Difference between revisions of "Dustbowl 2"

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(Dustbowl 2 and Badwater are related in development, so I added information about that.)
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In 2009, one of [[Valve]]'s level designers [[Dario Casali]] answered a couple of questions regarding the map.<ref>[https://tf2maps.net/threads/goldrush-and-badwaters-development-pics.5196/ Goldrush and Badwater's development - pics!].</ref> During this conversation, he was asked to show some screenshots of early versions of maps, in response Dario sent a couple early development screenshots of Gold Rush and [[Badwater Basin]]. In the screenshots of the Gold Rush, beside various visual and geometric differences, some strange elements were noticed, such as the absence of rails for a Payload cart and instead of checkpoints there are [[Control Point (objective)#Gallery|Control Points]] that are only at the end of each stage and there are platforms next to each BLU spawn.
 
In 2009, one of [[Valve]]'s level designers [[Dario Casali]] answered a couple of questions regarding the map.<ref>[https://tf2maps.net/threads/goldrush-and-badwaters-development-pics.5196/ Goldrush and Badwater's development - pics!].</ref> During this conversation, he was asked to show some screenshots of early versions of maps, in response Dario sent a couple early development screenshots of Gold Rush and [[Badwater Basin]]. In the screenshots of the Gold Rush, beside various visual and geometric differences, some strange elements were noticed, such as the absence of rails for a Payload cart and instead of checkpoints there are [[Control Point (objective)#Gallery|Control Points]] that are only at the end of each stage and there are platforms next to each BLU spawn.
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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 for Gold Rush as a backup plan. The early screenshots shown of Badwater are very likely from when he first added the area in.
  
 
10 years later, Dario Casali answered some questions about these screenshots.<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> He stated that initially this map was intended for the [[List of game modes (Classic)#Attack/Defend|TFC Control Point mode]], but then it was transformed into a Payload map. He also noted that the map was originally called Dustbowl 2.
 
10 years later, Dario Casali answered some questions about these screenshots.<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> He stated that initially this map was intended for the [[List of game modes (Classic)#Attack/Defend|TFC Control Point mode]], but then it was transformed into a Payload map. He also noted that the map was originally called Dustbowl 2.
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File:Dustbowl2 controlpointb.jpg|View of Control Point B and the area around it.
 
File:Dustbowl2 controlpointb.jpg|View of Control Point B and the area around it.
 
File:Dustbowl2 3rdbluspawn.jpg|View of area next to the third BLU spawn.
 
File:Dustbowl2 3rdbluspawn.jpg|View of area next to the third BLU spawn.
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File:Badwater last1.jpg|View of the path before the last point in Badwater.
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File:Badwater last2.jpg|View of the path leading to last point.
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File:Badwater last3.jpg|View of the last point.
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File:Badwater last4.jpg|View of the last point, and the RED spawn.
 
</gallery>
 
</gallery>
  

Revision as of 23:38, 22 March 2022

Dustbowl 2
Dustbowl2 controlpointa.jpg
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Desert
Setting: Daylight, sunny

Dustbowl 2 was the 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 that is currently in the game.

In 2009, one of Valve's level designers Dario Casali answered a couple of questions regarding the map.[1] During this conversation, he was asked to show some screenshots of early versions of maps, in response Dario sent a couple early development screenshots of Gold Rush and Badwater Basin. In the screenshots of the Gold Rush, beside various visual and geometric differences, some strange elements were noticed, such as the absence of rails for a Payload cart and instead of checkpoints there are Control Points that are only at the end of each stage and there are platforms next to each BLU spawn.

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 for Gold Rush as a backup plan. The early screenshots shown of Badwater are very likely from when he first added the area in.

10 years later, Dario Casali answered some questions about these screenshots.[2] He stated that initially this map was intended for the TFC Control Point mode, but then it was transformed into a Payload map. He also noted that the map was originally called Dustbowl 2.

Gallery

References