Difference between revisions of "Coldfront"
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=== Control Point 3 (Decrepit Cabin) === | === Control Point 3 (Decrepit Cabin) === | ||
* '''Control Point''': The central control point rests comfortably within the wreckage of the 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 you get closer to the house, and an upper path among | + | * '''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 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. | + | * '''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. | + | * '''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. | * '''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. | * '''Yard''': Each side has a large, open intermediate area in between CP2 and the CP3 cabin. Separated into two halves by a pipe-bridge. | ||
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=== Control Points 2 & 4 (Warehouse Caves) === | === Control Points 2 & 4 (Warehouse Caves) === | ||
− | * '''Control Point''': The intermediate control points are set in the | + | * '''Control Point''': The intermediate control points are set in the center of the elevated concrete road. |
− | * '''Entrances from Yard''': Teams most commonly enter | + | * '''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. | * '''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. | * '''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. | ||
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=== Control Points 1 & 5 (Headquarters) === | === Control Points 1 & 5 (Headquarters) === | ||
− | * '''Control Point''': The final control points are locked into the | + | * '''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. | + | * '''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 | + | * '''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 | + | * '''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. | * '''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 | + | * '''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. | * '''BLU and RED Spawn''': A large spawn room with a large board table with two exits on each side of the point. | ||
Revision as of 01:08, 19 October 2021
Coldfront | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Alpine |
Setting: | Daylight, snowy |
Map Photos | |
Map Overview | |
Map Stamp | |
Supporters Leaderboard |
“ | Brrrrr...
Click to listen
— The Engineer, on none of the classes being dressed for sub-zero conditions
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” |
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.
Contents
Introduction video
Locations
Note: If you're having trouble with finding the locations listed here, you can scroll down to 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 you 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 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 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
1.Behind the Rocks 2.High Cliff 3.Yard 4.Garage 5.Platform 6.Side entrance 7.Silo 8.Outer Ring
Strategy
“Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Control Point timing
Control Point | Multiplier | Seconds | ||
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Control Point 1 and 5 | ×1 |
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×2 |
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×3 |
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×4 |
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Control Point 2 and 4 | ×1 |
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×2 |
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×3 |
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×4 |
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Control Point 3 | ×1 |
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×2 |
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×3 |
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×4 |
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Update history
- Added Coldfront to the game.
- 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.
- Added missing Mac intro movie for cp_coldfront.
October 27, 2010 Patch (Scream Fortress Update)
- Updated cp_coldfront with the latest changes from the community creator (Icarus):
- 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
- 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.
- The skybox for Coldfront still bears the filename sky_stormfront_01 as well as the snow particles being called "env_snow_stormfront_001".
- 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.
- The BLU Pyro is seen wearing Bill's Hat during the introductory video.
- A cold front is the leading edge of a cooler mass of air, replacing (at ground level) a warmer mass of air.
- An unofficial version of this map without snow exists as Warmfront.
- Eric Wong's initials can be seen out of bounds above the BLU rocket.
External links
- Coldfront development thread at TF2maps.com
- Map Fly-through (RC2) on YouTube
- Development Timelapse on YouTube
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