CP Coldfront

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

Icarus

aa
Sep 10, 2008
2,245
1,210
zz1.jpg


BTW, the entire last area has been elevated to the same level as the 2nd CP -- no more of that steep height advantage!
 

Icarus

aa
Sep 10, 2008
2,245
1,210
cp_coldfront_a100005.jpg

Release notes, A10
-Significant Graphical/FPS upgrades for middle area
-Placed nobuild around trees near mid CP
-Improved clipping near mid for smoother jumping and to prevent demos from being able to launch stickies into mid cap area from 2nd cap building
-Made pipe-fencing in yards transparent
-Opened side path near CP2
-Raised entire final area up to around CP2's elevation
-Improved clipping near last CP for smoother jumping
-Removed health near final CP
 

kankle_king

L4: Comfortable Member
Jan 31, 2009
161
86
Played a10 tonight and it was a lot of fun. I didn't think the changes would make much of a difference but they do! It flowed much better from 3 to 2/4, and the new details look great and are functional.

The teams were a little lopsided but there is definitely some great gameplay to watch. I don't really have much to say atm, will do a couple more pugs this week and post some more demos/thoughts.

http://tf2f.sishgupta.com/tf/demos/auto-20100227-0123-cp_coldfront_a10.dem
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Problem: Players capturing the mid CP can't fight back ambushers from above until it is too late; that position is unbalanced, being too strong and too easy to use. Deadly when used by pyros & heavies
__________

Solution A: Remove the snow hills, and replace them with stacks of climbable props. Surprise ambushes would still be possible, but climbing onto the house will take time and concentration, and using it in the middle of a firefight nonviable.

Solution B: Leave the snow hill as-is, but extend the walls on the upper ledge to prevent most classes from accessing it. The ledge would then be only usable by soldiers, demos, and skilled scouts.
 
Last edited:

Tinker

aa
Oct 30, 2008
672
334
I'd say C: leave it in as it is. Capturing a capture point is a dangerous business and should only be undertaken when it's safe and you wiped out the other team. Plus, I assume you'll have at least someone standing watch outside the capture zone, right?
 

Flame

aa
Jul 19, 2009
368
865
dont do anything about that? you shouldnt be capping the point if there are people up, plain and simple. thats like saying granary crates are overpowered if a demoman is up there when youre capping or a soldier on yukon bridge is overpowered if youre capping.

if your team cant hear or see a heavy/pyro coming in for a flank theyre doing it wrong. leave mid.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
At least in Granary, you have to do a little bit of extra footwork to get up there. And even when you do, you have no cover and are in full view, and a healthy distance, away from the cappers.

In Coldfront, it's instantly accessible, even more so than the regular route, and the both the walls (cover) and the proximity to the cappers makes it an unbalanced position.

I'm beginning to lean on just slowing down those who want to get up there, since some players do enjoy the occasional surprise attack, especially vs teams who actually give them the opportunity to do so.

BTW, my computer is dead. the mobo is receiving power, but the front power switch does nothing when pressed. Consider me out for a good week or so.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
I don't want this box here. I DON'T WANT IT THERE.

coldfront_001.jpg


My reasoning is that you're destroying the unity that the entire area has created just with that one box. If you're worried that defending teams just don't have enough cover or etc, I don't know what to tell you other than tough beans.

coldfront_002.jpg


The props here and there around the rim are good, if you're worried about cover, or sentry spots, try removing a box here or there and allow a slot for a sentry to go, but don't just add another box. That outer ring of corridors just on the other side of the barriers is great, gameplay wise, I love that area.

And apart from that, the map is a solid play. People complaining about the 2nd point is kind of silly--if you want people to stop complaining about it, make something incredibly visually impressive--I bet the complains will stop. Which, as I mentioned, is silly.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Frostburn

The more I say it the more I want to change the name :mad:

It's so cold it burns
 
Last edited:
Feb 14, 2008
1,051
931
Save that name for the sequel.

Coldfront works for me right now.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Interim progress report, since this next chunk is going to take a while.

930.jpg
 
Last edited:

Icarus

aa
Sep 10, 2008
2,245
1,210
A11a, because I forgot to rename the file when I was making backups :p

CP2 & Yard got their makeover, but it's far from done. Compiled for now so I could get some more testing as I finish up beta over here.

cp_coldfront_a11a0004.jpg


Release notes, A11a
-Opened up and partially detailed CP2 & yard
-Removed CP2 flank
-Pickup items spread about more evenly; reduced in amount
-removed some crates near last CP