Attacking on Dustbowl can be a real pain in the ass if the other team places their sentry guns effectively. With this guide you can be the savior of your team and the bane of bottom-feeding engineers everywhere.
Section 1: Control Point 1
This section of the map is impossible to defend against any team that has at least 2 players with basic motor skills, so I’ve only done an overview of common sentry locations and a picture of how to sniper through the fence during warmup.
Dustbowl has a glitch that allows you to shoot through the doors if you know where to aim. This is easiest in the first section of the map due to the way to ramp up to the door is positioned. In order to snipe through the door you have to shoot through the gray metal surrounding the door. If you zoom in and point at the gray metal your sniper dot should disappear if you are pointing at a spot that you can shoot through. This is because the metal isn’t really there and your dot is actually showing on the wall or person on the other side of the gate. The best way to take advantage of this is to stand and aim through he bottom of the gate where you can see clearly and then once you line up a shot on someone take 1 step back. This will lower your crosshair intot he gray part and allow you to take your shot and really piss of whatever unfortunate medic/engineer/demoman was stupid enough to stand in front of the gate.![]()
Note for snipers:
Your main goal in this first phase of the push is to clear out a few people before round start and then concentrate mostly on countersniping while keeping an eye out for targets of opportunity.
The most common sentry gun locations in this area are to the right of the large circualar tower and inside the control point building guarding the stairs down to the point. There is a third location that people sometimes fill that is to the left of the tower pointing at the gate that opens to the stairs.

This first Demo location will remove the sentry gun inside the point guarding the stairs without exposing you to snipers or other annoyances.
The second location takes out that sneaky sentry gun guarding the gate.
This third and final spot will take out that sentry to the right of the tower. This sentry gun is the most important because it will usually shutdown a teams advance for several minutes if it isn’t properly taken care of.
Note for snipers:
On the second section you should be countersniping(as always) and blocking people from crossing from their spawn to the cp. I find it more effective to take out heavies and soldiers in this section than focus on the medics. If you take out the medics tank as they are crossing over the medic will normally fall back to the spawn, if you take out the medic the soldier/heavy will often charge you and eat your soul.
Section 3: Control Point 3
The initial push on this section can be really brutal if your team isnt coordinated. There are so many excellent sentry gun locations that it can seem impossible to advance forwards. On the bright side most guns can be killed with effective sticky charge usage and a good sniper can really delay the building of defenses at the start.
The sniper exploit on this one is a little trickier because its so dark above the door. The spot is still there even though it doesn’t look like it. I like to catch the first couple people coming across during the warmup and then try to take out whoever is standing on the corner of the roof to the right.![]()
The common sentry locations in this area are a lot easier to deal with than it seems at first glance.
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The one inside can be tricky if their team is properly supporting it. I like to use this trick to even the odds. To get to the proper location run and crouch jump through the window so you don’t get blown apart at the doorway.
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Note for snipers:
Primary goal on this section is eliminating snipers and heavy/medic combo’s. Your secondary objective should be taking out enemy engineers, dispensers and sentries in that order. A full charge shot will blow up a dispenser instantly. A full charge shot on any size sentry gun that has taken more than 10% damage will blow it up.
Section 4: Control Point 4
Section 4 is the easiest part of the map to defend on so it will take some coordination from your team to take this one.
The common sentry locations on this section can all be hit from one location.
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Note for snipers:
Don’t snipe in this section. Just don’t.
If your team had trouble pushing 4 they’ll probably get stuck here a while too.

This jump can work as a surprise at the round start or a minute or two in. Other times when you try it you’ll just die a bunch.
To hit the sentry on the other side of the building you can just shoot uncharged stickies through the windows.
This spot is tricky and will take some practice in an empty map to get it consistently. If your angle or power are even slightly off it will miss.
The next one is easy.
These next ones are actually for section 6
Note for snipers:
Kill whoever you see you should have plenty of targets.
The final push stalls a lot of teams but its not that difficult. You can shoot over the wall to hit all sentries in range of the control point and the one you can’t hit cant reach the control point anyway. Charge up an uber or two and push in as a team.

Note for snipers:
Plenty of spots to snipe from and long range make this section excellent for point whoring. Snipers and engineers normally have priority followed by demomen.
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