Red wins by defending these control points throughout the time allotted. The map functions as a Attack/Defend map, a gameplay mode in which Blu team wins by capturing two control points in each of the three stages that make up the Dustbowl. These choices in colouring reflect the gameplay goals. ![]() ![]() The world is well lit enough, even in shady areas, and is in contrast to the wide blue sky that lies overhead, clear and relatively free of cloud cover. The sand, the rocky walls, wood and concrete buildings, and nearly everything else on the face of the map is either unique or well-placed away from any look-a-likes on the map. Team Fortress 2’s own sandy, dry expanse is far more engaging, perhaps because it is littered with semi-realistic buildings, each different enough to be unique but similar enough to fit into the same map seamlessly. It lacked the same whimsical reality Valve has since brought to the game’s successor. Its buildings and constructions attempted a sort of awkward realism and missed by a long shot in terms of design. But the old map is so plain, its clear it was designed more for essential gameplay function than anything. Understandably, as a game released in 1999, it is less detailed than its sequel, released eight years later. The classic map appeared to be constructed entirely from the same yellowish, dried out texture. ![]() The Dustbowl is a remake from the Team Fortress Classic map of the same name, and whilst their layouts are almost identical, their actual resemblance to each other is quite weak. It is also one of the most recognizable and as a result has become the most famous among players and non-players alike. The Dustbowl has been a fan favourite since the game’s release, and continues to be from this day. The Dustbowl is surprisingly much more visually inviting than its name suggests, and even more inviting than its abandoned coalmine theme would seem to imply.
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