Dustbowl

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Dustbowl
TF2 Dustbowl Map.jpg
Basic Information
Map Type: Control Point
File name: cp_dustbowl
Developer(s): Valve
Map Info
No. of Stages: 3
Environment: Desert
Setting: Daylight, sunny
Pyrovision: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×7   •   Mediumhealth.png ×8   •   Largehealth.png ×10
Ammoico.png Ammo Boxes: Smallammo.png ×4   •   Mediumammo.png ×12   •   Largeammo.png ×7
I'm burnin' up.
The Engineer on the desert heat

Dustbowl is an Attack/Defend Control Point map, and is the subsequent remake of the Team Fortress Classic map of the same name. It and Gravel Pit were the first Attack/Defend Control Point maps for Team Fortress 2 and was one of the six initial maps included with the game's release. Dustbowl is the only map for which a training mode has been created.

In Dustbowl, the goal of the attackers, BLU, is to win through a series of stages in order to win the map. Within each stage the attackers must capture two control points, A and B, which are held by the defenders, RED. Point A must be captured before the attackers can assault B. The timer is increased for every point capture and once a point is captured it is locked and cannot be retaken by the defenders.

Like all Attack/Defend maps, BLU plays the attackers while RED plays the defenders. Egypt and Gorge share a similar design with Dustbowl.

Contents

Introduction video

Goal

BLU is attacking and must capture both points, A and B, in all three stages to win the match. RED must prevent BLU team from achieving their goal.

Locations

Note all viewed from BLU’s perspective after leaving spawn.

Stage 1, Point A

Details of stage 1.
Dustbowl, first stage, point A
Dustbowl, first stage, point B

Control point A Inside a small building on the left.

Stage 1, Point B

Control point B is again inside a building on the left.

  1. Second floor from upper Mine Tunnel, leads to one way gate and tyre exit above and to the left of Control point B. Contains medium Health and Ammo Pack.
  2. Ground level from left tunnel behind control point A.
  3. Right tunnel leading to large cave (right cave) with upper an lower level exits. contains a medium Health pack and large Ammo pack.

The bridge leads from the upper exit of the right cave to the one gate.

Stage 2, Point A

Details of stage 2.(Large file)
Dustbowl, second stage, point A
Dustbowl, second stage, point B

The first point is on top of a building on the left (from BLU's perspective).

Stage 2, Point B

The second control point is on a platform next to RED's spawn.

Stage 3, Point A

Details of stage 3.(Large file)
Dustbowl, third stage, point A.
Dustbowl, third stage, point B.

The first control point is on a platform straight across from BLU's exit. RED has a shortcut from one of their spawn rooms to this point. This shortcut is sealed once BLU captures this point.

Stage 3, Point B

The final control point is the base of a launch pad, under a rocket, in the center of RED's base.

Overview of the map.(Large file)

Strategy

See Community Dustbowl strategy

Control Point Timing

All control points have the same capture times.

Control Point Multiplier Seconds
All capture points ×1
6 .000
×2
4 .000
×3
3 .273
×4
2 .880


Related achievements

Achieved.png General

Impenetrable Defense
Impenetrable Defense
Successfully defend Dustbowl without giving up a capture.


World Traveler
World Traveler
Play a complete game on 2Fort, Dustbowl, Granary, Gravel Pit, Hydro, and Well (CP).


Update history

October 2, 2007 Patch
  • Fixed players being able to use spectator points in Dustbowl that were not in play.

October 25, 2007 Patch

  • Fixed issues on Dustbowl that could occur when a server emptied in the middle of a round.

December 20, 2007 Patch

  • Now waits until either team wins fully before changing to another map on server timelimit expiring.
  • Teams now score a point per captured control point, rather than per sub round.
  • Prevented Demomen being able to launch grenades into the stage three alleys while standing at the final cap point.
  • Fixed gaps in stage gates that allowed Snipers to kill defenders during setup.
  • Fixed several model and brush perch exploits in stage three.
  • Added stair access to the upper area in stage three after the first cap.
  • Limited line-of-sight at the first control point in stage 3 to remove a griefable Sniper spot.
  • [Undocumented] Fixed model exploit in stage one allowing Sentry Gun/Teleporter to be placed behind chain link fence.

December 21, 2007 Patch

  • Fixed the problem with mp_maxrounds not correctly counting the number of rounds for Dustbowl after the scoring change.

February 14, 2008 Patch

  • Added a new access point to the stage 2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and Sentry Gun fire.
  • Fixed a gap in stage 3, cap 1 that allowed a player with to wiggle above the "ceiling" clip.
  • Fixed a gap behind stage 1, cap 1 house.
  • Fixed a high perch on stage 1, cap 1 house roof.
  • Fixed a perch offering view of nodraw textures and the skybox (stage1 cap2 rock barrier).
  • Fixed a few places where rockets/Demoman pipes could pass through non-solid models.
  • Sealed up a gap over stage 1 lower startgate.
  • Clipped off tall windows in stage 3 to prevent Sentry Guns from behind built behind them.

March 20, 2008 Patch

  • Updated Dustbowl with several exploit fixes.

February 23, 2012 Patch

  • Adjusted Blue team's func_respawnroom in stage 1 to be flush against the door.

Bugs

Trivia

Gallery

See also

Notes and References

  1. Jason Mitchell, Moby Francke, Dhabih Eng, Illustrative Rendering in Team Fortress 2 (2007), retrieved 2010-10-23.
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