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{{DISPLAYTITLE:Fresh's Sandbox}}
 
 
{| class="wikitable collapsible collapsed" width="100%"
 
{| class="wikitable collapsible collapsed" width="100%"
! class="header" | Dustbowl
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! class="header" | 2fort
 
|-
 
|-
 
|
 
|
 +
{{DISPLAYTITLE:2Fort}}
 
{{Map infobox
 
{{Map infobox
|game-type=Control Point
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| game-type=Capture the Flag
|file-name=cp_dustbowl
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| file-name=ctf_2fort
|map-image=TF2 Dustbowl Map.jpg
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| map-image=Ctf 2fort bridge ss.png
 +
| map-multiple-stages =
 +
| map-environment = Teren de fermă
 +
| map-setting = Ziuă, însorit
 +
| map-deep-water = Yes
 +
| map-health-pickups-small = 2
 +
| map-health-pickups-medium = 4
 +
| map-health-pickups-large =
 +
| map-ammo-pickups-small = 2
 +
| map-ammo-pickups-medium = 4
 +
| map-ammo-pickups-large =
 
}}
 
}}
 +
'''2Fort''' este o hartă de tip [[Capture the Flag/ro|Capturează Steagul]] și este o refacere a hărții cu același nume din [[Team Fortress Classic/ro|Team Fortress Classic]], aceste hărți sunt ambele bazate pe harta [[Team Fortress/ro|Team Fortress]] "2fort5." 2Fort a fost prima hartă [[CTF/ro|CTF]] oficială pentru [[Team Fortress 2/ro|Team Fortress 2]]. A fost lansată ca una din cele șase hărți inițiale incluse la lansarea jocului.
  
'''Dustbowl''' is an [[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 it 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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Această hartă constă în două forturi similare opuse unul de altul, care sunt separate de un bazin umplut cu [[water/ro|apă]]. Un pod acoperit trece peste bazin și locurile de bătălie de pe fiecare fort conțin poziții excelente pentru a ataca jucătorii care vin din sens opus, particular pentru [[Sniper/ro|Sniper]].
  
In Dustbowl, the goal of the attackers ([[BLU]]) is to win through a series of stages in order to win the map. Within each stage the attackers must capture two [[control points]], A and B, which are held by the defenders ([[RED]]). Point A must be captured before the attackers can assault B. The timer is increased for every point capture and once a point is captured it is locked and cannot be retaken by the defenders.  
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Sunt câte trei intrări în fiecare fort, oricum nu toate sunt accesibile de fiecare clasă. Intrările primare se află la nivelul solui. Sunt rămpi scurte care duc către fiecare intrare, și intrările se strâng sub o poartă deschisă. Aceste rămpi le dau voie apărătorilor să atace intrușii de sus. A doua intrare este prin canalizările de sub bază. Intrările dintre canal și bază au niște scări și o baltă mare de apă; această zonă este un punct bun pentru atac. A treia intrare sunt zonele de bătălii de la fiecare bază, care pot fi accesate doar folosind tehnici speciale de [[Jumping/ro|sărire]] precum cele pentru [[Scout/ro|Scout]], [[Soldier/ro|Soldier]], [[Demoman/ro|Demoman]], sau [[Engineer/ro|Engineer]].
  
Like all Attack/Defend maps, BLU plays the attackers while RED plays the defenders. [[Egypt]] and [[Gorge]] share a similar design with Dustbowl.
+
Bazele 2fort sunt celem ia ușor de apărat din toate hărțil oficiale CTF mulțumită pasagelor lungi și ușor de blocat către camera steagului echipei. Fiecare captură necesită coordonare în echipă substanțială, mai ales când sunt mulți jucători.
  
== Introduction video ==
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Pentru a câștiga, echipa ta trebuie să captureze [[Intelligence/ro|Inteligența]] echipei inamice continuu până la limita jocului de capturări (3 în mod normal), în timp ce preveniți echipa opusă în realizarea aceleiași misiuni.
  
{{Map items
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== Film introducător ==
|small1=7
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{{youtube|mZDtIjt1pJ0}}
|medium1=8
 
|large1=10
 
|small2=4
 
|medium2=12
 
|large2=7}}
 
{{youtube|YJ1olXe1Feo}}
 
  
== Goal ==
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== Locații ==
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 ==
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=== Outside Locations ===
Note all viewed from BLU’s perspective after leaving spawn.
 
===Stage 1, Point A===
 
Control point A Inside a small building on the left.
 
  
[[Image:Dustbowl s1c1.jpg|thumb|Dustbowl, first stage, point A]]
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*'''Bridge:''' Produl care conectează cele două forturi. În încarnarea TF2, diferit de celelalte versiuni, podul este acoperit, dându-le voie jucătorilor [[Scout/ro|Scout]] să facă o săritură dublă din battlement, să alerge peste acoperiș și să sară pe battlement-ul opus. Acoperișul de asemenea oferă acoperire jucătorilor care avansează și în general mută acțiunea hărții către baze.
* '''Attackers' spawn''': Three exits - Left, Middle and Right. Defenders are able to shoot into spawn.  
 
  
* '''Canyon''': The long straight pathway from the middle spawn door leads right to the back door of Control point A.
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:În mod comun, [[Scout/ro|Scout]] nu are nicio problemă să sară pe pod, dar ar putea cădea la a doua săritură către fortul opus aterizând scurt în fața unei uși. Marginea adoperișului podului are probleme; dacă un Scout încearcă să sară chiar pe margine, în termenii mecanici ai jocului aceștia vor cădea și vor avea doar o săritură de folosit. Săritul cu o secundă mai repede este destul pentru a remedia această problemă.
  
* '''Main shed''': Next to the left door contains a large Health and Ammo pack. Path leads straight into the front entrance of the Control point building. Has one doorway.
+
:Scout de pe acoperișul podului sunt expuși focului unui [[Sniper/ro|Sniper]], care limitează disanța săriturilor, acesta fiind un alt obstacol al unui Scout ofensiv.
 +
{{trans}}
  
* '''Side shed''': Next to right hand spawn door contains medium health and ammo. Has two doorways
+
*'''Entrance:''' After crossing the bridge, there are two ground floor entrances into the base.  The "Entrance" extends from those two doorways into the base a short distance.  From here, the layout of the entrance is a T-shape. Turning left brings the player to the stairs that lead down to the sewers, as well as the narrow corridor linking the Battlement Resupply room to both the entrance and the Courtyard (there is a trapdoor in the ceiling allowing players to drop down from the Resupply room). Turning right leads you into a medium-sized room with a door at the opposite end which also provides access to the courtyard. This room is heavily trafficked by both teams, as it is the most direct way to reach the courtyard from the main entrance. [[Engineer]]s can set up small camps in here if the enemy is attempting to push through the entrance. In addition, because the room is large, it is often a hiding place for [[Spy|Spies]]. In most other parts of 2Fort, corridors are too narrow to provide much cover for an invisible Spy, but this room is an exception, allowing them to move past battles occurring in the entrance undetected.
  
* '''Control point “A” building''': Contains a large Health and a large Ammo pack. Steps lead the mining tunnel which has a large Health pack and leads to Control point B. Has two doorways plus higher windows and balcony.
+
*'''Battlements:''' The Battlements are on the front of the second floor of each base and have a center "bunker" section. This section has large glass-less windows and is a roofed structure. The windows allow almost unbroken line of sight into the area. In TF2, the battlements are also referred to as the "balcony," as well as the "Sniper ledge," or "Sniper deck," due to their main purpose as a platform for [[Sniper]]s. Snipers generally camp the ledges, which give them an excellent view of most of the exterior of 2Fort, with the exception of the bridge and under the water beneath it.  
  
* '''Exits''' Left tunnel, Right tunnel and (upper) Mine tunnel.
+
<gallery widths=150px heights=80px>
 +
File:Ctf 2fort bridge ss.png|Exteriorul bazei [[RED/ro|RED]].
 +
File:CTF 2Fort BLU base.png|Baza BLU, văzută din zona de bătălii.
 +
File:CTF 2Fort BluBase.png|Exteriorul bazei [[BLU/ro|BLU]], incluzând apa și podul.
 +
File:CTF 2Fort Water.png|Apa de sub pod, incluzând intrările în canale.
 +
File:CTF RED battlements.png|Zona de bătălii RED, asemenea celei BLU.
 +
</gallery>
  
===Stage 1, Point B===
+
=== Fort Locations ===
Control point B is again inside a building on the left.
 
  
[[Image:Dustbowl s1c2.jpg|thumb|Dustbowl, first stage, point B]]
+
*'''The Sewers:''' The tunnels under each base, leading from the [[water]] beneath the bridge to the "Entrance", are generally referred to as "the sewers". They are severely dog-legged, creating numerous extra blind corners around which to fight, giving [[Pyro]]s a defensive edge. In each sewer, there is a room recessed into a corner in such a way that it is impossible to gain line of sight to 100% of the room from inside the tunnels. On the water-side of the room, the tunnel has two 90 degree bends, but on the base-side of the room there is one long unbroken stretch of tunnel. The long tunnel makes a long-range line of sight between the room and the sewer exit. The rooms in the sewers are often camped by Engineers, who use [[Teleporter exit|Teleporters]] to allow their team quick access to the enemy base. Otherwise, the sewers are generally used as a way of entering the enemy base free from the attention of the Snipers above. The narrowness of the sewers makes it difficult for [[Spy|Spies]] to sneak past enemies also using the tunnels.
  
* '''Cave paths''': 3 tunnel pathways lead to the second area.  
+
*'''Courtyard:''' The Courtyard is the main means of transition between the ground floor and the second floor in each base. It is an enclosed, roofless space inside each base, next to the main spawn room and on the player's right when they come through the entrance. It is bounded on three sides by high ledges, and there are doors connecting to the spawn room, a staircase leading down to the Intelligence room on the second floor, and a door from the entrance and from the balcony spawn corridor on the ground floor. A pair of stair cases allow access from below to the upper level. [[Engineer]]s often use the space as a major defensive point, as it provides the only means of access to the Intelligence for most classes. By setting up a [[Sentry Gun]], an Engineer can successfully provide effective defense against assaults on the intelligence, particularly if positioned so as to cover the Battlements doorway.
  
#Second floor from upper Mine Tunnel, leads to one way gate and tyre exit above and to the left of Control point B. Contains medium Health and Ammo Pack.  
+
*'''Grate:''' This is the small room with the grated floor right above the entrance of each base. It is connected directly to the upstairs area, and as a result is often used by players to gain quick access to battles in the entrance. [[Demoman|Demomen]], [[Soldier]]s and [[Scout]]s can jump up to the second story through this, providing another means of access to the second floor. Classes such as the [[Engineer]] and [[Demoman]] can also camp above the grate, limiting enemy access through the front entrance. Splash damage is dealt through the grate.
#Ground level from left tunnel behind control point A.
 
#Right tunnel leading to large cave (right cave)  with upper an lower level exits. contains a medium Health pack and large Ammo pack.
 
  
The bridge leads from the upper exit of the right cave to the one gate.
+
*'''Upstairs:''' The large room on the second floor, adjacent to the main resupply room. The upstairs area has an exit to the Battlements, the "grate", the "top of the spiral", and the "courtyard". This room is heavily trafficked as it is a major crossroads in the map, connecting practically every area of the base. It is often used by Scouts who have jumped to the balcony, as it provides a direct route to the Intelligence via the spiral ramp. The Upstairs area is also commonly referred to as the "hay room" or "hayloft" (due to the large piles of hay on the floor,) or the "upstairs lobby".
  
* '''Control point B building''': Contains a small Health and Ammo pack.  
+
<gallery widths=150px heights=80px perrow=4>
 +
File:CTF 2Fort OutsideRedSpawn.png|Scări din afara zonei de venire.
 +
File:CTF 2Fort Courtyard.png|Curte.
 +
File:CTF 2Fort LongHall.png|Downstairs, long hallway.
 +
File:CTF 2Fort RedEntrance.png|[[RED]] base entrance.
 +
File:CTF 2Fort Sewers.png|Sewers, below ground level.
 +
</gallery>
  
* '''Sniper roof''': Located above the defenders' spawn. Is split into two parts connected by the Snipers' bridge, and has a small Health and Ammo pack on one side.
+
=== Main Base Locations ===
  
* '''Defenders' spawn''': The spawn point for the defenders (RED team). It is located underneath the Snipers' roof.
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*'''Spiral:''' The spiral ramp that leads from the basement up and out of the base is one of only two access points to the Intelligence room. Like the sewers, the spiral is a narrow corridor with frequent right-angles. This tends to result in close-quarters fighting, and due to the confined space it is fairly easy to block enemy access with a [[Dispenser]], [[Sentry Gun]] or a [[Heavy]]. At the top, the spiral connects to the upstairs area via a small room, in which there is a small [[Health|Health Pack]] and [[Ammo|Ammo Pack]], as well as two small corners in which [[Spy|Spies]] often hide. A direct line of sight can be drawn from the upstairs area along the top length of the spiral, allowing [[Sniper]]s to eliminate enemies with the Intelligence as they climb the spiral.
  
===Stage 2, Point A===
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*'''L-Shaft:''' This room is a long ramp running from the back of the ramp room into the basement. It is the other egress point for a stolen Intelligence. It is named the "L-Shaft" because it contained an elevator in previous incarnations of the 2Fort map. It is often called the "back stairs", "long stairs", "straight stairs", "stairs", or simply "straight".
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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*'''Basement:''' The space downstairs between the spiral ramp and the L-shaft is the "Basement".  It leads to the Intelligence room.  There is a resupply point at the end nearest to the L-shaft. There is a Health pack and an Ammo box in the middle of the basement - added in [[April 29, 2008 Patch]]. The addition of these pickups has made camping the Intelligence harder, and attacking the Intelligence slightly easier.
  
* '''BLU Spawn''': This is a small building which opens into the Dugout.  
+
[[Image:TF2 2fort intel.png|164px|right|thumb|BLU intel room]]
  
* '''Dugout''':  Two entryways emerge from the spawn, one leading left, and one right. Defenders are free to enter after the setup gates open.
+
*'''Intelligence room:''' This is the room that has the Intelligence. It has two entrances from the basement. This is the primary defensive point of 2Fort, and as such it is frequently camped by [[Engineer]]s, [[Demoman|Demomen]], and other classes. To successfully capture your opposition's Intelligence, you must return it to the Intelligence room in your own base. The Intelligence is on top of a desk in the opposite corner to both entrances. The way the room is laid out makes it very simple for campers to entrench themselves, and successfully removing them can be almost impossible without an [[ÜberCharge]].
  
* '''Large Shed''': On the right hand side are two large Health and 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 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.
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<gallery widths=150px heights=80px perrow=4>
 +
File:CTF BLU respawn 1.png|BLU main respawn, same as RED.
 +
File:CTF 2Fort SpiralEntrance.png|Spiral entrance to Intelligence.
 +
File:CTF 2Fort Downstairs.png|Basement, hub directly outside intel.
 +
File:CTF 2Fort Staircase.png|Straight stairs entrance to Intelligence.
 +
File:CTF 2fort REDIntelRoom.png|The RED Intelligence room.
 +
File:2fortDemomanDefenseTrap1.png|A [[Demoman]] [[camping]] in RED's basement.
 +
</gallery>
  
* '''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.
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== Strategy ==
 +
{{hatnote|See [[2Fort (strategy)]]}}
  
* '''Signpost''': A large Health pack and a medium Ammo pack are located to the left of The Office.
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== Related Achievements ==
 +
=== [[Image:Achieved.png|20px|link=Achievements{{if lang}}]] [[achievements|General]] ===
 +
{{Achievement table
 +
| {{Show achievement|General|Powerhouse Offense}}
 +
| {{Show achievement|General|World Traveler}}
 +
}}
  
* '''Exits''': One on the left and one on the right, both leading to point B.
+
== Update history ==
 +
'''[[April 29, 2008 Patch]]'''
 +
*Added medium ammo and health to basement hallways.
 +
*Added small ammo and health to top of spiral.
 +
*Fixed a clip brush exploit outside blue Sniper deck.
 +
*Fixed number "2" overlay on front of red base not being assigned to the brush face.
 +
'''[[February 23, 2010 Patch]]'''
 +
*Fixed BLU players being able to block the BLU spawn room doors to lock in teammates.
 +
*Moved the BLU team Sniper wall down to match the RED team Sniper wall.
  
===Stage 2, Point B===
+
== Bugs ==
The second control point is on a platform next to RED's spawn.
+
*Currently, a Dispenser placed in the doorway to the Spiral Ramp will only completely block enemy players and the owning Engineer on the BLU side of the map.  A Dispenser placed in a similar position on the RED side of the map can always be bypassed by crouch-jumping over it.
 +
*Due to the ankle-depth water in the sewers, players using them can be heard walking from almost anywhere inside the base, even the Battlements.
 +
*Players can jump in and out of the Sniper battlement window frames when playing 2Fort on the Xbox 360 and PlayStation 3 version; however, in the PC version of 2Fort this is not possible.
 +
*On the corner of the top of the building near spawn near the BLU battlements there is an invisible clipping that allows [[Soldiers]] and [[Demomen]] to jump up to and see through the map.
  
[[Image:Dustbowl s2c2.jpg|thumb|Dustbowl, second stage, point B]]
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==Trivia==
 +
*In GameInformer's March 2010 issue, 2Fort was named #6 in their list of Top 10 FPS Multiplayer Maps, with Dust from Counter-Strike taking #1 (Issue 203, page 31)
 +
*''"The Teufort Times"'' is the title of the newspaper seen in [http://www.teamfortress.com/war/part3/ Crafting, Saxton Hale] part of the [[WAR! Update]]. "Teufort" is obviously a play on words with 2Fort.
 +
**Teufort is, however, shown to be the real locational name of the map, as suggested by the [[:File:Mannslandmap.png|Mann's land]] map, and can be seen near the bottom of the [http://www.teamfortress.com/engineerupdate/ Engineer Update].
 +
*According to the map of Mann's Land, 2Fort (again called Teufort) is north of [[Dustbowl]] and eastward from [[Badwater Basin]].  
 +
*A Beta version of 2Fort can be seen in the [[Trailer 2|second ''Team Fortress 2'' trailer]].
  
* '''The Mining Tunnel''': A long narrow tunnel which starts at the back right of the office building.
+
== References ==
 +
<references />
  
* '''The Double Exits''': These two tunnels are located parallel to each other. The left tunnel leads to the double doors, and the right one leads to the double doors or to the gate.
+
== See also ==
 +
* [[List of maps]]
 +
* [[:Category:2Fort images|Images of 2Fort]]
 +
* [[Capture the Flag]]
 +
* [[2Fort (Classic)]]
  
* '''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.
+
{{Maps nav}}
  
* '''The Courtyard''': The open area right outside the double exits and the exit of the long mining tunnel. It is situated next to the middle building.
+
{{DISPLAYTITLE:Junction}}
 +
{{Map infobox
 +
| game-type=Control Point
 +
| file-name=cp_junction_final
 +
| map-image=Junct 01.jpg
 +
| developer=[http://steamcommunity.com/id/sean_c Sean "Heyo" Cutino]
 +
| map-stamp-link=http://steamcommunity.com/stats/TF2/leaderboards/30384
 +
| map-environment = Spytech
 +
| map-setting = Indoor
 +
| map-health-pickups-small = 8
 +
| map-health-pickups-medium = 1
 +
| map-health-pickups-large =
 +
| map-ammo-pickups-small =
 +
| map-ammo-pickups-medium = 7
 +
| map-ammo-pickups-large =
 +
}}
  
* '''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.
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{{Quotation|[http://www.teamfortress.com/scoutupdate/watchtower_and_junction.htm Scout Update page for Junction]| A Gravel Pit style map. Junction is a sharp contrast to [[Watchtower]]. It’s full of tight spaces and short sight lines, which create combat opportunities dominated by ambushes and explosive weaponry.}}
  
* '''Control Point B''': The control point sits on a platform which is near the defenders' spawn and is accessible by stairs on either side.  
+
'''Junction''' este o hartă în stil Atac/Defensivă cu [[Control Point/ro|Puncte de Control]]. A fost inclusă împreună cu [[The Scout Update/ro|Actualizarea Scout]] ca o hartă oficială dezvoltată de comunitate mulțumită calității acesteia. Design-ul este similar cu cel de pe [[Gravel Pit/ro|Gravel Pit]].
  
* '''RED Spawn Building''': This is the spawn point for the defending RED team and is behind the control point.
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Scopul echipei BLU este de a ataca și trebuie să captureze toate cele trei puncte de control pentru a câștiga jocul. A și B trebuie capturate înainte ca C să se poată captura. Pentru ca echipa RED să câștige, ei trebuie să prevină echipa BLU să captureze ultimul punct de control C. Dacă echipa BLU captureaza ori punctul A ori B se adaugă timp pentru a câștiga mai mult timp în capturarea ultimului punct.
  
===Stage 3, Point A===
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==Locații==
The first control point is on a platform straight across from BLU's exit.
+
[[Image:Junction overview.jpg|thumb|top|Privire în ansamblu a hărți.(fișier mare)]]
RED has a shortcut from one of their spawn rooms to this point. This shortcut is sealed once BLU captures this point.
+
Junction este o hartă strâmtă, cu multe holuri și pasaje care duc către cele trei puncte de control. Folosirea claselor Demoman și Soldier duce la rezultate optime atât în defensivă cât și în ofensivă.
[[Image:Dustbowl s3c1.jpg|thumb|Dustbowl, third stage, point A.]]
 
  
* '''Three Exits''':  Left, Middle and Right all behind gates that open at the start of the round defenders can then move towards spawn.
+
===Punctul de Control A===
  
* '''BLU Spawn''': 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.  
+
Punctul A se află într-o cameră mică pe o platformă ridicată cu două seturi de scări care duc sus. Scările sunt sub punct, unul în față, alăturată de camera de spawn a echipei BLU și una pe lateral.
  
* '''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.
+
*'''A Lobby:''' A Lobby este o zonă mică imediat după ieșirea din camera de spawn a echipei BLU, sub punct. Aceasta face conexiunea cu holurile A/B, scări și holurile A/C.
 +
*'''Stairs:''' Dedesubtul punctului se află un set mic de scări care duc direct în spatele punctului.
 +
*'''Platform:''' Platforma e zona ridicată de la capătul scărilor, cea pe care se află punctul de control.
 +
*'''A/B Flank:''' Flancul A/B este conectat către Lobby. Acesta este un hol care duce direct către punctul de control B. De asemenea conectează flancul A/C.
  
* '''Control point A''': Located at the back of the area on a slightly raised platform.
+
<gallery widths=130px heights=90px>
 +
Image:junction_cp_01.png|Cap Point A
 +
Image:junction_cp_04.png|Cap Point A
 +
File:junctionA01.png| Stairwell
 +
File:junctionA02.png| A/C & A/B Flank
 +
</gallery>
  
* '''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.
+
===Control Point B===
  
===Stage 3, Point B===
+
Punctul B se află într-o cameră mai mare cu un balcon care acoperă doi pereți între el. B este in colțul unde cele două balcoane se întâlnesc, și e accesibil doar prin cele două holuri de pe lateral. Punctul în sine este acoperit de o fereastră indestructibilă, prevenind focul inamic să lovească direct punctul. Două scări înconjoară și duc către punct.
The final control point is the base of a launch pad, under a rocket, in the centre of RED's base.  
 
  
[[Image:Dustbowl s3c2.jpg|thumb|Dustbowl, third stage, point B.]]
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*'''B Lobby:''' B Lobby este un alt hol aflat la ieșirea din locul de spawn al echipei BLU. Este mai mare decât lobby-ul A, și are cutii împrăștiate în jur. Se conectează cu flancul A/B și duce către balcoane.
 
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*'''Balconies:''' Balcoanele se află la scările din lobby și merg de-a lungul pereților. Amândouă duc către camera cu punctul de control. Balconul mai îndepărtat duce către flancul B/C.
* '''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 the side rooms on the upper level have some health and ammo packs.
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*'''Point Room:''' Camera punctului este locată la sfârșitul balcoanelor și adăpostește punctul de control. Este sigilată de niște ferestre cu vedere la balcoane.
 
 
* '''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 small health and 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.
 
 
* '''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''': Has exits leading to either side of control point B.
 
 
 
* '''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.
 
 
 
==Strategy==
 
 
 
===Team Balance===
 
As with any map, [[ÜberCharge]]s and teamwork are the key to pushing through to victory or preventing defeat.
 
 
 
Refer to the individual strategy pages for more help on how to play these classes.
 
 
 
===General===
 
 
 
;Attackers
 
* Teleporters are very helpful for capturing the second point.
 
* Engineers are the most useful on attack for the second point of each stage.
 
* Spies may sneak through enemy lines while cloaked, and then capture the point before they are noticed.
 
 
;Defenders
 
* Defenders have much longer respawn times than compared to attackers.
 
* Guard the second point, and watch out for [[Back cap|Spy capping]].
 
* Teleporters are beneficial for defending the first point effectively.
 
 
 
 
 
===Stage 1, Point A===
 
 
 
;Attackers
 
*ÜberCharges from the left side can make it onto the Control point before they expire. Players may wish to travel immediately up the stairs to avoid Sentry Gun fire that may hinder them at the door. Because of the close quarters, a Pyro assault is very effective here, particularly if the [[Compression blast | airblast]] is used to clear the route.
 
 
 
*Sentry Guns in the capture building can be cleared using [[Soldier | Soldiers]] and [[Demoman|Demomen]] to fire into the windows from the outside. These classes can also jump up to those windows and enter them from behind.
 
 
 
*Players looking for unguarded exits can communicate with the team to enable an effective attack from both areas.
 
 
*The third exit, being the farthest from the control point, is often ignored. Classes with long distance weapons may fire into the control point with relative ease.
 
 
 
[[Image:Dustbowl corner.png|thumb|Engineer's corner.]]
 
 
 
 
 
;Defenders
 
*The offense only has three exits available to them: controlling and watching all of these choke points is vital. The high vantage points on the sheds, ledges and spires give high ground advantageAny breakthroughs make by the offense at the exits should be reported to other players.
 
 
 
*Sentry Guns are best positioned inside the control point room on the first set of steps and on the bridge just in the doorway, about half a unit (inch) down the stairs. \ This covers the point in the same way as the corner Sentry Gun, but without being so susceptible to Pyros.
 
 
 
 
 
 
 
===Stage 1, Point B===
 
;Attackers
 
*Point B should be rushed immediately upon capturing the first point. Defenders are often scattered or dead and Sentry Guns at Level 1. [[Scout]]s are ideal using their speed on this map.
 
 
 
*A forward base in the mining tunnel provides easy passage into the enemy base through the one way gate. A sentry is recommended to prevent Demomen and Soldiers from ambushing this point. Soldiers and other ranged classes can eliminate Sentry Guns behind the water tower from this angle behind the one way gate.
 
 
 
 
 
;Defenders
 
*A base set up in the mining tunnel after Point A is capture can often delay the attacking team for a few precious minutes.
 
 
 
*As with any Control Point map have someone guarding the point to prevent [[Back cap|Spy caps]] and Scout rushes, Any defensive class will do.
 
 
 
*Control the entrances to prevent pushes being coordinated across all three fronts.
 
 
 
*Well place [[Sentry gun|Sentry Gun]]s are key to defending this point, and can be placed on the ramp in front of the point, next to the silo, or inside the building that houses the point. Do not however, depend on many Sentry Guns alone to defend the point, as a well coordinated [[ÜberCharge]] can quickly rush the point.
 
 
 
 
 
===Stage 2, Point A===
 
;Attackers
 
The dugout attracts a barrage of explosives and Sentry Gun fire.  Defences will be most vulnerable at the start; faster respawn time allows for the pressure to be continually applied.
 
 
 
*Try to limit the time defenders have setup or settle.
 
 
 
*If defenders gain control of the dugout don’t forget the entryway on the left.
 
 
 
*Anti spam measures such as [[Bonk! Atomic Punch|Bonk]], ÜberCharges and airblasts can help clear a pathway.
 
 
 
*The building on the right is a great staging area due to its health, ammo and protection Use the passageway around the back to assault the defenders on the roof.
 
 
 
 
 
;Defenders
 
*Knock them back: explosive fire can constantly fill the dugout area, making it very difficult to move through.
 
 
 
*Engineer emplacements are effective in the control point building and on top of the hut above the dugout.
 
 
 
*The dugout is an ideal spot to break up incoming attacks using Spies and other close quarter specialists such as Pyros and Heavies.
 
 
 
 
 
===Stage 2, Point B===
 
 
 
;Notes
 
*This is classified as one of the hardest control points to take mainly due to its distance from the spawn, leading to uncoordinated solo rushes on the point coupled with the ease with which two or three Sentry Guns can lock down the area by the final Control point.
 
 
 
;Attackers
 
*Search everywhere for Engineer’s buildings, including underneath the control point and behind the office block at point A.
 
 
 
*Defend the area next to the office block. to prevent flanking or being pushed back to far.
 
 
 
*Teleporters should be placed near the office building. It's a long walk from the respawn to this point which  can remove attackers respawn advantage.
 
 
 
*The rock spire and one way gate are the usual staging areas for coordinated assaults. It is always best to combine this push with attacks through middle and from the opposite side.
 
 
 
*Overcoming the defenses around the control point is key. The usual techniques of ÜberCharges, sapping and ranged assault apply. Attackers need to be aware of knockback, airblasts and explosive separation. Don’t forget to cap the point while the defenses are taken down.
 
 
 
 
 
;Defenders
 
*You must hold the rock spire and the area down to the first tunnel exit. If attackers establish themselves behind the rock spire, they can attack the control point and any equipment there with relative impunity.
 
 
 
*Sentry Guns can be used to control the area around the control point  and explosives used to hold or control the ledge above.
 
 
 
*Spies and ÜberCharges are a major threat; therefore, airblasting and Spy checking Pyros, while infuriating for the attackers, are an ideal accompaniment to the inevitable Dispensers in this area.
 
 
 
*Try not to push the attacking team back to their spawn. Not only is this frowned upon, but it frequently results in an embarrassing [[Back cap|Spy cap]].
 
 
 
===Stage 3, Point A===
 
;Attackers
 
*Clear the left side. Defenders on the left can cover the entire capture zone from behind the pavilion. If a break is made on the left side, a capture is usually imminent. Defenders cannot cover the whole capture area from the right side making [[Back cap|Spy caps]] possible once the left side is cleared.
 
 
 
*Launching explosive through the windows can help to eliminate the defenders, Sentry Guns can also be built through that window to surprise the defenders.
 
 
 
*[[Dispenser]]s and [[Teleporter]]s near the front lines will help the attacking team keep the pressure on
 
 
 
 
 
;Defenders
 
*Use the shortcut: One [[spawn point]] has a door that opens to a shortcut to the first point. Note that players going through this door as the attackers capture the point will result in death from the closing door.
 
 
 
*Build Teleporter exits in the shortcut area: If the attackers capture the point, the shortcut door will become locked. Should Engineers have set up Teleporters beforehand, however, players can still teleport into the area. The exit doorway is an excellent spot for a Sentry Gun.
 
 
 
===Stage 3, Point B===
 
;Attackers
 
*Clear RED's closed spawn door: RED Teleporter exits can remain in this area even after the first point is captured. It is best to clear this out to be safe from surprise attacks from behind. Always confirm this with the team in case manpower is needed elsewhere.
 
 
 
*It is a long walk from the respawn so Teleporters are necessary. A forward base can help hold the line after the passageways are cleared.
 
 
 
*Breaking through the final line here is very hard and games often stall at the final hurdle due to uncoordinated pushes by insufficient numbers of players. Use team talk or speak to co ordinate pushes.
 
 
 
*[[ÜberCharge]]s are most essential for this point to break through torrents of spam.
 
  
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<gallery widths=130px heights=90px>
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Image:junction_cp_02.png|Cap Point B
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Image:junction_cp_05.png|Cap Point B
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File:junctionB01.png| A/B Flank
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File:junctionB02.png| Balcony
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</gallery>
  
;Defenders
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===Control Point C===
*Defend the last point; do not push too far forward.
 
  
*Use the tunnel to [[ambush]] an attacking team setting up in the halfway area in the alley approaching. The team will (hopefully) be facing the opposite direction.
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P is located on a platform that rests on an elevated area that is, again, only accessible by stairs. The point itself has a small balcony surrounding it's front side and two side doors. Stairs lead from the point down to the elevated area. The elevated area also has stairs leading down to ground level. There are three entrances to C, two from A and one from B. The entrance from B is at the bottom of a flight of stairs, and the two from A are small doorways.
  
*The last cap is where [[Wrangler]] shines. A Sentry Gun with high health and unlimited range is an almost guaranteed win against uncoordinated teams.
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*'''A/C Flank:''' From Point A is a hallway which forks into two entrances to C. Both of these are located near each other at the bottom of the stairwell.
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*'''B/C Flank:''' From Point B is another hallway which leads to an entrance at the other end of the stairwell. Next to the hallway is a room with two open windows viewing the area around the point.
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*'''Balcony:''' Surrounding the point room, at the top of the stairs is a balcony from which the entire stairwell area can be seen. This area gives height advantage against any attackers.
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*'''Battlements:''' Next to the point near the A/C flank is a small hallway and set of stairs. At the end of them is a tight area with a window all along the wall facing the point. This spot overlooks most of the area and is very useful as a [[Sentry Gun]] placement spot.
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*'''Point Room:''' The point room is located in the center of the area, right outside the spawn, and on top of the stairs. It is shaped like a box with two entrances on each side of the balcony. Each side also has large windows along the walls.
  
*Placing a Sentry and a [[Teleporter]] on the steps of the Equipment Room can prove to be amazingly powerful. Just be aware of ÜberCharged [[Pyros]].
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<gallery widths=130px heights=90px>
 
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Image:junction_cp_06.png|Cap Point C
*Use The Valley to sneak around the main battle and pick off enemies. Setting up a blockade here can be useful, as the area is most likely to have no defense in the heat of the battle.
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Image:junction_cp_03.png|Cap Point C
 
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File:junctionC01.png| A/C Flank
*[[Demomen]] and [[Kritzkrieg]] work well for the narrow corridor between Point A and Point B.
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File:junctionC02.png| Battlements
 
 
===Sentry Gun placements===
 
*Dustbowl [[Sentry Gun]] spots:
 
<gallery widths=150px heights=80px>
 
File:2iu6-1c.png|Dustbowl first stage, first cap
 
File:2iu6-1d.png|Dustbowl first stage, second cap
 
File:2iu6-1e.png|Dustbowl second stage, first cap
 
File:2iu6-1f.png|Dustbowl second stage, second cap
 
File:2iu6-1g.png|Dustbowl, third stage
 
 
</gallery>
 
</gallery>
  
== Related Achievements ==
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==Strategie==
=== [[Image:Achieved.png|20px|link=Achievements{{if lang}}]] [[achievements|General]] ===
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{{hatnote|Vezi [[Community Junction strategy/ro]]}}
{{Achievement table
 
|{{Show achievement|General|Impenetrable Defense}}
 
|{{Show achievement|General|World Traveler}}
 
}}
 
  
== Update history ==
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== Timp Punct Control ==
'''[[October 2, 2007 Patch]]'''
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{{Control Point Timing/Official Map}}
* 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.
 
* Fixed model exploit in stage one allowing Sentry Gun/Teleporter to be placed behind chain link fence.
 
'''[[December 21, 2007 Patch]]'''
 
* Fixed the problem with mp_maxrounds not correctly counting the number of rounds for Dustbowl after the scoring change.
 
'''[[February 14, 2008 Patch]]'''
 
* Added a new access point to the stage 2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and Sentry Gun fire.
 
* Fixed a gap in stage 3, cap 1 that allowed a player with to wiggle above the "ceiling" clip.
 
* Fixed a gap behind stage 1, cap 1 house.
 
* Fixed a high perch on stage 1, cap 1 house roof.
 
* Fixed a perch offering view of nodraw textures and the skybox (stage1 cap2 rock barrier).
 
* Fixed a few places where rockets/Demoman pipes could pass through non-solid models.
 
* Sealed up a gap over stage 1 lower startgate.
 
* Clipped off tall windows in stage 3 to prevent Sentry Guns from behind built behind them.
 
'''[[March 20, 2008 Patch]]'''
 
* Updated Dustbowl with several exploit fixes.
 
  
==Bugs==
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== Istorie actualizări ==
* On the console versions, Snipers and other classes are able to shoot through the grating and pick off enemies (see [[Differences between platforms]]).
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'''[[March 5, 2009 Patch]]'''
* 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.
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* Fixed an exploit where Engineers could build a teleporter exit in an invalid area.
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* Fixed a few bad overlay assignments and other minor issues.
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'''[[April 20, 2009 Patch]]'''
 +
* Updated Junction to score per-capture instead of per-round. This fixes the map not working correctly with Tournament mode and the stopwatch.
  
==Trivia==
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== Trivia ==
* 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.
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*Junction's control points have the same name as the control points from Gravel Pit (i.e. Point C is still called "The Laser Gun")
* 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 first stage.
 
*The Cornwell company logos scattered around the map are a likely reference to Dean Cornwell, an artist who greatly inspired the visual design of Team Fortress 2.<ref>''Jason Mitchell'', ''Moby Francke'', ''Dhabih Eng'', [http://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdf Illustrative Rendering in ''Team Fortress 2''] (2007), retrieved 2010-10-23.</ref>
 
*The last cap of Dustbowl is featured as a background map in the Xbox 360 version of TF2.
 
 
 
== Control Point Timing ==
 
All control points have the same capture times.
 
{{Control Point Timing/Official Map}}
 
 
 
==See also==
 
*[[Dustbowl (Training)]]
 
*[[Dustbowl (Classic)]]
 
*[[:Category:Dustbowl images]]
 
  
==Notes and References==
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== External links ==
<references/>
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*[http://www.teamfortress.com/scoutupdate/watchtower_and_junction.htm ''The Scout Update'': Maps - Watchtower + Junction]
  
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Latest revision as of 22:43, 28 December 2023