Dustbowl
| Dustbowl | |
|---|---|
| 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 | |
| Map Photos | |
| Map overview | |
| “ | I'm burnin' up.
Click to listen
— 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.
The setup timer is 60 seconds for all three stages.
Contents
Introduction video
Locations
The following locations are described from the BLU perspective.
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.
Stage 1
Control 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 Left Exit Shed.
- Canyon: Cutting the area of the first control point in two is a deep canyon through which the BLU team's middle exit connects with the control point building. The canyon eventually ascends and becomes level with the first control point.
- Left Exit Shed: Outside the left exit is a small shed with one doorway that contains a large health and ammo pack. The path leads straight to the front entrance of the Point A building. A diagonal ladder leads to the roof of the shed.
- Right Exit Shed: Next to the right exit door, on the other side of the Canyon, is another small shed that contains a large health and ammo pack. It has two doorways.
- Point A: Control point A is housed in a small building, roughly triple the size of the aforementioned sheds, that is located near where the Canyon levels off. It contains a large health and ammo pack. The building is connected with the Upper Tunnel via two sets of stairs. It has two doorways, one facing the BLU spawn and one facing the Canyon, as well as a small balcony on the side.
- Tunnel Entrances: Behind control point A is a tall cliff face that separates the two control points and their surrounding areas. Dug throughout the cliff are several tunnels that lead to the next control point. Two tunnels are located at the bottom of the cliff and a third one, elevated above the rest, is only accessible from the building housing the first control point.
Control point B
- Upper Tunnel: Accessible from the control point A building via a small bridge, this tunnel flanks around the left-most side and has two exits. The first exit is a one-way gate (only openable from the inside) that provides almost direct access to control point B. The second exit, situated closer to the previous point, is an opening that leads to a terrace with some buckets and tires as a cover. The Upper Tunnel also contains a medium health and ammo Pack, as well as a large health pack at the entrance.
- Left Tunnel: There are two smaller tunnels located at ground level. The left one leads down a path directly to the next control point.
- Right tunnel: The right tunnel leads to a large and spacious cave, with exits on two levels. The upper exit leads to the Platform while the lower exit is a direct path to the control point, merging with the path from the Left Tunnel. The cave also contains a medium health and ammo pack.
- Platform: On top of the aforementioned cave is a flat, wooden platform that offers a sizable overview of the second control point and the immediate area. Found here are some crates serving as cover.
- Bridge: A wooden bridge connects the Upper Tunnel's one-way gate exit with the Platform. There is an entrance to the control point building at the left end of the Bridge.
- Point B: Control point B is housed in an L-shaped building tucked into the corner. It contains a small health and ammo pack and is directly accessible from the Left Tunnel. The left side of the building has a staircase that connects to the Bridge and the Upper Tunnel's one-way gate exit.
- 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. The RED spawn's single exit faces away from the control point, requiring defenders to make a U-turn in order to reach the battlefield after exiting the spawn.
- Spawn Roof: The roof covering the RED Spawn can be stood on and gives an overview of the approaches to control point B.
- Battlements: To the right of the RED team's spawn is an elevated wooden structure with an overview of the area. A small bridge connects this structure to the roof of the RED Spawn. Also found on top are a small health and ammo pack.
Stage 2
Control point A
The first point is on top of a building on the left.
- BLU Spawn: The same spawn that RED used in the previous stage is now occupied by the BLU team. The area of the previous stage behind the spawn is sealed off with a chainlink fence. In between the spawn and the Dugout is an area in which BLU Engineers can construct buildings.
- Dugout: Separating the BLU spawn from the first control point area is a tall, insurmountable cliff. Dug underneath the cliff is a small tunnel with two exits that emerge on the other side and connect the BLU spawn to the rest of the stage. The right exit leads to the Large Shed while the left one leads to a narrow flank route snaking around the Control Point A Building's left side.
- Large Shed: On the right-hand side is a shed that contains two large health kits and two medium ammo packs. The diagonal ladder at the back grants access to the roof of this building.
- Control Point A Building: Control point A is on top of the second level of a large reverse C-shaped building. The second level also has an enclosed room that contains a large health pack and a medium ammo pack. The bottom floor has a dead-end hallway as well as a small, semi-open room facing towards the BLU spawn and containing a medium health and ammo pack. The building can be entered through two openings at the ground floor. Alternatively, it can be scaled by jumping onto a stack of tires near its rear left or a group of crates found close to the BLU's left spawn Dugout.
- Office: Located to the back of this area are two interconnected rooms; the one to the right contains a large ammo and a medium health pack. The second room has a broken window facing the BLU spawn.
- Signpost: A large health pack and a small ammo pack are located in an open field in between the Office and the Control Point A Building.
Control point B
The second control point is on a platform next to the RED team's spawn.
- Double Tunnels: Much like the previous stage, a tall cliff separates the areas of the two control points, requiring attackers to traverse a set of tunnels in order to reach the next point. Located in the middle of the cliff are two parallel, but separate, tunnels that offer the quickest route to the Courtyard and subsequently to the point.
- Mining Tunnel: Located on the left side of a map is a long and narrow tunnel which starts at the back left of the Office building. It also connects to Courtyard, albeit by taking a more elaborate route.
- Gated Tunnel: Branching from the Double Tunnels to the right is another long tunnel, this one with a one-way gate (only openable from the inside) at the end of it. It also has a large health pack inside it. It leads to the Courtyard and the Middle Building.
- Courtyard: The open area right outside the Double Tunnels and the exit for the two flanking tunnels. It is situated in front of the Middle Building.
- Middle Building: A large building that separates the Courtyard from the second control point. 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 second control point. There is also a path around the outside, sporting some tall boulders. Behind the boulders is a large health pack.
- Point B: The control point sits on a platform that is in front of the RED Spawn and is accessible by stairs on either side.
- RED Spawn: This is the spawn point for the defending RED team and is behind the control point. It has a single exit and overall an identical layout to the previous spawn.
Stage 3
Control 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, crushing any players caught underneath it in the moment.
- BLU Spawn: The BLU team's spawn for this stage is within the same building that was used by the RED team on the previous stage. Just like previous stages, the earlier stage is rendered inaccessible.
- Factory: Located right in front of the BLU spawn is a large, two-story concrete building that attackers are required to traverse in order to proceed to the control point. It has a central room that can be accessed via two staircases and leads directly to the Pillbox. BLU Engineers can build inside this building.
- Side Exit: A long hallway to the right leads to a separate third exit to the side of the Pillbox.
- Pillbox: A medium-sized building containing a large ammo and a small health pack. The building stands between the Factory and the control point and has two wide and narrow slits which look towards the Factory. The slits are wide enough to be shot through, but are narrow enough that players who reach the base of the Pillbox and crouch down leave the line of sight.
- Control point A: Located behind the Pillbox on a slightly elevated platform is the penultimate control point.
- 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.
Control point B
The final control point is the base of a launch pad, under a rocket, in the center of RED's base.
- 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.
- Basement stairs: A door on the right side of the Alleys leads to a covert underground tunnel and from then into the Valley under the area near control point B.
- Valley: Cutting the area around the final control point in two is a deep ditch that separates the RED spawn with the accompanying control point from the Balcony and the Sniper Houses. A single bridge connects the two divided sides. With the exception of falling into it, the Valley can also be entered from the Basement Stairs and exited via a flight of stairs leading up to the bridge.
- Balcony House: Directly opposite the RED spawn, on the side of the Valley closer to BLU is a long house containing a medium health pack and a large ammo pack. It has a view onto the second control point.
- Sniper House: Next to the Balcony House is a square structure with a medium health and a 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.
- 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 Spawns: 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 one on the right, as well as having two different exits. One exit leads directly to control point A, while the other spirals around and leads to control point B. The right spawn room only leads to control point B. There are equal chances that the RED team player can spawn in any of these two locations.
Helpful overview
1.Left Exit Shed 2.Canyon 3.Right 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
Control Point timing
All control points have the same capture times.
| Control Point | Multiplier | Seconds | ||
|---|---|---|---|---|
| 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 achievements
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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_maxroundsnot 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_respawnroomin stage 1 to be flush against the door.
- 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
- 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).
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
The bulletin board that appears in the first RED spawn area and the second BLU spawn area, as of Smissmas 2013.
Promotional
Heavy and Dustbowl as a playable fort in Worms Reloaded.
See also
References
- ↑ Jason Mitchell, Moby Francke, Dhabih Eng, Illustrative Rendering in Team Fortress 2 (2007), retrieved 2010-10-23.

