Difference between revisions of "Dustbowl"
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Revision as of 12:34, 8 November 2010
Dustbowl | |
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Basic Information | |
Variants: | Training Mode |
Developer(s): | Unknown |
Map Photos | |
Map Overview | |
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.
Contents
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.
- 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
- 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).
- 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.
- ‘’’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
- ’’’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.
- 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
- Dustbowl Sentry Gun spots: (posted by Korrr on the Steampowered forums)
- 2iu6-1c.png
Dustbowl first stage, first cap
- 2iu6-1d.png
Dustbowl first stage, second cap
- 2iu6-1e.png
Dustbowl second stage, first cap
- 2iu6-1f.png
Dustbowl second stage, second cap
- 2iu6-1g.png
Dustbowl, third stage
Related Achievements
64px | Impenetrable Defence
Successfully defend Dustbowl without giving up a capture.
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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 | ||
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All control points | ×1 |
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×2 |
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×3 |
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×4 |
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See also
Notes and References
- ↑ Jason Mitchell, Moby Francke, Dhabih Eng, Illustrative Rendering in Team Fortress 2 (2007), retrieved 2010-10-23.