CP Coldfront

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Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
he took part in some NFS drift contest
 

lockitup

L2: Junior Member
Nov 15, 2009
71
24
Well we did manage to get 6 v 6 after you left. I now realize how you did the 2nd point. I still don't know what I think about it yet. It certainly looks nicer. I'm indifferent to the change I guess. We'll see what other changes you make. I think I was a fan of the different levels on point 2 and it being not so open as it is currently. I would also rather see a snowmobile than a dump truck. It'd also be neat to add to visual affect by adding a crack in the roof and having a snowpile inground and stuff. idono kind of just blabbering now.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Hopefully, this will the definitive version for a while, while new games are released :O

cp_coldfront_a130006.jpg


Release notes, A13
-Re-added wall for CP2 flank
-Added cover for attackers on CP2
-Removed yellow railings
-Added small healthpack in Yard-CP2 connector
-Improved CP2 lighting
-Removed overpowered sentry locations behind crates near last cap
-Reduced capture times on last by 1 second
-Increased winning team spawn waves by 1 second
-Fixed a couple clipping exploits
-Improved FPS on last
 
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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Icarus, you're undoubtedly one of the best level designers here, especially when it comes to the details; which is also why i need to mention that a single overlay can occupy more than 1 face.

http://forums.tf2maps.net/geek/gars/images/2/3/4/2/cp_coldfront_a130003.jpg

You're getting some nastey seems.

I realise you're still in your alpha's Icarus (and i normally wouldn't fuss over such a thing as a result), but it is a wonder since placing and alligning several overlays at a seem surely takes more time than ctrl clicking a couple brush faces from the one overlay's option panel.

Looking forward to play testing this. I have no idea how you manage to get these maps out so quickly and well detailed.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Forgot to pack snow particles in a13.

No biggie, I'll just call it a feature to "improve FPS"
 
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Tinker

aa
Oct 30, 2008
672
334
A few things I noticed when running around;

cpcoldfronta130000.jpg

cpcoldfronta130004.jpg


This door and its equivalent at the second cap are so TINY:
cpcoldfronta130001.jpg


The sidepassage to the second point is really not noticable at all and needs some arrows or something that draws attention here:
cpcoldfronta130002.jpg

And it would probably be best to remove the fence here, as it really doesn't add a lot and would it a lot more obvious that the map doesn't stop there:
cpcoldfronta130003.jpg
 

mhmm

L1: Registered
Dec 20, 2008
20
8
One of the things I don't enjoy about the map is the lack of extra mobility for soldiers and demos. Other maps like Granary and Well have either outdoor areas that can encourage rocket/sticky jumping to get to the center fast, or they have a decent amount of verticality in the bases. In this map, there is little to no room to rocket or sticky jump to get to the center faster.
 

Tinker

aa
Oct 30, 2008
672
334
That reminds me of something I noticed but forgot to mention:

At the last point, the playerclip of the ceiling is really low and very noticable as soldier or demoman. Heighten it a bit, especially where it looks like it should be higher.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Comp players should like this update.

Release notes, A14
-Improved lighting & navigation
-Removed numerous supports & vents near last CP, significantly raising the ceiling
-Added a crate on CP2 to allow scout jumps to upper ledge
-moved small heatlthpack at main CP2 choke to second level
-Added additional cover on mid. I'm considering raising these barriers even more
-Reverted final capture time back to the old value (4 seconds)
-Fixed missing snowfall effect

cp_coldfront_a140004.jpg
 

SlayerBlitz

L3: Member
Dec 3, 2009
120
46
I loved this map, the only problem was that the last point was way too hard to defend. Maybe you could raise the point up a bit or add some waist high walls or something. Besides that, its the best 5cp map Ive ever played.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
To put it in perspective, it's Granary-length (2s in hammer, 4s in game)

I think it sort of needs it, seeing the nontraditional spawn placement and the lack of cover on the CP.

It's harder to defend it by standing on it than around it.

Coldfront has always used 4 seconds, except for a13
 
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PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
:eek:hmy: Definitely looking good. Gotta bust out the cattle prod and try to get my players into the server to give it a whirl.

Something I noticed...

coldfront1.jpg


Take a few steps back...

coldfront2.jpg