Difference between revisions of "Dustbowl"

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{{Map infobox
 
{{Map infobox
|game-type=Control Point
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  | map-status                = official
|file-name=cp_dustbowl
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  | map-game-type             = Control Point (attack/defend)
|map-image=TF2 Dustbowl Map.jpg
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  | map-file-name             = cp_dustbowl
 +
  | map-image                 = TF2 Dustbowl Map.jpg
 +
  | map-released              = {{Patch name|10|10|2007|date-only=yes}}
 +
  | map-released-major        = Launch
 +
  | map-has-n-stages          = 3
 +
  | map-environment          = Desert
 +
  | map-setting              = Daylight, sunny
 +
  | map-hazards              = [[Environmental death#Crushing|Crushing]]
 +
  | map-has-pyrovision        = yes
 +
  | map-pickups-health-small  = 7
 +
  | map-pickups-health-medium = 8
 +
  | map-pickups-health-large  = 10
 +
  | map-pickups-ammo-small    = 4
 +
  | map-pickups-ammo-medium  = 12
 +
  | map-pickups-ammo-large    = 7
 +
  | map-has-bots              = yes
 
}}
 
}}
  
'''Dustbowl''' is an Attack/Defend Control point map, and is the subsequent remake of the [[Team Fortress Classic]] map of the same name. Itself and [[Gravel Pit]] were the first Attack/Defend CP maps for [[Team Fortress 2]] and was one of the six initial maps included with the game's release. Dustbowl is currently the only map for which a training mode has been created.
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{{Quotation|'''The Engineer''' on the desert heat|I'm burnin' up.|sound=Engineer autoonfire03.wav}}
  
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. Timer is increased for every point capture and once a point is captured it is locked and cannot be retaken by the defenders.  
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'''Dustbowl''' is an [[Control Point (game mode)#Attack/Defend|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 [[Dustbowl (Training)|training mode]] has been created.
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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 point (objective)|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 by 4 minutes and 30 seconds 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.
 
Like all Attack/Defend maps, BLU plays the attackers while RED plays the defenders. [[Egypt]] and [[Gorge]] share a similar design with Dustbowl.
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== Introduction video ==
 
== Introduction video ==
 
{{youtube|YJ1olXe1Feo}}
 
{{youtube|YJ1olXe1Feo}}
 
== 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 ==
 
== Locations ==
===Stage 1, Point A===
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{{HelpfulOverviewNote}}
The first Control point is inside a small building on the left (from BLU's perspective).
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Directions are described from BLU's perspective.
The RED team earns the "Impenetrable Defense" [[achievement]] if they successfully defend this point.
 
  
[[Image:Dustbowl s1c1.jpg|thumb|Dustbowl, first stage, point A]]
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=== Stage 1, Point A ===
* '''Attackers' spawn''': This is the cave where the attacking BLU team spawns. It contains one [[Health]] and [[Ammo]] locker. Attackers must be wary because when the gates open, the defenders are able to shoot in on the attackers. On the Xbox 360 version, Snipers and other classes are able to shoot through the grating and pick off the enemies (this is an [[exploit]] that has been fixed on the PC version but not on the 360 version (see [[Differences between Xbox 360, PS3 and PC versions]]).
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[[File:Dustbowl_stage_one.png|thumb|150px|right|Details of stage 1.]]
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[[File:Dustbowl s1c1.jpg|thumb|150px|right|Dustbowl, first stage, point A]]
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[[File:Dustbowl s1c2.jpg|thumb|150px|right|Dustbowl, first stage, point B]]
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Control point A Is inside a small building on the left.
  
* '''Canyon''': This is the long straight pathway that leads right to the back door of Control point A.
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* '''BLU spawn''': There are three exits, left, middle, and right. The left exit has a resupply cabinet, and a ramp leading to the exit. The left exit is particularly vulnerable to enemy fire.
  
* '''Main shed''': This is the shed which is closest to the gate where the majority of the attackers usually come from. Before its patch on the PC version, this would be the most popular spot for exploiters because it would be here that they are able to attack through the gates. If seen from the attackers view (if they were looking at the base) then this would be the shed to the right. Defenders can jump onto the roof of this shed and shoot down at the enemies as they rush out at the start of the game. This works best with the [[Soldier]], [[Pyro]], and [[Heavy]]. This shed contains a large Health and a large Ammo pack. This path way leads straight into the main entrance of the Control point building.
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* '''Canyon''': The long straight pathway from the middle spawn door leads right to the back door of Control Point A.
  
* '''Side shed''': This is the shed which is on the opposite side of the "Main Shed".
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* '''Left exit shed''': Next to the left door, a small shed with one doorway contains a large Health and Ammo pack. The path leads straight to the front entrance of the Control point building. A ladder leads to the roof of the shed.
  
* '''Control point building''': This is the building where Control point A is located. In here, there is a large Health and a large Ammo pack. If you go up the steps to the second level, it will lead you to the mining tunnel which has a large Health pack and leads to Control point B.
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* '''Right exit shed''': Next to the right exit door, a small shed contains a large Health and Ammo pack. It has two doorways.
  
===Stage 1, Point B===
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* '''Control Point A''': Control Point A is housed in a small building. It contains a large Health and Ammo pack. Stairs lead into a mining tunnel, which has a large Health pack and leads to Control Point B. The building has two doorways and a balcony.
Control point B is again inside a building on the left (from BLU's perspective).
 
  
[[Image:Dustbowl s1c2.jpg|thumb|Dustbowl, first stage, point B]]
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* '''Tunnel entrances''': There are three tunnel entrances, leading to a system of tunnels that lead to Control Point B. The main entrance, accessible from the ground, splits left and right. A third entrance is only accessible from the building housing Control Point A.
  
* '''Cave paths''': There are 3 cave tunnel pathways that lead to the second Control point. One is the second floor walkway which comes from Control point A, through the mining tunnel which leads you to the gate above and to the left of Control point B. Another tunnel is located at ground level just behind the back door of the building for point A. The third cave is located to the right hand side (for BLU) at ground level.
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<gallery widths=150px heights=90px>
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File:Dustbowl1.png|The canyon
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File:Dustbowl2.png|Right exit shed
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File:Dustbowl3.png|Inside view of control point building
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</gallery>
  
* '''Right cave''': This structure contains a medium Health pack and large Ammo pack. You reach this area by going through the third (right-most) tunnel if being looked at by BLU from their spawn. There are two exits: one to the left which can be taken to run up the hill to the Control point; One the right which runs up steps to an upstairs platform where you will find three stacked crates in a corner and a small bridge. You can go over the bridge to meet up with the people coming from the mining tunnel gate.
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=== Stage 1, Point B ===
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* '''Upper tunnel''': Accessed from the building housing Control Point A, there are two exits. One exit is a one-way gate that provides access to Control Point B, and the second exit is unblocked, situated further back, with some buckets and tires as a shelter. The cave contains a medium Health and Ammo Pack.
  
* '''Mining tunnel''': A short tight tunnel runs from the second level of Control point A building to the mining tunnel where a medium Health and medium Ammo Pack can be found. There are two ways to exit the tunnel here: you can go through the first exit on the right which has a small platform with tires for cover; or you can go through the gate, but remember that the gates only open from the inside, not the outside.
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* '''Left tunnel''': Taking the left fork from the main tunnel entrance provides a direct path to Control Point B.
  
* '''Control point B building''': This is the building which contains the Control point. It contains a small Health and Ammo pack. Defenders must watch the gating because that is the quickest and most popular route for entering the Control point B Building.
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* '''Right tunnel''': Taking the right fork from the main tunnel entrance leads to a large cave, with exits on two levels. The upper exit leads to the Bridge while the lower exit is a direct path to the Control Point. It contains a medium Health and Ammo pack.
  
* '''Sniper roof''': This is a large flat area where defending [[Sniper]]s usually snipe from. It is located on top of the defenders spawn point. This is a two-part area. One part has a small Health and Ammo pack on one side, and the other (directly above the spawn) does not.
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* '''Bridge''': A bridge leads from the upper exit of the right cave to the gate blocking the left cave. There is an entrance to the Control Point building at the left end of the bridge.
  
* '''Defenders spawn''': The spawn point for the defenders (RED team) contains two Health and Ammo lockers. It is best for attackers to avoid this area unless you are planning an [[ambush]] or espionage (as [[Spy]]) due to this being the only spawn point and having a constant stream of defenders.
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* '''Platform''': There is a flat wooden building on the right side just opposite of the tunnel and across the bridge. It is possible to stand on the roof of this building and get an overview of the second control point. There are also some wooden crates as shelter here.
  
===Stage 2, Point A===
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* '''Control Point B''': Control Point B is also housed in a building. It contains a small Health and Ammo pack and is directly accessible from the middle cave exit. To the left of the Control Point is a narrow walkway with an exit on the ground and an exit that goes upstairs to the one-way gate on the left.
The first point is on top of a building on the left (from BLU's perspective).
 
  
[[Image:Dustbowl s2c1.jpg|thumb|Dustbowl, second stage, point A]]
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* '''Spawn roof''': The roof above RED spawn is split into two parts connected by the Snipers' bridge, and has a small Health and Ammo pack on one side.
  
* '''Attackers' spawn point''': This is a small building which contains two Health and Ammo lockers. This is where the attackers spawn and defenders cannot enter, yet if the door is open, the defenders can shoot through.
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* '''RED spawn''': The Red Spawn has one central exit which is located directly to the front (or slightly to the left/right depending on where the players spawn). The central exit is between two supply cabinet rooms. These types of spawns are vulnerable to spawn camping, as there is only one exit. The RED spawn faces away from the battlefield, and players have to make a U-turn to reach the battlefields, adding some delay to their defenses.
  
* '''Dugout:''' This is the small pit area where the attackers come out. Attackers are protected by gates over the three exits at the start of the game. Beware that once the setup time is over, the defenders are free to enter. Also note that there are two separate entryways for attackers to enter this area.
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<gallery widths=150px heights=90px>
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File:Dustbowl4.png|Exits of upper tunnel
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File:Dustbowl5.png|Platform
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File:Dustbowl6.png|Stage 1, control Point B
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File:Dustbowl7.png|Spawn roof
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</gallery>
  
* '''Large shed''': The large shed structure nearest to the dugout which contains two large Health and Ammo packs. A ladder stands at the back of the building which can be used to gain access to the roof.
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=== Stage 2, Point A ===
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[[File:Dustbowl stage two.png|thumb|150px|right|Details of stage 2.]]
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[[File:Dustbowl s2c1.jpg|thumb|150px|right|Dustbowl, second stage, point A]]
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[[File:Dustbowl s2c2.jpg|thumb|150px|right|Dustbowl, second stage, point B]]
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The first point is on top of a building on the left (from BLU's perspective).
  
* '''Control point building''': This is the building which has the Control point on the second level and contains a large Health and Ammo pack. On the first floor there is a small battlement where you can find a medium Health and Ammo pack.
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* '''BLU Spawn''': This is a small building that opens into the Dugout. The BLU team occupy the spawn the RED team had in the first stage.
  
* '''The Maintenance Building''': The maintenance building is the building in the back of this Control point area. It has two rooms; one to the right containing a large Ammo and medium Health pack, the room opposite the supply room contains nothing but a window and a few office items like a coffee maker which do nothing for the player.
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* '''Dugout''': Two entryways emerge from the spawn, one leading left, and one right. Defenders are free to enter after the setup gates open.
  
===Stage 2, Point B===
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* '''Large Shed''': On the right-hand side are two large Health and medium Ammo packs. The ladder at the back leads to the roof of the building.
The second Control point is on a platform next to RED's spawn.
 
  
[[Image:Dustbowl s2c2.jpg|thumb|Dustbowl, second stage, point B]]
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* '''Control Point Building''': Control point is on top of the second level of the building. The second level has a small hut that contains a large Health and medium Ammo pack. The first floor has a small, open room facing the BLU spawn with a medium Health and Ammo pack. It has two doorways, and may also be entered through a window and via crates located at the front-left and tires at the rear-left.
  
* '''The double exits''': This is the double openings that are adjacent to each other. For the attackers, after passing the office building, proceed forward and you will enter a cave. Taking either the right or left routes will get you to the double doors. This is not a very popular attacking spot because it leaves the attackers in open space.
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* '''The Office''': At the back of this area. There are two rooms; the one to the right contains a large Ammo and medium Health pack. The second room has a window facing the dugout.
  
* '''The long mining tunnel''': This is a long narrow tunnel which is to the back right of the office building. Normally, attackers will go through here and then proceed to the rocks. On the defending side, you can find the entrance if you stick to the right side near the rocks.
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* '''Signpost''': A large Health pack and a small Ammo pack are located to the left of The Office.
  
* '''The rocks''': This is the rock pile that is on the left side of the map (for attackers). Behind the rocks is a large Health pack. Being here will give attacking [[Soldier]]s a good vantage point of the Control point and any [[Sentry Gun]]s the defenders may have.
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* '''Exits''': One on the left and one on the right, both leading to point B.
  
* '''The gate''': This is the gate to the right of the middle. Attackers can reach this gate by taking a right turn in the tunnel which leads to the double exits, after passing the office building. This leads to a long abandoned mining tunnel which has a large Health pack at the end, near the grate. Engineers can build [[teleporter]] exits here, and [[teleporter]] entrances at the attacker's spawn.
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<gallery widths=150px heights=90px>
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File:Dustbowl8.png|Large Shed with supplies inside it
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File:Dustbowl10.png|Inside view of control point building
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File:Dustbowl18.png|Stage 2, control point A
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File:Dustbowl11.png|Signpost
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File:Dustbowl9.png|The Office
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File:Dustbowl12.png|Exits
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</gallery>
  
* '''The middle building''': This is a large building that is in the middle of this area of the map. The second floor contains two medium Health and Ammo packs. The middle of the building has a corridor running through which exits directly in front of the Control point. As the corridor has no roof, attackers can also [[rocket jump]] onto the second floor and meet up with team-mates coming from the grate.
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=== Stage 2, Point B ===
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The second control point is on a platform next to RED's spawn.
  
* '''Control point''': The Control point is housed on a platform which is attached to the defenders spawn building.
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* '''The Mining Tunnel''': A long narrow tunnel which starts at the back right of the office building. One could say that this is the left entrance to the checkpoint 2 area.
  
* '''Defenders spawn building''': This is the spawn point for the defending RED team. In here, there are two Health and Ammo supply lockers. Defending [[Engineer]]s should put up [[Teleporter]] entrances right out side the building to get the defending team to the front lines faster.
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* '''Double Tunnels''': There are two short tunnels that are parallel to each other.
  
===Stage 3, Point A===
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* '''Gated Tunnel''': Branching from the double tunnels to the left is the gated tunnel. It is a long tunnel with a one-way gate at the end of it.
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. ''Note'': If you stand under the shortcut door when Control point A is taken, then the door will kill you.
 
  
[[Image:Dustbowl s3c1.jpg|thumb|Dustbowl, third stage, point A]]
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* '''The Gate''': Far right from the double exits lies a one-way gate via another tunnel. There is a large Health pack at the end, near the grate.
  
* '''BLU Spawn''': Here is where the BLU attacking team will spawn. There is a small spawn building where enemies cannot enter which contain two Health and Ammo supply cabinets. As you leave you can take an immediate right turn and go up a long corridor to a locked gate; or you can take either the left or the right stairs which both bring you to the double gate exits. Warning:  Once the setup time counter has ended and the gates have opened, the enemies will be able to enter here.
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* '''The Courtyard''': The open area right outside the double tunnels and the exit of the long mining tunnel. It is situated next to the middle building.
  
*'''Loading dock''': A small building containing a large Ammo and small Health pack. The building stands between the gates and the Control point and has large window which looks toward the double grates.
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* '''The Middle Building''': A large building in the middle of the Courtyard area. The second floor contains two medium Health and Ammo packs. A ground-level corridor runs through the building which exits on the other side, directly in front of the final control point. There is also a path around the outside, sporting some tall boulders. Behind the boulders is a large Health pack.
  
* '''Control point A''': This is the first Control point of two on this stage and is located at the back of the area on a slightly raised platform.
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* '''Control Point B''': The control point sits on a platform that is near the defenders' spawn and is accessible by stairs on either side.
  
* '''The ledge''': As the defenders take the shortcut to Control point A, this is the ledge that exits the shortcut. Sentry Guns can be placed here for an excellent defensive tactic. Once the first Control point has been taken, defenders cannot go through here unless an Engineer has placed a Teleporter exit (common tactic). Attackers should [[jump]] up here and destroy any [[buildings]].
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* '''RED Spawn Building''': This is the spawn point for the defending RED team and is behind the control point. This spawn is identical in structure to the RED Spawn in Stage One.
  
===Stage 3, Point B===
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<gallery widths=150px heights=90px>
The final Control point is the base of a launch pad, under a rocket, in the centre of RED's base. This is probably the most difficult point for BLU to capture as usually it is heavily fortified and has entrances that are easily visible for the defending team. It is one of the most common Control points for defenders to successfully defend and win the match.
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File:Dustbowl13.png|Exit of mining tunnel and double tunnels
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File:Dustbowl14.png|Exit of gated tunnel
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File:Dustbowl15.png|Stage 2, control point B
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</gallery>
  
[[Image:Dustbowl s3c2.jpg|thumb|Dustbowl, third stage, point B]]
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=== Stage 3, Point A ===
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[[File:Dustbowl stage three.png|thumb|150px|right|Details of stage 3.(Large file)]]
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[[File:Dustbowl s3c1.jpg|thumb|150px|right|Dustbowl, third stage, point A.]]
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[[File:Dustbowl s3c2.jpg|thumb|150px|right|Dustbowl, third stage, point B.]]
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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.
  
*'''The Alleys''': These are the narrow alleyways that lead you from Control point A to Control point B. You will find two small Health and Ammo packs on the second level of the small building on the right side as you enter the first alleyway. You can also take the first doorway to go down the stairs to a long corridor which exits at the bottom of the gorge below Control point B. Rocket jumping from the gorge is advisable because the stairs are usually watched. The second alleyway contains a large Ammo and small Health pack.
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* '''BLU Spawn''': This spawn occupies the RED Spawn from Stage 2. Upon leaving, players can take an immediate right turn and go up a long corridor to the right-hand locked gate, or take either the left or the right stairs. Both will lead to the double gate exits.
  
* '''The long building''': This is the long building after the alleys with a medium Health and Ammo pack. As you run down the long stretch from the alleys to the Control point, take a left up the stairs into the building.
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* '''Three Exits''': Left, Middle, and Right all behind gates that open at the start of the round defenders can then move towards spawn.
  
* '''The Sniper house''': This is the structure with a medium Health and large Ammo pack on the second level. On the first level is a Sniper bunker which can be used for picking off attackers as they come from the alleys. It is an excellent place for attackers to gather and prepare themselves before assaulting the final point.
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* '''Pillbox''': A small building containing a large Ammo and small Health pack. The building stands between the gates and the control point and has two wide windows which look toward the double gates.
  
* '''Control point B''': This is the final Control point for this stage. Attackers must stand on it to capture the point.
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* '''Control point A''': Located at the back of the area on a slightly raised platform.
  
* '''RED Spawn''': There are two small rooms where defenders spawn at either side of Control point B; each contains one Health and Ammo supply locker.
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* '''Loading Dock''': A ledge at the end of the defenders' shortcut to control point A. Once the first control point has been taken, the doorway from RED’s spawn is locked.
  
* '''The ledge''': At the end of the alley, at the bride, take a left up the stairs. Go to the end and take a right. There's a small platform that is great to assist your teammates.
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<gallery widths=150px heights=90px>
 
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File:Dustbowl16.png|Exit of Blu spawn
==Strategy==
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File:Dustbowl17.png|Pillbox
===General===
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File:Dustbowl19.png|Stage 3, control point A
;Defenders - Stay alive: Defenders have punishingly long respawn times compared to attackers. Suicide pushes to move the attackers into retreat tend to do more harm than good. [[Dispenser]]s are also vital for sustained firepower. Defensive [[Medic]]s should try to keep everyone up to full health; [[ÜberCharge]]s tend to be a tactical response to a rush rather than as a coordinated push.
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</gallery>
 
 
;Defenders - Guard the point: This might sound obvious, but it is not unknown for strong defenses to push the attackers back during the second point, only to have a [[Spy]] sneak onto a deserted point and take it. Also be mindful of Sentry Gun positions that do not cover the full capture zone.
 
 
 
;Attackers - Teleporters for second point: Engineers become useful on attack when attacking the second point of each stage.
 
 
 
;Defenders - Teleporters for the first point: Defending Engineers do not usually need to make Teleporters for the second point, but for the first point it is often vital.
 
 
 
;Attackers - Spy quick captures: Spies can often slip past the defense and wait at the second point. When the team manages to capture the first point, instantly uncloak and get on the point, allowing you to capture the point fast, as the defense will be scattered and regrouping. This works especially  well with the [[Cloak and Dagger]].
 
 
 
===Stage 1, Point A===
 
;Attackers - ÜberCharge on the left side: Usually the best ÜberCharges are done on the left side, leading straight to the Control point. This is usually where defenders place their greatest emphasis.  A single ÜberCharged Pyro and his Medic can reach the Control point before the Über runs out; multiple ÜberCharged Pyros usually eliminate all Sentries and defenders covering the Control point. Be sure to go through the door and immediately turn right up the stairs; otherwise Sentry Gun fire can keep you [[knock back|knocked back]] at the door if you try to run straight ahead.
 
 
 
;Attackers - Prepare for SG's in the capture building: Defending Engineers usually place a Sentry Gun on the stairway's corner on the right side when entering the Control point building. An ÜberCharged [[Heavy]] should be able to handle this, but a quicker method can be to use [[Soldier]]s and [[Demomen]] to fire into the windows from the outside. These classes can also rocket jump up to those windows and catch them from behind.
 
  
;Attackers - Use all three exits / Defenders - Watch all three exits: Attackers: If you find an unguarded path, exploit it to your advantage. Tell your team so you can swarm the point from both angles. Defenders: Your best hope here is to try to keep the attackers from gaining any significant ground from any of the three exits. Tell your team if you spot a hole in your defense.
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=== Stage 3, Point B ===
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The final control point is the base of a launch pad, under a rocket, in the center of RED's base.
  
;Attackers - Do not forget the third exit: The right hand side exit is often left clear as it is so far away from the Control point. From this side a Sniper can see into the Control point and take out the enemy within the Control point room with relative impunity.
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* '''The Alleys''': These are the narrow alleyways that lead from control point A to control point B. They consist of two levels, with the main road having no Health or Ammo packs, and the side rooms on the upper level having two small Health and medium Ammo packs.
  
;Defenders - Block the attacking Über rush: To prevent an almost unstoppable Über Pyro rush from the right side BLU spawn, you will need a counter-Über standing in the doorway to block.  A Heavy is preferable because they are harder to bounce away from the door.  This tactic is useful even if there is no attacking Über Pyro rush because the Heavy can shoot into the spawn area at will and it gives Engineers another ten seconds to upgrade their defenses.
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* '''Downstairs''': Side doorway leading down underneath the base and into the valley under control point B area.
  
;Defenders - Do not forget the third exit: Look for Spies and Snipers using this exit. A lone Sniper in the tunnel or a single defender just outside, using the Health and Ammo in the shed should be able to cover this exit.
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* '''The Balcony House''': Has a bridge over the alley and a small Health and large Ammo pack. It faces control point B.
  
[[Image:Dustbowl corner redone.jpg|thumb|Engineer's corner]]
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* '''The Sniper House''': Opposite the Balcony House. Has a medium Health and large Ammo pack on the second level. On the first level, there is a bunker with windows facing down the long alley. There are two doors, one in the alley, the other at the back. These can be accessed from outside by defenders via a tiny ledge.
  
;Defenders - Engineer's corner: First of all, build a Teleport entrance near respawn. Next, run to Control point A building (see image) and
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* '''Equipment Room''': In front of the control point, a long room with an Ammo pack at the front and a medium Health pack in the back. Accessible by stairs.
:* stand in the corner and build a Dispenser (Metal=200-100=100)
 
:* go outside and grab small Ammo pack (100+41=141)
 
:* go back to corner and build a Sentry Gun using the [[wrench]] (141-130=11, 11-11=0[put using wrench])
 
:* now you can grab large Ammo pack (near doorway and large Health pack) (0+200=200)
 
:At this moment you will have a full [[Metal]] reserve and a level 1 Sentry Gun. It is up to you to look around and decide, build a Teleporter exit or upgrade the SG.
 
:If you decide to build a Teleport exit, you will be able to build it, upgrade the SG with the rest of your Metal, grab another large Ammo pack and upgrade your SG to level 2 ''before'' the setup time ends. Do not build the Teleport exit where you will be standing, or a Spy will be able to [[telefrag]] you.
 
  
:Advantages: If you stand on your Teleport you can repair your SG and receive Metal/Health directly from the Dispenser. Enemy bullets will give smaller damage to you (thanks to your SG's health). All on one place - if a Spy [[sap]]s your buildings you will have time to repair them without moving around (for level 3 SG - remove sappers from dispenser, then from SG and only after that - from Teleporter exit).
+
* '''The Valley''': Located underneath the final bridge, the Valley has one entrance, and a flight of stairs leading up to the bridge.
  
:Disadvantages: All in one place - if Spy saps your buildings and you got killed - bye-bye everything. ÜberCharged units like Heavy can easily destroy your work, especially if your SG was sapped before.
+
* '''Control point B''': This is the final control point for this map and is situated between RED's two spawn exits, underneath a large rocket.
  
;Defenders - Bridge sentry: the bridge above the cap is a common place for sentriesThe best place is just in the doorway, about half a unit (inch) down the stairs. This covers the point in the same way as the corner sentry, but without being so susceptible to Pyros, assuming your team guards the other entrance to the cap. If an Engineer does this, there is often a teleporter in the high tunnel behind a cap and a dispenser ready to retreat once the point is taken.
+
* '''RED Spawn''': There are two individual RED spawns that are unique in design from its last two RED spawns in stages one and two respectivelyOne spawn is located to the left of control point B, and one on the right. The one on the left is significantly larger than the right RED spawn and has two different exits. One, which is in front of the RED team is the shortcut to control point A. The other exit spirals around and leads to Control Point B. The right RED respawn room is shaped like a rectangular prism, then has a curve to its only single exit. There are equal chances that the RED team player can spawn in any of these two locations. See the image "Map Overview" to see the interiors of the spawns.
  
:Advantages: Less vulnerable to attacking Pyros; if placed correctly, Spies cannot get behind the sentry to backstab or "sandwich" you (undisguise behind your dispenser, makes your sentry kill you).
+
<gallery widths=150px heights=90px>
:Disadvantages: With a small or weak team, Pyros can easily get under the bridge to attack you and your sentry; and soldiers and Demomen can edge round, keeping their range, and take it down.
+
File:Dustbowl20.png|Alleys
<!-- image coming
+
File:Dustbowl24.png|Downstairs
<gallery>
+
File:Dustbowl21.png|The Balcony House
Image:Engi_bridge.jpg|<center>Good sentry placement on the bridge.</center>
+
File:Dustbowl23.png|Inside view of sniper house
 +
File:Dustbowl22.png|Stage 3, control point B
 
</gallery>
 
</gallery>
-->
 
  
===Stage 1, Point B===
+
== Helpful overview ==
;Attackers - Rush / Defenders - Get on the point: The second point offers a great opportunity to rush it immediately upon capturing the first point. The defenders are often scattered or dead and take some time to regroup to this point. This is a time where [[Scout]]s can use their speed to shine on this map. It is a demoralizing loss to the defenders to lose this point so quickly. Defenders: Attackers can make a quick rush, but this is usually a single opportunist rather than by a coordinated effort. Anyone who is able should try to get on the point to clear it and prevent a quick loss.
+
[[File:Dustbowl overview with lines.png|left|Dustbowl's locations|750px]]
 +
<small>1.Right Exit Shed
 +
2.Canyon
 +
3.Left Exit Shed
 +
4.Platform
 +
5.Bridge
 +
6.Tunnels
 +
7.Dugout
 +
8.Large Shed
 +
9.Control Point Building
 +
10.The Office
 +
11.Mining Tunnel
 +
12.Double Tunnels
 +
13.Gated Tunnel
 +
14.Courtyard
 +
15.Middle Building
 +
16.Pillbox
 +
17.Loading Dock
 +
18.Alleys
 +
19.Valley
  
;Attackers - Set up a forward base: As an Engineer, set up a forward base in the Mining Tunnel (an Exit Teleporter, Dispenser, and optional Sentry) - it makes a valuable asset to your team, and provides easy passage into the enemy base from the side. A sentry is recommended to prevent Demomen and Soldiers from ambushing this point. It is worth noting that a Medic-Soldier combo can eliminate Sentries hidden behind the water tower from the angle provided by the leftmost exit.
+
Red/blue diagonal lines: Red/Blu first spawn
 +
Red/blue double diagonal lines: Red/Blu second spawn
 +
Red/blue double diagonal lines w/ a rectangle: Red/Blu third spawn
 +
(Red '''and''' blue diagonal lines indicate that that room was once a Red spawnroom before becoming the Blu's second, third... spawn.)
  
;Defenders - Surprise!: Most attackers will feel safe in the valley after capping A and the tunnel that leads to cap B. Take advantage of that and use Spies and Pyros to destroy potential forward bases and disorient the enemy, leading them to concentrate on finding the Spy/Pyro and less on capping point B.
+
Red circle: First capture point Stage 1
 +
Blue circle: Second capture point Stage 1
 +
Green circle: First capture point Stage 2
 +
Black circle: Second capture point Stage 2
 +
Yellow circle: First capture point Stage 3
 +
White circle: Second/final capture point Stage 3</small>
 +
{{clr}}
 +
== Strategy ==
 +
{{map strategy link|Dustbowl|main=yes}}
  
===Stage 2, Point A===
+
== Control point timing ==
;Defenders - Build Sentries, Dispensers, and Teleporter exits at the Control point building: BLU will need to capture the point that is on this building, so build Sentries on all entry points. Snipers should lurk at the back of the area sniping into the doorway as attackers come up. Get a Sentry on top of the building next to the doorway. If you add some Soldiers and Demomen up here, it is possible to prevent anyone even getting up the slope even an ÜberCharge can be pushed back by the volume of fire.
+
All control points have the same capture times.
 +
{{Control Point Timing/Official Map}}
  
;Defenders - Spy Heaven: This can be one of the best levels for Spies to rack up [[backstab]]s. Notice that the BLU attackers come out of their spawn, and into the dugout area, where the doors stay up until the level begins. Unlike in Stage 1, when the BLU spawn doors disappear, RED players can go past that point, down into the dugout. As things are often chaotic down there, it is likely that you could [[cloak|decloak]] within the dugout (or better yet, on the other side of the dugout closer to the BLU spawn) without being noticed. And anyone who is in the cave will be usually accepted as a member of the BLU team without suspicion. The BLU players' attention will be focused on the dangers outside the dugout; they will be hesitantly clogging up the exits, all facing in one direction, providing a perfect chance to backstab three or more players in a row before anyone will even realize what is happening. Not only will you rack up the points, but you will also disrupt the BLU offense. Doing this can cause confusion and paranoia, and distract them from taking the point.
+
== Related achievements ==
 +
=== {{Achiev type link|general}} ===
 +
{{Achievement table
 +
| {{Show achievement|General|Impenetrable Defense}}
 +
| {{Show achievement|General|World Traveler}}
 +
}}
  
;Defenders - Knock them back: When standing in front of the leftmost opening of the dugout, a Demoman can fire [[Grenade launcher|grenades]] that arc into the dugout and roll up the other side of this entry way.  Several Demoman can constantly fill this area with grenades, making it almost impossible to proceed using this way into the dugout. Add in some solid defensive measures with [[Knock back]] to counter-ÜberCharge, and it becomes an extremely solid defense.
+
== Update history ==
 +
{{Update history|
 +
'''{{Patch name|10|2|2007}}'''
 +
* Fixed players being able to use spectator points in Dustbowl that were not in play.
  
;Attackers - Initial ÜberCharge: When starting the round, have plenty of Medics ready to ÜberCharge a Heavy, Soldier, Demoman, or Pyro. The objective is to destroy the Sentry Guns and Teleporters the Engineers have set up near the entry way. This is the time when the defenses will be most vulnerable, and with a faster respawn time, it will be easier to keep up the pressure. Giving the defenders time to setup outside the dugout risks being caught on entering the main open areas of the map. If attackers are entering the dugout dont forget the entryway on the left a Demoman can make quick work of clearing the dugout and allowing a new offensive to begin.
+
'''{{Patch name|10|25|2007}}'''
 +
* Fixed issues on Dustbowl that could occur when a server emptied in the middle of a round.
  
;Attackers - Assault the back of the building on the right: Run up through the right hand entrance and turn right behind the building and into the passageway around the back to assault the defenders on the roof. Demomen are best suited to this as they can defend the route in with [[Sticky bomb]]s and fire grenades at the people on the roof.
+
'''{{Patch name|12|20|2007}}'''
 +
* 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 [[Griefing|griefable]] Sniper spot.
 +
* {{Undocumented}} Fixed model exploit in stage one allowing Sentry Gun/Teleporter to be placed behind chain link fence.
  
===Stage 2, Point B===
+
'''{{Patch name|12|21|2007}}'''
;Attackers - Destroy their Teleporters: Defenders will have one or more Teleporter exits near the first point. Search the buildings to ensure they are all destroyed otherwise you will get a napalm enema.
+
* Fixed the problem with {{code|mp_maxrounds}} not correctly counting the number of rounds for Dustbowl after the scoring change.
  
;Attackers - Build Teleporters: It's a long walk from the respawn to the point, so Engineers become worthwhile for attackers here.
+
'''{{Patch name|2|14|2008}}'''
 +
* 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 being built behind them.
  
;Attackers - Demomen take out SG nest / Defenders - Hold the right side: The final line of defense includes a nest of one or more sentries next to the point. These nests can get nasty (especially on 32-player servers), sometimes having enough push to thwart an ÜberCharged Heavy-Medic rush. A [[Pyro]] should be employed on [[Spy checking]] duty. Attackers: Use a Demoman around the far corner that fires Sticky bombs and grenades at the nest to clear it out. Defenders: You must hold the right side, even if it means having a weaker nest. Plus, you should not to be grouped up when the Demomen come in, otherwise you could all die as a team before you have a chance to chase them down.
+
'''{{Patch name|3|20|2008}}'''
 +
* Updated Dustbowl with several exploit fixes.
  
:(All position descriptions are from the defenses point of view). The key to defending this point is a pair of Sentry Guns tucked into the corner on the left plus a sticky trap on the right side, across the narrowest part of the map between the stairs on the right side on the building and the cliff face on the right.
+
'''{{Patch name|2|23|2012}}'''
 +
* Adjusted Blue team's {{code|func_respawnroom}} in stage 1 to be flush against the door.
  
:The Sentry Guns provide the high volume firepower which basically denies the point area to the enemy. The enemy has basically two routes into the point: through the building on the left (through the doorway) or around it on the right side. The left route through the building is basically not viable, because all attacking enemies have to come through the doorway, which is a very narrow space. Even a few defenders can put such a large volume of fire into that space, where enemies are bunched up, that attacks break down. Also, the SG's will be firing onto such enemies. The right route equally is blocked by Sentry Guns and from defending firepower; the wall behind the attackers makes them easy prey for rockets.
+
'''{{Patch name|7|10|2013}}'''
 +
* Fixed players building in Blu's first spawn
 +
* Fixed players shooting through rocks in stage 2
 +
* Fixed collision in tunnels in stage 2
 +
* Fixed textures not displaying properly in [[Pyroland|Pyrovision]]
 +
* Fixed lighting on cliff faces
 +
* Fixed skybox error in stage 3
 +
* Fixed players getting killed through the ceiling under stage 2 cap 1
 +
* Adjusted ceiling height in stage 3 tunnel for better clearance
 +
* Cleaned up prop collision
  
:This leaves the attacking force with the problem of taking out the Sentry Guns. This can be done from the right hand side, where the rocks are. Here, the range is too long for the Sentry Guns to lock on, and the rocks provide cover for an attacking force.
+
'''{{Patch name|3|5|2014}}'''
 +
* Fixed Red team's stage 1 spawn door pushing players in the air.
 +
* Fixed collision on windows, props, and rooflines.
 +
* Fixed floating props.
 +
* Fixed players building inside the alternate exit from the Red spawn in stage 3.
  
:It is accordingly ''vital'' that the right hand side is held. As soon as it is not firmly held, the enemy will flood in round that side and then the Sentry Guns will go down; once they are down, the point will be lost.
+
'''{{Patch name|4|24|2014}}'''
 +
* Fixed players standing in sky over the beginning of stage 1.
 +
* Fixed collision on rocks in the front of stage 1 where stickybombs could be placed inside them.
  
:The right hand side is best held with a Sticky bomb trap. Attacking forces simply do not want to cross the trap; it buffers them up on the other side of the building, where they are not a threat and where they can be attacked safely, at a distance.
+
'''{{Patch name|9|10|2015}}'''
 +
* {{Undocumented}} Added [[saucers]] and posters to Dustbowl.
  
:Also note a Demoman on the right hand side heals easily and fully from the Health pack on the right hand side of the rocks. His firing position there is excellent; he can throw grenades into all the key areas of that point; into the building doorway leading to the CP, down the other side of the building so the grenades land in front of the gate, into all three tunnel entrances and finally, over the open area on the other side of the building, where the enemy will buffer up from the Sticky bomb trap.
+
'''{{Patch name|11|25|2015}}'''
 +
* {{Undocumented}} Removed [[saucers]] and posters from Dustbowl.
  
:Other classes should provide the Demoman with some cover and not leave him alone to hold the Sticky bomb trap. The attacking force will be very aware of his importance, because they can see that they are being held back by the trap. If the attacking force begins to concentrate on that Demoman, he can be in trouble; a Sniper in one of the tunnel exits is a particular threat. As soon as the Demoman goes down, the enemy can flood in as a group providing them the opportunity to take the Sentry Guns down and capture the point.
+
'''{{Patch name|3|28|2018}} #1'''
 +
* Fixed Pyros shooting through the stage 3 doors.
 +
* Updated some entities that were disabled but shouldn't have been (func_nobuilds, soundscapes, powerlines in the 3dskybox).
 +
}}
  
;Defenders - Destroy BLU's teleporter entrances: If a Spy or even a sneaky Scout can circle around behind and eliminate BLU's teleporter entrances, it will diminish the pressure on the defense considerably. While Engineers make the trek back to rebuild teleporters, the attacking sentry guns will be correspondingly easier to take out.
+
== Bugs ==
 +
* On the console versions, Snipers and other classes are able to shoot through the grating and pick off enemies (see [[Differences between platforms]]).
 +
* Inside the double gates of BLU spawn at Stage 3 between the two gates, stickies exploded alongside the wall on the outside kill those standing inside.
 +
* The projector noise present in the RED final spawn room plays inconsistently.
 +
* Players are able to shoot through spawn doors if standing right in front of it.
  
;Attackers - Defend the area between Point A and the mine tunnels: Although not critical, it is useful to set up a base at the entrance to the tunnels leading to Point B (next to the office building). This prevents Scouts from slipping through and harassing your spawn point, and serves as a backup should the defense grow strong enough to push you back this far.
+
== Trivia ==
 +
* Due to the map being in the game since release, Dustbowl was initially considered a [[Control Point (game mode)|control point]] map, but was later changed to [[Attack/Defend]].
 +
* Dustbowl is one of the maps designed after existing ''[[Team Fortress Classic]]'' maps, the others being [[2Fort]], [[Well (Control Point)|Well]], and [[Badlands (Control Point)|Badlands]]. The gameplay of the original version was similar to one-sided Capture the Flag, in which one player on the BLU team must take a flag to the RED team's control points, with only one control point per stage.
 +
* The various barrels throughout the stage are movable and break into smaller pieces when attacked.
 +
* A smaller detail, the smokestack next to the rocket stops producing smoke at a certain point into Stage 3.
 +
* Dustbowl was the map featured in the closing scene of ''[[Meet the Heavy]]'', with the same scene featured in ''[[Meet the Sandvich]]''. The area featured was the area just outside BLU's spawn on the first stage.
 +
* The Cornwell company logos scattered around the map are a reference to Dean Cornwell, an artist who greatly inspired the visual design of ''Team Fortress 2''.<ref>''Jason Mitchell'', [[Moby Francke]], [[Dhabih Eng]], [https://steamcdn-a.akamaihd.net/apps/valve/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdf Illustrative Rendering in ''Team Fortress 2''] (2007), retrieved 2010-10-23.</ref>
 +
* Dustbowl appears in ''[[Worms Reloaded]]'' as one of the forts.
 +
* The [[w:Dust Bowl|Dust Bowl]] was an economic crisis that occurred during the 1930s in the Midwestern United States and Canada.
 +
* According to the Bronze Stamp on the Tough Break Update Page, Dustbowl was the birthplace of [[w:pneumoconiosis|pneumoconiosis]], a disease caused by inhaling dust known for causing coughing, lung inflammation, and scarring/thickening of lung connective tissues.
  
===Stage 3, Point A===
+
== Gallery ==
;Attackers - Clearing the left side is your first priority: Most of the defenders will be grouped on the left side (behind the pavilion) and the right side (around the corner). If you break the defense on the left side and prevent them from reinforcing that area, you can usually capture the point (they cannot cover the whole capture area from the right side). Demomen can help eliminate the defenders hiding in and behind the pavilion by [[grenade launcher|launching grenades]] through the windows. This is a pretty spammy area, so Engineers should build Dispensers near the front line. Others should help prevent the defenders from reinforcing from the right side.
+
{{botignore|
  
;Defenders - Use the shortcut: The [[spawn point]] on the right side (when facing the bridge) has a door that opens to a shortcut to the first point. Find it and use it to save yourself losing time.  However, if you happen to be passing through the shortcut door as the attackers capture the point, you will be killed by the closing door.
+
=== Concept art ===
 +
<gallery>
 +
File:Desert concept.jpg|Dustbowl environment concept
 +
File:Dustbowl concept2.jpg|Ditto
 +
</gallery>
  
;Defenders - Build Teleporter exits in the shortcut area: If the attackers capture the point, the shortcut door will become locked. But if you have Teleporter exits in the shortcut area you can still teleport into there. The exit doorway is a good spot for a Sentry Gun as well.
+
=== Pre-release ===
 +
<gallery>
 +
File:Dustbowl concept.jpg|One of the first versions of Dustbowl
 +
File:0000002575.1920x1080.jpg|Early Stage 1, Control point A area
 +
File:Dustbowl old roots.jpg|Early exits to Stage 1, Control point B
 +
File:Dustbowlunusedcaveroom p3build.jpg|Stage 1, Control point B, unused exit
 +
File:Dustbowlunusedcaveroom2 p3build.png|Ditto, upstairs
 +
File:Dustbowlunuseddropdown.png|Ditto, ‎Drop down to the second entrance of house
 +
File:Dustbowl unused dropdown exit.png|Ditto, view from the second entrance of house
 +
File:0000002574.1920x1080.jpg|Early building exterior near old Control point B, Stage 1
 +
File:Dustbowl old control point1b.png|Old location of Control point B, Stage 1
 +
File:DustbowlunusedspawnSDK.png|Stage 2, under Control point A, unused spawn points
 +
File:Dustbowl old control point3b.png‎|Stage 3, Control Point B, unused platform
 +
</gallery>
  
===Stage 3, Point B===
+
=== Release ===
;Attackers - Clear RED's close spawn door: RED Engineers like to place Teleporter exits in this area so their team can continue to use this passage even after the first point is captured. It is best to have a Soldier or Demoman go into there and clear out any buildings to be safe from surprise attacks from behind.
+
<gallery>
 +
File:Dustbowl BLU Team Starting Spawn.jpg|The starting spawn for the BLU team located in Dustbowl Stage 1
 +
File:Dustbowl - BLU Forward Spawn 1 and RED Spawn 1.jpg|BLU team spawn for Dustbowl Stage 2 and RED team spawn for Dustbowl Stage 1.
 +
File:Dustbowl - BLU Forward Spawn 2 and RED Spawn 2.jpg|BLU team spawn for Dustbowl Stage 3 and RED team spawn for Dustbowl Stage 2.
 +
File:Dustbowl - RED Spawn 3a.jpg|One of the RED team spawns for Dustbowl Stage 3.
 +
File:Dustbowl - RED Spawn 3b.jpg|One of the RED team spawns for Dustbowl Stage 3.
 +
File:Smissmas 2013 Bulletin Board.png|The bulletin board that appears in the first RED spawn area and the second BLU spawn area, as of [[Smissmas 2013]].
 +
</gallery>
  
;Defenders - Sticky the point: Sticky bombs are a great last-line of defense here, because Demomen can hide near the spawn doors while still keeping an eye on the point.
+
=== Promotional ===
 +
<gallery>
 +
File:Worms reloaded tf2 heavy fort.jpg|[[Heavy]] and Dustbowl as a playable fort in ''[[Worms Reloaded]]''.
 +
</gallery>
 +
}}
  
'''Attackers - Build Teleporters''': This is another long walk from the respawn. Engineers should also place priority on building Sentry Guns and Dispensers too, typically as close to the bridge area as possible.
+
== See also ==
 
+
* [[Dustbowl (Training)]]
;Attackers - Coordinate ÜberCharge rushes: An ÜberCharged Heavy rush is probably the best way to make the final push to the point. The primary objective for the Heavy is to kill defenders and destroy buildings prioritizing Demomen and Sentries. You might need to take the opportunity, regardless of your class, to stand on the point once the defense has been broken.
+
* [[Dustbowl (Classic)]]
 
 
;Defenders - Use the tunnel to [[ambush]] attacking groups: Sneaking around under the tunnel can allow defending players to arrive behind an attacking team setting up in the halfway area in the alley approaching the final corner. This unexpected attack can allow them to ambush and wipe out nearly the whole team who will be facing the opposite direction.
 
 
 
* '''Note:''' Snipers and Spies can become of great use here when coming from behind with the help of this tunnel. You can get clean, worry-free shots as a [[Sniper]] and appear friendly and coming from the appropriate direction without wasting your cloak as a [[Spy]].
 
 
 
===Sentry Gun placements===
 
* Dustbowl [[Sentry Gun]] spots: ''(posted by Korrr on the [http://forums.steampowered.com/forums/showpost.php?p=6839581&postcount=3 Steampowered forums])''
 
<table align="center" class="divstyleorangesmoke">
 
<tr><td align="center">[[Image:2iu6-1c.png|140px]]</td><td align="center">[[Image:2iu6-1d.png|140px]]</td><td align="center">[[Image:2iu6-1e.png|140px]] </td><td align="center">[[Image:2iu6-1f.png|140px]]</td><td align="center">[[Image:2iu6-1g.png|140px]]</td></tr>
 
<tr><td align="center">'''Dustbowl'''<br/>first stage<br/>first cap</td><td align="center">'''Dustbowl'''<br/>first stage<br/>second cap</td><td align="center">'''Dustbowl'''<br/>second stage<br/>first cap</td><td align="center">'''Dustbowl'''<br/>second stage<br/>second cap</td><td align="center">'''Dustbowl'''<br/>third stage</td></tr>
 
</table>
 
 
 
===Team Balance===
 
Due to the defense/offense split on this map this is in two parts. There are also variations when defending point A or B.
 
 
 
====Attack====
 
* Demomen: There are lots of choke points on this map. Demomen are useful to get through these
 
* Spy: Lots of Sentry Guns are used, so sapping is vital.
 
* Engineer: To speed up assault to point B and provide Dispensers.
 
* Medic: To keep your team fighting and to push forward with ÜberCharges.
 
* Heavy, Soldier, Pyro: Useful for attack together with a Medic, preferably using an ÜberCharge.
 
 
 
====Defense====
 
* Engineers: For Sentry Guns and rapid travel to point A.
 
* Soldiers: Rockets can even keep an ÜberCharge from pushing forward.
 
* Pyro: To ambush the choke points and protect Engineers from Spies.
 
 
 
==Trivia==
 
* Dustbowl was the map featured in the closing scene in ''[[Meet the Heavy]]'', with the same scene featured in ''[[Meet the Sandvich]]''. The area featured was the area just outside attacker's spawn on first point area of first stage.
 
* Dustbowl is one of the maps designed after existing [[Team Fortress Classic]] maps, the others being [[2Fort]], [[Well]], and [[Badlands]].  The original version was of a gameplay type more similar to modern [[Payload]] maps, requiring a player to carry a flag to each control point.
 
 
 
== Control Point Timing ==
 
All Control points have the same capture times.
 
{{Control Point Timing/Official Map}}
 
  
==See also==
+
== References ==
*[[Map terms]]
+
<references/>
*[[Tr dustbowl]]
 
  
 +
{{Maps Nav}}
  
{{Maps nav}}
+
[[Category:Quickplay maps]]
{{Languages}}
 

Latest revision as of 10:12, 31 July 2024

Dustbowl
TF2 Dustbowl Map.jpg
Basic Information
Map type: Attack/Defend
File name: cp_dustbowl
Released: October 10, 2007
(Launch)
Variants: Training Mode
Developer(s): Valve
Map Info
No. of Stages: 3
Environment: Desert
Setting: Daylight, sunny
Hazards: Crushing
Pyrovision Support: Yes
Bot support: 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
Map Photos
Loading screen photos.
Map Overview
Dustbowl overview.png
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 by 4 minutes and 30 seconds 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.

Introduction video

Locations

Note: If you are having trouble with finding the locations listed here, see the Helpful overview section to see their exact position marked on the map. Directions are described from BLU's perspective.

Stage 1, Point A

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

Control point A Is inside a small building on the left.

  • BLU spawn: There are three exits, left, middle, and right. The left exit has a resupply cabinet, and a ramp leading to the exit. The left exit is particularly vulnerable to enemy fire.
  • Canyon: The long straight pathway from the middle spawn door leads right to the back door of Control Point A.
  • Left exit shed: Next to the left door, a small shed with one doorway contains a large Health and Ammo pack. The path leads straight to the front entrance of the Control point building. A ladder leads to the roof of the shed.
  • Right exit shed: Next to the right exit door, a small shed contains a large Health and Ammo pack. It has two doorways.
  • Control Point A: Control Point A is housed in a small building. It contains a large Health and Ammo pack. Stairs lead into a mining tunnel, which has a large Health pack and leads to Control Point B. The building has two doorways and a balcony.
  • Tunnel entrances: There are three tunnel entrances, leading to a system of tunnels that lead to Control Point B. The main entrance, accessible from the ground, splits left and right. A third entrance is only accessible from the building housing Control Point A.

Stage 1, Point B

  • Upper tunnel: Accessed from the building housing Control Point A, there are two exits. One exit is a one-way gate that provides access to Control Point B, and the second exit is unblocked, situated further back, with some buckets and tires as a shelter. The cave contains a medium Health and Ammo Pack.
  • Left tunnel: Taking the left fork from the main tunnel entrance provides a direct path to Control Point B.
  • Right tunnel: Taking the right fork from the main tunnel entrance leads to a large cave, with exits on two levels. The upper exit leads to the Bridge while the lower exit is a direct path to the Control Point. It contains a medium Health and Ammo pack.
  • Bridge: A bridge leads from the upper exit of the right cave to the gate blocking the left cave. There is an entrance to the Control Point building at the left end of the bridge.
  • Platform: There is a flat wooden building on the right side just opposite of the tunnel and across the bridge. It is possible to stand on the roof of this building and get an overview of the second control point. There are also some wooden crates as shelter here.
  • Control Point B: Control Point B is also housed in a building. It contains a small Health and Ammo pack and is directly accessible from the middle cave exit. To the left of the Control Point is a narrow walkway with an exit on the ground and an exit that goes upstairs to the one-way gate on the left.
  • Spawn roof: The roof above RED spawn is split into two parts connected by the Snipers' bridge, and has a small Health and Ammo pack on one side.
  • RED spawn: The Red Spawn has one central exit which is located directly to the front (or slightly to the left/right depending on where the players spawn). The central exit is between two supply cabinet rooms. These types of spawns are vulnerable to spawn camping, as there is only one exit. The RED spawn faces away from the battlefield, and players have to make a U-turn to reach the battlefields, adding some delay to their defenses.

Stage 2, Point A

Details of stage 2.
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).

  • BLU Spawn: This is a small building that opens into the Dugout. The BLU team occupy the spawn the RED team had in the first stage.
  • Dugout: Two entryways emerge from the spawn, one leading left, and one right. Defenders are free to enter after the setup gates open.
  • Large Shed: On the right-hand side are two large Health and medium Ammo packs. The ladder at the back leads to the roof of the building.
  • Control Point Building: Control point is on top of the second level of the building. The second level has a small hut that contains a large Health and medium Ammo pack. The first floor has a small, open room facing the BLU spawn with a medium Health and Ammo pack. It has two doorways, and may also be entered through a window and via crates located at the front-left and tires at the rear-left.
  • The Office: At the back of this area. There are two rooms; the one to the right contains a large Ammo and medium Health pack. The second room has a window facing the dugout.
  • Signpost: A large Health pack and a small Ammo pack are located to the left of The Office.
  • Exits: One on the left and one on the right, both leading to point B.

Stage 2, Point B

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

  • The Mining Tunnel: A long narrow tunnel which starts at the back right of the office building. One could say that this is the left entrance to the checkpoint 2 area.
  • Double Tunnels: There are two short tunnels that are parallel to each other.
  • Gated Tunnel: Branching from the double tunnels to the left is the gated tunnel. It is a long tunnel with a one-way gate at the end of it.
  • The Gate: Far right from the double exits lies a one-way gate via another tunnel. There is a large Health pack at the end, near the grate.
  • The Courtyard: The open area right outside the double tunnels and the exit of the long mining tunnel. It is situated next to the middle building.
  • The Middle Building: A large building in the middle of the Courtyard area. The second floor contains two medium Health and Ammo packs. A ground-level corridor runs through the building which exits on the other side, directly in front of the final control point. There is also a path around the outside, sporting some tall boulders. Behind the boulders is a large Health pack.
  • Control Point B: The control point sits on a platform that is near the defenders' spawn and is accessible by stairs on either side.
  • RED Spawn Building: This is the spawn point for the defending RED team and is behind the control point. This spawn is identical in structure to the RED Spawn in Stage One.

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.

  • BLU Spawn: This spawn occupies the RED Spawn from Stage 2. Upon leaving, players can take an immediate right turn and go up a long corridor to the right-hand locked gate, or take either the left or the right stairs. Both will lead to the double gate exits.
  • Three Exits: Left, Middle, and Right all behind gates that open at the start of the round defenders can then move towards spawn.
  • Pillbox: A small building containing a large Ammo and small Health pack. The building stands between the gates and the control point and has two wide windows which look toward the double gates.
  • Control point A: Located at the back of the area on a slightly raised platform.
  • Loading Dock: A ledge at the end of the defenders' shortcut to control point A. Once the first control point has been taken, the doorway from RED’s spawn is locked.

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.

  • The Alleys: These are the narrow alleyways that lead from control point A to control point B. They consist of two levels, with the main road having no Health or Ammo packs, and the side rooms on the upper level having two small Health and medium Ammo packs.
  • Downstairs: Side doorway leading down underneath the base and into the valley under control point B area.
  • The Balcony House: Has a bridge over the alley and a small Health and large Ammo pack. It faces control point B.
  • The Sniper House: Opposite the Balcony House. Has a medium Health and large Ammo pack on the second level. On the first level, there is a bunker with windows facing down the long alley. There are two doors, one in the alley, the other at the back. These can be accessed from outside by defenders via a tiny ledge.
  • Equipment Room: In front of the control point, a long room with an Ammo pack at the front and a medium Health pack in the back. Accessible by stairs.
  • The Valley: Located underneath the final bridge, the Valley has one entrance, and a flight of stairs leading up to the bridge.
  • Control point B: This is the final control point for this map and is situated between RED's two spawn exits, underneath a large rocket.
  • RED Spawn: There are two individual RED spawns that are unique in design from its last two RED spawns in stages one and two respectively. One spawn is located to the left of control point B, and one on the right. The one on the left is significantly larger than the right RED spawn and has two different exits. One, which is in front of the RED team is the shortcut to control point A. The other exit spirals around and leads to Control Point B. The right RED respawn room is shaped like a rectangular prism, then has a curve to its only single exit. There are equal chances that the RED team player can spawn in any of these two locations. See the image "Map Overview" to see the interiors of the spawns.

Helpful overview

Dustbowl's locations
1.Right Exit Shed
2.Canyon
3.Left Exit Shed
4.Platform
5.Bridge
6.Tunnels
7.Dugout
8.Large Shed
9.Control Point Building
10.The Office
11.Mining Tunnel
12.Double Tunnels
13.Gated Tunnel
14.Courtyard
15.Middle Building
16.Pillbox
17.Loading Dock
18.Alleys
19.Valley
Red/blue diagonal lines: Red/Blu first spawn
Red/blue double diagonal lines: Red/Blu second spawn 
Red/blue double diagonal lines w/ a rectangle: Red/Blu third spawn
(Red and blue diagonal lines indicate that that room was once a Red spawnroom before becoming the Blu's second, third... spawn.)
Red circle: First capture point Stage 1
Blue circle: Second capture point Stage 1
Green circle: First capture point Stage 2
Black circle: Second capture point Stage 2
Yellow circle: First capture point Stage 3
White circle: Second/final capture point Stage 3

Strategy

Main article: Community Dustbowl strategy

Control point timing

All control points have the same capture times.

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


Related achievements

Achieved.png General achievements

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 being 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.

July 10, 2013 Patch

  • Fixed players building in Blu's first spawn
  • Fixed players shooting through rocks in stage 2
  • Fixed collision in tunnels in stage 2
  • Fixed textures not displaying properly in Pyrovision
  • Fixed lighting on cliff faces
  • Fixed skybox error in stage 3
  • Fixed players getting killed through the ceiling under stage 2 cap 1
  • Adjusted ceiling height in stage 3 tunnel for better clearance
  • Cleaned up prop collision

March 5, 2014 Patch

  • Fixed Red team's stage 1 spawn door pushing players in the air.
  • Fixed collision on windows, props, and rooflines.
  • Fixed floating props.
  • Fixed players building inside the alternate exit from the Red spawn in stage 3.

April 24, 2014 Patch

  • Fixed players standing in sky over the beginning of stage 1.
  • Fixed collision on rocks in the front of stage 1 where stickybombs could be placed inside them.

September 10, 2015 Patch

  • [Undocumented] Added saucers and posters to Dustbowl.

November 25, 2015 Patch

  • [Undocumented] Removed saucers and posters from Dustbowl.

March 28, 2018 Patch #1

  • Fixed Pyros shooting through the stage 3 doors.
  • Updated some entities that were disabled but shouldn't have been (func_nobuilds, soundscapes, powerlines in the 3dskybox).

Bugs

  • On the console versions, Snipers and other classes are able to shoot through the grating and pick off enemies (see Differences between platforms).
  • Inside the double gates of BLU spawn at Stage 3 between the two gates, stickies exploded alongside the wall on the outside kill those standing inside.
  • The projector noise present in the RED final spawn room plays inconsistently.
  • Players are able to shoot through spawn doors if standing right in front of it.

Trivia

  • Due to the map being in the game since release, Dustbowl was initially considered a control point map, but was later changed to Attack/Defend.
  • Dustbowl is one of the maps designed after existing Team Fortress Classic maps, the others being 2Fort, Well, and Badlands. The gameplay of the original version was similar to one-sided Capture the Flag, in which one player on the BLU team must take a flag to the RED team's control points, with only one control point per stage.
  • The various barrels throughout the stage are movable and break into smaller pieces when attacked.
  • A smaller detail, the smokestack next to the rocket stops producing smoke at a certain point into Stage 3.
  • Dustbowl was the map featured in the closing scene of Meet the Heavy, with the same scene featured in Meet the Sandvich. The area featured was the area just outside BLU's spawn on the first stage.
  • The Cornwell company logos scattered around the map are a reference to Dean Cornwell, an artist who greatly inspired the visual design of Team Fortress 2.[1]
  • Dustbowl appears in Worms Reloaded as one of the forts.
  • The Dust Bowl was an economic crisis that occurred during the 1930s in the Midwestern United States and Canada.
  • According to the Bronze Stamp on the Tough Break Update Page, Dustbowl was the birthplace of pneumoconiosis, a disease caused by inhaling dust known for causing coughing, lung inflammation, and scarring/thickening of lung connective tissues.

Gallery

Concept art

Pre-release

Release

Promotional


See also

References

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