CP Coldfront

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

Ginxeng

L1: Registered
Nov 18, 2009
10
6
Nice map, I like what I see so far. Let me know when this map is completed, I plan on running this on my server.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Release notes, A5
(No, you didn't miss two versions, it was the fault of my own blundering that A5 is the current one)
-new name! (Thanks, Void!)
-merged final spawns into one group
-increased cap time for last
-added ammopack between 1-2
-moved pickups near 2nd behind a short barrier
-enabled collision on gate prop. The opened door should protect players from stickies hidden on the ceiling
-added a small barrier in the yard as cover from snipers
-improved clipping above cliffs near mid
-reduced angle of elevation on mid
-covered windows on mid with wooden boards
 
Last edited:

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
This looks very nice.

Awesome work as always, Icky.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Release notes, A6
-Removed ammo packs near last cap
-Added new path into 2nd cap
-Added more pickups and cover on 2nd cap
-Removed a few sniper sightlines
-Added a way for scouts to get on the upper alcoves surrounding mid cap

Another alpha or two and I'll be ready for beta.
 
Last edited:

Icarus

aa
Sep 10, 2008
2,245
1,210
Release notes, A7
-removed pickups and cover on 2nd cap added in a6
-Placed minor divider in the yard. I'm considering making it even more narrow.
-Widened up mid cap area
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
It definitely looks very cold, not like the sunny spring snow ground we know as Viaduct. Great Job Icarus, looking forward to all the development. :D
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
for some reason I find the gate to the mid on blu's side the sexiest gate in the whole of the game.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Release notes, A8
-Changed how pipes in the yards separate the two areas
-You may notice that most of the dev textures are gone. That does not mean I've started detailing. Dev textures were removed upon request, so I may enter it into CEVO preseason. All textures are tentative.

P.S. Don't expect a beta until February
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Nothing really stuck out to me as a problem as I watched the demo. Except that I forgot to make it easier to rocket jump near last spawn.

Do your players have anything specific to add?
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
Got a chance to play this today 6v6. In 5 out of 6 rounds, every time a team got pushed to their final point, they lost rather quickly. The oddball round was the first, and was probably just the combination of people learning the map and a lucky backcap that finished first. I think it's safe to say it's too difficult to push back out of the first point.
 
Aug 23, 2008
404
380
Pugged this recently. Seems pretty great, but a couple of issues.

First, ammo throughout the map seems a bit limited. You have plenty of mediums at pretty good spots throughout, but the medium at the pipe near the middle seems a bit odd. I guess its some sort of engy holdout or heavy spam spot, but its really hard for sollies when they run out of rockets from the middle fight and have to fall back. I recommend some smalls on either side of the wood/pipe barrier, to give teams a little bit of an ammo hookup.

The hallway that goes to the medium at 2nd seems a bit awkward. You might want to use that to flank anyone at the 2nd, but at the same time you really don't want to stand there as medic, as you'll get some massive spam. Maybe make that hall into a room with abit more space? You can keep it a little more chokey by putting a prop in the corner, but just enough room to move around.

Last seems really hard to defend. The defenders all pretty much want to be in the lowered area, to keep people off the point, but if they do that they get spammed from five separate locations (the three small stairs down to the floor, and the two overlooking windows). Even if you use the back area of the point to get a little bit off the ground, the distance between you and the attackers is pretty significant, meaning your probably going to get spammed to hell and back before they even need to push in.
 
Feb 14, 2008
1,051
931
The indoor area outside 2nd CP is really cramped, and the ramps there just feel useless, you should expand it.

I also didn't like the outdoor pipe things in between 2nd->mid, they just seemed to break flow and segregate that area too much.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Release notes, A9
-Moved small healths near mid closer to the cap area
-Added a couple of cover spots for mid and the yards
-Added an additional ramp in the yards
-Simplified pipe-fencing in yards
-Widened the alternate path on 2nd to add a small room
-Removed collision on door frames, players should not get caught on them anymore
-Added health and ammo on last to improve defenders' survivability

Updated for 6v6 testing. I've started on detailing, but it's all so intertwined that I'll have to make a complete detail pass before I release the next version