Difference between revisions of "Dustbowl 2"
(Dustbowl 2 and Badwater are related in development, so I added information about that.) |
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{{Beta}} | {{Beta}} | ||
{{Map infobox | {{Map infobox | ||
− | | game-type | + | | map-status = cut |
− | | map-image | + | | map-game-type = Control Point |
− | | map-environment | + | | map-file-name = ? |
− | | map-setting | + | | map-image = Dustbowl2 controlpointa.jpg |
− | + | | map-environment = Desert | |
+ | | map-setting = Daylight, sunny | ||
}} | }} | ||
− | '''Dustbowl 2''' was | + | '''Dustbowl 2''' was a remake of the [[Dustbowl (Classic)|{{botignore|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 | + | In 2009, one of [[Valve]]'s level designers, [[Dario Casali]], answered a couple of questions regarding Gold Rush and [[Badwater Basin]]'s development.<ref>[https://tf2maps.net/threads/goldrush-and-badwaters-development-pics.5196/ Goldrush and Badwater's development - pics!]</ref> 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 point (objective)#Gallery|Control Points]] at the ends of each stage rather than Payload checkpoints, and the presence of platforms next to each BLU spawn. |
+ | <!-- | ||
+ | Awaiting confirmation | ||
+ | At some point in time, after Dustbowl 2 became the Payload map Gold Rush, he planned what would later become the final point of Badwater Basin for Gold Rush as a backup plan. The early screenshots shown of Badwater Basin are very likely from when he first added the area in. | ||
+ | --> | ||
+ | 10 years later, Casali stated that this map was initially intended for the [[List of game modes (Classic)#Attack/Defend|TFC Control Point mode]], but then it was transformed into a Payload map.<ref>[https://web.archive.org/web/20210830155211/https%3A%2F%2Fi.imgur.com%2FJcus5eP.png Screenshot of the e-mail], taken from: [https://www.youtube.com/watch?v=RidSpRGRwuc Dustbowl & Gold Rush: Twins Removed Before Birth]</ref> 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. | |
== Gallery == | == Gallery == | ||
Line 22: | Line 28: | ||
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. | ||
+ | </gallery> | ||
+ | <!-- Awaiting confirmation | ||
File:Badwater last1.jpg|View of the path before the last point in Badwater. | File:Badwater last1.jpg|View of the path before the last point in Badwater. | ||
File:Badwater last2.jpg|View of the path leading to last point. | File:Badwater last2.jpg|View of the path leading to last point. | ||
File:Badwater last3.jpg|View of the last point. | File:Badwater last3.jpg|View of the last point. | ||
− | File:Badwater last4.jpg|View of the last point, and the RED spawn. | + | File:Badwater last4.jpg|View of the last point, and the RED spawn. |
− | + | --> | |
== References == | == References == | ||
<references/> | <references/> | ||
− | {{Unused | + | {{Unused Maps Nav}} |
Latest revision as of 01:14, 18 January 2024
“Ok guys, bad news: we lost that last one.” This article documents beta/cut/unused/experimental content for Team Fortress 2. It may contain speculation, broken links or errors. |
Dustbowl 2 | |
---|---|
Basic Information | |
Map type: | Control Point |
File name: | ?
|
Developer(s): | Valve |
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.