Dustbowl
Dustbowl | |
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Basic Information | |
Variants: | Training Mode |
Developer(s): | Unknown |
Map Info | |
Environment: | Desert |
Setting: | Daylight, sunny |
Hazards: | Crushing |
Map Photos | |
Map Overview | |
“ | I'm burnin' up.
Click to listen
— The Engineer on the desert heat
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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.
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 from achieving their goal.
Locations
Note: If you're having trouble with finding the locations listed here, you can scroll down to the Helpful overview section to see their exact position marked on the map.
Directions are described from BLU's perspective.
Stage 1, Point A
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 which provides access to Control Point B, and the second exit is unblocked, situated further back. 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 an flat wooden building on the right side just opposite of the tunnel and across the bridge. You can stand on the roof of this building and get an overview of the second control point.
- 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.
- 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. There is a transparent window on the left wall of this spawn. Next to the window is a "Private" door which cannot be opened. Looking through the window shows a path out of the door into another anonymous building run by RED. There is a floor below it which has a stack of rockets.
Stage 2, Point A
The first point is on top of a building on the left (from BLU's perspective).
- BLU Spawn: This is a small building which 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 which 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.You could say that this is the left entrance to the checkpoint 2 area.
- Double Tunnels: There are two short tunnels which are parallel to each other.
- Gated Tunnel: Branching of from the doublet tunnels to the left is the gated tunnel. Its 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 which 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
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.
- 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 a wide window which looks toward the double gates.
- Control point A: Located at the back of the area on a slightly raised platform.
- The Ledge: 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
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.Loading Dock 17.Ledge 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 indicates 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
Control point timing
All control points have the same capture times.
Control Point | Multiplier | Seconds | ||
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All control points | ×1 |
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×2 |
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×3 |
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×4 |
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Related achievements
General
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Update history
- Fixed players being able to use spectator points in Dustbowl that were not in play.
- Fixed issues on Dustbowl that could occur when a server emptied in the middle of a round.
- 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.
- Fixed the problem with mp_maxrounds not correctly counting the number of rounds for Dustbowl after the scoring change.
- 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.
- Updated Dustbowl with several exploit fixes.
- Adjusted Blue team's func_respawnroom in stage 1 to be flush against the door.
- Updated Dustbowl with several exploit fixes.
- Fixed Pyrovision textures.
- Fixed several map errors.
- 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.
- 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.
- [Undocumented] Added saucers and posters to Dustbowl.
- [Undocumented] Removed saucers and posters from Dustbowl.
- 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).
Early Development
Early Development
During the development of TF2, Dustbowl changed a lot. In various pre-release and post-release sources, like media, or Source SDK versions of the maps, there can be seen many major and minor differences from the release version of the map. These sources are Source Filmmaker project file of Meet the Heavy (mth), Source SDK version of training version of Dustbowl (sdk), various materials from the gaming trade shows in 2007 (media)[1], leaked June 2007 build of Team Fortress 2 (leak). Here is a list of the biggest changes that can be seen among these sources:
Stage 1, Point A
- The left exit from BLU spawn was to be made of sand. (mth)
- Instead of large rocks, there should be a small mound of sand instead of rocks between Control Point A and the left exit of BLU spawn. (mth; media)
Stage 1, Point B
- The upper exit of right tunnel was shorter and less walled off. (mth)
- For some reason, both exits from right tunnel in Source Filmmaker project file of Meet the Heavy were barred. Maybe these entrances should have opened after capturing a Control Point A. (mth)
- The platform had 2 cut passages: the first leads from the lower level to the Control Point, and the second leads from the upper level to the lower level via a drop down. (mth, media. leak)
- The upper areas of the tunnel exits were connected by a small protrusion of rocks from the wall. (mth, media, leak)
- The unblocked exit from the upper tunnel should have looked like in Team Fortress Classic. (mth)
- There is a cut exit from the upper tunnel located behind the trolleys, leading up the stairs to a drop down into the second entrance of the house. This room still exists in the final map, albeit with the stairs, props, and lighting removed. It is no longer accessible, as the trolleys are blocking the path. (sdk, leak)
- Apparently, this was an early version of the one-way gate exit, since in the early 2007 media, in the place where this exit is now, the gate was blocked and there were health kit and ammo box right next to it.
- The building that houses Control Point B has several small windows instead of a large open doorway (media)
- Control Point was supposed to be located near the back of the RED respawn room, like it was in Team Fortress Classic. (media)
Stage 2, Point A
- Unused spawn points for BLU team can found placed underneath Control Point A in Stage 2, suggesting an scrapped second spawn for BLU team. (sdk)
Stage 2, Point B
- Unused Alcove was supposed to be located near Control Point B in Stage 2, similar to Team Fortress Classic. (sdk)
Stage 3, Point A
- BLU spawn is much bigger, extending into the previous Control Point. (leak)
- Additionally, there are two cut pathways: the first is located near the BLU spawn and leads to a room with three exits, and the second is located behind the fence, leading to right exit. (leak)
- The staircase and floor in the shortcut to Control Point A looked a little different. (mth)
Stage 3, Point B
- Behind the control point there should have been a platform similar to Team Fortress Classic. (mth)
- Dustbowl oldspawnstairs.jpg
Stage 1, Old left exit from BLU spawn.
- Dustbowl oldcave.png
Stage 1, Control Point B, old cave building.
- Dustbowl oldcontrolpoint.jpg
Stage 1, old location of Control point B.
- Dustbowl unused control point2a exit.png
Ditto, blocked exit from this spawn.
- Dustbowl old ledge.jpg
Stage 3, old shortcut to Control Point A.
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 will 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 will 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.[2]
- Dustbowl appears in Worms: Reloaded as one of the forts.
- The Dustbowl was an economic crisis that occurred in the thirties in the Mid-West and Canada. This resulted in dried-out landscapes, which may be a reference to the setting of the map, as there are a lot of farm buildings, but no cereals at all.
- 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
Heavy and Dustbowl as a playable fort in Worms: Reloaded.
The bulletin board that appears in the first RED spawn area and the second BLU spawn area, as of Smissmas 2013.
See also
References
- ↑ Orange Box presentation (2007), retrieved 2020-07-24.
- ↑ Jason Mitchell, Moby Francke, Dhabih Eng, Illustrative Rendering in Team Fortress 2 (2007), retrieved 2010-10-23.