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Map Details
Release: Final
Version: 1.0
Filesize: 14 mb
Players: 32
Time of Day: Day/Light
Textures: Standard
Meshes: Standard
Map Size: Medium
Environment: Outdoors
Effects: High Dynamic Range(HDR)
Classes: None/Not Specified
DevNotes
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arena_dust
The definitive TF2 rendition of the classic CS map, given new life and unique personality in Arena Mode, with TF-themed architecture to climb on, new nooks and crannies to fight from.
Added by...
Key Authors
Endyss
Category: TF2 > Arena
Tags: dust, daylight
Added 10 months ago
2,780 views, 475 downloads (Stats)
Author's Readme/Notes:
Some others may have tried porting the classic CS map de_dust by David Johnston, to TFC and others. This is the definitive Team Fortress 2 rendition, given new life and unique personality in the TF2 universe. Originally coming from Counter-Strike, Dust makes the most sense as an Arena Mode map.

Being an entirely ground-based game, CS never had to worry much about the vertical axis. Now you can jump onto buildings, even sticky-jump across huge swaths of the map, if that's something you want to spend the health on! If you do get onto the roof, you'll find that the central building has a few holes in the top to allow light in (and whatever else an enterprising Soldier or Demoman might want to drop). Adding TF-themed architecture to the map has also created new nooks and crannies to fight from, and the narrow choke points from the original will be perfect for camping pyros.

I would love any feedback from anyone playing this map! I think it's a blast to play on, but I'm always looking to make it better, so please let me know what you think.
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Feedback
10 months ago
crazychicken



Red should spawn as ct, they are defending


(O>)
10 months ago
Demolitions



Posted by endyss

Posted by Demolitions

This map shows quite a bit of the mapper's talent, and potential.

This is actually my first map eVar. It probably took 3x as long just to learn how to do things, then redo things to fix my mistakes.

Even more impressive. It's nice to see that some people take the smart approach to their first map, rather than doing one tutorial, then releasing a box without light.


Bananite
10 months ago
endyss



Posted by Demolitions

This map shows quite a bit of the mapper's talent, and potential.

This is actually my first map eVar. It probably took 3x as long just to learn how to do things, then redo things to fix my mistakes.

I think UKCS-Alias' suggestion of putting the cap point in the dome room is excellent, something I hadn't thought of. I've heard many people express concern over balance, and my experience so far has been a bit of a wash. Since the cap point doesn't become active for 60 seconds, it becomes a little less important where players encounter one another. If the Red team continuously reached the cap point first and defended it, that'd be one thing, but I've generally seen both sides win almost equally.

That said, putting the cap point in the center, with its multiple access areas, could be awesome. I just need to get off my arse and fix up the outside of the dome so people can shoot inside. =)

Bananite
10 months ago
AI|Chicky



After playing the map last night, I had a few complaints that the map wasn't "even". Also, some players were confused since BLU spawns in T spawn and RED spawns in CT spawn. They felt that was backward.

As for the unbalanced issue, I'd recommend removing the doors into the bombsite area. It might also help to widen the hall from CT spawn to B bombsite so that it's not as easy for a soldier or demo to hold off the other team.

I will say that I didn't notice that you could access the roof when I ran through on my own and I think that certainly made the map for some of the players. Many people mentioned they liked that feature. I would however recommend making some blocking features up there so it's no so deathmatchish.

And finally, show us the light!!!! This map is very dark in a lot of areas. I'd strongly suggest lightening it up some.

Good work!


www.clan-ai.com
10 months ago
UKCS-Alias



Pros: Its a ideal remake of the classic cs de_dust. In fact, its done a very excelent way. many of the areas are completely converted to the TF2 style in both textures and allowing rocket jumping. And the map looks extremely nice and detailed and 100% tf2 style (something both the dust2 conversions miss). The map is alot better than the cs one. Further, as dust usualy was small in css as 20 players already couse a campfest, its now ideal for tf2 arena as the roof can be accessed making the size larger. This couses it to be ideal for any teamsize.
Cons: The capture point, i see its placed at A which is normaly outrushed by the CTs in css. I would prefer to have the inside to be the capture area: its can be attacked from all sides, its the center and used to be the main area for the battles. As the capture area is at a place usualy under control by the CTs i think it couses some unbalance in advance for the red team.
Improvements: Make the dome the capture area. Just like in all arena maps it will couse the center to be the area you must control to win. Also, as the center is harder to guard because of the ability to attack from above it gives a better chalenge and allows more tactics.
Notes: Great job in reviving a classic map into a completely diffirent style. As the CP however isnt in the center it doesnt get a 10 though but a 9.6 seems to be the perfect score to me.


The Knifosaurus
10 months ago
Demolitions



I foresee some problems arising, such as balance, and size, however if i were to simply rate this map based on it's appearance, I'd say you've got a real winner here. There is a lot of detail, and it looks really good. This is a great remake for TF2. You really captured the atmosphere of the TF2 world, and reworked dust to it. This map shows quite a bit of the mapper's talent, and potential.


Bananite
10 months ago
AI|Chicky



Pros: It's dust... and everyone loves dust!
Cons: It feels a little big for arena.
Improvements: There's certain areas that really aren't needed. Try to condense and remove the unneeded stuff (the hallway by A comes to mind). You've really got to consider where you want all the action to happen.
It looks amazing - although there are some areas where I feel like the textures could be more refined. The dark hallway from T spawn to bombsite B comes to mind. It's so dark in there... and tight. :/
Notes: I'm adding this to my arena server to see what people think. If there are any major issues, I'll let you know. Please keep me informed of any updates to the map.


www.clan-ai.com
10 months ago
endyss



I don't know about any other dust maps, but mine was just inspired by the Arena mode concept, since it plays so similarly to CS. I had it more or less done a week ago, but was just putting finishing touches on it.

Bananite
10 months ago
Evil_Toaster



Looks very good. Well placed into the TF2 environment. I can't tell if the map is symmetrical through the pictures but it looks like it is. You should probably change a few things to make it more balanced.

Bananite
10 months ago
FeartheMango



Seriously, what's with all the Dust maps all of a sudden?

I'm a god Damned Mango, Now fear me!
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Assessment
Critic Rating [+]
9.2/10
User Rating [+]
8.6/10
bScore
8.88/10
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endyss
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Bananite
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