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TF2 24/7 Coldfront


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gameME Stats, FastRespawn, Roll the Dice AND MORE!

 

IP: 67.228.245.11:27015

 

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 varied but focused access points to every area will make sure turtling teams will not go unpunished.

 

Goal: The objective of Coldfront is to control all five capture points. Each team starts with their second and final control points locked, leaving only the middle point available.

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[YOUTUBE]AKx0ALJ-8-c[/YOUTUBE]

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Control Point 3 (Decrepit Cabin)

Coldfront middle control point

 

The central control point rests comfortably within the wreckage of the cabin.

 

* Entrances: Each team has 3 paths to the house area. Two paths enter from the ground, going uphill as you get closer to the house, and an upper path among the one of the high cliffs.

* High Cliff: One of the passageways into the area from yard. Normally a one-way drop-down, but scouts and soldiers can climb up, too. Common sniper perch.

* House: The worn down cabin which holds the CP. Soldiers and demos can rocket jump on top for a better view of the area.

* Behind the Rocks: A small safe haven for medics and engineers, especially due to the close proximity to medium health and ammo packs.

* Yard: Each side has a large, open intermediate area in between CP2 and the CP3 cabin. Separated into two halves by a pipe-bridge.

 

Control Points 2 & 4 (Warehouse Caves)

Coldfront RED second control point

 

The intermediate control points are set in the centre of the elevated concrete road.

 

* Entrances from Yard: Teams most commonly enter in through the main central path (building), but the side route (pipes) and the ramp room (forward respawn) are there as alternatives.

* Ramp Room: The location of the first forward resupply. An effective but risky flank to topple defenders on the platform.

* Platform: A large elevated platform near the control point. Teams should base their defenses around this platform, but beware of flanks through the ramp room.

 

Control Points 1 & 5 (Headquarters)

Coldfront BLU Final control point

 

The final control points are locked into the centre of the circular final chamber.

 

* Entrances from CP 2/4: Three small but separated doorways are used to enter the final chamber. Far left (through silo), centre, and far right.

* Silo: Otherwise known as the far left flank, this passage is most commonly used to sneak an assault on the final CP, but can become dangerous if you're caught in this narrow passage.

* Outer Ring: The upper ring surrounding the central chamber that all teams must pass through if entering/exiting the area. The slight height advantage and plenty of cover makes it significant location to control for both attackers and defenders.

* Central Chamber: The open space in the centre of the room. Its lower elevation makes this a no-man's land if the attackers succeed in taking the Outer Ring. Good for hiding sentries.

* The Back: The elevated area behind the final control point. A stable but not most ideal point of defense for a team making a last-ditch or makeshift defense. Health and ammo packs area available in the back, and an easy drop-down to the Control point itself.

 

Common Strategies

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