Team Fortress 2

Team Fortress 2

139 ratings
Frostcliff
   
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Other: Smissmas, Night
Game Mode: Payload
File Size
Posted
Updated
23.765 MB
7 Nov, 2022 @ 7:07am
30 Nov, 2022 @ 2:07am
6 Change Notes ( view )

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Frostcliff

In 1 collection by ICS ❱❱❱
ICS TF2 Maps Collection
23 items
Description
Welcome to Frostcliff! We have frost and cliffs here with a payload cart and big fights!

This is a payload map and has lots of snow. Perfect map for winter time! Enjoy the nice scenery and have fun!

Please check it out and vote. Thanks!
32 Comments
ICS ❱❱❱  [author] 31 Oct, 2023 @ 8:59pm 
Yes they already have been added and map bit improved.
ShadowMan44 13 Dec, 2022 @ 4:08pm 
One last thing: Payload Noctorne is the original Halloween version of this, correct? And these future updates you're making to Frostcliff will also be applied there too right?
ICS ❱❱❱  [author] 13 Dec, 2022 @ 3:57am 
Regarding the RED last point, there is a connecting way between spawns, but its not through spawns. Otherwise players would spend too much time in an area, where they are not in fight where they should be.The external spawn exist, so that the players can quickly get a visual of the cart, reaching it faster. It also works as a sniper deck.

The pit is kind of open yes, I have noted that myself also and might re-address it in the future. Thanks.
ICS ❱❱❱  [author] 13 Dec, 2022 @ 3:24am 
Regarding the capping of 2nd point related to spawns, the issue is being evaluated. I have been playtesting 30 games of this map ever since it was released. There was already a one patch, that was increasing RED team spawn time since it seemed too short overall.

However, ever since there has been as much as teams able to not get stuck at that area and pushing straight away to 3rd point as people "getting stuck" in front of spawn. Mostly the BLU team not being able to go forward is related to having too many snipers, lack of medic or uncapable spies. The key seems to be to destroy the teleporter, so RED team has long way to frontlines instead of teleporting in all the time.

I will keep monitoring the issue and make necessary adjustments. I have several ways and tested one of them already to see how to fix the situation, if necessary. Thanks for the feedback!
ShadowMan44 12 Dec, 2022 @ 1:15pm 
Agreed below.
trainuk 8 Dec, 2022 @ 8:27am 
After you cap second PLEASE ADD ANOTHER SPAWN DOOR, The two doors available are right next to each other and all go straight into choke points. pls it ruins for what could be a great map.
ShadowMan44 8 Dec, 2022 @ 1:52am 
Here's my critiques, this is gonna be a long one.

The map's layout isn't much different from what you've made before, but the one serious issue is the last capture point. RED has 2 different spawn rooms on the last point, one of them is right above the other and only has one exit. Why not merge this one by putting a staircase or maybe have it "drop down" to the other one? It seems pretty unnecessary to have a smaller spawn room right above a big one with a ton of room and exits to walk out of. The biggest problem I have with this area (mainly for RED) is how easy it would be to simply walk off the edge right into the pit. The upper spawn area has a very narrow bridge coming out, and the lower spawn has a big window that doesn't have any designation that there's a death pit outside. Maybe put a sign with a skull in front of it to at least give a visual indicator that there's danger there?
ICS ❱❱❱  [author] 7 Dec, 2022 @ 3:40am 
Ok I thought it would be that base. I'll see what I can do about it. I've gotten few other reports aswell.
The Imperial Combine 7 Dec, 2022 @ 2:25am 
Right so before you can capture C at the 2nd respawn room right after you capture B that has only two doors that can be easily spawn camped between if blue isn't prepared to hold back Red, Both Spawn doors lead to the same spot where you won't be able to example out of easy.
ICS ❱❱❱  [author] 6 Dec, 2022 @ 11:34pm 
@The Imperial Combine

Can you be more spesific? BLU's 2nd respawn when they try to capture the third point or the last respawn near D?