cp_coldfront_rc2

TF2 Maps Discussion

cp_coldfront_rc2

Postby FunkySpider on Sat May 08, 2010 1:05 am


cp_coldfront

Author: Eric "Icarus" Wong. Email: ericgfwong@hotmail.com
Description: The five control points promise to switch hands fast and often in this straightforward map, designed with both competitive and public gameplay in mind (It's possible!). The multiple, varied access points to every area will ensure skilled players will be able flank and overpower any sentry that gets in their way.

From the man who brought Waste and Vector into the world, Icarus Presents: CP_Coldfront.

Objective:
To win each team must own all five Control Points.

Other Notes:
Control Points cannot be captured while they are locked.
Latest Version: RC 2
[Link to map host]

Official Feedback: Passed map test on the 06th May 2010. Phase II testing now underway








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Re: cp_coldfront_rc2

Postby R3pT1l3 on Sat May 08, 2010 10:06 am

good map no problems ^^
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Re: cp_coldfront_rc2

Postby kan on Sat May 08, 2010 12:53 pm

Salva wrote:
coldfront to me just seemed big, empty and i just didn't find it fun in all honesty.


Huge thanks to Xerxes for the sig :)
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Re: cp_coldfront_rc2

Postby kan on Sat May 08, 2010 12:55 pm

Alvarez wrote:
i'd prefer to not have cp_coldfront as the caps are set so far back from each other in enclosed spaces - screams turtle and stalemate :(

Huge thanks to Xerxes for the sig :)
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Re: cp_coldfront_rc2

Postby {TPUK}Advocate on Sat May 08, 2010 3:08 pm

I loved this map.... the snow effects didnt seem to slow fps down at all (first time in a snowy map that I have seen). It was a little confusing leaving spawn on which way to head though as the snow makes everything look very similar.

Would like a few more obstacles in the open spaces to take cover behind and ambush from but other than that I liked this map.


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Re: cp_coldfront_rc2

Postby Inevitable on Sat May 08, 2010 3:52 pm

It was good and well optimised. The only real issue I can think of is that the second point wasn't defensible enough. When I played it (losing team both times) I never saw anything but the first/final cap.
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Re: cp_coldfront_rc2

Postby kan on Mon May 10, 2010 10:49 am

Feedback on the night of test:

CHAMPION INEVITABLE- "even I'M running smoothly"
Chalkie1988 "wow this looks pretty nice"
Malawi Frontier Guard "i really love this house"

Huge thanks to Xerxes for the sig :)
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Re: cp_coldfront_rc2

Postby PreyToJay on Mon May 10, 2010 2:39 pm

Good looking and plenty of good places for battles to take place although being quite large some areas did seem a bit big and empty as you wade your way back to the action. Ran smoothly.


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Re: cp_coldfront_rc2

Postby WAR on Mon May 10, 2010 2:52 pm

RC3 is out iirc, not many changes apart from there's a BRAND NEW RAMP ON 2ND POINT :OOOOOOOOOOOOOOOOO!

Release Notes, RC3
-Improvements in visual detail and FPS
-Added Selentic’s roof snow models
-Closed windows on mid cabin and removed some walls to make it less of a deathtrap
-Changes have been made to CP2 to make it easier to push in from mid:
*Raised cap area
*Added ramp and shortened the upper platform overlooking the capture area
*Widened the doorways for both side routes from mid
-Added small ammopack between CP1-CP2
-Modified tonemaps to improve contrast


tbh it's too grindy in 6v6 so in pub it's only going to be worse, the only good part about this map is middle because it's open and a new design.

Infact the best parts about this map is the new and inventive layout which tbh hasn't been tweaked enough yet imo.
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Re: cp_coldfront_rc2

Postby Unspecified on Mon May 10, 2010 3:13 pm

Yeah RC3 came out after the test. Its been uploaded to UKCS and should be activated on the servers for the next stage of testing.
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Re: cp_coldfront_rc2

Postby Xerxes on Mon May 10, 2010 8:08 pm

RC3 is now on the servers and we will be using it in the next stage of testing. :)
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Re: cp_coldfront_rc2

Postby Alvarez on Fri Jun 04, 2010 5:42 pm

Map is really well optimised imo and I adore the middle cp and the jumps you can do to get to it with different heights. CP2 can become gruesome to push due to the open area cap being surrounded by sentries, much like the last cap. At least on the last cap this is offset by a faster cap time (ninjaspy anyone?) I dont think the map should really be changed drastically to these issues though, as it may just be a case of it not being suitable for a public with instant respawn times. GJ to the map maker!
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Re: cp_coldfront_rc2

Postby ACCELERATOR - - on Sat Jun 05, 2010 10:42 am

Just something i discovered today while trying to find the best forward base spot as an engie;

If you build your teleporter by the gate/fence under the pipes, when teammates port through they can become trapped.


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Re: cp_coldfront_rc2

Postby Odgor on Sat Jun 05, 2010 10:51 am

.

Last edited by Odgor on Wed Jul 15, 2015 6:49 pm, edited 1 time in total.

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Re: cp_coldfront_rc2

Postby ApacheFlame on Mon Jun 07, 2010 11:14 pm

I am starting to warm to this one. (See what I did there?). At first I didn't like it at all because I always seemed to be stuck defending the second CP and never got to see too much of the map. I have still never seen this map won by capturing all CPs though.

I really like the last CP, it just seems massive. Certainly when you are trudging round it and the 2nd to attack the mid point.

Overall, very pretty! Nicely balanced, particularly like the 2 paths from mid to the buildings.
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