Difference between revisions of "Dustbowl 2"
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− | '''Dustbowl 2''' was | + | '''Dustbowl 2''' was a remake of the [[Dustbowl (Classic)|Classic version of Dustbowl]] that was being developed for [[Team Fortress 2]] sometime in 2007. The map was aimed at improving the layout and geometry of the map. It eventually became [[Gold Rush]], which is currently in the game. |
− | In 2009, one of [[Valve]]'s level designers [[Dario Casali]] answered a couple of questions regarding | + | In 2009, one of [[Valve]]'s level designers, [[Dario Casali]], answered a couple of questions regarding Gold Rush and [[Badwater Basin]]'s development.<ref>[https://tf2maps.net/threads/goldrush-and-badwaters-development-pics.5196/ Goldrush and Badwater's development - pics!]</ref> During this conversation, Casali sent a few screenshots of both maps from early in their development. In the screenshots of Gold Rush, beside various visual and geometric differences, some strange elements were noticed: the absence of rails for a Payload cart, the presence of [[Control Point (objective)#Gallery|Control Points]] at the ends of each stage rather than payload checkpoints, and the presence of platforms next to each BLU spawn. |
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Awaiting confirmation | Awaiting confirmation | ||
At some point in time, after Dustbowl 2 became the Payload map Gold Rush, he planned what would later become the final point of Badwater Basin for Gold Rush as a backup plan. The early screenshots shown of Badwater Basin are very likely from when he first added the area in. | At some point in time, after Dustbowl 2 became the Payload map Gold Rush, he planned what would later become the final point of Badwater Basin for Gold Rush as a backup plan. The early screenshots shown of Badwater Basin are very likely from when he first added the area in. | ||
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− | 10 years later, | + | 10 years later, Casali stated that this map was initially intended for the [[List of game modes (Classic)#Attack/Defend|TFC Control Point mode]], but then it was transformed into a Payload map.<ref>[https://web.archive.org/web/20210830155211/https%3A%2F%2Fi.imgur.com%2FJcus5eP.png Screenshot of the e-mail], taken from: [https://www.youtube.com/watch?v=RidSpRGRwuc Dustbowl & Gold Rush: Twins Removed Before Birth]</ref> Here, he also noted that the map was originally called "Dustbowl 2". |
== Gallery == | == Gallery == |
Revision as of 03:36, 14 January 2023
“Ok guys, bad news: we lost that last one.” This article documents beta/cut/unused/experimental content for Team Fortress 2. It may contain speculation, broken links or errors. |
Dustbowl 2 | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Desert |
Setting: | Daylight, sunny |
Dustbowl 2 was a remake of the Classic version of Dustbowl that was being developed for Team Fortress 2 sometime in 2007. The map was aimed at improving the layout and geometry of the map. It eventually became Gold Rush, which is currently in the game.
In 2009, one of Valve's level designers, Dario Casali, answered a couple of questions regarding Gold Rush and Badwater Basin's development.[1] During this conversation, Casali sent a few screenshots of both maps from early in their development. In the screenshots of Gold Rush, beside various visual and geometric differences, some strange elements were noticed: the absence of rails for a Payload cart, the presence of Control Points at the ends of each stage rather than payload checkpoints, and the presence of platforms next to each BLU spawn. 10 years later, Casali stated that this map was initially intended for the TFC Control Point mode, but then it was transformed into a Payload map.[2] Here, he also noted that the map was originally called "Dustbowl 2".
Gallery
References
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