Difference between revisions of "Frontier"

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{{cleanup map}}{{stub}}
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{{Other uses|this=the map|Frontier (disambiguation)}}
 
{{Map infobox
 
{{Map infobox
|game-type=Payload
+
  | map-status                = community
|file-name=pl_frontier
+
  | map-game-type             = Payload
|map-image=pl_frontier.jpg
+
  | map-file-name             = pl_frontier_final
|developer={{steamid|id|mangyCarface}}
+
  | map-image                 = pl_frontier.jpg
|current-version=1
+
  | map-released              = {{Patch name|2|24|2011}}
|download-link=[http://www.fpsbanana.com/maps/74124 FPSBanana]}}
+
  | map-released-major        = Community Map Pack Update
 +
  | map-environment          = Alpine
 +
  | map-setting              = Daylight, Sunny
 +
  | map-hazards              = [[Environmental death#Pitfalls|Pitfall]], [[Environmental_death#Trains|Li'l Chew Chew]]
 +
  | map-pickups-health-small  = 8
 +
  | map-pickups-health-medium = 11
 +
  | map-pickups-health-large  = 2
 +
  | map-pickups-ammo-small    = 5
 +
  | map-pickups-ammo-medium  = 15
 +
  | map-pickups-ammo-large    = 4
 +
  | map-stamp-link           = https://steamcommunity.com/stats/TF2/leaderboards/141481
 +
}}
  
Frontier is a [[Payload]] map by {{steamid|id|mangyCarface}} that focuses on aggressive offensive pushes.
+
{{Quotation|'''[https://www.teamfortress.com/communitymappack/ Community Map Pack Update]'''|Meet "Li'l Chew Chew"—a razor-toothed BLU payload designed to messily devour any merc dumb enough to blunder in front of its path through this single-stage payload map. Eat your way past RED's defenses astride a gleaming metal death machine, powered by the blood of your enemies, and also gasoline (mostly gasoline, to be honest).}}
  
 +
'''Frontier''' is a single-stage [[Payload]] map with 4 [[control point (objective)|checkpoints]] added in the [[Community Map Pack Update]]. It is oriented towards organizing pushes around the cart's movement to benefit from its significant protection instead of suppressing the [[RED]] team, because the layout of terrain is highly favorable towards the RED team. The crowning feature of Frontier is its custom [[Payload#Carts|cart]], "Li'l Chew-Chew".
  
Frontier is a single-stage Payload map with 4 control points for BLU to capture. It is designed to address some of the problems with Payload maps, namely the tendency to push forward hard and then bring the cart up afterwards, and the assumed advantages of the defending RED team.  The crowning feature of Frontier is its custom Payload, "''Lil' Chew-Chew.''"
+
== Li'l Chew Chew ==
 +
[[File:Lil-chewchew.png|thumb|175px|Li'l Chew-Chew]]
  
The BLU team's primary goal is to guide Lil' Chew Chew on its tracks to the end of the map to destroy the RED laser array. By continuously pushing the cart forward and breaking through RED defensive positions, the BLU team will be victorious. Failure to push forward will eventually result in the Payload slowly moving backwards to the previously captured checkpoint, eroding your team's past progress. Opposite to the BLU team's objective, the RED team's goal is to stop the Payload train at all costs. By fighting off their opposition for a long enough period of time, the RED team will be victorious.  
+
{{See also|Carts}}
 +
In place of the standard [[BLU]] cart is a substantially larger mechanized train engine known as '''Li'l Chew-Chew'''. It has razor-sharp teeth and two headlights as eyes, and a rideable platform on the back. It is impossible to construct [[buildings]] on the rideable platform.
  
==Lil' Chew Chew==
+
Being much larger than a standard Payload cart, Li'l Chew-Chew provides significant cover from frontal attacks. It is also capable of instantly killing any player in its mouth with a chomp. The range of this chomp is increased when traveling at full speed, catching any player directly in front of the moving cart. The platform also has a built-in BLU [[Dispenser]]; however, those riding on it have trouble seeing directly in front of the cart, as the main body of the train is in the way. It has a noticeably increased pushing range when compared to normal carts.
[[Image:chewchew.png|thumb|left|The payload, ''Lil' Chew-Chew''.]]
 
The Payload in Frontier is not a standard bomb cart but rather a large mechanized train engine known as "''Lil' Chew-Chew.''" If there are three or more BLU players pushing Lil' Chew Chew, it will kill any player it runs into while animating a Heavy mechanical "chomp." Anyone who actually enters the mouth of Chew Chew, whether it is being pushed or not, will be similarly killed. To move forward and capture points in Frontier, BLU team members simply stand on or close by the platform Chew Chew trails behind itself. It absorbs all frontal damage, forcing RED to apply a very loose, flanking defense in order to stop any BLU progress. As with standard Payload carts, Chew Chew works as a Dispenser to the BLU team and disguised RED Spies, providing health and ammo.
 
  
 
== Locations ==
 
== Locations ==
*''The Shack'' is a small, two-level building to the right of the BLU base. It has a small balcony that a Sentry Gun can be placed on to give a good area of fire over the top of the Payload.  
+
{{HelpfulOverviewNote}}
*''The Rock Wall'' seperates the second cap point from a small house through which BLU may travel.  
+
=== Checkpoint A ===
*''The Rock Plateau'' comes right before the third cap and is ideal for RED to place Sentry Guns. There is even one rock spire whith a medium ammo box and small health kit, allowing a skilled Engineer to place a high Sentry Gun out of sapping range.
+
* '''Checkpoint''': Checkpoint 1 sits in an area surrounded by high cliffs and buildings just in front of RED's starting spawn area.
*''The Tunnel'' is a pathway that is near the Plateau and can be used a a choke point. Walkways along the top ends can be good areas to apply defense against the Payload from above.
+
* '''Shack''': A small, two-level building to the right of the BLU base. It has a small balcony that a [[Sentry Gun]] can be placed on to give a good area of fire over the top of the Payload cart. There is a small health kit and a large ammo pack on the second floor.
 +
* '''Cave''': The cave sits directly across from the Shack in front of the BLU base. It too has a small balcony that a Sentry Gun can be placed on to give a good area of fire directly at the Payload cart and at the main exit point of the BLU base. However, this spot is more exposed than the Sentry Gun spot on the Shack. It holds a medium health kit and ammo pack in the lower area.
 +
* '''Tower''': A tall building sits right above the last stretch of tracks before the first checkpoint. It overlooks the entire first checkpoint, the cliffs, and the exit from the Red spawn. Right after exiting the caves, one can find a set of stairs that lead to the tower. There is a medium health kit on the stairs.
 +
* '''Cliffs''': Running parallel to the last part of the tracks leading to the first point are the cliffs which are stretching from the tower to the first checkpoint accompanying tracks from their left side. On the cliffs is a small wooden shack. The shack contains a small health kit.
  
==Strategy==
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=== Checkpoint B ===
*BLU should always take advantage of their Payload, using it to shield them from incoming attacks while holding a hard defense to the sides. This can be difficult when the tracks turn to a 90 degree angle, like before Cap #2, where RED has a much easier time attacking the Payload from the side.  
+
* '''Checkpoint''': Checkpoint 2 is at the top of a large hill inside of the warehouse.
*Slow moving enemies like [[Heavies]] and [[Soldier]]s, even while [[Ubercharge|Übered]], can be lured in front of the train and then quickly mowed down with a quick push by two or more [[Scout]]s.
+
* '''Canyon''': Right after the first checkpoint, the cart takes a turn to the left and runs through a small valley where it is surrounded by cliffs from both of its sides, after that it goes through a gate-like entrance to start climbing up the incline to the second checkpoint. There is a small health kit on a stake next to the cart track.
*The stairs inside the Shack can make it easy for a Spy to sneak up behind a Sentry Gun and the Engineer, so a [[Pyro]] would be well-suited to spycheck as well as deflect incoming rockets.
+
* '''Incline''': A hill which the cart climbs from the valley to the second checkpoint. Red team will rain down firepower from above, expect for heavy resistance on this stage.
*The Cave right before the third cap is a good place either team to [[ambush]] players with the [[Backburner]], or house a Sentry Gun.
+
* '''House''': Just as the cart starts climbing up the incline it will pass the house. A relatively small two-story building which is right on the beginning of the incline and on the right side of the cart. This is a common spot for Red to set up frontline base, the second floor is a common [[teleporter]] spot. Inside the building contains a medium health kit and ammo pack.
*While taking the final point, BLU Snipers can use the newly opened shortcut to pick off REDs around the end of the tracks. Other classes can also take this path and quickly head to the ramp on the right, allowing closer access to RED's defenses.
+
* '''Rock Wall''': A rock wall separates the second checkpoint from the incline.
*Underneath the final cap point there are large ammo and health kits, which most players do not normally venture to unless they fall down there. This allows a very sneaky BLU Engineer to possibly construct a small base to allow BLU faster access towards the end.
+
* '''Warehouse''': This is a giant structure that is positioned on the far right side of the cart trucks right up against the map border. Inside one of the parts of the warehouse is the second checkpoint which the cart reaches by climbing up the incline. It contain a small health kit and a small ammo pack inside.
 +
* '''Mesa''': An elevated structure which is right on the end of the incline and is positioned parallel to the cart tracks as they run from the incline to the second checkpoint, Mesa also offers Blu members a passage to the third checkpoint once the second one is captured.  
  
*While not necessarily a strategy, many players will ride the Payload down into the laser array if BLU wins.
+
=== Checkpoint C ===
 +
When this point is captured, two giant doors at the final pit slide open, revealing a satellite dish pointed at the sky.
 +
* '''Checkpoint''': Checkpoint 3 sits between the antenna building and the Rock Plateau.
 +
* '''Second Incline''': After the second checkpoint is captured, the cart will leave the warehouse and once again, start climbing a small incline. Parallel to the incline, on the track's right side, is a metal catwalk which is on an elevated position above the incline.
 +
* '''Small Shack''': On the left side of the second incline, is a small shack positioned on a pile of rocks.
 +
* '''Rock Plateau''': As the Cart climbs up the incline it will travel underneath a catwalk before proceeding to pass the Rock Plateau, a group of cliffs and rocks positioned on the right side of the tracks. A small health kit and medium ammo pack sit on the top of the structure, it can only reached by [[Blast jump]]ing or using [[Thermal Thruster]].
 +
* '''Hollow building''': As the cart passes through the Rock Plateau it will start going through a big building, also known as the "Hollow building" due to the fact that it doesn't contain anything other than the cart tracks. There is a medium health kit and ammo pack sit in the corn of the building.
  
== Additional Links ==
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=== Checkpoint D ===
* Additional Screenshots: http://www.fpsbanana.com/maps/screens/74124
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* '''Checkpoint''': Checkpoint 4 sits above a large open pit with a satellite dish at the bottom of it.
 +
* '''RED Final Spawn''': The RED team's final spawn area is located on either side of the point, connected by a catwalk. The catwalk is a great position for Snipers, as there are no covers in the final area.
  
[[Category:Custom Maps]]
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== Helpful overview ==
 +
[[File:Frontier overview.with lines.png|700px|Frontier's locations|left]]
 +
1.Shack
 +
2.Cave
 +
3.Tower
 +
4.Cliffs
 +
5.Canyon
 +
6.Incline
 +
7.House
 +
8.Rock Wall
 +
9.Warehouse
 +
10.Second Incline
 +
11 Small Shack
 +
12.Hollow building
 +
13.Rock Plateau
 +
14.Balcony Building
 +
15.Red Catwalks
 +
 
 +
Yellow circle: First checkpoint
 +
Green circle: Second checkpoint
 +
Black circle: Third checkpoint
 +
White circle: Final checkpoint
 +
 
 +
Blue diagonal lines: First Blu spawn
 +
Red diagonal lines: First Red spawn 
 +
Double Red/Blue diagonal lines: Second spawn                 
 +
Red/Blue circle w/ double diagonal lines: Third spawn
 +
Red/Blu square w/ circle and double diagonal lines: Fourth spawn
 +
 
 +
{{clr}}
 +
 
 +
== Strategy ==
 +
{{main|Community Frontier strategy}}
 +
{{community strategy stub link}}
 +
 
 +
== Update history ==
 +
{{Update history|
 +
'''{{Patch name|2|24|2011}}''' ([[Community Map Pack Update]])
 +
* Added Frontier to the game.
 +
 
 +
'''{{Patch name|10|13|2011}}''' ([[Manniversary Update & Sale]])
 +
* Fixed various geometry bugs.
 +
 
 +
'''{{patch name|1|26|2012}}'''
 +
* Localized the team goal strings.
 +
* Updated pl_frontier with author-submitted fixes:
 +
** small prop adjustments.
 +
** several unsewn/gappy displacements fixed up.
 +
** func_push altered below final capture point.
 +
 
 +
'''{{patch name|2|1|2013}}'''
 +
* Fixed exploit where players could be pushed into enemy spawn rooms by the Payload cart.
 +
 
 +
'''{{Patch name|7|10|2013}}'''
 +
* Fixed spawn doors not working properly after second capture.
 +
* Players can no longer build inside kill volumes.
 +
* Players can no longer build inside of Blu's second spawn room.
 +
* Red players can now enter the Blu team spawn upon round win.
 +
 
 +
'''{{Patch name|12|15|2023}}'''
 +
* Fixed [[Engineer]]s being able to build in Red's final spawn room.
 +
}}
 +
 
 +
== Bugs ==
 +
* After the Payload has been delivered and the round has ended, the timer on the cart continues to drop.
 +
* If a RED player is standing in the open door of BLU's second spawn point when the round ends, they are instantly teleported across the map into the third spawn point.
 +
* If a BLU player pushes the cart, but not enough to get it out of the spawn room, and the cart retreats, the platform stops when it gets to its starting position, but Li'l Chew Chew keeps going until it reaches the same stopping point as the platform, resulting in Li'l Chew Chew clipping through over half of the platform. It returns to normal when a new round starts.
 +
* Snipers can fire through the right window frame of the balcony building.
 +
* Li'l Chew Chew can be glitched so the platform that it is towing ends up far behind the actual engine, allowing the BLU team to have a significant advantage as the cart ends up farther ahead than where the platform is. It also may have a model glitch, getting inside the ground and preventing RED team players from seeing the engine, which still has a functioning deathbox.
 +
* RED Engineers can build a Teleporter Exit on the border of the entrance to BLU's first spawn, allowing RED entry if a BLU team member does a partner or group taunt.
 +
* When the final point is capped, any BLU team members who were set to respawn at that time appear in RED's final spawn room, instead of BLU's intended final spawn room.
 +
* Players can camp RED team's second spawn (BLU's 3rd) by using sticky bombs and firing at the top of a wall where the invisible walls cause the bombs to fall into the spawn area.
 +
* It is possible to clip out-of-bounds as an Engineer.
 +
 
 +
== Trivia ==
 +
* The computer screen on Li'l Chew Chew bears the message: "Lil' Chew Chew v2.2 I've not been programmed for Regret <3 <3".
 +
** The ticker tape below reads: "Lil' ChewChew OS 2.5 start up, Running System Check, Armor 100% ready, Vacuum Tubes 100% ready, Jaws 100% ready, Engines 100% ready, initializing vacuum tube logic --- Loading Chew-Chew personality, Debugging complete, Chew-Chew personality 100% ready, Maggot removal imminent, operational!!!".
 +
* The official announcement writes the cart's name as "Li'l Chew Chew", but the display on the computer screen reads "Lil' Chew Chew".
 +
* There is an unobtainable hidden medium medkit inside the ground below the walkway from BLU first spawn towards Canyon.
 +
 
 +
== Gallery ==
 +
<gallery>
 +
File:pl_frontier 5.jpg|First [[BLU]] spawn.
 +
File:Pl_frontier.jpg|The incline up to 2<sup>nd</sup> BLU Spawn and Checkpoint 2.
 +
File:pl_frontier 3.jpg|Final BLU rollout between Checkpoint 2 and 3.<!-- "Gate 3" is unused shortcut between Second and Final -->
 +
File:pl_frontier 2.jpg|Final [[RED]] spawn and Final Checkpoint.
 +
File:pl_frontier 4.jpg|Li'l Chew Chew at Final.
 +
File:Chew chew screen.PNG|The screen on Li'l Chew Chew.
 +
File:LilChewChew Platform.png|The Platform for Li'l Chew Chew.
 +
File:LilChewChewDetachGlitch.png|An example of Li'l Chew Chew being detached from its platform.
 +
File:Pl frontier hidden medkit.png|The hidden medkit.
 +
</gallery>
 +
 
 +
{{Community Map Pack Nav}}
 +
{{Maps Nav}}
 +
 
 +
[[Category:Quickplay maps]]

Latest revision as of 17:33, 18 September 2024

This article is about the map. For other uses, see Frontier (disambiguation).
Frontier
Pl frontier.jpg
Basic Information
Map type: Payload
File name: pl_frontier_final
Released: February 24, 2011 Patch
(Community Map Pack Update)
Developer(s): Patrick "MangyCarface" Mulholland
Arhurt
Map Info
Environment: Alpine
Setting: Daylight, Sunny
Hazards: Pitfall, Li'l Chew Chew
Map Items
Healthico.png Health Kits: Smallhealth.png ×8  •  Mediumhealth.png ×11  •  
Largehealth.png ×2
Ammoico.png Ammo Boxes: Smallammo.png ×5   •   Mediumammo.png ×15   •  
Largeammo.png ×4
Map Photos
Loading screen photos.
Map Overview
Frontier overview.png
Map Stamp
Item icon Map Stamp - Frontier.png
Supporters Leaderboard
Meet "Li'l Chew Chew"—a razor-toothed BLU payload designed to messily devour any merc dumb enough to blunder in front of its path through this single-stage payload map. Eat your way past RED's defenses astride a gleaming metal death machine, powered by the blood of your enemies, and also gasoline (mostly gasoline, to be honest).

Frontier is a single-stage Payload map with 4 checkpoints added in the Community Map Pack Update. It is oriented towards organizing pushes around the cart's movement to benefit from its significant protection instead of suppressing the RED team, because the layout of terrain is highly favorable towards the RED team. The crowning feature of Frontier is its custom cart, "Li'l Chew-Chew".

Li'l Chew Chew

Li'l Chew-Chew
See also: Carts

In place of the standard BLU cart is a substantially larger mechanized train engine known as Li'l Chew-Chew. It has razor-sharp teeth and two headlights as eyes, and a rideable platform on the back. It is impossible to construct buildings on the rideable platform.

Being much larger than a standard Payload cart, Li'l Chew-Chew provides significant cover from frontal attacks. It is also capable of instantly killing any player in its mouth with a chomp. The range of this chomp is increased when traveling at full speed, catching any player directly in front of the moving cart. The platform also has a built-in BLU Dispenser; however, those riding on it have trouble seeing directly in front of the cart, as the main body of the train is in the way. It has a noticeably increased pushing range when compared to normal carts.

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.

Checkpoint A

  • Checkpoint: Checkpoint 1 sits in an area surrounded by high cliffs and buildings just in front of RED's starting spawn area.
  • Shack: A small, two-level building to the right of the BLU base. It has a small balcony that a Sentry Gun can be placed on to give a good area of fire over the top of the Payload cart. There is a small health kit and a large ammo pack on the second floor.
  • Cave: The cave sits directly across from the Shack in front of the BLU base. It too has a small balcony that a Sentry Gun can be placed on to give a good area of fire directly at the Payload cart and at the main exit point of the BLU base. However, this spot is more exposed than the Sentry Gun spot on the Shack. It holds a medium health kit and ammo pack in the lower area.
  • Tower: A tall building sits right above the last stretch of tracks before the first checkpoint. It overlooks the entire first checkpoint, the cliffs, and the exit from the Red spawn. Right after exiting the caves, one can find a set of stairs that lead to the tower. There is a medium health kit on the stairs.
  • Cliffs: Running parallel to the last part of the tracks leading to the first point are the cliffs which are stretching from the tower to the first checkpoint accompanying tracks from their left side. On the cliffs is a small wooden shack. The shack contains a small health kit.

Checkpoint B

  • Checkpoint: Checkpoint 2 is at the top of a large hill inside of the warehouse.
  • Canyon: Right after the first checkpoint, the cart takes a turn to the left and runs through a small valley where it is surrounded by cliffs from both of its sides, after that it goes through a gate-like entrance to start climbing up the incline to the second checkpoint. There is a small health kit on a stake next to the cart track.
  • Incline: A hill which the cart climbs from the valley to the second checkpoint. Red team will rain down firepower from above, expect for heavy resistance on this stage.
  • House: Just as the cart starts climbing up the incline it will pass the house. A relatively small two-story building which is right on the beginning of the incline and on the right side of the cart. This is a common spot for Red to set up frontline base, the second floor is a common teleporter spot. Inside the building contains a medium health kit and ammo pack.
  • Rock Wall: A rock wall separates the second checkpoint from the incline.
  • Warehouse: This is a giant structure that is positioned on the far right side of the cart trucks right up against the map border. Inside one of the parts of the warehouse is the second checkpoint which the cart reaches by climbing up the incline. It contain a small health kit and a small ammo pack inside.
  • Mesa: An elevated structure which is right on the end of the incline and is positioned parallel to the cart tracks as they run from the incline to the second checkpoint, Mesa also offers Blu members a passage to the third checkpoint once the second one is captured.

Checkpoint C

When this point is captured, two giant doors at the final pit slide open, revealing a satellite dish pointed at the sky.

  • Checkpoint: Checkpoint 3 sits between the antenna building and the Rock Plateau.
  • Second Incline: After the second checkpoint is captured, the cart will leave the warehouse and once again, start climbing a small incline. Parallel to the incline, on the track's right side, is a metal catwalk which is on an elevated position above the incline.
  • Small Shack: On the left side of the second incline, is a small shack positioned on a pile of rocks.
  • Rock Plateau: As the Cart climbs up the incline it will travel underneath a catwalk before proceeding to pass the Rock Plateau, a group of cliffs and rocks positioned on the right side of the tracks. A small health kit and medium ammo pack sit on the top of the structure, it can only reached by Blast jumping or using Thermal Thruster.
  • Hollow building: As the cart passes through the Rock Plateau it will start going through a big building, also known as the "Hollow building" due to the fact that it doesn't contain anything other than the cart tracks. There is a medium health kit and ammo pack sit in the corn of the building.

Checkpoint D

  • Checkpoint: Checkpoint 4 sits above a large open pit with a satellite dish at the bottom of it.
  • RED Final Spawn: The RED team's final spawn area is located on either side of the point, connected by a catwalk. The catwalk is a great position for Snipers, as there are no covers in the final area.

Helpful overview

Frontier's locations
1.Shack
2.Cave
3.Tower
4.Cliffs
5.Canyon
6.Incline
7.House
8.Rock Wall
9.Warehouse
10.Second Incline
11 Small Shack
12.Hollow building
13.Rock Plateau 
14.Balcony Building
15.Red Catwalks
Yellow circle: First checkpoint
Green circle: Second checkpoint
Black circle: Third checkpoint
White circle: Final checkpoint
Blue diagonal lines: First Blu spawn
Red diagonal lines: First Red spawn  
Double Red/Blue diagonal lines: Second spawn                  
Red/Blue circle w/ double diagonal lines: Third spawn
Red/Blu square w/ circle and double diagonal lines: Fourth spawn

Strategy

Main article: Community Frontier strategy

Update history

February 24, 2011 Patch (Community Map Pack Update)
  • Added Frontier to the game.

October 13, 2011 Patch (Manniversary Update & Sale)

  • Fixed various geometry bugs.

January 26, 2012 Patch

  • Localized the team goal strings.
  • Updated pl_frontier with author-submitted fixes:
    • small prop adjustments.
    • several unsewn/gappy displacements fixed up.
    • func_push altered below final capture point.

February 1, 2013 Patch

  • Fixed exploit where players could be pushed into enemy spawn rooms by the Payload cart.

July 10, 2013 Patch

  • Fixed spawn doors not working properly after second capture.
  • Players can no longer build inside kill volumes.
  • Players can no longer build inside of Blu's second spawn room.
  • Red players can now enter the Blu team spawn upon round win.

December 15, 2023 Patch

  • Fixed Engineers being able to build in Red's final spawn room.

Bugs

  • After the Payload has been delivered and the round has ended, the timer on the cart continues to drop.
  • If a RED player is standing in the open door of BLU's second spawn point when the round ends, they are instantly teleported across the map into the third spawn point.
  • If a BLU player pushes the cart, but not enough to get it out of the spawn room, and the cart retreats, the platform stops when it gets to its starting position, but Li'l Chew Chew keeps going until it reaches the same stopping point as the platform, resulting in Li'l Chew Chew clipping through over half of the platform. It returns to normal when a new round starts.
  • Snipers can fire through the right window frame of the balcony building.
  • Li'l Chew Chew can be glitched so the platform that it is towing ends up far behind the actual engine, allowing the BLU team to have a significant advantage as the cart ends up farther ahead than where the platform is. It also may have a model glitch, getting inside the ground and preventing RED team players from seeing the engine, which still has a functioning deathbox.
  • RED Engineers can build a Teleporter Exit on the border of the entrance to BLU's first spawn, allowing RED entry if a BLU team member does a partner or group taunt.
  • When the final point is capped, any BLU team members who were set to respawn at that time appear in RED's final spawn room, instead of BLU's intended final spawn room.
  • Players can camp RED team's second spawn (BLU's 3rd) by using sticky bombs and firing at the top of a wall where the invisible walls cause the bombs to fall into the spawn area.
  • It is possible to clip out-of-bounds as an Engineer.

Trivia

  • The computer screen on Li'l Chew Chew bears the message: "Lil' Chew Chew v2.2 I've not been programmed for Regret <3 <3".
    • The ticker tape below reads: "Lil' ChewChew OS 2.5 start up, Running System Check, Armor 100% ready, Vacuum Tubes 100% ready, Jaws 100% ready, Engines 100% ready, initializing vacuum tube logic --- Loading Chew-Chew personality, Debugging complete, Chew-Chew personality 100% ready, Maggot removal imminent, operational!!!".
  • The official announcement writes the cart's name as "Li'l Chew Chew", but the display on the computer screen reads "Lil' Chew Chew".
  • There is an unobtainable hidden medium medkit inside the ground below the walkway from BLU first spawn towards Canyon.

Gallery