Difference between revisions of "Coldfront"

From Team Fortress Wiki
Jump to: navigation, search
m (Applied filters to Coldfront (Review RC#59357))
Line 14: Line 14:
 
{{youtube|AKx0ALJ-8-c}}
 
{{youtube|AKx0ALJ-8-c}}
 
== Locations & Strategy ==
 
== Locations & Strategy ==
*The centre and far right paths can be used for faster demo and Soldier rollouts
+
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, whilst 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 whilst [[Snipers]] lay down suppressive shots.
  
 
=== 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]]
 
The central control point rests comfortably within the wreckage of the cabin.
 
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.
+
*'''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. Common Sniper perch.
 
*'''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.
 
*'''House:''' The worn down cabin which holds the CP. Soldiers and demos can rocket jump on top for a better view of the area.

Revision as of 12:27, 26 August 2010

Coldfront
300px
Basic Information
Developer(s): Unknown
Map Photos
Loading screen photos.
Map Overview
Coldfront overview.png
Prepare for a Cold War
— cp_coldfront

Coldfront is a standard control point map. It was included in the Engineer Update as an official community created map due to its outstanding quality.

Your team must capture and control all five control points.

Introduction video

Locations & Strategy

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, whilst 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 whilst Snipers lay down suppressive shots.

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 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. 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 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.

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


Images

See also: Category:Coldfront images

Trivia

  • The map was originally named Stormfront, but was changed because it was in use by another map.
  • The first and last capture points were created for a TF2Maps.net control point detailing mini-contest (which it won 1st and 3rd place) before being put together to create Coldfront.
  • The main spawn rooms were inspired by the war room from the 1964 film Dr. Strangelove (image).
  • The intro video for Coldfront is the only one to feature characters wearing Hats, specifically the Ghastly Gibus, Bill's Hat and the Glengarry Bonnet.

Additional links