Difference between revisions of "Coldfront"

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{{Other uses|this=the map|Coldfront (disambiguation)}}
 
{{Map infobox
 
{{Map infobox
| game-type=Control Point
+
  | map-status                = community
| file-name=cp_coldfront
+
  | map-game-type             = Control Point
| map-image=Coldfront5.png
+
  | map-file-name             = cp_coldfront
| developer=[http://steamcommunity.com/id/icaruswong Eric "Icarus" Wong] <br>[http://steamcommunity.com/id/selentic David "Selentic" Simon] <br>[http://steamcommunity.com/id/thevoidskull Aeon "Void" Bollig] <br>[http://steamcommunity.com/id/Y_M Tim "YM" Johnson]
+
  | map-image                 = Coldfront5.png
| map-environment = Alpine
+
  | map-released              = {{Patch name|7|8|2010}}
| map-setting = Daylight, snowy
+
  | map-released-major        = Engineer Update
| map-health-pickups-small = 10
+
  | map-environment           = Alpine
| map-health-pickups-medium = 6
+
  | map-setting               = Daylight, snowy
| map-ammo-pickups-small = 6
+
  | map-pickups-health-small = 10
| map-ammo-pickups-medium = 8
+
  | map-pickups-health-medium = 6
| map-stamp-link = http://steamcommunity.com/stats/TF2/leaderboards/30391
+
  | map-pickups-ammo-small   = 6
 +
  | map-pickups-ammo-medium   = 8
 +
  | map-stamp-link           = https://steamcommunity.com/stats/TF2/leaderboards/30391
 
}}
 
}}
  
{{Quotation|'''The Engineer''', on none of the classes being dressed for sub-zero conditions|Brrrrr...|sound=Engineer_jeers02.wav}}
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{{Quotation|'''The Engineer''', on none of the classes being dressed for sub-zero conditions|Brrrrr...|sound=Engineer jeers02.wav}}
  
'''Coldfront''' is a [[Control Point (game mode)#standard control point|Standard Control Point]] map. It was included in the [[Engineer Update]] as an official community map due to its outstanding quality.
+
'''Coldfront''' is a community-made [[Control Point (game mode)#Symmetric|Standard Control Point]] map. It was included in the [[Engineer Update]] as an official map due to its outstanding quality.
 
 
The objective is to capture all five control points. Each team starts with their second and final control points locked, leaving only the middle point available.
 
  
 
== Introduction video ==
 
== Introduction video ==
{{youtube|AKx0ALJ-8-c}}
+
{{youtube|Vl8yiDKmJv0}}
  
 
== Locations ==
 
== Locations ==
[[Image:Coldfront overview.png|thumb|top|Overview of the map. (Large file)]]
+
{{HelpfulOverviewNote}}<br>
  
Each area of the map provides ample opportunity for certain classes to utilize their abilities in order to overcome their enemies. [[Scouts]], [[Soldiers]] and [[Demomen]] are able to traverse the cliffs and main house, while the slope of the terrain and sharp corners allows ambush classes such as the [[Pyro]], [[Engineer]] and [[Heavy]] to take down attackers. In addition, various open spaces indoors allow [[Medics]] and [[Spies]] to move freely to advantageous positions while [[Snipers]] lay down suppressive shots.
+
Each area of the map provides ample opportunity for certain classes to utilize their abilities in order to overcome their enemies. [[Scout]]s, [[Soldier]]s and [[Demoman|Demomen]] are able to traverse the cliffs and main house, while the slope of the terrain and sharp corners allows ambush classes such as the [[Pyro]], [[Engineer]] and [[Heavy]] to take down attackers. In addition, various open spaces indoors allow [[Medic]]s and [[Spy|Spies]] to move freely to advantageous positions while [[Sniper]]s lay down suppressive shots.
  
 
=== Control Point 3 (Decrepit Cabin) ===
 
=== Control Point 3 (Decrepit Cabin) ===
 +
* '''Control Point''': The central control point rests comfortably within the wreckage of the cabin.
 +
* '''Entrances''': Each team has three paths to the house area. Two paths enter from the ground, going uphill as players get closer to the house, and an upper path among one of the high cliffs.
 +
* '''High Cliff''': One of the passageways into the area from the yard. Normally a one-way drop down, but Scouts and Soldiers can climb up, too. It is a common Sniper perch.
 +
* '''House''': The worn-down cabin which holds the control point. Soldiers and Demomen can rocket jump on top for a better view of the area.
 +
* '''Behind the Rocks''': A small safe haven for Medics and Engineers, especially due to the close proximity to medium Health and Ammo packs.
 +
* '''Yard''': Each side has a large, open intermediate area in between CP2 and the CP3 cabin. Separated into two halves by a pipe-bridge.
 +
* '''BLU/RED Third Forward Spawn''': When BLU or RED captures four of the five points in the map, they spawn in a narrow room that is near Point C. The spawn exit is visible in the High Cliff image.
 +
 
<gallery widths=150px heights=90px>
 
<gallery widths=150px heights=90px>
File:coldfront1.png| Central point
+
File:coldfront1.png|Central point
 
File:coldfront3.png|Cabin
 
File:coldfront3.png|Cabin
File:coldfront4.png| Cliff Path
+
File:coldfront4.png|Cliff Path
File:coldfront2.png| High Cliff
+
File:coldfront2.png|High Cliff
 
</gallery>
 
</gallery>
The central control point rests comfortably within the wreckage of the cabin.
 
*'''Entrances:''' Each team has three paths to the house area. Two paths enter from the ground, going uphill as you get closer to the house, and an upper path among the one of the high cliffs.
 
*'''High Cliff:''' One of the passageways into the area from yard. Normally a one-way drop-down, but Scouts and Soldiers can climb up, too. It is a common Sniper perch.
 
*'''House:''' The worn down cabin which holds the control point. Soldiers and Demomen can rocket jump on top for a better view of the area.
 
*'''Behind the Rocks:''' A small safe haven for Medics and Engineers, especially due to the close proximity to medium Health and Ammo packs.
 
*'''Yard:''' Each side has a large, open intermediate area in between CP2 and the CP3 cabin. Separated into two halves by a pipe-bridge.
 
  
 
=== Control Points 2 & 4 (Warehouse Caves) ===
 
=== Control Points 2 & 4 (Warehouse Caves) ===
 +
* '''Control Point''': The intermediate control points are set in the center of the elevated concrete road.
 +
* '''Entrances from Yard''': Teams most commonly enter through the main central path (building), but the side route (pipes) and the ramp room (forward respawn) are there as alternatives.
 +
* '''Garage''': The location of the first forward resupply. An effective but risky flank to topple defenders on the platform.
 +
* '''Platform''': A large elevated platform near the control point. Teams should base their defenses around this platform, but beware of flanks through the ramp room.
 +
* '''BLU/RED Second Forward Spawn''': When BLU or RED captures the center point, they spawn in a single room in the Garage area.
 +
 
<gallery widths=150px heights=90px>
 
<gallery widths=150px heights=90px>
File:coldfront5.png| Entry to BLU base
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File:Coldfront5.png|Entry to BLU base
File:Coldfront6.png| BLU's second point
+
File:Coldfront6.png|RED's second point
File:Coldfront7.png| Side entrance to point 2
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File:Coldfront7.png|Side entrance to point 2
File:Coldfront8.png| Garage entrance
+
File:Coldfront8.png|Garage entrance
 
</gallery>
 
</gallery>
The intermediate control points are set in the centre of the elevated concrete road.
 
*'''Entrances from Yard:''' Teams most commonly enter in through the main central path (building), but the side route (pipes) and the ramp room (forward respawn) are there as alternatives.
 
*'''Garage:''' The location of the first forward resupply. An effective but risky flank to topple defenders on the platform.
 
*'''Platform:''' A large elevated platform near the control point. Teams should base their defenses around this platform, but beware of flanks through the ramp room.
 
  
 
=== Control Points 1 & 5 (Headquarters) ===
 
=== Control Points 1 & 5 (Headquarters) ===
 +
* '''Control Point''': The final control points are locked into the center of the circular final chamber.
 +
* '''Entrances from CP 2/4''': Three small but separated doorways are used to enter the final chamber. Far-left (through silo), center, and far-right.
 +
* '''Silo''': Otherwise known as the far left flank, this passage is most commonly used to sneak an assault on the final CP, but can become dangerous if a player is caught in this narrow passage.
 +
* '''Outer Ring''': The upper ring surrounding the central chamber that all teams must pass through if entering/exiting the area. The slight height advantage and plenty of cover make it a significant location to control for both attackers and defenders. The support beams spanning across the ceiling do not have collision detection and players can pass right through them.
 +
* '''Central Chamber''': The open space in the center of the room. Its lower elevation makes this a no-man's land if the attackers succeed in taking the Outer Ring. Good for hiding Sentry Guns.
 +
* '''The Back''': The elevated area behind the final control point. A stable but not most ideal point of defense for a team making a last-ditch or makeshift defense. Health and ammo packs are available in the back, and an easy drop down to the control point itself.
 +
* '''BLU and RED Spawn''': A large spawn room with a large board table with two exits on each side of the point.
 +
 
<gallery widths=150px heights=90px>
 
<gallery widths=150px heights=90px>
 
File:Coldfront9.png| Side entrance to the final point
 
File:Coldfront9.png| Side entrance to the final point
 
File:Coldfront11.png| BLU's final point
 
File:Coldfront11.png| BLU's final point
File:coldfront12.png| BLU's Final Point
+
File:coldfront12.png| BLU's final Point
File:Coldfront10.png| BLU's spawn room.
+
File:Coldfront10.png| BLU's spawn room
 
</gallery>
 
</gallery>
The final control points are locked into the centre of the circular final chamber.
 
*'''Entrances from CP 2/4:''' Three small but separated doorways are used to enter the final chamber. Far left (through silo), center, and far right.
 
*'''Silo:''' Otherwise known as the far left flank, this passage is most commonly used to sneak an assault on the final CP, but can become dangerous if you're caught in this narrow passage.
 
*'''Outer Ring:''' The upper ring surrounding the central chamber that all teams must pass through if entering/exiting the area. The slight height advantage and plenty of cover makes it significant location to control for both attackers and defenders. The support beams spanning across the ceiling do not have collision detection and players can pass right through them.
 
*'''Central Chamber:''' The open space in the center of the room. Its lower elevation makes this a no-man's land if the attackers succeed in taking the Outer Ring. Good for hiding Sentry Guns.
 
*'''The Back:''' The elevated area behind the final control point. A stable but not most ideal point of defense for a team making a last-ditch or makeshift defense. Health and ammo packs area available in the back, and an easy drop-down to the control point itself.
 
  
==Strategy==
+
== Helpful overview ==
{{hatnote|See [[Community Coldfront strategy]]}}
+
[[File:Coldfront overview with lines.png|left|650px|Coldfront's locations]]
 +
<big>1.Behind the Rocks
 +
2.High Cliff
 +
3.Yard
 +
4.Garage
 +
5.Platform
 +
6.Side entrance
 +
7.Silo
 +
8.Outer Ring</big>
 +
{{clr}}
 +
== Strategy ==
 +
{{map strategy link|Coldfront|main=yes|stub=yes}}
  
== Control Point Timing ==
+
== Control Point timing ==
 
{{Control Point Timing/Official Map}}
 
{{Control Point Timing/Official Map}}
  
 
== Update history ==
 
== Update history ==
'''{{Patch name|7|8|2010}}''' ([[Engineer Update]])
+
{{Update history|
* The map was added to the game.
+
'''{{Patch name|7|8|2010}}''' ({{update link|Engineer Update}})
 +
* Added Coldfront to the game.
  
 
'''{{Patch name|7|13|2010}}'''
 
'''{{Patch name|7|13|2010}}'''
*Updated CP_Coldfront
+
* Added map to the default mapcycle and motd files.
**Added map to the default mapcycle and motd files.
+
* Fixed a server crash issue related to increased maxplayer [[servers]].
**Fixed a server crash issue related to increased maxplayer servers.
+
* Fixed a couple [[Engineer]] [[Buildings|building]] [[exploits]].
**Fixed a couple Engineer building exploits.
 
  
 
'''{{Patch name|8|17|2010}}'''
 
'''{{Patch name|8|17|2010}}'''
*Added missing Mac intro movie for cp_coldfront.
+
* Added missing Mac intro movie for cp_coldfront.
  
'''{{Patch name|10|27|2010}}''' ([[Scream Fortress|Scream Fortress Update]])
+
'''{{Patch name|10|27|2010}}''' ({{update link|Scream Fortress Update}})
*Updated cp_coldfront with the latest changes from the community creator (Icarus):
+
* Improved visibility on last CP.
**Improved visibility on last CP.
+
* Moved second CP slightly closer to the attacker's side.
**Moved second CP slightly closer to the attacker's side.
+
* Added cover for players queuing up the health pack on the second CP.
**Added cover for players queuing up the health pack on the second CP.
+
* Improved clipping on the zig-zag ramp to middle CP.
**Improved clipping on the zig-zag ramp to middle CP.
+
* Teams that capture the middle CP are now awarded with faster spawn times.
**Teams that capture the middle CP are now awarded with faster spawn times.
+
}}
  
 
== Trivia ==
 
== Trivia ==
[[File:Bill's Hat Pyro.png|thumb|100px|The BLU Pyro in the video wearing Bill's Hat.]]
+
* The first and last capture points were created for a TF2Maps.net control point detailing mini-contest (in which it won 1st and 3rd place, respectively.)
 +
* Both teams' main spawn rooms were inspired by the [https://upload.wikimedia.org/wikipedia/commons/8/85/Dr._Strangelove_-_The_War_Room.png war room] from the 1964 film ''[[w:Dr. Strangelove|Dr. Strangelove]]''.
 +
* A [[w:cold front|cold front]] is the leading edge of a cooler mass of air, replacing (at ground level) a warmer mass of air.
 +
* Eric Wong's initials can be seen out of bounds above the BLU rocket.
  
* Stormfront was the original name of the map, but was changed to its present name because the name "Stormfront" was already taken by another map.
+
== External links ==
** The skybox for Coldfront still bears the filename ''sky_stormfront_01''.
+
* [https://web.archive.org/web/20130205143146/https://forums.tf2maps.net/showthread.php?t=11352 Coldfront development thread at TF2maps.com]
* The first and last capture points were created for a [[TF2Maps.net]] control point detailing mini-contest (in which it won 1st and 3rd place, respectively.)
+
* [https://www.youtube.com/watch?v=rFLrZ7OmcfE Map Fly-through (RC2) on YouTube]
* Both teams' main spawn rooms were inspired by the [http://static.open.salon.com/files/strangelove_war_room1217603526.jpg war room] from the 1964 film ''{{w|Dr. Strangelove|Dr. Strangelove}}''.
+
* [https://www.youtube.com/watch?v=voQuywKfjLI Development Timelapse on YouTube]
* On the introductory video for Coldfront, the BLU Pyro appears to be sporting [[Bill's Hat]].
 
* A cold front is defined as the leading edge of a cooler mass of air, replacing (at ground level) a warmer mass of air.
 
  
== External links ==
+
{{Engineer Update Nav}}
* [http://forums.tf2maps.net/showthread.php?t=11352 Coldfront development thread at TF2maps.com]
+
{{Maps Nav}}
* [http://www.youtube.com/watch?v=rFLrZ7OmcfE Map Fly-through (RC2) on YouTube]
 
* [http://www.youtube.com/watch?v=voQuywKfjLI Development Timelapse on YouTube]
 
* [http://www.youtube.com/watch?v=c-WmOo3j1vM Demoman rollout video on YouTube]
 
  
{{EngineerUpdateNav}}
+
[[Category:Quickplay maps]]
<br />
 
{{Maps nav}}
 

Latest revision as of 01:11, 18 January 2024

This article is about the map. For other uses, see Coldfront (disambiguation).
Coldfront
Coldfront5.png
Basic Information
Map type: Control Point
File name: cp_coldfront
Released: July 8, 2010 Patch
(Engineer Update)
Developer(s): Eric "Icarus" Wong
David "Selentic" Simon
Aeon "Void" Bollig
Tim "YM"Johnson
Map Info
Environment: Alpine
Setting: Daylight, snowy
Map Items
Healthico.png Health Kits: Smallhealth.png ×10  •  Mediumhealth.png ×6
Ammoico.png Ammo Boxes: Smallammo.png ×6   •   Mediumammo.png ×8
Map Photos
Loading screen photos.
Map Overview
Coldfront overview.png
Map Stamp
Item icon Map Stamp - Coldfront.png
Supporters Leaderboard
Brrrrr...
The Engineer, on none of the classes being dressed for sub-zero conditions

Coldfront is a community-made Standard Control Point map. It was included in the Engineer Update as an official map due to its outstanding quality.

Introduction video

Locations

Note: If you are having trouble with finding the locations listed here, see the Helpful overview section to see their exact position marked on the map.

Each area of the map provides ample opportunity for certain classes to utilize their abilities in order to overcome their enemies. Scouts, Soldiers and Demomen are able to traverse the cliffs and main house, while the slope of the terrain and sharp corners allows ambush classes such as the Pyro, Engineer and Heavy to take down attackers. In addition, various open spaces indoors allow Medics and Spies to move freely to advantageous positions while Snipers lay down suppressive shots.

Control Point 3 (Decrepit Cabin)

  • Control Point: The central control point rests comfortably within the wreckage of the cabin.
  • Entrances: Each team has three paths to the house area. Two paths enter from the ground, going uphill as players get closer to the house, and an upper path among one of the high cliffs.
  • High Cliff: One of the passageways into the area from the yard. Normally a one-way drop down, but Scouts and Soldiers can climb up, too. It is a common Sniper perch.
  • House: The worn-down cabin which holds the control point. Soldiers and Demomen can rocket jump on top for a better view of the area.
  • Behind the Rocks: A small safe haven for Medics and Engineers, especially due to the close proximity to medium Health and Ammo packs.
  • Yard: Each side has a large, open intermediate area in between CP2 and the CP3 cabin. Separated into two halves by a pipe-bridge.
  • BLU/RED Third Forward Spawn: When BLU or RED captures four of the five points in the map, they spawn in a narrow room that is near Point C. The spawn exit is visible in the High Cliff image.

Control Points 2 & 4 (Warehouse Caves)

  • Control Point: The intermediate control points are set in the center of the elevated concrete road.
  • Entrances from Yard: Teams most commonly enter through the main central path (building), but the side route (pipes) and the ramp room (forward respawn) are there as alternatives.
  • Garage: The location of the first forward resupply. An effective but risky flank to topple defenders on the platform.
  • Platform: A large elevated platform near the control point. Teams should base their defenses around this platform, but beware of flanks through the ramp room.
  • BLU/RED Second Forward Spawn: When BLU or RED captures the center point, they spawn in a single room in the Garage area.

Control Points 1 & 5 (Headquarters)

  • Control Point: The final control points are locked into the center of the circular final chamber.
  • Entrances from CP 2/4: Three small but separated doorways are used to enter the final chamber. Far-left (through silo), center, and far-right.
  • Silo: Otherwise known as the far left flank, this passage is most commonly used to sneak an assault on the final CP, but can become dangerous if a player is caught in this narrow passage.
  • Outer Ring: The upper ring surrounding the central chamber that all teams must pass through if entering/exiting the area. The slight height advantage and plenty of cover make it a significant location to control for both attackers and defenders. The support beams spanning across the ceiling do not have collision detection and players can pass right through them.
  • Central Chamber: The open space in the center of the room. Its lower elevation makes this a no-man's land if the attackers succeed in taking the Outer Ring. Good for hiding Sentry Guns.
  • The Back: The elevated area behind the final control point. A stable but not most ideal point of defense for a team making a last-ditch or makeshift defense. Health and ammo packs are available in the back, and an easy drop down to the control point itself.
  • BLU and RED Spawn: A large spawn room with a large board table with two exits on each side of the point.

Helpful overview

Coldfront's locations
1.Behind the Rocks
2.High Cliff
3.Yard
4.Garage
5.Platform
6.Side entrance
7.Silo
8.Outer Ring

Strategy

Main article: Community Coldfront strategy

Control Point timing

Control Point Multiplier Seconds
Control Point 1 and 5 ×1
3 .000
×2
2 .000
×3
1 .636
×4
1 .440
Control Point 2 and 4 ×1
12 .000
×2
8 .000
×3
6 .545
×4
5 .760
Control Point 3 ×1
24 .000
×2
16 .000
×3
13 .091
×4
11 .520


Update history

July 8, 2010 Patch (Engineer Update)
  • Added Coldfront to the game.

July 13, 2010 Patch

  • Added map to the default mapcycle and motd files.
  • Fixed a server crash issue related to increased maxplayer servers.
  • Fixed a couple Engineer building exploits.

August 17, 2010 Patch

  • Added missing Mac intro movie for cp_coldfront.

October 27, 2010 Patch (Scream Fortress Update)

  • Improved visibility on last CP.
  • Moved second CP slightly closer to the attacker's side.
  • Added cover for players queuing up the health pack on the second CP.
  • Improved clipping on the zig-zag ramp to middle CP.
  • Teams that capture the middle CP are now awarded with faster spawn times.

Trivia

  • The first and last capture points were created for a TF2Maps.net control point detailing mini-contest (in which it won 1st and 3rd place, respectively.)
  • Both teams' main spawn rooms were inspired by the war room from the 1964 film Dr. Strangelove.
  • A cold front is the leading edge of a cooler mass of air, replacing (at ground level) a warmer mass of air.
  • Eric Wong's initials can be seen out of bounds above the BLU rocket.

External links