Difference between revisions of "Dustbowl"

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'''Dustbowl''' is an Attack/Defend Control point map, and is the subsequent remake of the [[Team Fortress Classic]] map of the same name. Itself and [[Gravel Pit]] were the first Attack/Defend CP maps for [[Team Fortress 2]] and 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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'''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.
  
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. 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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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.  
  
 
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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== Goal ==
 
== 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 until time runs out.
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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 ==
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Note all viewed from Blu’s perspective after leaving spawn
 
===Stage 1, Point A===
 
===Stage 1, Point A===
The first Control point is inside a small building on the left (from BLU's perspective).
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Control point A Inside a small building on the left.  
The RED team earns the "Impenetrable Defense" [[achievement]] if they successfully defend this point.
 
  
 
[[Image:Dustbowl s1c1.jpg|thumb|Dustbowl, first stage, point A]]
 
[[Image:Dustbowl s1c1.jpg|thumb|Dustbowl, first stage, point A]]
* '''Attackers' spawn''': This is the cave where the attacking BLU team spawns. It contains one [[Health]] and [[Ammo]] locker. Attackers must be wary because when the gates open, the defenders are able to shoot in on the attackers. 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/Mac version but not on the 360 version (see [[Differences between Xbox 360, PS3 and PC versions]]).
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* '''Attackers' spawn''': Three exits Left, Middle and Right defenders are able to shoot into spawn.  
  
* '''Canyon''': This is the long straight pathway that leads right to the back door of Control point A.
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* '''Canyon''': The long straight pathway from the middle spawn door leads right to the back door of Control point A.
  
* '''Main shed''': This is the shed which is closest to the gate where the majority of the attackers usually come from. Before its patch on the PC/Mac version, this would be the most popular spot for exploiters because it would be here that they are able to attack through the gates. If seen from the attackers view (if they were looking at the base) then this would be the shed to the right. Defenders can jump onto the roof of this shed and shoot down at the enemies as they rush out at the start of the game. This works best with the [[Soldier]], [[Pyro]], and [[Heavy]]. This shed contains a large Health and a large Ammo pack. This path way leads straight into the main entrance of the Control point building.
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* '''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.
  
* '''Side shed''': This is the shed which is on the opposite side of the "Main Shed".
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* '''Side shed''': Next to right hand spawn door contains medium health and ammo. Has two doorways
  
* '''Control point building''': This is the building where Control point A is located. In here, there is a large Health and a large Ammo pack. If you go up the steps to the second level, it will lead you to the mining tunnel which has a large Health pack and leads to Control point B.
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* '''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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*’’’Exits’’’ Left tunnel, Right tunnel and (upper) Mine tunnel
  
 
===Stage 1, Point B===
 
===Stage 1, Point B===
Control point B is again inside a building on the left (from BLU's perspective).
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Control point B is again inside a building on the left  
  
 
[[Image:Dustbowl s1c2.jpg|thumb|Dustbowl, first stage, point B]]
 
[[Image:Dustbowl s1c2.jpg|thumb|Dustbowl, first stage, point B]]
  
* '''Cave paths''': There are 3 cave tunnel pathways that lead to the second Control point. One is the second floor walkway which comes from Control point A, through the mining tunnel which leads you to the gate above and to the left of Control point B. Another tunnel is located at ground level just behind the back door of the building for point A. The third cave is located to the right hand side (for BLU) at ground level.
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* '''Cave paths''': 3 tunnel pathways lead to the second area.  
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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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2 - ground level from left tunnel behind control point A  
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3 – Right tunnel leading to large cave (right cave) with upper an lower level exits. contains a medium Health pack and large Ammo pack
  
* '''Right cave''': This structure contains a medium Health pack and medium Ammo pack. You reach this area by going through the third (right-most) tunnel if being looked at by BLU from their spawn. There are two exits: one to the left which can be taken to run up the hill to the Control point; One the right which runs up steps to an upstairs platform where you will find three stacked crates in a corner and a small bridge. You can go over the bridge to meet up with the people coming from the mining tunnel gate.
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The bridge leads from the upper exit of the right cave to the one gate.
  
* '''Mining tunnel''': A short tight tunnel runs from the second level of Control point A building to the mining tunnel where a medium Health and medium Ammo Pack can be found. There are two ways to exit the tunnel here: you can go through the first exit on the right which has a small platform with tires for cover; or you can go through the gate, but remember that the gates only open from the inside, not the outside.
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* '''Control point B building''': Contains a small Health and Ammo pack.  
  
* '''Control point B building''': This is the building which contains the Control point. It contains a small Health and Ammo pack. Defenders must watch the gating because that is the quickest and most popular route for entering the Control point B Building.
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* '''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,
  
* '''Sniper roof''': This is a large flat area where defending [[Sniper]]s usually snipe from. It is located on top of the defenders spawn point. This is a two-part area. One part has a small Health and Ammo pack on one side, and the other (directly above the spawn) does not.
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* '''Defenders spawn''': The spawn point for the defenders (RED team) Underneath the snipers roof.
 
 
* '''Defenders spawn''': The spawn point for the defenders (RED team) contains two Health and Ammo lockers. It is best for attackers to avoid this area unless you are planning an [[ambush]] or espionage (as [[Spy]]) due to this being the only spawn point and having a constant stream of defenders.
 
  
 
===Stage 2, Point A===
 
===Stage 2, Point A===
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[[Image:Dustbowl s2c1.jpg|thumb|Dustbowl, second stage, point A]]
 
[[Image:Dustbowl s2c1.jpg|thumb|Dustbowl, second stage, point A]]
  
* '''Attackers' spawn point''': This is a small building which contains two Health and Ammo lockers. This is where the attackers spawn and defenders cannot enter, yet if the door is open, the defenders can shoot through.
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* '''Attackers' spawn point''': This is a small building which contains two Health and Ammo lockers.  
  
* '''Dugout:''' This is the small pit area where the attackers come out. Attackers are protected by gates over the three exits at the start of the game. Beware that once the setup time is over, the defenders are free to enter. Also note that there are two separate entryways for attackers to enter this area.
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* '''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.
  
* '''Large shed''': The large shed structure nearest to the dugout which contains two large Health and Ammo packs. A ladder stands at the back of the building which can be used to gain access to the roof.
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* '''Large shed''': On the right hand side two large Health and Ammo packs. Ladder at the back leads to the roof.
  
* '''Control point building''': This is the building which has the Control point on the second level and contains a large Health and Ammo pack. On the first floor there is a small battlement where you can find a medium Health and Ammo pack.
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* '''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.
  
* '''The Maintenance Building''': The maintenance building is the building in the back of this Control point area. It has two rooms; one to the right containing a large Ammo and medium Health pack, the room opposite the supply room contains nothing but a window and a few office items like a coffee maker which do nothing for the player.
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* '''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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*’’’Signpost’’’ To the left of the office building has a large health and medium ammo.
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*’’’Exits’’’ One left and one right leading to point B
  
 
===Stage 2, Point B===
 
===Stage 2, Point B===
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[[Image:Dustbowl s2c2.jpg|thumb|Dustbowl, second stage, point B]]
 
[[Image:Dustbowl s2c2.jpg|thumb|Dustbowl, second stage, point B]]
  
* '''The double exits''': This is the double openings that are adjacent to each other. For the attackers, after passing the office building, proceed forward and you will enter a cave. Taking either the right or left routes will get you to the double doors. This is not a very popular attacking spot because is often covered by defending Sentry Guns and Snipers.
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* ‘’’Entry points’’’ Four although one is shared. Left exit. Middle exit (LH and RH) and gate exit.
  
* '''The courtyard''': This is the open area right outside the double exits and the exit of the long mining tunnel, and straight ahead and down out of the gate.  If this area is fortified with Sentry Guns and Sticky Bombs it can be very difficult for the BLU team to enter without Übercharges, and holding it is often critical to the success of the RED team.
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* '''The long mining tunnel''': Leads from the left exit. A long narrow tunnel which is to the back right of the office building.  
  
* '''The long mining tunnel''': This is a long narrow tunnel which is to the back right of the office building. Normally, attackers will go through here and then proceed to the rocks. On the defending side, you can find the entrance if you stick to the right side near the rocks.
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* '''The double exits''': Can go left or right. Going left leads to the double doors right leads to the double doors or the gate.  
  
* '''The rocks''': This is the rock pile that is on the left side of the map (for attackers). Behind the rocks is a large Health pack. Being here will give attacking [[Soldier]]s a good vantage point of the Control point and any [[Sentry Gun]]s the defenders may have.
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* '''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.  
  
* '''The gate''': This is the gate to the right of the middle. Attackers can reach this gate by taking a right turn in the tunnel which leads to the double exits, after passing the office building. This leads to a long abandoned mining tunnel which has a large Health pack at the end, near the grate. Engineers can build [[teleporter]] exits here, and [[teleporter]] entrances at the attacker's spawn.
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* '''The courtyard''': Open area right outside the double exits and the exit of the long mining tunnel.
  
* '''The middle building''': This is a large building that is in the middle of this area of the map. 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. As the corridor has no roof, attackers can also [[rocket jump]] onto the second floor and meet up with team-mates coming from the grate.
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* '''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.
  
* '''Control point''': The Control point is housed on a platform which is attached to the defenders spawn building.
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* '''The rocks''': This is the rock pile that is on the left side of the map with a large Health pack.  
  
* '''Defenders spawn building''': This is the spawn point for the defending RED team. In here, there are two Health and Ammo supply lockers. Defending [[Engineer]]s should put up [[Teleporter]] entrances right out side the building to get the defending team to the front lines faster.
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* '''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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* '''Defenders spawn building''': This is the spawn point for the defending RED team and is behind the control point.
  
 
===Stage 3, Point A===
 
===Stage 3, Point A===
 
The first Control point is on a platform straight across from BLU's exit.
 
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. ''Note'': If you stand under the shortcut door when Control point A is taken, then the door will kill you.
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RED has a shortcut from one of their spawn rooms to this point. This shortcut is sealed once BLU captures this point
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[[Image:Dustbowl s3c1.jpg|thumb|Dustbowl, third stage, point A]]
  
[[Image:Dustbowl s3c1.jpg|thumb|Dustbowl, third stage, point A]]
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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.
  
* '''BLU Spawn''': Here is where the BLU attacking team will spawn. There is a small spawn building where enemies cannot enter which contain two Health and Ammo supply cabinets. As you leave you can take an immediate right turn and go up a long corridor to a locked gate; or you can take either the left or the right stairs which both bring you to the double gate exits. Warning:  Once the setup time counter has ended and the gates have opened, the enemies will be able to enter here.
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* '''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.  
  
*'''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 2 large windows that look toward the double grates, easily allowing for Demomen to attack the incoming BLU with grenades.
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*'''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.
  
* '''Control point A''': This is the first Control point of two on this stage and is located at the back of the area on a slightly raised platform.
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* '''Control point A''': Located at the back of the area on a slightly raised platform.
  
* '''The ledge''': As the defenders take the shortcut to Control point A, this is the ledge that exits the shortcut. Sentry Guns can be placed here for an excellent defensive tactic. Once the first Control point has been taken, defenders cannot go through here unless an Engineer has placed a Teleporter exit (common tactic). Attackers should [[jump]] up here and destroy any [[buildings]].
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* '''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
  
 
===Stage 3, Point B===
 
===Stage 3, Point B===
The final Control point is the base of a launch pad, under a rocket, in the centre of RED's base. This is probably the most difficult point for BLU to capture as usually it is heavily fortified and has entrances that are easily visible for the defending team. It is one of the most common Control points for defenders to successfully defend and win the match.
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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]]
 
[[Image:Dustbowl s3c2.jpg|thumb|Dustbowl, third stage, point B]]
  
*'''The Alleys''': These are the narrow alleyways that lead you from Control point A to Control point B. You will find two small Health and Ammo packs on the second level of the small building on the right side as you enter the first alleyway. You can also take the first doorway to go down the stairs to a long corridor which exits at the bottom of the gorge below Control point B. Rocket jumping from the gorge is advisable because the stairs are usually watched. The second alleyway contains a large Ammo and small Health pack.
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*'''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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*’’’Downstairs’’’ Side doorway leading down underneath the base and into the valley underneath the defenders spawn.
  
* '''The long building''': This is the long building after the alleys with a medium Health and Ammo pack. As you run down the long stretch from the alleys to the Control point, take a left up the stairs into the building.
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* '''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.
  
* '''The Sniper house''': This is the structure with a medium Health and large Ammo pack on the second level. On the first level is a Sniper bunker which can be used for picking off attackers as they come from the alleys. It is an excellent place for attackers to gather and prepare themselves before assaulting the final point.
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* '''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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* '''Control point B''': This is the final Control point for this map and is between the two spawn rooms.
  
* '''Control point B''': This is the final Control point for this stage. Attackers must stand on it to capture the point.
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* '''RED Spawn''': On either side of Control point B; each contains one Health and Ammo supply locker.
  
* '''RED Spawn''': There are two small rooms where defenders spawn at either side of Control point B; each contains one Health and Ammo supply locker.
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*’’’Equipment room’’’ On the right above the valley has a ledge and health packs.
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*’’’The valley’’’ Underneath the final bridge has one entrance and a flight of stairs up to the bridge.
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* '''The ledges''': At the start of the bridge two ledges one with ammo. Only visible from the defenders side.
  
* '''The ledge''': At the end of the alley, at the bride, take a left up the stairs. Go to the end and take a right. There's a small platform that is great to assist your teammates.
 
  
 
==Strategy==
 
==Strategy==
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===Team Balance===
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Dustbowl is an attack and defend map Valve have helped us out here  by splitting the classes into three areas.
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As ever with any map [[Übercharge]]s and teamwork are the key to pushing through to victory or preventing defeat.
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Refer to the individual strategy pages for more help onto how to play these classes.
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Offensive classes
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[[Scout]]
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[[Soldier]]
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[[Pyro]]
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Defensive classes
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[[Demoman]]
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[[Heavy]]
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[[Engineer]]
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Support classes
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[[Medic]]
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[[Sniper]]
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[[Spy]]
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===General===
 
===General===
;Defenders - Stay alive: Defenders have punishingly long respawn times compared to attackers. Suicide pushes to move the attackers into retreat tend to do more harm than good. [[Dispenser]]s are also vital for sustained firepower. Defensive [[Medic]]s should try to keep everyone up to full health; [[ÜberCharge]]s tend to be a tactical response to a rush rather than as a coordinated push.
 
  
;Defenders - Guard the point: This might sound obvious, but it is not unknown for strong defenses to push the attackers back during the second point, only to have a [[Spy]] sneak onto a deserted point and take it. Also be mindful of Sentry Gun positions that do not cover the full capture zone.
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;Attackers
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* Teleporters are usually required for the second point
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* Engineers usually only become useful on attack for second point of each stage.
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* Spy cap the second point. This works especially  well with the [[Cloak and Dagger]].
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;Defenders
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* Have much longer respawn times compared to attackers.
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* Guard the second point Spy capping can be a real issue on this map.
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* Teleporters are required for defending the first point effectively.
  
;Attackers - Teleporters for second point: Engineers become useful on attack when attacking the second point of each stage.
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;Support
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* health is at a premium Medics can hang back from the front line with relative impunity
  
;Defenders - Teleporters for the first point: Defending Engineers do not usually need to make Teleporters for the second point, but for the first point it is often vital.
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===Stage 1, Point A===
  
;Attackers - Spy quick captures: Spies can often slip past the defense and wait at the second point. When the team manages to capture the first point, instantly uncloak and get on the point, allowing you to capture the point fast, as the defense will be scattered and regrouping. This works especially  well with the [[Cloak and Dagger]].
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;Attackers
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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.
  
===Stage 1, Point A===
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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.
;Attackers - ÜberCharge on the left side: Usually the best ÜberCharges are done on the left side, leading straight to the Control point. This is usually where defenders place their greatest emphasis. A single ÜberCharged Pyro and his Medic can reach the Control point before the Über runs out; multiple ÜberCharged Pyros usually eliminate all Sentry Guns and defenders covering the Control point. 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 if you try to run straight ahead.
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Look for unguarded exits and tell your team so you can swarm the point from both angles.
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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.
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[[Image:Dustbowl corner redone.jpg|thumb|Engineer's corner]]
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;Defenders
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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.
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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.
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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,
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====Class specifics====
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=====Attack=====
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'''Scout -''' Should follow pushes onto the control point to add their enhanced capturing speed.  
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'''Soldier -''' Long range support into the control point building and sniper suppression into the tunnel entrances.
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'''Pyro -''' Control point clearing.
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'''Demoman -'''  Clearing control points, suppressive fire into buildings and tunnel entrances, vital for clearing this level.
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'''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.
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'''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.
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'''Medic -''' See Medic strategy.
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'''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.
  
;Attackers - Prepare for SG's in the capture building: Defending Engineers usually place a Sentry Gun on the stairway's corner on the right side when entering the Control point building. An ÜberCharged [[Heavy]] should be able to handle this, but a quicker method can be to use [[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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'''Spy -''' Move behind and stay near the control point, sap at the same time as any assault or push.
  
;Attackers - Use all three exits / Defenders - Watch all three exits: Attackers: If you find an unguarded path, exploit it to your advantage. Tell your team so you can swarm the point from both angles. Defenders: Your best hope here is to try to keep the attackers from gaining any significant ground from any of the three exits. Tell your team if you spot a hole in your defense.
 
  
;Attackers - Do not forget the third exit: The right hand side exit is often left clear as it is so far away from the Control point. From this side a Sniper can see into the Control point and take out the enemy within the Control point room with relative impunity.
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=====Defense=====
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'''Scout -''' Has limited opportunities for harassing the attackers
  
;Defenders - Block the attacking Über rush: To prevent an almost unstoppable Über Pyro rush from the right side BLU spawn, you will need a counter-Über standing in the doorway to block.  A Heavy is preferable because they are harder to bounce away from the door.  This tactic is useful even if there is no attacking Über Pyro rush because the Heavy can shoot into the spawn area at will and it gives Engineers another ten seconds to upgrade their defenses.
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'''Soldier -''' Control the “floor” of the control point building from above, long range suppression of spawn doors.
  
;Defenders - Do not forget the third exit: Look for Spies and Snipers using this exit. A lone Sniper in the tunnel or a single defender just outside, using the Health and Ammo in the shed should be able to cover this exit.
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'''Pyro -''' Ubercharge airblasting, control point clearing.
  
[[Image:Dustbowl corner redone.jpg|thumb|Engineer's corner]]
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'''Demoman -''' Sticky carpets from spawn to the control point, sticky walls of control point building.
  
;Defenders - Engineer's corner: First of all, build a Teleport entrance near respawn. Next, run to Control point A building (see image) and
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'''Heavy -''' Can with the aid of dispensers keep the control point locked down.
:* stand in the corner and build a Dispenser (Metal=200-100=100)
 
:* go outside and grab small Ammo pack (100+41=141)
 
:* go back to corner and build a Sentry Gun using the [[Wrench]] (141-130=11, 11-11=0[put using wrench])
 
:* now you can grab large Ammo pack (near doorway and large Health pack) (0+200=200)
 
:At this moment you will have a full [[Metal]] reserve and a level 1 Sentry Gun. It is up to you to look around and decide, build a Teleporter exit or upgrade the SG.
 
:If you decide to build a Teleport exit, you will be able to build it, upgrade the SG with the rest of your Metal, grab another large Ammo pack and upgrade your SG to level 2 ''before'' the setup time ends. Do not build the Teleport exit where you will be standing, or a Spy will be able to [[telefrag]] you.
 
  
:Advantages: If you stand on your Teleport you can repair your SG and receive Metal/Health directly from the Dispenser. Enemy bullets will give smaller damage to you (thanks to your SG's health). All on one place - if a Spy [[sap]]s your buildings you will have time to repair them without moving around (for level 3 SG - remove Sappers from Dispenser, then from SG and only after that - from Teleporter exit).
+
'''Engineer -''' Vital, see sentry gun location images. Wrangled sentries can occupy the same location as snipers.
  
:Disadvantages: All in one place - if Spy saps your buildings and you got killed - bye-bye everything. ÜberCharged units like Heavy can easily destroy your work, especially if your SG was sapped before.
+
'''Medic -''' See Medic strategy.
  
;Defenders - Bridge sentry: the bridge above the cap is a common place for Sentry Guns.  The best place is 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, assuming your team guards the other entrance to the cap.  If an Engineer does this, there is often a teleporter in the high tunnel behind a cap and a Dispenser ready to retreat once the point is taken.
+
'''Sniper -''' Hold back and keep opposing snipers from controlling the central corridor.
  
:Advantages: Less vulnerable to attacking Pyros; if placed correctly, Spies cannot get behind the sentry to backstab or "sandwich" you (undisguise behind your Dispenser, makes your sentry kill you).
+
'''Spy -''' This is congested area, so getting behind Ubercharged medics can be relatively easy if you move quick.
:Disadvantages: With a small or weak team, Pyros can easily get under the bridge to attack you and your sentry; and soldiers and Demomen can edge round, keeping their range, and take it down.
 
<!-- image coming
 
<gallery>
 
Image:Engi_bridge.jpg|<center>Good sentry placement on the bridge.</center>
 
</gallery>
 
-->
 
  
 
===Stage 1, Point B===
 
===Stage 1, Point B===
;Attackers - Rush / Defenders - Get on the point: The second point offers a great opportunity to rush it immediately upon capturing the first point. The defenders are often scattered or dead and take some time to regroup to this point. This is a time where [[Scout]]s can use their speed to shine on this map. It is a demoralizing loss to the defenders to lose this point so quickly. Defenders: Attackers can make a quick rush, but this is usually a single opportunist rather than by a coordinated effort. Anyone who is able should try to get on the point to clear it and prevent a quick loss.
+
;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.  
  
;Attackers - Set up a forward base: As an Engineer, set up a forward base in the Mining Tunnel (an Exit Teleporter, Dispenser, and optional Sentry Gun) - it makes a valuable asset to your team, and provides easy passage into the enemy base from the side. A sentry is recommended to prevent Demomen and Soldiers from ambushing this point. It is worth noting that a Medic-Soldier combo can eliminate Sentry Guns hidden behind the water tower from the angle provided by the leftmost exit.
+
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 - Surprise!: Most attackers will feel safe in the valley after capping A and the tunnel that leads to cap B. Take advantage of that and use Spies and Pyros to destroy potential forward bases and disorient the enemy, leading them to concentrate on finding the Spy/Pyro and less on capping point B.
+
;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===
 
===Stage 2, Point A===
;Defenders - Build Sentry Guns, Dispensers, and Teleporter exits at the Control point building: BLU will need to capture the point that is on this building, so build Sentry Guns on all entry points. Snipers should lurk at the back of the area sniping into the doorway as attackers come up. Get a Sentry on top of the building next to the doorway. If you add some Soldiers and Demomen up here, it is possible to prevent anyone even getting up the slope even an ÜberCharge can be pushed back by the volume of fire.
+
;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 - Spy Heaven: This can be one of the best levels for Spies to rack up [[backstab]]s. Notice that the BLU attackers come out of their spawn, and into the dugout area, where the doors stay up until the level begins. Unlike in Stage 1, when the BLU spawn doors disappear, RED players can go past that point, down into the dugout. As things are often chaotic down there, it is likely that you could [[cloak|decloak]] within the dugout (or better yet, on the other side of the dugout closer to the BLU spawn) without being noticed. And anyone who is in the cave will be usually accepted as a member of the BLU team without suspicion. The BLU players' attention will be focused on the dangers outside the dugout; they will be hesitantly clogging up the exits, all facing in one direction, providing a perfect chance to backstab three or more players in a row before anyone will even realize what is happening. Not only will you rack up the points, but you will also disrupt the BLU offense. Doing this can cause confusion and paranoia, and distract them from taking the point.
+
;Defenders
 +
Knock them back: explosive fire can constantly fill the dugout area, making it very difficult to move through.
  
;Defenders - Knock them back: When standing in front of the leftmost opening of the dugout, a Demoman can fire [[Grenade launcher|grenades]] that arc into the dugout and roll up the other side of this entry way.  Several Demoman can constantly fill this area with grenades, making it almost impossible to proceed using this way into the dugout. Add in some solid defensive measures with [[Knock back]] to counter-ÜberCharge, and it becomes an extremely solid defense.
+
Engineer emplacements are effective  in the Control point building and on top of the hut above the dugout.
  
;Attackers - Initial ÜberCharge: When starting the round, have plenty of Medics ready to ÜberCharge a Heavy, Soldier, Demoman, or Pyro. The objective is to destroy the Sentry Guns and Teleporters the Engineers have set up near the entry way. This is the time when the defenses will be most vulnerable, and with a faster respawn time, it will be easier to keep up the pressure. Giving the defenders time to setup outside the dugout risks being caught on entering the main open areas of the map. If attackers are entering the dugout don't forget the entryway on the left; a Demoman can make quick work of clearing the dugout and allowing a new offensive to begin.
+
; 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.
  
;Attackers - Assault the back of the building on the right: Run up through the right hand entrance and turn right behind the building and into the passageway around the back to assault the defenders on the roof. Demomen are best suited to this as they can defend the route in with [[Sticky bomb]]s and fire grenades at the people on the roof.
 
  
 
===Stage 2, Point B===
 
===Stage 2, Point B===
;Attackers - Destroy their Teleporters: Defenders will have one or more Teleporter exits near the first point. Search the buildings to ensure they are all destroyed otherwise you will get a napalm enema.
 
 
;Attackers - Build Teleporters: It's a long walk from the respawn to the point, so Engineers become worthwhile for attackers here.
 
  
;Attackers - Demomen take out SG nest / Defenders - Hold the right side: The final line of defense includes a nest of one or more Sentry Guns next to the point. These nests can get nasty (especially on 32-player servers), sometimes having enough push to thwart an ÜberCharged Heavy-Medic rush. A [[Pyro]] should be employed on [[Spy checking]] duty. Attackers: Use a Demoman around the far corner that fires Sticky bombs and grenades at the nest to clear it out. Defenders: You must hold the right side, even if it means having a weaker nest. Plus, you should not to be grouped up when the Demomen come in, otherwise you could all die as a team before you have a chance to chase them down.
+
;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.
  
:(All position descriptions are from the defenses point of view). The key to defending this point is a pair of Sentry Guns tucked into the corner on the left plus a sticky trap on the right side, across the narrowest part of the map between the stairs on the right side on the building and the cliff face on the right.
+
;Attackers
 +
Search all the buildings for engineer’s kit, including underneath the control point and behind the office block at point A
  
:The Sentry Guns provide the high volume firepower which basically denies the point area to the enemy. The enemy has basically two routes into the point: through the building on the left (through the doorway) or around it on the right side. The left route through the building is basically not viable, because all attacking enemies have to come through the doorway, which is a very narrow space. Even a few defenders can put such a large volume of fire into that space, where enemies are bunched up, that attacks break down. Also, the SG's will be firing onto such enemies. The right route equally is blocked by Sentry Guns and from defending firepower; the wall behind the attackers makes them easy prey for rockets.
+
Defend the area next to the office block. to prevent flanking or being pushed back to far.
  
:This leaves the attacking force with the problem of taking out the Sentry Guns. This can be done from the right hand side, where the rocks are. Here, the range is too long for the Sentry Guns to lock on, and the rocks provide cover for an attacking force.
+
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.
  
:It is accordingly ''vital'' that the right hand side is held. As soon as it is not firmly held, the enemy will flood in round that side and then the Sentry Guns will go down; once they are down, the point will be lost.
+
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.
  
:The right hand side is best held with a Sticky bomb trap. Attacking forces simply do not want to cross the trap; it buffers them up on the other side of the building, where they are not a threat and where they can be attacked safely, at a distance.
+
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.
  
:Also note a Demoman on the right hand side heals easily and fully from the Health pack on the right hand side of the rocks. His firing position there is excellent; he can throw grenades into all the key areas of that point; into the building doorway leading to the CP, down the other side of the building so the grenades land in front of the gate, into all three tunnel entrances and finally, over the open area on the other side of the building, where the enemy will buffer up from the Sticky bomb trap.
 
  
:Other classes should provide the Demoman with some cover and not leave him alone to hold the Sticky bomb trap. The attacking force will be very aware of his importance, because they can see that they are being held back by the trap. If the attacking force begins to concentrate on that Demoman, he can be in trouble; a Sniper in one of the tunnel exits is a particular threat. As soon as the Demoman goes down, the enemy can flood in as a group providing them the opportunity to take the Sentry Guns down and capture the point.
+
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.
  
;Defenders - Destroy BLU's teleporter entrances: If a Spy or even a sneaky Scout can circle around behind and eliminate BLU's teleporter entrances, it will diminish the pressure on the defense considerably. While Engineers make the trek back to rebuild Teleporters, the attacking Sentry Guns will be correspondingly easier to take out.
+
Sentry Guns can be used to control the area around the control point and explosives used to hold or control the ledge above.
  
;Attackers - Defend the area between Point A and the mine tunnels: Although not critical, it is useful to set up a base at the entrance to the tunnels leading to Point B (next to the office building).  This prevents Scouts from slipping through and harassing your spawn point, and serves as a backup should the defense grow strong enough to push you back this far.
+
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===
 
===Stage 3, Point A===
;Attackers - Clearing the left side is your first priority: Most of the defenders will be grouped on the left side (behind the pavilion) and the right side (around the corner). If you break the defense on the left side and prevent them from reinforcing that area, you can usually capture the point (they cannot cover the whole capture area from the right side). Demomen can help eliminate the defenders hiding in and behind the pavilion by [[grenade launcher|launching grenades]] through the windows. This is a pretty spammy area, so Engineers should build Dispensers near the front line. Others should help prevent the defenders from reinforcing from the right side.
+
;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: The [[spawn point]] on the right side (when facing the bridge) has a door that opens to a shortcut to the first point. Find it and use it to save yourself losing time.  However, if you happen to be passing through the shortcut door as the attackers capture the point, you will be killed by the closing door.
+
;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.
  
;Defenders - 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 a good spot for a Sentry Gun as well.
+
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===
 
===Stage 3, Point B===
;Attackers - Clear RED's close spawn door: RED Engineers like to place Teleporter exits in this area so their team can continue to use this passage even after the first point is captured. It is best to have a Soldier or Demoman go into there and clear out any buildings to be safe from surprise attacks from behind.
+
;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.
;Defenders - Sticky the point: Sticky bombs are a great last-line of defense here, because Demomen can hide near the spawn doors while still keeping an eye on the point.
 
  
'''Defenders''' - With the arrival of "The Wrangler" Engineer's can now place Sentry Guns just behind the cap and shoot long range to the crossing, where before it was out of the Sentry Guns range. This ensures a safe distance from attackers while laying down heavy support fire.
+
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.
  
'''Attackers - Build Teleporters''': This is another long walk from the respawn. Engineers should also place priority on building Sentry Guns and Dispensers too, typically as close to the bridge area as possible.
+
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.
  
;Attackers - Coordinate ÜberCharge rushes: An ÜberCharged Heavy rush is probably the best way to make the final push to the point. The primary objective for the Heavy is to kill defenders and destroy buildings prioritizing Demomen and Sentry Guns. You might need to take the opportunity, regardless of your class, to stand on the point once the defense has been broken.
 
  
;Defenders - Use the tunnel to [[ambush]] attacking groups: Sneaking around under the tunnel can allow defending players to arrive behind an attacking team setting up in the halfway area in the alley approaching the final corner. This unexpected attack can allow them to ambush and wipe out nearly the whole team who will be facing the opposite direction.
+
;Defenders
 +
Defend the last point, do not push to far forward.
  
* '''Note:''' Snipers and Spies can become of great use here when coming from behind with the help of this tunnel. You can get clean, worry-free shots as a [[Sniper]] and appear friendly and coming from the appropriate direction without wasting your Cloak as a [[Spy]].
+
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===
 
===Sentry Gun placements===
Line 241: Line 359:
 
</gallery>  
 
</gallery>  
  
===Team Balance===
+
== Related Achievements ==
Due to the defense/offense split on this map this is in two parts. There are also variations when defending point A or B.
+
 
 +
{|
 +
|[[Image:Tf win dustbowl noenemycaps.jpg|64px]]
 +
|width=50%|''' Impenetrable Defence '''
 +
Successfully defend Dustbowl without giving up a capture.
  
====Attack====
 
* Demomen: There are lots of choke points on this map. Demomen are useful to get through these
 
* Spy: Lots of Sentry Guns are used, so sapping is vital.
 
* Engineer: To speed up assault to point B and provide Dispensers.
 
* Medic: To keep your team fighting and to push forward with ÜberCharges.
 
* Heavy, Soldier, Pyro: Useful for attack together with a Medic, preferably using an ÜberCharge.
 
  
====Defense====
+
|[[Image:Tf play game everymap.jpg|64px]]
* Engineers: For Sentry Guns and rapid travel to point A.
+
|width=50%|''' World Traveller '''
* Soldiers: Rockets can even keep an ÜberCharge from pushing forward.
+
Play a complete game on 2Fort, Dustbowl, Granary, Gravel Pit, Hydro, and Well (CP).  
* Pyro: To ambush the choke points and protect Engineers from Spies.
+
|}
  
== Related Achievements ==
+
==Points of Interest==
{{Achievement table
+
* 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.
| {{Show achievement|General|Impenetrable Defense}}
+
* Dustbowl is one of the maps designed after existing [[Team Fortress Classic]] maps, the others being [[2Fort]], [[Well]], and [[Badlands]]. 
| {{Show achievement|General|World Traveler}}
+
*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==
 
==Trivia==
Line 271: Line 389:
 
All Control points have the same capture times.
 
All Control points have the same capture times.
 
{{Control Point Timing/Official Map}}
 
{{Control Point Timing/Official Map}}
 
== References ==
 
<references />
 
  
 
==See also==
 
==See also==

Revision as of 12:32, 8 November 2010

Dustbowl
TF2 Dustbowl Map.jpg
Basic Information
Variants: Training Mode
Developer(s): Unknown
Map Photos
Loading screen photos.
Map Overview
Dustbowl overview.png

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.

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.

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

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

Note all viewed from Blu’s perspective after leaving spawn

Stage 1, Point A

Control point A Inside a small building on the left.

Dustbowl, first stage, point A
  • Attackers' spawn: Three exits Left, Middle and Right defenders are able to shoot into spawn.
  • Canyon: The long straight pathway from the middle spawn door leads right to the back door of Control point A.
  • 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.
  • Side shed: Next to right hand spawn door contains medium health and ammo. Has two doorways
  • 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.
  • ’’’Exits’’’ Left tunnel, Right tunnel and (upper) Mine tunnel

Stage 1, Point B

Control point B is again inside a building on the left

Dustbowl, first stage, point B
  • Cave paths: 3 tunnel pathways lead to the second area.

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 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.

  • Control point B building: Contains a small 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,
  • Defenders spawn: The spawn point for the defenders (RED team) Underneath the snipers roof.

Stage 2, Point A

The first point is on top of a building on the left (from BLU's perspective).

Dustbowl, second stage, point A
  • Attackers' spawn point: This is a small building which contains two Health and Ammo lockers.
  • 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.
  • Large shed: On the right hand side two large Health and Ammo packs. Ladder at the back leads to the roof.
  • 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.
  • 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.
  • ’’’Signpost’’’ To the left of the office building has a large health and medium ammo.
  • ’’’Exits’’’ One left and one right leading to point B

Stage 2, Point B

The second Control point is on a platform next to RED's spawn.

Dustbowl, second stage, point B
  • ‘’’Entry points’’’ Four although one is shared. Left exit. Middle exit (LH and RH) and gate exit.
  • The long mining tunnel: Leads from the left exit. A long narrow tunnel which is to the back right of the office building.
  • The double exits: Can go left or right. Going left leads to the double doors right leads to the double doors or the gate.
  • 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.
  • The courtyard: Open area right outside the double exits and the exit of the long mining tunnel.
  • 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.
  • The rocks: This is the rock pile that is on the left side of the map with a large Health pack.
  • Control point: The Control point is housed on a platform which is attached to the defenders spawn building behind the middle building
  • Defenders spawn building: This is the spawn point for the defending RED team and is behind the control point.

Stage 3, 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

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.
  • 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.
  • 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.
  • Control point A: Located at the back of the area on a slightly raised platform.
  • 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

Stage 3, Point B

The final Control point is the base of a launch pad, under a rocket, in the centre of RED's base.

Dustbowl, third stage, point B
  • 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.
  • ’’’Downstairs’’’ Side doorway leading down underneath the base and into the valley underneath the defenders spawn.
  • 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.
  • 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.
  • 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.
  • ’’’Equipment room’’’ On the right above the valley has a ledge and health packs.
  • ’’’The valley’’’ Underneath the final bridge has one entrance and a flight of stairs up to the bridge.
  • The ledges: At the start of the bridge two ledges one with ammo. Only visible from the defenders side.


Strategy

Team Balance

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 Übercharges 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.

Offensive classes Scout Soldier Pyro

Defensive classes Demoman Heavy Engineer

Support classes Medic Sniper Spy

General

Attackers
  • Teleporters are usually required for the second point
  • Engineers usually only become useful on attack for second point of each stage.
  • Spy cap the second point. This works especially well with the Cloak and Dagger.
Defenders
  • Have much longer respawn times compared to attackers.
  • Guard the second point Spy capping can be a real issue on this map.
  • Teleporters are required for defending the first point effectively.
Support
  • health is at a premium Medics can hang back from the front line with relative impunity

Stage 1, Point A

Attackers

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 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.

SG's in the capture building can be cleared using Soldiers 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.

Look for unguarded exits and tell your team so you can swarm the point from both angles.

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.


Defenders

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.

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.

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,


Class specifics

Attack

Scout - Should follow pushes onto the control point to add their enhanced capturing speed.

Soldier - Long range support into the control point building and sniper suppression into the tunnel entrances.

Pyro - Control point clearing.

Demoman - Clearing control points, suppressive fire into buildings and tunnel entrances, vital for clearing this level.

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.

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.

Medic - See Medic strategy.

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.

Spy - Move behind and stay near the control point, sap at the same time as any assault or push.


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.

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. Scouts 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

Related Achievements

64px Impenetrable Defence

Successfully defend Dustbowl without giving up a capture.


64px 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.[1]
  • In the non-cannon Mac comic, the Mac store is located right outside of Dustbowl.

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


See also

  1. Jason Mitchell, Moby Francke, Dhabih Eng, Illustrative Rendering in Team Fortress 2 (2007), retrieved 2010-10-23.