Difference between revisions of "Coldfront"

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(Cleanup, uses MAP template)
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{{Custom Map
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{{Map
 
|TYPE=Control Point
 
|TYPE=Control Point
 
|IMAGE=Cp_coldfront0010.jpg
 
|IMAGE=Cp_coldfront0010.jpg
 
|DOWNLOADLINK=[http://forums.tf2maps.net/showthread.php?t=11352 TF2Maps.net]
 
|DOWNLOADLINK=[http://forums.tf2maps.net/showthread.php?t=11352 TF2Maps.net]
 
|VERSION=RC3
 
|VERSION=RC3
|INFO=
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|DEVELOPER=[[User:Icarus|Eric "Icarus" Wong]]
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}}
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The five control points promise to switch hands fast and often in this straightforward map, designed with both competitive and public gameplay in mind (It's possible!). The varied but focused access points to every area will make sure turtling teams will not go unpunished.
 
The five control points promise to switch hands fast and often in this straightforward map, designed with both competitive and public gameplay in mind (It's possible!). The varied but focused access points to every area will make sure turtling teams will not go unpunished.
 
== Introduction video ==
 
== Introduction video ==
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|DEVELOPER=[[User:Icarus|Eric "Icarus" Wong]]
 
  
|GOAL=
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== Goal ==
 
The objective of Coldfront is to control all five capture points. Each team starts with their second and final control points locked, leaving only the middle point available.
 
The objective of Coldfront is to control all five capture points. Each team starts with their second and final control points locked, leaving only the middle point available.
  
|LOCATIONS=
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== Locations ==
 
=== Control Point 3 (Decrepit Cabin) ===
 
=== Control Point 3 (Decrepit Cabin) ===
 
[[Image:Cp_coldfront0007.jpg|thumb|Coldfront middle control point]]
 
[[Image:Cp_coldfront0007.jpg|thumb|Coldfront middle control point]]
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*'''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.
 
*'''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.
  
 
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== Common strategies ==
|STRAT=
 
 
*The centre and far right paths can be used for faster demo and soldier rollouts
 
*The centre and far right paths can be used for faster demo and soldier rollouts
  
|CHANGELOG=
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== Changelog ==
 
{{Changelog|Release Notes, RC3
 
{{Changelog|Release Notes, RC3
 
*Improvements in visual detail and FPS
 
*Improvements in visual detail and FPS
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*Modified tonemaps to improve contrast}}
 
*Modified tonemaps to improve contrast}}
  
|ADDITIONALLINKS=
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== Additional links ==
 
* [http://forums.tf2maps.net/showthread.php?t=11352 Link to map file and additional screenshots]
 
* [http://forums.tf2maps.net/showthread.php?t=11352 Link to map file and additional screenshots]
 
* [http://www.youtube.com/watch?v=rFLrZ7OmcfE Map Fly-through (RC2)]
 
* [http://www.youtube.com/watch?v=rFLrZ7OmcfE Map Fly-through (RC2)]
 
* [http://www.youtube.com/watch?v=voQuywKfjLI Development Timelapse]
 
* [http://www.youtube.com/watch?v=voQuywKfjLI Development Timelapse]
 
* [http://www.youtube.com/watch?v=c-WmOo3j1vM Demo rollout video]
 
* [http://www.youtube.com/watch?v=c-WmOo3j1vM Demo rollout video]
|
 
}}
 

Revision as of 05:50, 2 July 2010

Template:Map

The five control points promise to switch hands fast and often in this straightforward map, designed with both competitive and public gameplay in mind (It's possible!). The varied but focused access points to every area will make sure turtling teams will not go unpunished.

Introduction video



Goal

The objective of Coldfront is to control all five capture points. Each team starts with their second and final control points locked, leaving only the middle point available.

Locations

Control Point 3 (Decrepit Cabin)

File:Cp coldfront0007.jpg
Coldfront middle control point

The central control point rests comfortably within the wreckage of the cabin.

  • Entrances: Each team has 3 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. Common sniper perch.
  • House: The worn down cabin which holds the CP. Soldiers and demos 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)

File:Cp coldfront0008.jpg
Coldfront RED second control point

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.
  • Ramp Room: 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)

File:Cp coldfront0009.jpg
Coldfront BLU Final control point

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), centre, 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.
  • Central Chamber: The open space in the centre 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 sentries.
  • 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.

Common strategies

  • The centre and far right paths can be used for faster demo and soldier rollouts

Changelog

Changelog:
Release Notes, RC3
  • Improvements in visual detail and FPS
  • Added Selentic's roof snow models
  • Closed windows on mid cabin and removed some walls to make it less of a deathtrap
  • Changes have been made to CP2 to make it easier to push in from mid:
    • Raised cap area
    • Added ramp and shortened the upper platform overlooking the capture area
    • Widened the doorways for both side routes from mid
  • Added small ammopack between CP1-CP2
  • Modified tonemaps to improve contrast

Additional links