Coldfront (KOTH) by Eric "Icarus" Wong Email: ericgfwong@hotmail.com King of the Hill Prepare for a Cold War By popular demand, Coldfront now has a KOTH counterpart, featuring everyone's favourite decrepit shack. Objective: Capture the Control Point and defend it until your team's timer runs out. Other Notes: The Control Point cannot be captured while locked. If the enemy team captures the Control Point, your team's timer will pause until you recapture the point.
I think the paths are too separated from eachother therefore making it too hard to retake the point. You can't really do much with the rocks to make them less isolated from eachother though :c And with the isolation, each path doesn't have any features while you run to the point. Only 1 linear movement you can do.
I've come to enjoy the map for what it was, and wouldn't mind either version being official once you work out the small kinks. This should only follow up with an arena version. Only possible difference I see is that you is that the side paths you removed from the spawn might be included.
Dude, that totally needs to be integrated into the map somehow. Like, a handmade cardboard sign hanging on the support beam that says "Control point has been relocated - kept getting captured".
I don't really see this CP being a perfect fit for a koth map. But hey why not, it'll squeeze some extra fun out of it.
I'm pretty casual about this. I made it because people kept asking me for it. and who am I to deny what can be so easily made
Coldfront (KOTH) RC1 Download: Mirror 1 Mirror 2 Mirror 3 Release Notes, RC1 Changes to Coldfront have been made to give the losing team an easier time pushing out of thier base, most notably when they are pushed back to their final spawn. It's been a great development cycle, and I thank everyone who participated. I'm not going to walk away from the map, though, if any changes need to be made, then RC2 will be released. I'm still waiting for VALVe to help me flag my particles as weather. CP RC1 will be out early next week
since this turned out to be more popular than I'd thought, I'm going to actually invest some time making it properly.
Release Candidate 2 Download: Mirror 1 Mirror 2 Mirror 3 -Ported changes from cp_coldfront_rc3 -Moved spawns back
We played a bit yesterday, and the only real qualm I had with it was the seeming lack of health around the point. Even a small hidden somewhere would be good. Really like this though.
It helps to keep the CP changing hands BTW, testing out Color Correction. which one do you guys like more? http://dl.dropbox.com/u/831776/cc1.jpg http://dl.dropbox.com/u/831776/cc2.jpg
To be honest, I'm not too sure. #1 is more subtle, but too subtle; you can barely notice it being there. #2 is vibrant, although it makes the map have more bloom, which could hurt the eyes and wash out some of the details (look at the snow in the bottommost screen on the left in CC2.jpg).
>Reduced environment lighting by 10% >Reduced bloom scale by 20% Looks a lot better now. I really like what CC does to the map, I'll definitely be using it. BTW cc1.jpg -> No colour correction cc2.jpg -> 2fort colour correction