CP Coldfront

  • This map is featured! Our best maps, all together in one place for your viewing pleasure.

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,820
Congratulations Icarus.

(sorry for being late, vacation got in the way)
 

Icarus

aa
Sep 10, 2008
2,245
1,210
An update to Coldfront is inbound. Crash fixes for 32 man servers, improved clipping, and fixed a couple of engineer exploits.
 

Garner

L4: Comfortable Member
Aug 16, 2009
154
38
We've had various versions of the map over on Fragmasters.co.uk here in the UK, really popular custom map, and it was really nice to see it go official :)

We even started practicing on it for highlander too...........great map :)
 

royalkiller

L1: Registered
Jun 5, 2010
20
4
Congratulations for going official Icarus, you really deserve it, becuase your maps are so f'ing great. I liked Coldfront a lot and now I'm happy that more servers will run it!
 

NovaSilisko

L42: Life, the Universe and Everything
aa
Feb 3, 2009
502
270
Icarus,

winner2_2.png
 

Rikka

L5: Dapper Member
Feb 10, 2009
208
388
We'll keep thanking you until you have an ego to match.

Good work.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
135
Wow only just noticed this became official, great job :)
 

Icarus

aa
Sep 10, 2008
2,245
1,210
I'm thinking about updating this map a bit. I haven't decided whether or not I actually want to update the official version but I may produce test versions for private tests on our servers.

Thinking about:
-Improving visibility around the last CP
-Speeding up the game around CP2-Mid

Anyone want to add?
 

tyler

aa
Sep 11, 2013
5,100
4,621
I say do it. I love the map but CP2-Mid is always a bit slow and I'd love the pace to increase.
 

Swordz

L5: Dapper Member
Jun 27, 2009
224
37
I love seeing official maps' development threads. Like who would know that the map would turn official? it's very cool. And yeah CP2-mid is a bit slow.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
If you do do it, could you increase the door speeds, kept bumping into them, particularly as scout.

CP2 gameplay could be sped up with some lower spawn wait times, even just 1 second would probably make a significant impact. I noticed a couple people mentioned spawn times when we played it today, but i couldn't gather whether they were positive or negative comments.

Since you have ftp you can just (and probably will anyway) grab the stv demo if you missed anything. Voice chat was pretty active today.
 
Last edited:

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
This map is great hope it goes official.

I've always felt there was too much health around the second point. Change the medium health kit near the resupply to a small one.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
update01.jpg


removed all the short walls, except for the two windows that block snipers at the front
 
Last edited:

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Having the walls made it easier to approach the point, but the height of the wall was the issue when it came to visibility. The windows were too high (you had to stand right next to it to get a good look at the point).

You have 3 gaps between those 4 support beams. You've removed 2 of the 3 wall sections but if you were to remove any, just remove the middle one so players can jump down but still have cover. That or make the windows easier to look through, perhaps by having the horizontal grey beams only present at the top of the window pane.

Also, nerd, i always thought there was a lack of health at CP2. People queue up for medium health and the only other health is the small one behind the catwalk. Health is fine.
 
Last edited: