Warmfront (competitive)

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This article is for Competitive play, based on the Standard competitive format. For the generic article on this topic, see: Warmfront
Competitive articles are currently in development. If you have any questions, just ask.
Warmfront (competitive)
Warmfront.jpg
Basic Information
Map Type: Control Point
File name: cp_warmfront
Developer(s): Justin
Sean "Heyo" Cutino
Map Info
Environment: Alpine
Setting: Daylight, sunny
Map Items
Healthico.png Health Kits: Smallhealth.png ×10   •   Mediumhealth.png ×6
Ammoico.png Ammo Boxes: Smallammo.png ×6   •   Mediumammo.png ×8

Warmfront is a community-created unofficial Standard Control Point map. It is a modified version of Coldfront, with Alpine setting for the purpose of optimization. It has notable changes on the map texture and weather, CP1/CP5 and CP2/CP4 gameplay changes. This version of the map is not in the official maps, as such it is mostly seen only in competitive matches.

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

Contents

Locations

Each area of the map provides ample opportunity for certain classes to utilize their abilities in order to overcome their enemies. Scouts, Soldiers and Demomen are able to traverse the cliffs and main house, while the slope of the terrain and sharp corners allows ambush classes such as the Pyro, Engineer and Heavy to take down attackers. In addition, various open spaces indoors allow Medics and Spies to move freely to advantageous positions while Snipers lay down suppressive shots.

All place names are given from the perspective of defense as their primary name (in terms of left and right), except obviously for the middle control point.

Control Point 3 (Decrepit Cabin)

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

Control Points 2 & 4 (Warehouse Caves)

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

Control Points 1 & 5 (Headquarters)

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

Tactics

Needs tactics from experienced competitive players.

Rollouts

Video of 2 Demoman Rollouts both demonstrated by Pinky:

Demoman

Rollout #1
The usual route will be like in first demonstration. First, sticky your way to the left base exit, then place a sticky on the left wall and jump to the Central Chamber. Place a sticky near the slope, jump your way through the Central Path and pick ammo + health on your left. Take the left exit, then place a sticky right at the door. Jump to the right by air strafing towards the High Cliff on the far right. From here you can take another jump, or just attack the CP house and the enemy's left Yard. See air strafing if you don't know how to air strafe.

Rollout #2
Mostly the same as the first, but while exiting the left exit from the Central Path, sticky to the right wall just outside the door, and jump to the left side, while also picking a health pack there. From here you can attack enemies from below the enemy's High Cliff, the enemy's right Yard, and the CP house.

Soldier

Needs a good rollout video.

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