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CP Coldfront RC3
Created 25th March 2010 @ 22:36
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+ very detailed and good looking map, i just love the layout and post nuclear war feeling
+ lot’s of ways to flank your enemies
+ middle fight, it’s really intense and lot’s of room to maneuver in different levels
+ last cap point, really fun to attack from so many different directions and lot of room to maneuver after you get in from the initial chokes
– something is wrong with spawn times, i just cannot put my finger on it, but they seem rather long no matter on what point you die on.
– 4th cap point, only 2 choke point’s what are fairly easy to defend on.
– last cap point, really hard to defend because of so many entry points, insanely fast cap for attacking team combined with defending team loooooooong spawn times.
Just my first thoughts about the map after 4-5 Finnish community pick up matches. My biggest concern would be spawn times, I don’t know if anyone else has noticed this, but they seem quite long at times…. maybe some minor toning and they would be really good. I did love the map for many different reasons, best being in this one is that you can efficiently utilize quite a few classes to different situations, like sniper, heavy and enginerd… possibly even a spy for last cap because of the big spread what defenders have to take to cower all the entrances efficiently.
@naMU
My spawn times are roughly the same as Badlands’. for the most part, teams have 10 second respawn wave times.
I’m also planning out another route to 2nd for B2, and simplifying the area between 3-2
The final CP is also longer than it is on most maps (4 seconds; most maps is 2), to balance out the fact that it’s right there in the open.
Last edited by Icarus,
Hmm, maybe make the second point more defendable. Its pretty hard to defend the second point because its very easy to ambush and choke up the second, from the left and front. I think if you play this league wise, most teams wont even bother defending the second. I dont have a clue how yet.. so not much help there.
Last point is hard to defend too, because of the inner en outer ring you need to watch. As the attacker has the ability to move around and as defending team you are bound to the inner circle at capping point. The outer ring is perfect for scout-work, allthough its nice for a soldier defense. The demoman is kinda sitting duck there is my feeling. Might be a nice tactic to use an engineer on last but havent tried that yet :)
midpoint is just awesome though and I really like the map in general :)
Keep those demos coming! They are unbelievably helpful!
http://forums.tf2maps.net/geek/gars/images/2/3/4/2/cp_coldfront_b20006.jpg
Download:
Mirror 1
Mirror 2
Mirror 3
Release Notes, B2
-Significantly improved FPS in outdoor areas
-Fixed players being able to switch classes using enemy spawnrooms
-Fixed ambient alarm sound randomly being heard all over the map
-Simplified entryway into CP2 from outside
–Removed redundant doorway into CP2
–Moved healthpack onto ground floor
–Replaced catwalk with staircase
–Added crates for players to climb onto the upper ledge
–(Testing) Added new side-route into CP2 from outside
-Fixed several broken overlays
-Reduced glare on silo lights
-Server operators are now able to disable the snow for all players with the following command:
— ent_fire particle_snow stop
— Temporary fix gauged towards competitive players. NOTE: Must be used every new round
Last edited by Icarus,
Quoted from Icarus
Keep those demos coming! They are unbelievably helpful!
http://forums.tf2maps.net/geek/gars/images/2/3/4/2/cp_coldfront_b20006.jpg
Download:
Mirror 1
Mirror 2
Mirror 3Release Notes, B2
-Significantly improved FPS in outdoor areas
-Fixed players being able to switch classes using enemy spawnrooms
-Fixed ambient alarm sound randomly being heard all over the map
-Simplified entryway into CP2 from outside
–Removed redundant doorway into CP2
–Moved healthpack onto ground floor
–Replaced catwalk with staircase
–Added crates for players to climb onto the upper ledge
–(Testing) Added new side-route into CP2 from outside
-Fixed several broken overlays
-Reduced glare on silo lights-Server operators are now able to disable the snow for all players with the following command:
— ent_fire particle_snow stop
— Temporary fix gauged towards competitive players. NOTE: Must be used every new round
unless it isn’t in the changelog, i’d like to point you back to my soundscape note in case you missed it :)
Quoted from octochris
The outdoor soundscape reappears at the top of the stairs on the left entrance to CP2 when it should maintain the indoor soundscape.
Icarus i love you so hard! <3<3 you are in the good way with this map
Quoted from lork
Icarus i love you so hard! <3<3 you are in the good way with this map
Yes, +1. Very nice map, I played it in a spanish pickup too.
Quoted from octochris
[…]
unless it isn’t in the changelog, i’d like to point you back to my soundscape note in case you missed it :)
[…]
Don’t worry, I didn’t forget. The whole area in general has been simplified, so I’m hoping it’s fixed. If it persists, please let me know.
Great work, m8! I’m downloaded cp_coldfront_b2 at my tf2 pub 78.107.35.21. Add me in steam, please.
working on B3
Locking forward spawn rooms
and this http://dl.dropbox.com/u/831776/presto.jpg with a bigger room behind it, maybe some health
Last edited by Icarus,
Quoted from Icarus
and this http://dl.dropbox.com/u/831776/presto.jpg with a bigger room behind it, maybe some health
I like that. Maybe link it up with the new route to 2nd and make it like the “garage” in granary.
http://forums.tf2maps.net/geek/gars/images/2/3/4/2/cp_coldfront_b30002.jpg
Download:
http://forums.tf2maps.net/showthread.php?p=133925
http://www.fpsbanana.com/maps/129925
http://dl.dropbox.com/u/831776/cp_coldfront_b3.zip
Release Notes, B3
Consider B3 to be a release candidate. Most of the map is solid, and any remaining changes are going to be relatively minor. I’m still hoping for valve to let me flag my custom particles as snow, soon.
-Prevented players from reentering forward spawn rooms
-Updated spawn door logic. They now have a larger trigger area, and the doors move more naturally
-Expanded new route into CP2 and added small healthpack in it
-Fixed shiny snow/ground texture
-General FPS improvements
-Fixed known bugs
Releasing a special version for competitive players. The most common complaint about Coldfront is the FPS on mid. More specifically, the blizzard weather effect is causing low-end machines to suffer sharp drops in performance.
cp_coldfront_b3pro is essentially the same as B3, only with the weather effects forcibly removed. Hopefully this means more users can enjoy the map now :)
Download: http://dl.dropbox.com/u/831776/cp_coldfront_b3pro.zip
Quoted from Icarus
Releasing a special version for competitive players. The most common complaint about Coldfront is the FPS on mid. More specifically, the blizzard weather effect is causing low-end machines to suffer sharp drops in performance.
cp_coldfront_b3pro is essentially the same as B3, only with the weather effects forcibly removed. Hopefully this means more users can enjoy the map now :)
Download: http://dl.dropbox.com/u/831776/cp_coldfront_b3pro.zip
I am likely going to get flamed for this, but a short cutdown of this map using the middle point as KOTH might be nice (mid point feels very KOTH-type).
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