Team Fortress 2 Icon TF2 Map

Zombie Survival Dustbowl

SEX! Ok, we got your attention. We are one of the oldest mod sites on the Interwebs. Sign up and maximize your browsing experience.

  • Subscribe: Get notified of new submissions like this.
  • Say Thanks: Show your appreciation by sending jack5gamebanana points.
  • Post: Give jack5gamebanana your thoughts on this Map.
  • Vote: Help jack5gamebanana win the Monthly Awards.
  • Rate: Give this Map a rating out of 10.
  • Flag: Alert moderators and warn members of a problem with this Map.
  • Watch: Get notified when this Map is updated.
Mascot

Join the community!

Sign up

Already a Bananite? Login

Updates

Version 10 (zs_dustbowl_v10)
  • Disabled several major exploits at zones A and B.
  • Fixed underground area at zone C to prevent a particular see-through wall.
  • Made roof areas at zone B nobuild to prevent the disco from being overpowered.
  • Added new one-way door texture.
  • Changed amount and positioning of health pickups near disco.
  • Added shacks to zones A and B to give Medics more cover and methods of transport.
6d
Version 9 (zs_dustbowl_v9)
  • Underground spot at C has been nerfed with the addition of stairs.
  • Visual instructions added on how to navigate to other zones.
  • Early prototype of making disco area less open created.
  • One-way door from A to B now functions correctly.
  • It is no longer possible to get rid of the big head effect when entering the disco.
  • Some high eploit spots at zone C fixed.
  • Other minor changes I can't remember.
13d
Workshop upload here (less up to date)

Thank you so much for making Zombie Survival Dustbowl get Gamebanana's "Today's Pick" on the 24th of March 2017!

It is finally here. The mammoth of all Zombie Survival maps, Dustbowl (filename zs_dustbowl_v9), is now stable and ready for public play. All three zones of the original map have been rolled into one full stage, medics spawning at zone A and engineers spawning at zone C, with an underground tunnel bridging A and C together. Because of it's gigantic map size, Dustbowl is destined to be one of the most unique Zombie Survival maps in terms of hiding spots, giving engineers ample time to escape from unsafe areas.
To play this map by yourself, open the map in TF2, pick a class and type "tf_bot_add" then "sv_gravity 400" if you want to be able to double jump (without quotations). To play this map with others, visit Rushy Servers at rushyservers.com.

Secret Access

You want to be the one man who discovers the hidden bonus of the map new to Version 3? Well you're in luck, because the instructions are all here. Be warned though, it can be very dangerous attempting to pull off all of the incredibly strategic objectives needed to activate the bonus, so make sure your Engineer buddies are rallied up and that you memorise the path from start to finish. The objectives have lengthy delays, so follow the steps below with a single lead Engineer elected. Do not attempt as a Medic, for the objectives will not work for you. Also, you must hit the objectives with your melee, you cannot shoot them.
  • First, you should hit the bleeding clock. This step is required in order for the ordered buttons to register.
  • Locate buttons 1 through to 3 and hit them, then you can either use the Eureka Effect or a teleporter to warp back to spawn, travel from A to C the risky way, or travel through B for a slightly safer but longer trip. If you travel by using the Eureka Effect or a teleporter, you will have to wait for the button 4 to activate, as it is designed to suit engineers taking the trip from A to C.
  • Locate buttons 4 and 5 and hit them. A hatch will open nearby if you have done everything correctly after 5 seconds.

Version 1

This section of the description documents the changes made in Version 1 of Zombie Survival Dustbowl. For future changes, please refer to the updates log of this post. As usual, feedback is greatly appreciated (especially video feedback), and will help improve broken/unfair map mechanics.
  • Clips blocking off the seperate zones removed.
  • All control points, doors and related entities deleted.
  • Added tunnel between zone A and C, creating a circular map.
  • Completely blocked off access to zone A shack because of indoor lighting issues. Added boxes and extra ledges to replace the shack's railway tracks.
  • Removed all railway tracks and unnecessary mine-carts because of lighting issues.
  • Added drop-down from upper tunnel near shack to previously inaccessible lower tunnel near zone A final control point.
  • Added a ramp to zone B's first building and removed door beneath first zone B control point.
  • Removed one room and hollowed out the window of zone B's second building.
  • Bumps added between displacements due to lighting issues.
  • Clips above and behind zone B's final control point removed.
  • Glass textures removed in order to save compile time.
  • Access to highest point of zone C walkways prohibited with the use of a closed roller door.
  • Connected both tech-rooms in zone C.
  • Increase the height of the sniping area in zone C, thus creating a second entry for crouching players.
  • Many models removed and replaced with solids because of lighting issues.
  • Restricted access to only one part of zone C spawns.
  • Clips near zone C spawns removed, allowing access to areas previously blocked by mesh or invisible walls.
  • All clips smoothed to prevent players getting accidentally stuck.

Map design, textures and models all by Valve Coorporation. Modifications to suit Zombie Survival by Jack (Jack5) Stringer. Music in-map is Who Likes to Party by Kevin MacLeod.

Download

Posts

  • 8d
    Xamer avatar
    Member Joined 2y
    761 points Ranked 5953rd
    I cant download this.When i open rar file it gives me a error.
    Being a watermelon is gud
  • 1mo
    BeatCrazy avatar
    BeatCrazy Offline
    Member Joined 6mo
    110 points Ranked 25971st
     I am having a REALLY hard time trying to find Button 3...
    Can you at least give me a hint or somethin'? It's the only button I don't know where it is.
    I am the Beat Crazy
  • 4mo
    Pashok007 avatar
    Pashok007 Offline
    Member Joined 1y
    272 points Ranked 13945th
    6 medals 1 rare
    • Thanked 50 submitters Medal icon
    • One month a member Medal icon
    • Thanked 5 submitters Medal icon
    • Returned 100 times Medal icon
    • 6 months a member Medal icon
    • 1 year a member Medal icon
    *yay*
    Bananite
  • 4mo
    CarlmanZ avatar
    CarlmanZ Offline
    Member Joined 3y
    2,178 points Ranked 2134th
    8 medals 1 rare
    • Returned 1000 times Medal icon
    • One month a member Medal icon
    • 6 months a member Medal icon
    • 1 year a member Medal icon
    • Returned 100 times Medal icon
    • Submission featured Medal icon
  • 4mo
    Posted by CarlmanZ

    Now all we need is Zombie Survival Hydro and 2Fort and the world will be perfect.
    Hydro will not happen because the map is already super-broken and there isn't a cluster of good hiding spots, they're all far too spread out. Some are OP and others are horrible.
    2Fort is not likely because it is already the most balanced map in the entire Zombie Survival roster, but MAY happen. Do not think that is a definite yes.
     avatar
    Mantra
  • 4mo
    CarlmanZ avatar
    CarlmanZ Offline
    Member Joined 3y
    2,178 points Ranked 2134th
    8 medals 1 rare
    • Returned 1000 times Medal icon
    • One month a member Medal icon
    • 6 months a member Medal icon
    • 1 year a member Medal icon
    • Returned 100 times Medal icon
    • Submission featured Medal icon
    Now all we need is Zombie Survival Hydro and 2Fort and the world will be perfect.
    Good Ideas, Bad Execution.

Share

Shareable Image:
Share banner
HTML embed code:
BB embed code:
Markdown embed code:

More embeddable images

Bookmark and Share

Credits

Original Author
Valve Coorporation
Original author
Contributors
jack5gamebanana
Member Joined 3y
Zombie Survival optimisation

Submitter

jack5gamebanana avatar
Member Joined 3y

jack5gamebanana
Creator
Send a Private Message to the submitter

Details

Version
10

Attributes

Development State
Stable
Textures
Default
Aesthetic
Default
Size
Huge
Environment
Outdoor
Zone
Industrial
Biome
Desert
Terrain
Canyon
Structure
Warehouse
Time of Day
Nighttime

Stats

Posts
7
Views
4,087
Downloads
1,169
Date Added
4mo
Date Modified
6d
Date Updated
6d

Featurings

  • Today's Pick Mar 24 2017
bcp.crwdcntrl.net tracking pixel