Coldfront
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300px
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Basic Information
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Developer(s): |
Unknown
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Map Photos
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Map Overview
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Prepare for a Cold War — cp_coldfront
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Coldfront is a standard five point control point map. It is a community map chosen by Valve and was included in the Engineer Update as an honorary official map due to its outstanding quality.
The objective of Coldfront 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
Locations & Strategy
- The centre and far right paths can be used for faster demo and Soldier rollouts
Control Point 3 (Decrepit 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.
- 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)
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)
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.
Control Point Timing
Control Point 1 and 5
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×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
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×1
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×2
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×3
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×4
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Control Point 3
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×1
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×2
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×3
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×4
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Screenshots
Trivia
- Originally named Stormfront, but was changed because it was in use by another map. Its current name was suggested by Void.
- The first and last capture points were created for a TF2Maps.net control point detailing mini-contest (and won 1st and 3rd place) before being put together to create Coldfront.
- The main spawn rooms were inspired by the war room from Dr. Strangelove
Additional links