TF2Maps : Link here
When I learned coldfront had a warmfront variant, I was excited. Coldfront has held a special place in my heart as it was a map I pubbed on frequently when I first downloaded TF2. However, I felt that both warmfront and warmerfront have their issues and I have attempted to adjust them to better suit competitive play and keep the theming as close to the original as possible.
The version I am working on is (in an uninspired way) called cp_coldfront_pro, and I believe it tackles a lot of the issues that existed in the base valve map and in warm/warmerfront.
A lot of the changes were derived from b4nny's Coldfront Map Analysis, but not all of them were included and some other changes were made that weren't mentioned. Feel free to watch the video to see all he suggested, as I won't be going over it here.
Changelog
Last
- Spawn exits have been centralized instead of on the far walls to help rotations thru spawn be a lot faster
- Ceiling height greatly expanded
- All entrances have level ceilings instead of the step ceilings to help soldiers not bonk their head while pogoing in
- Barrier extended on both sides of last to help curb sniper
- Some props added to the far left and far right to help curb sniper
- Small health and ammo moved from close to spawn to close to entrances to help players stay close while defending
- Area above point closed off, closer to badlands (able to be stood inside of, but not shot out of)
2nd-Last Transition
- New door/windows added on the left area that opens to an extended balcony to allow easier pushing out of last/rotations for pushing into last
- Center door has it's metal balcony extended towards the left
- 2nd shipping container removed from stack to allow for bombs in and bombs out
- Extended metal wall behind shipping containers to curb sniper but allow easier spam into last
- Removed shutter on the right to facilitate soldier initiating, could possibly be a sniper sightline issue but can be easily fixed if it turns out to be too punishing
2nd
- Truck added behind point for extra height to defend/fight on
- Control point moved in the middle of the door frame ala Granary
- Left flank area made slightly more expansive (higher ceiling and shorter entry)
- Right door remains on the floor but is greatly enlarged to help teams work their way in easier
- Various health and ammo added in and some moved
- Added a grate that can be seen through on both sides of 2nd (does not open and is not able to be splashed through)
Yard
- Added shipping containers on the left as extra height to defend/fight on
- Center and cliff entrances can no longer be bombed over and now have rocks preventing this
- Fence removed from below bridge and displacements slightly lowered
- Various health and ammo added in
Mid
- Capture area now has a symmetric layout (kitchen stove and fireplace have the same size block bullet brushes)
- New height added to the sides of the capture area
- Rock added to the side of the cliff to allow all classes to climb the cliff
- Windows no longer boarded up to allow better vision
- Roof geometry changes a bit to be more favorable to traverse
This map is not perfect of course. I am looking to test it to know how to adjust spawn timers, and if any other elements for pushing/defending need to be worked on. The map has been uploaded to serveme, and should be playable now.
Any feedback, either here or in DMs (username popalofiti) is welcome. Please keep it constructive and respectful.
-Popa
TF2Maps : [url=https://tf2maps.net/downloads/coldfront-pro.21003/]Link here[/url]
When I learned coldfront had a warmfront variant, I was excited. Coldfront has held a special place in my heart as it was a map I pubbed on frequently when I first downloaded TF2. However, I felt that both warmfront and warmerfront have their issues and I have attempted to adjust them to better suit competitive play and keep the theming as close to the original as possible.
The version I am working on is (in an uninspired way) called cp_coldfront_pro, and I believe it tackles a lot of the issues that existed in the base valve map and in warm/warmerfront.
A lot of the changes were derived from b4nny's [url=https://www.youtube.com/watch?v=0W0_7fsIxRc]Coldfront Map Analysis[/url], but not all of them were included and some other changes were made that weren't mentioned. Feel free to watch the video to see all he suggested, as I won't be going over it here.
[b]Changelog[/b]
[u]Last[/u]
[list]
[*] Spawn exits have been centralized instead of on the far walls to help rotations thru spawn be a lot faster
[*] Ceiling height greatly expanded
[*] All entrances have level ceilings instead of the step ceilings to help soldiers not bonk their head while pogoing in
[*] Barrier extended on both sides of last to help curb sniper
[*] Some props added to the far left and far right to help curb sniper
[*] Small health and ammo moved from close to spawn to close to entrances to help players stay close while defending
[*] Area above point closed off, closer to badlands (able to be stood inside of, but not shot out of)
[/list]
[u]2nd-Last Transition[/u]
[list]
[*] New door/windows added on the left area that opens to an extended balcony to allow easier pushing out of last/rotations for pushing into last
[*] Center door has it's metal balcony extended towards the left
[*] 2nd shipping container removed from stack to allow for bombs in and bombs out
[*] Extended metal wall behind shipping containers to curb sniper but allow easier spam into last
[*] Removed shutter on the right to facilitate soldier initiating, could possibly be a sniper sightline issue but can be easily fixed if it turns out to be too punishing
[/list]
[u]2nd[/u]
[list]
[*] Truck added behind point for extra height to defend/fight on
[*] Control point moved in the middle of the door frame ala Granary
[*] Left flank area made slightly more expansive (higher ceiling and shorter entry)
[*] Right door remains on the floor but is greatly enlarged to help teams work their way in easier
[*] Various health and ammo added in and some moved
[*] Added a grate that can be seen through on both sides of 2nd (does not open and is not able to be splashed through)
[/list]
[u]Yard[/u]
[list]
[*] Added shipping containers on the left as extra height to defend/fight on
[*] Center and cliff entrances can no longer be bombed over and now have rocks preventing this
[*] Fence removed from below bridge and displacements slightly lowered
[*] Various health and ammo added in
[/list]
[u]Mid[/u]
[list]
[*] Capture area now has a symmetric layout (kitchen stove and fireplace have the same size block bullet brushes)
[*] New height added to the sides of the capture area
[*] Rock added to the side of the cliff to allow all classes to climb the cliff
[*] Windows no longer boarded up to allow better vision
[*] Roof geometry changes a bit to be more favorable to traverse
[/list]
This map is not perfect of course. I am looking to test it to know how to adjust spawn timers, and if any other elements for pushing/defending need to be worked on. The map has been uploaded to serveme, and should be playable now.
Any feedback, either here or in DMs (username popalofiti) is welcome. Please keep it constructive and respectful.
-Popa