Team Fortress 2

Team Fortress 2

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cp_crustbowl (Dustbowl Rework)
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25.219 MB
25 Feb, 2022 @ 11:10am
27 Mar, 2022 @ 5:28pm
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cp_crustbowl (Dustbowl Rework)

Description
You know how you can buy bread that has the crusts already cut off? Call that Dustbowl, and call Crustbowl the full delicious crusty bread with the lovely extra bits still included.

Joking aside, this map is a half meme, half serious effort to make Dustbowl a little more enjoyable. Crustbowl achieves this by adding new flank routes, adjusting game logic, and nudging exisitng areas slightly all in order to increase the variability of Dustbowl, and hopefully make it more interesting to play.

Full list of changes:

Stage 1:
  • Moved resupply cabinet in BLU spawn to prevent the only cabinet being spammed by RED through the door, and added a second cabinet closer to the long secondary exit to encourage BLU to use other spawn exits.
  • Moved hut with ammo and health pickups away from BLU's main spawn exit and further towards the first control point. This closes off some of the open space to block RED snipers locking the area down, decreases the spawn-camping capability of RED, and gives BLU some easier access to ammo and health pickups before they get on the control point.
  • Added a new flank route connecting the tunnels between the two control points, which ends near to RED spawn. This is useful for all classes, but especially for flanking spies to get behind RED and take out snipers on top of their spawn and engineers hiding behind the silo.
  • Added new doorways and additional cover around the second control point, with small ammo and health pickups behind cover. This should give RED more defensive options, and allow them to try and knock BLU off the point from a distance. Engineers should be able to place buildings more comfortably, but not be impervious in their position.

Stage 2:
  • Added new underground flank route that takes BLU from their spawn into the building under the first control point, giving them an alternative to the very open and easily locked down main entrance.
  • Added small windows into RED's main defensive control point building. Should allow smart BLU players to shoot into the windows and disrupt engineer nests, if they can safely line up their shots.
  • Adjusted health and ammo kits in the smaller building near BLU's spawn to reduce RED's ability to sustain a hold on the roof, now having one medium ammo and health pickup each.
  • Added secondary door to relatively unused section of building below the first control point.
  • Added new tunnel flank attacking the second control point by extending existing tunnel, giving BLU more options for assaulting entrenched engineers.
  • Added small health and medium ammo pickups to the side tunnel attacking the second control point, so BLU can sustain longer without retreating as far for supplies.

Stage 3:
  • Extended area of play around the first control point to include behind the main building in the courtyard. BLU now has a new setup gate that opens up there that lets attackers go around the middle building entirely.
  • Closed one of the windows in the middle building, to limit RED placing sentries in the windows and completely blocking BLU's main spawn exits.
  • Added new supply room in the route between the two control points with health and ammo, useful for RED defending the first control point and BLU when trying to push through to the next area.
  • Added one-way shortcut door to BLU spawn that connects to the staircase to the underground flank route. This door opens once the first control point is captured.
  • Added a new connecting room between the tight corridor and the open cliff side area on the final control point.
  • Added a medium health kit to the tight corridor area, so BLU can better sustain and hold the area.
  • Added a large underground alternate route that connects the existing tunnel to the ravine under the final control point. This area contains health and ammo, and links up with the ravine, the missile tunnel, and the bunker building looking down the tight corridor area.
  • Added a raised platform area to the final control point, with steel beams bridging the gap between it and existing raised platforms across the ravine.
  • Added stairs that connect to the raised walkway overlooking the final area, so RED can more easily get players into this position.

General changes:
  • Added a hard limit of 8 minutes to the round timer. Rounds cannot be pushed over this timer.
  • Slowed down capture times on all control points, so that RED has time to respawn and try to prevent a capture after a push.
  • Other health and ammo pickup changes, some new added and others moved slightly to accommodate the above changes in map layout.

Special thanks to The Crazy GFL! They're a fun and friendly group with a TF2 server that has a variety of gamemodes and fun plugins, and helped a lot with testing and providing feedback.

(shameless self-plug but I also stream TF2 and other games on Twitch[www.twitch.tv])
35 Comments
Thiagaval 22 Sep, 2024 @ 3:16pm 
the barrel isnt yellow
Laplace 12 Sep, 2023 @ 5:01am 
Instead of capping time i wonder if just reducing time a bit and reducing red respawn time a bit would work, unless it was already tried.
dopadream 29 Jun, 2023 @ 5:11am 
can you put it on gamebanana for people who wanna download the bsp directly :^) this map is rlly fun on tf2 classic
Tromingus 10 Jun, 2023 @ 11:47pm 
Liked the map enuff to favorite it.
Jofiah  [author] 10 Feb, 2023 @ 10:37am 
I'll take being a legend! But I am no man, thank you lmao
gary41 10 Feb, 2023 @ 10:17am 
This is so amazing!! Projects like this are what make the world go round. You’re a fucking legend my man
Demon Cat Summoner Summon Lv4 5 Feb, 2023 @ 4:21pm 
then disable sv_cheats if you want to
Demon Cat Summoner Summon Lv4 5 Feb, 2023 @ 4:21pm 
Put sv_cheats 1 and then nav_generate to be able to play with bots
Jozuno 4 Dec, 2022 @ 2:41pm 
love myself a good navmesh
Jofiah  [author] 26 Nov, 2022 @ 4:29am 
Hi! I'm planning a small bugfix update soon, and once that's done I'm hoping I can embed a nav mesh into the workshop download (I think Valve made this possible recently? If so I'll definitely do it).