Difference between revisions of "Dustbowl 2"

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File:Dustbowl2 controlpointb.jpg|View of Control Point B and the area around it.
 
File:Dustbowl2 controlpointb.jpg|View of Control Point B and the area around it.
 
File:Dustbowl2 3rdbluspawn.jpg|View of area next to the third BLU spawn.
 
File:Dustbowl2 3rdbluspawn.jpg|View of area next to the third BLU spawn.
File:DustbowlFinalPit.png|View of pit showing the blocked off pipeline near Control Point C. Note the ladder.
 
File:Dustbowl2altview.png| View of area near BLU spawn leading to Control Point A
 
File:Dustbowlsecondpartpoint.png| Alt view of Control Point B and its nearby spawn area.
 
File:Dustbowl2ladderfinal.png| Ladder leading to vantage point near Control Point C
 
 
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Revision as of 09:00, 14 February 2023

Dustbowl 2
Dustbowl2 controlpointa.jpg
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Desert
Setting: Daylight, sunny

Dustbowl 2 was a remake of the Classic version of Dustbowl that was being developed for Team Fortress 2 sometime in 2007. The map was aimed at improving the layout and geometry of the map. It eventually became Gold Rush, which is currently in the game.

In 2009, one of Valve's level designers, Dario Casali, answered a couple of questions regarding Gold Rush and Badwater Basin's development.[1] During this conversation, Casali sent a few screenshots of both maps from early in their development. In the screenshots of Gold Rush, beside various visual and geometric differences, some strange elements were noticed: the absence of rails for a Payload cart, the presence of Control Points at the ends of each stage rather than Payload checkpoints, and the presence of platforms next to each BLU spawn. 10 years later, Casali stated that this map was initially intended for the TFC Control Point mode, but then it was transformed into a Payload map.[2] Here, he also noted that the map was originally called "Dustbowl 2".

Notes

  • There are several ladders throughout the map. Unlike the current release of the game, these ladders were meant to serve a function and allow the player to traverse up and down them. This can be seen by areas which would result in the player getting stuck, being unable to go to intended playing fields, or take an alternate path to circumvent going up the ladder.
  • There is an area in the final section which has an opening blocked off by concrete bricks. It is implied that the Demoman would have the ability to destroy it with an explosive (Similar to that of the Detpack from Team Fortress Classic) and allow teammates to go through the otherwise blocked pipeline.
  • Due to its early stage of development in the games history, several textures from Half-Life 2 are used as placeholders throughout the map.

Gallery

References