- Oct 21, 2020
- 20
- 7
Proposal
Dustbowl is sorely outdated so it is high time we did something to bring it into the modern TF era. I have thousands of hours in TF2 but next to none in Hammer, so there is no way I could personally do a project this big in any reasonable time frame.
The changes needed would be so radical that it would not be Dustbowl anymore, more just flavored like it.
Think of it as a "Cooler Daniel" type situation.
Example Fixes
The playable space in all three sections is horrendously small, even compared to other maps released in 2007. Everything would need to be bulldozed and resized.
Researched Problems
These are just examples for the first stage but these persist throughout the entire map.
- Unlike every other Attack/Defense map, there is no 'staging area' that BLU can take over when the round starts. This results in a lot of fighting being done in BLU's spawn until they are able to reach the first point.
- BLU can see the first capture point almost immediately out of spawn and ALL the alternative routes lead out into an open area with almost no cover, making one giant choke point.
- Interiors, but especially cave connectors, need to be more than quadrupled in space in most instances.
- RED defense areas are claustrophobic and awkward to hold for the same small play space problems. There is also an issue of back capping, for if RED is wiped out on the first point BLU can reach the second point and capture before RED is halfway through their re-spawn timers.
- There is typically only one way for either team to approach a point and the map offers little vertical play.
Dustbowl is sorely outdated so it is high time we did something to bring it into the modern TF era. I have thousands of hours in TF2 but next to none in Hammer, so there is no way I could personally do a project this big in any reasonable time frame.
The changes needed would be so radical that it would not be Dustbowl anymore, more just flavored like it.
Think of it as a "Cooler Daniel" type situation.
Example Fixes
The playable space in all three sections is horrendously small, even compared to other maps released in 2007. Everything would need to be bulldozed and resized.
Researched Problems
These are just examples for the first stage but these persist throughout the entire map.
- Unlike every other Attack/Defense map, there is no 'staging area' that BLU can take over when the round starts. This results in a lot of fighting being done in BLU's spawn until they are able to reach the first point.
- BLU can see the first capture point almost immediately out of spawn and ALL the alternative routes lead out into an open area with almost no cover, making one giant choke point.
- Interiors, but especially cave connectors, need to be more than quadrupled in space in most instances.
- RED defense areas are claustrophobic and awkward to hold for the same small play space problems. There is also an issue of back capping, for if RED is wiped out on the first point BLU can reach the second point and capture before RED is halfway through their re-spawn timers.
- There is typically only one way for either team to approach a point and the map offers little vertical play.
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