Difference between revisions of "Dustbowl"

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(See also: Hopefully fixing Dustbowl's broken <ref>s)
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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. It and [[Gravel Pit]] were the first Attack/Defend CP 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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{{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. 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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'''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 ==
Note all viewed from Blu’s perspective after leaving spawn
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{{HelpfulOverviewNote}}
===Stage 1, Point A===
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Directions are described from BLU's perspective.
Control point A Inside a small building on the left.  
 
  
[[Image:Dustbowl s1c1.jpg|thumb|Dustbowl, first stage, point A]]
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=== Stage 1, Point A ===
* '''Attackers' spawn''': Three exits Left, Middle and Right defenders are able to shoot into spawn.  
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[[File:Dustbowl_stage_one.png|thumb|150px|right|Details of stage 1.]]
 +
[[File:Dustbowl s1c1.jpg|thumb|150px|right|Dustbowl, first stage, point A]]
 +
[[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''': The long straight pathway from the middle spawn door 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''': 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.
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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''': Next to right hand spawn door contains medium health and ammo. Has two doorways
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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 “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.
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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.
  
*’’’Exits’’’ Left tunnel, Right tunnel and (upper) Mine tunnel
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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.
  
===Stage 1, 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.
Control point B is again inside a building on the left
 
  
[[Image:Dustbowl s1c2.jpg|thumb|Dustbowl, first stage, point B]]
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<gallery widths=150px heights=90px>
 +
File:Dustbowl1.png|The canyon
 +
File:Dustbowl2.png|Right exit shed
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File:Dustbowl3.png|Inside view of control point building
 +
</gallery>
  
* '''Cave paths''': 3 tunnel pathways lead to the second area.  
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=== Stage 1, Point B ===
1 - 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
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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.
2 - ground level from left tunnel behind control point A
 
3 – 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.
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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''': Contains a small Health and Ammo pack.  
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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''': Above defenders spawn. Is split into two parts connected by the snipers bridge has a small Health and Ammo pack on one side,
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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) Underneath the snipers roof.
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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.  
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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:'''  Has gates over the three exits at the start of the game. Two  entryways from spawn one left one right. Two exits One left one right. Defenders are free to enter after the gates open.
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<gallery widths=150px heights=90px>
 +
File:Dustbowl4.png|Exits of upper tunnel
 +
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
 +
</gallery>
  
* '''Large shed''': On the right hand side two large Health and Ammo packs. Ladder at the back leads to the roof.
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=== Stage 2, Point A ===
 +
[[File:Dustbowl stage two.png|thumb|150px|right|Details of stage 2.]]
 +
[[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''': On the left.  Control point is on top of the second level. Second level has a small hut which contains a large Health and Ammo pack. First floor has a small battlement facing the dugout with  a medium Health and Ammo pack. Has two doorways as well as entry through window and via crates front left and tyres left rear.
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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 Office: At the back of this area. Two rooms; one to the right contains a large Ammo and medium Health pack, Second room has a window facing the dugout.
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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.
  
*’’’Signpost’’’ To the left of the office building has a large health and medium ammo.
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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.
  
*’’’Exits’’’ One left and one right leading to 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.
  
===Stage 2, Point B===
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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 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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* '''Signpost''': A large Health pack and a small Ammo pack are located to the left of The Office.
  
* ‘’’Entry points’’’ Four although one is shared. Left exit. Middle exit (LH and RH) and gate exit.
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* '''Exits''': One on the left and one on the right, both leading to point B.
  
* '''The long mining tunnel''': Leads from the left exit. A long narrow tunnel which is to the back right of the office building.  
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<gallery widths=150px heights=90px>
 +
File:Dustbowl8.png|Large Shed with supplies inside it
 +
File:Dustbowl10.png|Inside view of control point building
 +
File:Dustbowl18.png|Stage 2, control point A
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File:Dustbowl11.png|Signpost
 +
File:Dustbowl9.png|The Office
 +
File:Dustbowl12.png|Exits
 +
</gallery>
  
* '''The double exits''': Can go left or right. Going left leads to the double doors right leads to the double doors or the gate.  
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=== Stage 2, Point B ===
 +
The second control point is on a platform next to RED's spawn.
  
* '''The gate''': Far right from the double exits leads to a one way gate via another tunnel. There is a large Health pack at the end, near the grate.  
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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.
  
* '''The courtyard''': Open area right outside the double exits and the exit of the long mining tunnel.
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* '''Double Tunnels''': There are two short tunnels that are parallel to each other.
  
* '''The middle building''': Large building in the middle of this area. 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. There is a walkway around the outside.
+
* '''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 rocks''': This is the rock pile that is on the left side of the map with a large Health pack.  
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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.
  
* '''Control point''': The Control point is housed on a platform which is attached to the defenders spawn building behind the middle building
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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.
  
* '''Defenders spawn building''': This is the spawn point for the defending RED team and is behind the control point.
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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.
  
===Stage 3, Point A===
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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 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
 
[[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.
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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.
  
* '''BLU Spawn''':. As you leave you can take an immediate right turn and go up a long corridor to the RH locked gate; or you can take either the left or the right stairs which both bring you to the double gate exits.  
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<gallery widths=150px heights=90px>
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File:Dustbowl13.png|Exit of mining tunnel and double tunnels
 +
File:Dustbowl14.png|Exit of gated tunnel
 +
File:Dustbowl15.png|Stage 2, control point B
 +
</gallery>
  
*'''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 gates.
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=== Stage 3, Point A ===
 +
[[File:Dustbowl stage three.png|thumb|150px|right|Details of stage 3.(Large file)]]
 +
[[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.]]
 +
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.
  
* '''Control point A''': Located at the back of the area on a slightly raised platform.
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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 ledge''': At the end of the defenders shortcut to Control point A, this is the ledge that exits the shortcut. Once the first Control point has been taken the doorway from RED’s spawn is locked
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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.
  
===Stage 3, Point B===
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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.
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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* '''Control point A''': Located at the back of the area on a slightly raised platform.
  
*'''The Alleys''': These are the narrow alleyways that lead you 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 level two have various health and ammo packs.
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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.
  
*’’’Downstairs’’’ Side doorway leading down underneath the base and into the valley underneath the defenders spawn.
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<gallery widths=150px heights=90px>
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File:Dustbowl16.png|Exit of Blu spawn
 +
File:Dustbowl17.png|Pillbox
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File:Dustbowl19.png|Stage 3, control point A
 +
</gallery>
  
* '''The long house''': More of a balcony. Has a bridge over the alley and small health and ammo pack. The next left faces control point B.
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=== 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 Sniper house''': Opposite the long house. Has a medium Health and large Ammo pack on the second level. First level is a bunker with window facing down the long alley. Has two doors one in the alley the other at the back which can be accessed from outside by defenders via a tiny ledge.
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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.
 
* '''Control point B''': This is the final Control point for this map and is between the two spawn rooms.
 
  
* '''RED Spawn''': On either side of Control point B; each contains one Health and Ammo supply locker.
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* '''Downstairs''': Side doorway leading down underneath the base and into the valley under control point B area.
  
*’’’Equipment room’’’ On the right above the valley has a ledge and health packs.
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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.
  
*’’’The valley’’’ Underneath the final bridge has one entrance and a flight of stairs up to the bridge.
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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.
  
* '''The ledges''': At the start of the bridge two ledges one with ammo. Only visible from the defenders side.
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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.
  
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* '''The Valley''': Located underneath the final bridge, the Valley has one entrance, and a flight of stairs leading up to the bridge.
  
==Strategy==
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* '''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.
  
===Team Balance===
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* '''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.
Dustbowl is an attack and defend map Valve have helped us out here  by splitting the classes into three areas.
 
As ever 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 onto how to play these classes.
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<gallery widths=150px heights=90px>
 +
File:Dustbowl20.png|Alleys
 +
File:Dustbowl24.png|Downstairs
 +
File:Dustbowl21.png|The Balcony House
 +
File:Dustbowl23.png|Inside view of sniper house
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File:Dustbowl22.png|Stage 3, control point B
 +
</gallery>
  
Offensive classes
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== Helpful overview ==
[[Scout]]
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[[File:Dustbowl overview with lines.png|left|Dustbowl's locations|750px]]
[[Soldier]]
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<small>1.Right Exit Shed
[[Pyro]]
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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
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14.Courtyard
 +
15.Middle Building
 +
16.Pillbox
 +
17.Loading Dock
 +
18.Alleys
 +
19.Valley
  
Defensive classes
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Red/blue diagonal lines: Red/Blu first spawn
[[Demoman]]
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Red/blue double diagonal lines: Red/Blu second spawn
[[Heavy]]
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Red/blue double diagonal lines w/ a rectangle: Red/Blu third spawn
[[Engineer]]
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(Red '''and''' blue diagonal lines indicate that that room was once a Red spawnroom before becoming the Blu's second, third... spawn.)
  
Support classes
+
Red circle: First capture point Stage 1
[[Medic]]
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Blue circle: Second capture point Stage 1
[[Sniper]]
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Green circle: First capture point Stage 2
[[Spy]]
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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}}
  
===General===
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== Control point timing ==
 +
All control points have the same capture times.
 +
{{Control Point Timing/Official Map}}
  
;Attackers
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== Related achievements ==
* Teleporters are usually required for the second point
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=== {{Achiev type link|general}} ===
* Engineers usually only become useful on attack for second point of each stage.
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{{Achievement table
* Spy cap the second point. This works especially  well with the [[Cloak and Dagger]].
+
| {{Show achievement|General|Impenetrable Defense}}
 +
| {{Show achievement|General|World Traveler}}
 +
}}
  
;Defenders
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== Update history ==
* Have much longer respawn times compared to attackers.
+
{{Update history|
* Guard the second point Spy capping can be a real issue on this map.
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'''{{Patch name|10|2|2007}}'''
* Teleporters are required for defending the first point effectively.
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* Fixed players being able to use spectator points in Dustbowl that were not in play.
  
;Support
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'''{{Patch name|10|25|2007}}'''
* health is at a premium Medics can hang back from the front line with relative impunity
+
* Fixed issues on Dustbowl that could occur when a server emptied in the middle of a round.
  
===Stage 1, Point A===
+
'''{{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.
  
;Attackers
+
'''{{Patch name|12|21|2007}}'''
ÜberCharge’s on the left side can make it onto the Control point before they expire. 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. Because of the close quarters, running speed and walls a Pyro assault is usually most effective particularly if the airblast is used to clear the route.
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* Fixed the problem with {{code|mp_maxrounds}} not correctly counting the number of rounds for Dustbowl after the scoring change.
  
SG's in the capture building can be cleared using [[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.
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'''{{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.
  
Look for unguarded exits and tell your team so you can swarm the point from both angles.
+
'''{{Patch name|3|20|2008}}'''
+
* Updated Dustbowl with several exploit fixes.
The third exit is so far away from the Control point it is often uncovered. Ranged classes such as Wrangled sentry guns, Snipers and Soldiers can fire into the Control point with relative ease.
 
  
[[Image:Dustbowl corner redone.jpg|thumb|Engineer's corner]]
+
'''{{Patch name|2|23|2012}}'''
 +
* Adjusted Blue team's {{code|func_respawnroom}} in stage 1 to be flush against the door.
  
 +
'''{{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
  
;Defenders
+
'''{{Patch name|3|5|2014}}'''
The offence only have 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 you the high ground advantage. Inform your team if the offence make a breakthrough or push out from these exits.
+
* 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.
  
An incoming Über rush is very likely, counters are as with any Uber, explosive separation, air blasts and counter ubers. These are best used inside the control point room.
+
'''{{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.
  
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,
+
'''{{Patch name|9|10|2015}}'''
 +
* {{Undocumented}} Added [[saucers]] and posters to Dustbowl.
  
 +
'''{{Patch name|11|25|2015}}'''
 +
* {{Undocumented}} Removed [[saucers]] and posters from Dustbowl.
  
====Class specifics====
+
'''{{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).
 +
}}
  
=====Attack=====
+
== Bugs ==
'''Scout -''' Should follow pushes onto the control point to add their enhanced capturing speed.  
+
* 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.
  
'''Soldier -''' Long range support into the control point building and sniper suppression into the tunnel entrances.
+
== 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.
  
'''Pyro -''' Control point clearing.
+
== Gallery ==
 +
{{botignore|
  
'''Demoman -'''  Clearing control points, suppressive fire into buildings and tunnel entrances, vital for clearing this level.
+
=== Concept art ===
 +
<gallery>
 +
File:Desert concept.jpg|Dustbowl environment concept
 +
File:Dustbowl concept2.jpg|Ditto
 +
</gallery>
  
'''Heavy -''' Used to hold the areas leading up to the control point, generally not enough fire power to clear the control point of defenders and sentry guns.
+
=== 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>
  
'''Engineer -''' Limited use, however if the area by the spawn door is under your control a wrangled sentry can clear the entire control point building.
+
=== Release ===
 
+
<gallery>
'''Medic -''' See Medic strategy.
+
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.
'''Sniper -''' Hang back in spawn doors offer support and clear the main corridors of movement, huntsman snipers can move forward to be close to the action.
+
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.
'''Spy -''' Move behind and stay near the control point, sap at the same time as any assault or push.
+
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>
=====Defense=====
 
'''Scout -''' Has limited opportunities for harassing the attackers
 
  
'''Soldier -''' Control the “floor” of the control point building from above, long range suppression of spawn doors.
+
=== Promotional ===
 
 
'''Pyro -''' Ubercharge airblasting, control point clearing.
 
 
 
'''Demoman -''' Sticky carpets from spawn to the control point, sticky walls of control point building.
 
 
 
'''Heavy -''' Can with the aid of dispensers keep the control point locked down.
 
 
 
'''Engineer -''' Vital, see sentry gun location images. Wrangled sentries can occupy the same location as snipers.
 
 
 
'''Medic -''' See Medic strategy.
 
 
 
'''Sniper -''' Hold back and keep opposing snipers from controlling the central corridor.
 
 
 
'''Spy -''' This is congested area, so getting behind Ubercharged medics can be relatively easy if you move quick.
 
 
 
===Stage 1, Point B===
 
;Attackers
 
Point B should be rushed immediately upon capturing the first point. Defenders are often scattered or dead and sentry emplacements 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
 
As with any control point map have someone physically on the point to prevent Spy caps and Scout rushes, Any defensive class will do.
 
 
 
Control the entrances to prevent pushes being co ordinated across all three fronts.
 
 
 
====Class specifics====
 
 
 
Note this section is only for specific strategies on this map for the class indicated, any general how to playtips please add them to the class strategy page
 
 
 
====Attack====
 
'''Scout'''
 
Flanking is always possible, note the entrance that the majority of attacks are coming through and use the opposite side.
 
 
 
'''Soldier'''
 
Sentry gun emplacements behind the large tower can be a problem, thse can be splash damaged from the gaet tunnel's second entrance unless they are wrangled.
 
On defence the direct hit can be used from the sniper deck into the above mentioned doorway
 
 
 
'''Pyro'''
 
As a great close quarters specialist the tunnels provide ample room to rush enemies.
 
 
 
'''Demoman'''
 
Possibly the most important class on this cap both on attack and defence. The usuall tactics apply. On attack the chargin' targe can increase your effectiveness against defending soldiers and demomen. Watch out for heavies though.
 
 
 
'''Heavy'''
 
Great on defence, with a dispenser thay can hold down the entire area from spawn to the control point. If standing next to a sentry, spies will be less of a worry.
 
 
 
'''Engineer'''
 
See general tactics for use on attack. On defence well postioned dispensers and hidden spots are ideal. If wrangling use the sniper deck to hold down a larger area.
 
 
 
'''Medic'''
 
Kritz is less effective on attack but is great for defence. An uber from the one way gate can easily reach the control point with about 3 seconds left to clear. Ensure an un ubered teamate follows to ensure capping starts immediately.
 
 
 
'''Sniper'''
 
The obvious defence attributes are great fron the sniper deck. On offense, a well timed Jarate onto the CP and the huntsman are a more effective combination than the rifle alone. Keeping enemy snipers off the deck should also be considered, though it is easy to bypass their line of sight.
 
 
 
'''Spy'''
 
On defence there are ample opportunities to get behind the enemy (even going all the way back to their spawn and clearing the tunnels from behind). On attack the primary role is killing Snipers and timed sapping while pushes are being carried out.
 
 
 
====Defence====
 
 
 
===Stage 2, Point A===
 
;Attackers
 
The dugout attracts a barrage of explosives and Sentry gun fire.  Defences will be most vulnerable at the start and with your faster respawn time it is easier to keep up the pressure and wear these down.
 
 
 
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 measure such as Bonk, Ubers and Compression blasts 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 Spy’s and other close quarter specialists such as Pyro’s and Heavies.
 
 
 
 
 
===Stage 2, Point B===
 
 
 
;Notes
 
This is classed as one of the hardest Control points to take mainly due to its distance from 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 all the buildings for engineer’s kit, 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 co ordinated assaults. It is always best to combine this push with attacks through middle and from the opposite side.
 
 
 
Overcoming the defences around the control point is key. The usual techniques  of Ubercharges, sapping and ranged assault apply attackers need to be aware of knockback, airblasts and explosive separation. Don’t forget to cap the point while these defences 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 Ubercharges 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.
 
 
 
===Stage 3, Point A===
 
;Attackers
 
Clear the left side.  Defenders on the left can cover the entire capture zone from behind the pavilion. If you break the defence on the left side and prevent them from reinforcing that area, you can usually capture the point. Defenders cannot cover the whole capture area from the right side making Spy caps possible once the left side is cleared. Explosives can help eliminate the defenders hiding in and behind the pavilion by launching explosives through the windows. This is a pretty spammy area, so dispensers and health near the front line is usually needed. Support should help prevent the defenders from reinforcing from the right side.
 
 
 
;Defenders
 
Use the shortcut: One [[spawn point]] has a door that opens to a shortcut to the first point. Note if you happen to be passing through this door as the attackers capture the point, you will be killed by the closing door.
 
 
 
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 an excellent unsappable 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 get this confirmed in team chat.
 
 
 
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 un co ordinated pushes by insufficient numbers of players. Use team talk or speak to co ordinate pushes.
 
 
 
 
 
;Defenders
 
Defend the last point, do not push to far forward.
 
 
 
Use the tunnel to [[ambush]] to arrive behind an attacking team setting up in the halfway area in the alley approaching. the team will (hopefully) be facing the opposite direction.
 
 
 
===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])''
 
 
<gallery>
 
<gallery>
File:2iu6-1c.png|Dustbowl first stage, first cap
+
File:Worms reloaded tf2 heavy fort.jpg|[[Heavy]] and Dustbowl as a playable fort in ''[[Worms Reloaded]]''.
File:2iu6-1d.png|Dustbowl first stage, second cap
+
</gallery>
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>  
 
  
== Related Achievements ==
+
== See also ==
 +
* [[Dustbowl (Training)]]
 +
* [[Dustbowl (Classic)]]
  
{|
+
== References ==
|[[Image:Tf win dustbowl noenemycaps.jpg|64px]]
+
<references/>
|width=50%|''' Impenetrable Defence '''
 
Successfully defend Dustbowl without giving up a capture.
 
 
 
 
 
|[[Image:Tf play game everymap.jpg|64px]]
 
|width=50%|''' World Traveller '''
 
Play a complete game on 2Fort, Dustbowl, Granary, Gravel Pit, Hydro, and Well (CP).
 
|}
 
 
 
==Points of Interest==
 
* 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]]. 
 
*Dustbowl was originally  a capture the flag type map where the flag had to be taken to a Control point.
 
* Dustbowl originally only had one control point per stage.
 
*According to the Map of Mann's Land, Dustbowl is south of [[2Fort]] (called Teufort).
 
* 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]]).
 
 
 
==Trivia==
 
* 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 one-sided Capture the Flag, in which one player on the BLU team must take a flag to the RED team's control points. As well, there was only one control point per stage.
 
*According to the Map of Mann's Land, Dustbowl is south of [[2Fort]] (called Teufort).
 
*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>
 
*In the non-cannon Mac comic, the Mac store is located right outside of Dustbowl.
 
  
== Control Point Timing ==
+
{{Maps Nav}}
All Control points have the same capture times.
 
{{Control Point Timing/Official Map}}
 
 
 
==See also==
 
*[[Dustbowl (Training)]]
 
*[[:Category:Dustbowl images]]
 
 
 
==Notes and References==
 
<references/>
 
  
{{Maps nav}}
+
[[Category:Quickplay maps]]

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.