Difference between revisions of "Dustbowl"

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(Apostrophes: How do they work? Also ordered lists)
(major cleanup, removed class specific strategies, which were obvious information. Could still use cleanup in the Strategy section.)
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== Locations ==
 
== Locations ==
Note all viewed from Blu’s perspective after leaving spawn
+
Note all viewed from Blu’s perspective after leaving spawn.
 
===Stage 1, Point A===
 
===Stage 1, Point A===
 
Control point A Inside a small building on the left.  
 
Control point A Inside a small building on the left.  
  
 
[[Image:Dustbowl s1c1.jpg|thumb|Dustbowl, first stage, point A]]
 
[[Image:Dustbowl s1c1.jpg|thumb|Dustbowl, first stage, point A]]
* '''Attackers' spawn''': Three exits Left, Middle and Right defenders are able to shoot into spawn.  
+
* '''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.
 
* '''Canyon''': The long straight pathway from the middle spawn door leads right to the back door of Control point A.
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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.
 
* '''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
+
* '''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  
+
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]]
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* '''Cave paths''': 3 tunnel pathways lead to the second area.  
 
* '''Cave paths''': 3 tunnel pathways lead to the second area.  
  
#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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#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.
#ground level from left tunnel behind control point A  
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#Ground level from left tunnel behind control point A.
#Right tunnel leading to large cave (right cave)  with upper an lower level exits. contains a medium Health pack and large Ammo pack
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#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.
 
The bridge leads from the upper exit of the right cave to the one gate.
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* '''Control point B building''': Contains a small Health and Ammo pack.  
 
* '''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,
+
* '''Sniper roof''': Located above the defenders' spawn. Is split into two parts connected by the Snipers' bridge, and has a small Health and Ammo pack on one side.
  
* '''Defenders spawn''': The spawn point for the defenders (RED team) Underneath the Snipers roof.
+
* '''Defenders' spawn''': The spawn point for the defenders (RED team). It is located underneath the Snipers' roof.
  
 
===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.  
+
* '''BLU Spawn''': This is a small building which opens into the Dugout.  
  
* '''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.
+
* '''Dugout''': Two entryways emerge from the spawn, one leading left, and one right. Defenders are free to enter after the setup gates open.
  
* '''Large shed''': On the right hand side two large Health and Ammo packs. Ladder at the back leads to the roof.
+
* '''Large Shed''': On the right hand side are two large Health and Ammo packs. The ladder at the back leads to the roof of the building.
  
* '''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.
+
* '''Control Point Building''': Control point is on top of the second level of the building. The second level has a small hut which contains a large Health and Ammo pack. The first floor has a small, open room facing the BLU spawn with a medium Health and Ammo pack. It has two doorways, and may also be entered through a window and via crates located at the front-left and tires at the rear-left.
  
* '''The Office''': At the back of this area. Two rooms; one to the right contains a large Ammo and medium Health pack, Second room has a window facing the dugout.
+
* '''The Office''': At the back of this area. There are two rooms; the one to the right contains a large Ammo and medium Health pack. The second room has a window facing the dugout.
  
* '''Signpost''' To the left of the office building has a large health and medium ammo.
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* '''Signpost''': A large Health pack and a medium Ammo pack are located to the left of The Office.
  
* '''Exits''' One left and one right leading to point B
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* '''Exits''': One on the left and one on the right, both 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]]
  
* '''Entry points''' Four although one is shared. Left exit. Middle exit (LH and RH) and gate exit.
+
* '''The Mining Tunnel''': A long narrow tunnel which starts at the back right of the office building.  
  
* '''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''': These two tunnels are located parallel to each other. The left tunnel leads to the double doors, and the right one leads to the double doors or to the gate.  
  
* '''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 lies a one way gate via another tunnel. There is a large Health pack at the end, near the grate.  
  
* '''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''': The open area right outside the double exits and the exit of the long mining tunnel. It is situated next to the middle building.
  
* '''The courtyard''': Open area right outside the double exits and the exit of the long mining tunnel.
+
* '''The Middle Building''': A large building in the middle of the Courtyard area. The second floor contains two medium Health and Ammo packs. A ground-level corridor runs through the building which exits on the other side, directly in front of the final Control point. There is also a path around the outside, sporting some tall boulders.
  
* '''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 B''': The Control Point sits on a platform which is near the defenders' spawn and is accessible by stairs on either side.  
  
* '''The rocks''': This is the rock pile that is on the left side of the map with a large Health pack.
+
* '''RED Spawn Building''': This is the spawn point for the defending RED team and is behind the control point.
 
 
* '''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===
 
===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
+
RED has a shortcut from one of their spawn rooms to this point. This shortcut is sealed once BLU captures this point.
[[Image:Dustbowl s3c1.jpg|thumb|Dustbowl, third stage, point A]]
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[[Image:Dustbowl s3c1.jpg|thumb|Dustbowl, third stage, point A.]]
  
* '''Three Exits'''  Left, Middle and Right all behind gates that open at the start of the round defenders can then move towards spawn.
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* '''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.  
+
* '''BLU Spawn''': As you leave you can take an immediate right turn and go up a long corridor to the right-hand locked gate, or you can take either the left or the right stairs. 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.
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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 a wide window which looks toward the double gates.
  
 
* '''Control point A''': Located at the back of the area on a slightly raised platform.
 
* '''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
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* '''The Ledge''': A ledge at the end of the defenders' shortcut to Control point A. Once the first Control point has been taken, the doorway from RED’s spawn is locked.
  
 
===Stage 3, Point B===
 
===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 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. 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.
+
* '''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 the upper level have some health and ammo packs.
  
* '''Downstairs''' Side doorway leading down underneath the base and into the valley underneath the defenders spawn.
+
* '''Downstairs''': Side doorway leading down underneath the base and into the valley under Control point B area.
  
* '''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 Balcony House''': Has a bridge over the alley and small health and ammo pack. It 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.
+
* '''The Sniper House''': Opposite the Balcony House. Has a medium Health and large Ammo pack on the second level. On the first level, there is a bunker with windows facing down the long alley. There are two doors, one in the alley, the other at the back. These can be accessed from outside by defenders via a tiny ledge.
 
   
 
   
* '''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 map and is situated between RED's two spawn exits.
  
* '''RED Spawn''': On either side of Control point B; each contains one Health and Ammo supply locker.
+
* '''RED Spawn''': Has exits leading to either side of Control point B.
  
* '''Equipment room''' On the right above the valley has a ledge and health packs.
+
* '''Equipment Room''': In front of the Control point, a long room with an Ammo pack at the front and a medium Health pack in the back. Accessible by stairs.  
 
 
* '''The valley''' 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.
 
  
 +
* '''The Valley''': Located underneath the final bridge, the Valley has one entrance, and a flight of stairs leading up to the bridge.
  
 
==Strategy==
 
==Strategy==
  
 
===Team Balance===
 
===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 [[ÜberCharge]]s and teamwork are the key to pushing through to victory or preventing defeat.
 
As ever with any map [[ÜberCharge]]s and teamwork are the key to pushing through to victory or preventing defeat.
  
 
Refer to the individual strategy pages for more help onto how to play these classes.
 
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===
 
===General===
  
 
;Attackers
 
;Attackers
* Teleporters are usually required for the second point
+
* Teleporters are very helpful for capturing the second point.
* Engineers usually only become useful on attack for second point of each stage.
+
* Engineers are the most useful on attack for the second point of each stage.
* Spy cap the second point. This works especially well with the [[Cloak and Dagger]].
+
* Spies may sneak through enemy lines while cloaked, and then capture the point before they are noticed.
 
+
   
 
;Defenders  
 
;Defenders  
* Have much longer respawn times compared to attackers.
+
* Defenders have much longer respawn times than compared to attackers.
* Guard the second point Spy capping can be a real issue on this map.
+
* Guard the second point, and watch out for Spy capping.
* Teleporters are required for defending the first point effectively.
+
* Teleporters are beneficial 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===
 
===Stage 1, Point A===
  
 
;Attackers
 
;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 [[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.
+
*ÜberCharges from the left side can make it onto the Control point before they expire. Be sure to go through the door and immediately up the stairs; otherwise Sentry Gun fire can keep you [[knock back|knocked back]] at the door. Because of the close quarters, a Pyro assault is very effective here, particularly if the airblast is used to clear the route.
  
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.
+
*Sentries in the capture building can be cleared using [[Soldier]]s and [[Demoman|Demomen]] to fire into the windows from the outside. These classes can also jump up to those windows and enter them from behind.
  
Look for unguarded exits and tell your team so you can swarm the point from both angles.
+
*Look for unguarded exits and communicate with 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.
+
*The third exit is so far away from the Control point that it is often uncovered. Classes with long distance weapons may fire into the Control point with relative ease.
  
[[Image:Dustbowl corner.png|thumb|Engineer's corner]]
+
[[Image:Dustbowl corner.png|thumb|Engineer's corner.]]
  
  
 
;Defenders
 
;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.
+
*The offence only has 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 makes a breakthrough or push out from these exits.
 
 
An incoming Über rush is very likely, counters are as with any ÜberCharge, 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 -''' ÜberCharge airblasting, control point clearing.
 
  
'''Demoman -''' Sticky carpets from spawn to the control point, sticky walls of control point building.
+
*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.
  
'''Heavy -''' Can with the aid of Dispensers keep the control point locked down.
 
  
'''Engineer -''' Vital, see Sentry Gun location images. Wrangled Sentry Guns 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===
 
===Stage 1, Point B===
 
;Attackers  
 
;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.  
+
*Point B should be rushed immediately upon capturing the first point. Defenders are often scattered or dead and sentries at Level 1. [[Scout]]s are ideal using their speed on this map.  
  
A forward base in the mining tunnel provides easy passage into the enemy base through the one way gate. A sentry is recommended to prevent Demomen and Soldiers from ambushing this point. Soldiers and other ranged classes can eliminate Sentry Guns behind the water tower from this angle behind the one way gate.
+
*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
 
;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.
+
*As with any control point map have someone guarding 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 gate 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 Gun, 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 ÜberCharge 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'''
+
*Control the entrances to prevent pushes being co ordinated across all three fronts.
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====
 
====Defence====
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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.  
 
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.  
+
*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.  
+
*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.
+
*Anti spam measures 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.
+
*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
 
;Defenders
Knock them back: explosive fire can constantly fill the dugout area, making it very difficult to move through.
+
*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.
+
*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.
+
*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.
  
  
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;Notes
 
;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.
+
*This is classeified 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
 
;Attackers
Search all the buildings for Engineer’s kit, including underneath the control point and behind the office block at point A
+
*Search everywhere for Engineer’s buildings, 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.
+
*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.
+
*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.
+
*The rock spire and one way gate are the usual staging areas for coordinated 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.
+
*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  
 
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.
+
*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.
+
*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.
+
*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
 
;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.
+
*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
 
;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.
+
*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.
+
*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 spot for a Sentry Gun.
  
 
===Stage 3, Point B===
 
===Stage 3, Point B===
 
;Attackers
 
;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.
+
*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 confirm this with your team.
  
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.
+
*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.
+
*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
 
;Defenders
Defend the last point, do not push to far forward.
+
*Defend the last point, do not push too 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.
+
*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===
* Dustbowl [[Sentry Gun]] spots: ''(posted by Korrr on the [http://forums.steampowered.com/forums/showpost.php?p=6839581&postcount=3 Steampowered forums])''
+
*Dustbowl [[Sentry Gun]] spots:
 
<gallery>
 
<gallery>
 
File:2iu6-1c.png|Dustbowl first stage, first cap
 
File:2iu6-1c.png|Dustbowl first stage, first cap

Revision as of 23:35, 17 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: Located above the defenders' spawn. Is split into two parts connected by the Snipers' bridge, and has a small Health and Ammo pack on one side.
  • Defenders' spawn: The spawn point for the defenders (RED team). It is located 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
  • BLU Spawn: This is a small building which opens into the Dugout.
  • Dugout: Two entryways emerge from the spawn, one leading left, and one right. Defenders are free to enter after the setup gates open.
  • Large Shed: On the right hand side are two large Health and Ammo packs. The ladder at the back leads to the roof of the building.
  • Control Point Building: Control point is on top of the second level of the building. The second level has a small hut which contains a large Health and Ammo pack. The first floor has a small, open room facing the BLU spawn with a medium Health and Ammo pack. It has two doorways, and may also be entered through a window and via crates located at the front-left and tires at the rear-left.
  • The Office: At the back of this area. There are two rooms; the one to the right contains a large Ammo and medium Health pack. The second room has a window facing the dugout.
  • Signpost: A large Health pack and a medium Ammo pack are located to the left of The Office.
  • Exits: One on the left and one on the right, both leading to point B.

Stage 2, Point B

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

Dustbowl, second stage, point B
  • The Mining Tunnel: A long narrow tunnel which starts at the back right of the office building.
  • The Double Exits: These two tunnels are located parallel to each other. The left tunnel leads to the double doors, and the right one leads to the double doors or to the gate.
  • The Gate: Far right from the double exits lies a one way gate via another tunnel. There is a large Health pack at the end, near the grate.
  • The Courtyard: The open area right outside the double exits and the exit of the long mining tunnel. It is situated next to the middle building.
  • The Middle Building: A large building in the middle of the Courtyard area. The second floor contains two medium Health and Ammo packs. A ground-level corridor runs through the building which exits on the other side, directly in front of the final Control point. There is also a path around the outside, sporting some tall boulders.
  • Control Point B: The Control Point sits on a platform which is near the defenders' spawn and is accessible by stairs on either side.
  • RED Spawn Building: This is the spawn point for the defending RED team and is behind the control point.

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 right-hand locked gate, or you can take either the left or the right stairs. 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 a wide window which looks toward the double gates.
  • Control point A: Located at the back of the area on a slightly raised platform.
  • The Ledge: A ledge at the end of the defenders' shortcut to Control point A. Once the first Control point has been taken, the doorway from RED’s spawn is locked.

Stage 3, Point B

The final Control point is the base of a launch pad, under a rocket, in the 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 the upper level have some health and ammo packs.
  • Downstairs: Side doorway leading down underneath the base and into the valley under Control point B area.
  • The Balcony House: Has a bridge over the alley and small health and ammo pack. It faces control point B.
  • The Sniper House: Opposite the Balcony House. Has a medium Health and large Ammo pack on the second level. On the first level, there is a bunker with windows facing down the long alley. There are two doors, one in the alley, the other at the back. These can be accessed from outside by defenders via a tiny ledge.
  • Control point B: This is the final Control point for this map and is situated between RED's two spawn exits.
  • RED Spawn: Has exits leading to either side of Control point B.
  • Equipment Room: In front of the Control point, a long room with an Ammo pack at the front and a medium Health pack in the back. Accessible by stairs.
  • The Valley: Located underneath the final bridge, the Valley has one entrance, and a flight of stairs leading up to the bridge.

Strategy

Team Balance

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.

General

Attackers
  • Teleporters are very helpful for capturing the second point.
  • Engineers are the most useful on attack for the second point of each stage.
  • Spies may sneak through enemy lines while cloaked, and then capture the point before they are noticed.
Defenders
  • Defenders have much longer respawn times than compared to attackers.
  • Guard the second point, and watch out for Spy capping.
  • Teleporters are beneficial for defending the first point effectively.


Stage 1, Point A

Attackers
  • ÜberCharges from the left side can make it onto the Control point before they expire. Be sure to go through the door and immediately up the stairs; otherwise Sentry Gun fire can keep you knocked back at the door. Because of the close quarters, a Pyro assault is very effective here, particularly if the airblast is used to clear the route.
  • Sentries in the capture building can be cleared using Soldiers and Demomen to fire into the windows from the outside. These classes can also jump up to those windows and enter them from behind.
  • Look for unguarded exits and communicate with your team so you can swarm the point from both angles.
  • The third exit is so far away from the Control point that it is often uncovered. Classes with long distance weapons may fire into the Control point with relative ease.
Engineer's corner.


Defenders
  • The offence only has 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 makes a breakthrough or push out from these exits.
  • 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.


Stage 1, Point B

Attackers
  • Point B should be rushed immediately upon capturing the first point. Defenders are often scattered or dead and sentries 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 guarding 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.

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 measures 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 classeified 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 everywhere for Engineer’s buildings, 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 coordinated 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 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 confirm this with your team.
  • 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 too 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

Impenetrable Defense
Impenetrable Defense
Successfully defend Dustbowl without giving up a capture.


World Traveler
World Traveler
Play a complete game on 2Fort, Dustbowl, Granary, Gravel Pit, Hydro, and Well (CP).


Bugs

  • On the Console versions, 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 Console versions (see Differences between platforms).

Trivia

  • Dustbowl is one of the maps designed after existing Team Fortress Classic maps, the others being 2Fort, Well, and Badlands. The gameplay of the original version was similar to one-sided Capture the Flag, in which one player on the BLU team must take a flag to the RED team's control points, with only one control point per stage.
  • Dustbowl was the map featured in the closing scene of Meet the Heavy, with the same scene featured in Meet the Sandvich. The area featured was the area just outside BLU's spawn on first stage.
  • 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-canon Mac comic, the Mac store is located right outside of Dustbowl. [citation needed]
  • Dustbowl is the first non-King Of The Hill map to have an official Bot pathway for Offline Practice. The official pathway also allowed Dustbowl to be used at the conclusion of Training mode as a way to introduce new players to a competitive environment.

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

Notes and References

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