, such as how it looks and the aesthetics, are created by the community. The author also points out that one of the issues with "pl_badwater_snowy" is the abundance of silly props, which takes away from the serious tone of the map.
  • 10:35:00 The video discusses the differences between the various "pl_badwater" maps, including pl_badwater snowy, which is a reskin of the original pl_badwater map. The various design choices made for the map, such as the removal of access to the map room through windows, are discussed. The video then turns to the second map, pl_badwater raining, and discusses the differences between the two maps visually. The map is then briefly demoed.
  • 10:40:00 The video discusses the design issues with "bad water" areas in "Rainy" mode. The main issue is the amount of water on the map, which makes fighting difficult. The player also discusses the diversity of the ecosystem and the difficulty of moving around in these areas.
  • 10:45:00 The video discusses various aspects of the Pl_Badwater map, including calls for specific areas. One suggestion is that the "Sticks" area in the spawn room (near the blue spawn) be renamed "Rail Start".
  • 10:50:00 The video discusses the unique features of pl_badwater, including the start rail and ground rocks. The caller discusses the importance of calling out specific locations in the map, such as start rail, ground rocks, and cliff side. He also suggests a term for the area, paradise. Finally, the video discusses the location's relationship to the sun and time of day.
  • 10:55:00 The "talking about pl_badwater for 12 hours" video provides a detailed analysis of the map pl_badwater, explaining how to identify choke points and how to position oneself for the best chance of winning. Additionally, the video discusses the different areas of the map and provides recommendations for calling them.

11:00:00 - 11:55:00

The video discusses the pl_badwater map and its unique qualities, which make it a pain to play. The author recalls unpleasant experiences on the map and discusses how it is one of his most played maps.

  • 11:00:00 The video discusses the different areas in the map, including pre-map room, map room, top, platform, sniper room, and connector room. It suggests terms for these areas, including pre-map room, map room, top, platform, sniper room, and connector room, and recommends the term "bird nest" for the location at the top of the map where players can see enemies from a high vantage point.
  • 11:05:00 This YouTube video is about the different areas on Badwater Basin, and the different calls that can be used to identify them. The main call that is used throughout the video is "small," which is defined as "everybody knows what you mean." The video goes on to explain that there are also "big" and "small" calls for other areas on the map, such as the bomb site and the connector. Finally, the "undertower under tower under tower" call is introduced as the perfect term for the room under tower.
  • 11:10:00 The video discusses the various aspects of "bad water" that make it what it is. It also discusses how different people's experiences with bad water can lead to different outcomes.
  • 11:15:00 The author talks about how playing TF2 for a long time can lead you to appreciate badwater more, as it is one of the best maps in the game. He also compares different maps in TF2 and how they compare to one another in terms of their enjoyment.
  • 11:20:00 The video discusses the pl_badwater map and its unique qualities, which make it a pain to play. The author recalls unpleasant experiences on the map and discusses how it is one of his most played maps.
  • 11:25:00 The video discusses the "bad water" map, which is designed to be a challenging environment where players can experience the game's various "pleasures." The map's core purpose is to prevent players from pushing the cart, a task that is not as enjoyable in comparison to other aspects of the game. The video argues that the map is beneficial because players are forced to create new beliefs in order to enjoy it.
  • 11:30:00 The author discusses how different classes on Badwater Highlander play differently and have different levels of enjoyment. He also talks about how playing strategically on the battlefield can make the experience more fun.
  • 11:35:00 The author argues that badwater is more about distractions and side quests than it is about objective-based gameplay. He likens badwater to a map with a lot of distractions that encourages players to get lost in side quests.
  • 11:40:00 The video discusses the idea that all things that humans do are for the purpose of elevating their status in the eyes of other humans. It goes on to say that, even if one accepts this idea, there are still many arguments that can be made for why humans do things.
  • 11:45:00 The video discusses how the shape of a map can be associated with different emotions and thoughts, and how this applies to Team Fortress 2. The video argues that bad water, as a TF2 map, is similar to other games in that it has a square shape with round holes, and that this shape is synesthetic for some players.
  • 11:50:00 The video discusses why some people might feel that bad water, rather than junction, is the best map in Team Fortress 2. The author argues that while there is a rational basis for why bad water might be better than junction, at what point does this rationalization stop being enough to make it the best map? He argues that it's not enough to simply say that it's better than junction; the love for bad water must be present in order to make it the best map.
  • 11:55:00 The speaker discusses pl_badwater, which he believes is the best TF2 map, for over 12 hours. He argues that because the best map is devoid of value, anything is pointless.

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