Difference between revisions of "Snowycoast"

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'''Snowycoast''' is a single-stage Snow-themed [[Steam workshop|community-made]] [[Payload]] map that was originally part of the [[Mercs vs. Aliens]] contest that took place before the [[Invasion Community Update|Invasion Update]]. The map features are variety of moving passageways and flank routes as well as many alien-related things around the map seeing as it was intended for the Invasion Update. It is mostly a wide-open map with only a few buildings and mineshafts breaking up the path along the way. The final capture point is an alien saucer that BLU must deliver the cart to in order to destroy and win the map.
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'''Snowycoast''' is a single-stage snow-themed [[Steam workshop|community-made]] [[Payload]] map that was originally part of the [[Mercs vs. Aliens]] contest that took place before the [[Invasion Community Update|Invasion Update]]. The map features 4 Checkpoints, two additional capture zones, and a variety of changing passageways and flank routes. Many alien-related objects and scenes are seen around the map (as the map was intended for the Invasion Update). It is mostly a wide-open map with only a few buildings and mineshafts breaking up the path along the way. The final Checkpoint is an alien flying saucer excavation, which BLU must destroy with the bomb cart to win the round.
  
 
Snowycoast was made an official map in the [[Tough Break Update]].
 
Snowycoast was made an official map in the [[Tough Break Update]].
  
 
== Locations ==
 
== Locations ==
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{{anchor|Checkpoint A}}
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=== Checkpoint A / Radio Tower ===
  
=== Checkpoint A ===
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* '''BLU Spawn''': BLU's first spawn has three exits: Gate 1 flank on the right, Gate 2 on the front with the Track, and Gate 3, a defilade exit facing the cart.
 
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* '''Fence''': An obstruction between BLU Spawn and the first Checkpoint with two side routes around the ends of the fence: '''Truck''' and '''Track'''.
* '''BLU Spawn''': BLU's first spawn has three exits. A side exit on the right, and a front and side exit facing the cart.
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* '''Incline''': The incline cart path on the left beyond the Fence.
* '''Side Structure''': A small path to the right next to the first checkpoint.
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* '''Side Structure''': A flank through the '''Sea Side Exports''' building around first checkpoint.
* '''Underground Path''': A path to the Checkpoint B battlements accessible from an opening on the right of the checkpoint. The path does not open until Checkpoint A has been captured by BLU.
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* '''Underground Path''': A path to a Checkpoint B battlement accessible from an opening on the right of Checkpoint A, which opens when that first Checkpoint is captured by BLU.
* '''Incline''': The incline cart path on the left.
 
  
 
<gallery widths=140px heights=80px>
 
<gallery widths=140px heights=80px>
 
File:Pl_snowycoast_beginning.png | BLU's first spawn and the beginning of the map.
 
File:Pl_snowycoast_beginning.png | BLU's first spawn and the beginning of the map.
File:Pl_snowycoast_cp1.png | The first checkpoint.
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File:Pl_snowycoast_cp1.png | The first checkpoint, below the Radio Tower.
File:Pl_snowycoast_side_hut.png | The side structure to the right of the checkpoint.
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File:Pl_snowycoast_side_hut.png | The flank though the Side Structure on the right.
 
File:Pl_snowycoast_underground.png | Underground path.
 
File:Pl_snowycoast_underground.png | Underground path.
 
</gallery>
 
</gallery>
 +
{{anchor|Checkpoint B}}
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=== Checkpoint B / Kennel Gates ===
  
=== Checkpoint B ===
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* '''BLU Spawn''': To the right of the first Checkpoint is the second BLU Spawn that opens once the second Checkpoint is captured.
 
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* '''RED Spawn''': RED's first Spawn has two exits; one on the right that leads closer to the battlements, and one in front of the second Checkpoint into a '''Hallway''' over the Kennels.  
* '''RED Spawn''': RED's first spawn has two exits. One on the right that leads closer to the battlements, and one in front of the second checkpoint.
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* '''Quonset Hut''': A [[w:Quonset hut|small structure]] next to the second Checkpoint, with two rooms and a ladder up the far end to a '''Sniper Deck''' on the roof.
* '''Quonset hut''': A small structure next to the checkpoint.
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** A doorway at the far end of the Hallway opens to the remainder of the map when the first Checkpoint is captured, giving RED respawns an escape if the second Checkpoint is captured.
* '''BLU Spawn''': To the right of the checkpoint is a secondary BLU spawn that will open once the checkpoint has been captured.
 
  
 
<gallery widths=140px heights=80px>
 
<gallery widths=140px heights=80px>
File:Pl_snowycoast_cp2.png | Checkpoint B and RED's first spawn.
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File:Pl_snowycoast_cp2.png | Checkpoint B and RED's first Spawn.
File:Pl_snowycoast_quonset_hut.png | A look inside the quonset hut.
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File:Pl_snowycoast_quonset_hut.png | A look inside the Quonset Hut.
 
</gallery>
 
</gallery>
 +
{{anchor|Checkpoint C}}
 +
=== Checkpoint C / The Mines ===
  
=== Checkpoint C ===
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* '''Cart Gate''': After capturing the second Checkpoint, the door to the right opens immediately, but BLU must wait a few seconds as four red lamps count down to all blue before the yellow Gate opens for the Cart.
 
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* '''Kennels''': A room between the yellow Gates with a drop down flank in and out of the Mines.
* '''Cart Gate''': After capturing the second checkpoint, BLU must wait a few seconds for the gate in front of the checkpoint to open. The doorways near the gate will automatically open.
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* '''BLU Spawn''': BLU's third and final Spawn overlooking the entrance to the mines opens when the third Checkpoint is captured.
* '''Mines''': The mines have two tunnels. Straight ahead is the main cart path, and to the right is a small tunnel for flanking.
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* '''Mines''': The mines have three routes from the final BLU Spawn; straight ahead is the main cart path, and to the left and right (in the Kennels) are small tunnels for flanking.
* '''BLU Spawn''': BLU's third and final spawn overlooking the entrance to the mines. Will open once the third checkpoint is captured.
 
  
 
<gallery widths=140px heights=80px>
 
<gallery widths=140px heights=80px>
 
File:Pl_snowycoast_cp3.png | Checkpoint C
 
File:Pl_snowycoast_cp3.png | Checkpoint C
File:Pl_snowycoast_mines.png | The path through the mines.
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File:Pl_snowycoast_mines.png | The path through the Mines.
 
</gallery>
 
</gallery>
 
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{{anchor|Final Checkpoint / The Frozen Vessel}}
 
=== Final Checkpoint ===
 
=== Final Checkpoint ===
  
* '''RED Spawn''': The final RED spawn has three exits. A front exit leads to the excavation site. Another front exit leads to the gate. A side exit leads to Checkpoint C.
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* '''Shutter Gate''': The path to the '''Flying Saucer''' is cut off by a central gate station. Once the cart reaches the designated Capture Zone D, the large gate begins slowly opening in two cycles, the second cycle being a gate that both sides can see and shoot through.  
* '''Shutter Gate''': The path to the UFO is cut off by a central gate station. Once the cart reaches the designated spot, the large gate will begin to open slowly. There are two pathways on the left and right of the gate.
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** There are two side doorways out the left and right of the gate's Capture Zone.
* '''Excavation Site''': The area in front of the UFO. BLU will need to push the cart up the small ramp to win, but if one player is not pushing, the cart will immediately fall back down.
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** There are two flanks around the Shutter Gate; one in front of RED Spawn, the other through the building at the '''Far End'''.
 
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* '''Excavation Site''': The area in front of the Flying Saucer and final Checkpoint. BLU must push the cart up the small ramp to win; but it no BLU player is pushing, the cart immediately rolls back down.
 +
** Two oversized {{botignore|crates}} are thrown by the [[Environmental Death#Payload Cart explosion|Payload Cart explosion]], killing any player they hit.
 +
* '''RED Spawn''': The final RED spawn has four exits: A left side exit leads to Checkpoint C. A right front exit leads to the Excavation Site. Another front exit leads toward the Shutter Gate Capture Zone. A hole in the floor leads to a lower route to that Capture Zone.
  
 
<gallery widths=140px heights=80px>
 
<gallery widths=140px heights=80px>
File:Pl_snowycoast_cp_4.png | The excavation site which is also the final checkpoint.
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File:Pl_snowycoast_cp_4.png | The Excavation Site (final Checkpoint).
File:Pl_snowycoast_shutter_gate.png | The shutter gate.
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File:Pl_snowycoast_shutter_gate.png | The Shutter Gate.
 
</gallery>
 
</gallery>
  
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== Trivia ==
 
== Trivia ==
* Pl_snowycoast was heavily inspired by the 1982 movie 'The Thing'. This is most evident at the final checkpoint, which contains a UFO embedded into the ice, imitating the style and positioning of the UFO in the movie.
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* Pl_snowycoast was heavily inspired by the [[w:The Thing from Another World|1951]], [[w:The Thing (1982 film)|1982]], and [[w:The Thing (2011 film)|2011]] movies entitled ''The Thing'', which take place in Arctic installations with Quonset huts, tunnels, and dog kennels.  
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** This is most evident at the final checkpoint, which contains a large flying saucer embedded into the ice, imitating the style, positioning, and excavation of the flying saucers in the movies.
  
 
== Gallery ==
 
== Gallery ==

Revision as of 23:25, 12 January 2019

Snowycoast
Pl snowycoast.jpg
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Snow
Setting: Snowing, Nighttime
Hazards: Pitfall
Map Photos
Loading screen photos.
Map Overview
Snowycoast overview.png

Snowycoast is a single-stage snow-themed community-made Payload map that was originally part of the Mercs vs. Aliens contest that took place before the Invasion Update. The map features 4 Checkpoints, two additional capture zones, and a variety of changing passageways and flank routes. Many alien-related objects and scenes are seen around the map (as the map was intended for the Invasion Update). It is mostly a wide-open map with only a few buildings and mineshafts breaking up the path along the way. The final Checkpoint is an alien flying saucer excavation, which BLU must destroy with the bomb cart to win the round.

Snowycoast was made an official map in the Tough Break Update.

Locations

Checkpoint A / Radio Tower

  • BLU Spawn: BLU's first spawn has three exits: Gate 1 flank on the right, Gate 2 on the front with the Track, and Gate 3, a defilade exit facing the cart.
  • Fence: An obstruction between BLU Spawn and the first Checkpoint with two side routes around the ends of the fence: Truck and Track.
  • Incline: The incline cart path on the left beyond the Fence.
  • Side Structure: A flank through the Sea Side Exports building around first checkpoint.
  • Underground Path: A path to a Checkpoint B battlement accessible from an opening on the right of Checkpoint A, which opens when that first Checkpoint is captured by BLU.

Checkpoint B / Kennel Gates

  • BLU Spawn: To the right of the first Checkpoint is the second BLU Spawn that opens once the second Checkpoint is captured.
  • RED Spawn: RED's first Spawn has two exits; one on the right that leads closer to the battlements, and one in front of the second Checkpoint into a Hallway over the Kennels.
  • Quonset Hut: A small structure next to the second Checkpoint, with two rooms and a ladder up the far end to a Sniper Deck on the roof.
    • A doorway at the far end of the Hallway opens to the remainder of the map when the first Checkpoint is captured, giving RED respawns an escape if the second Checkpoint is captured.

Checkpoint C / The Mines

  • Cart Gate: After capturing the second Checkpoint, the door to the right opens immediately, but BLU must wait a few seconds as four red lamps count down to all blue before the yellow Gate opens for the Cart.
  • Kennels: A room between the yellow Gates with a drop down flank in and out of the Mines.
  • BLU Spawn: BLU's third and final Spawn overlooking the entrance to the mines opens when the third Checkpoint is captured.
  • Mines: The mines have three routes from the final BLU Spawn; straight ahead is the main cart path, and to the left and right (in the Kennels) are small tunnels for flanking.

Final Checkpoint

  • Shutter Gate: The path to the Flying Saucer is cut off by a central gate station. Once the cart reaches the designated Capture Zone D, the large gate begins slowly opening in two cycles, the second cycle being a gate that both sides can see and shoot through.
    • There are two side doorways out the left and right of the gate's Capture Zone.
    • There are two flanks around the Shutter Gate; one in front of RED Spawn, the other through the building at the Far End.
  • Excavation Site: The area in front of the Flying Saucer and final Checkpoint. BLU must push the cart up the small ramp to win; but it no BLU player is pushing, the cart immediately rolls back down.
  • RED Spawn: The final RED spawn has four exits: A left side exit leads to Checkpoint C. A right front exit leads to the Excavation Site. Another front exit leads toward the Shutter Gate Capture Zone. A hole in the floor leads to a lower route to that Capture Zone.

Strategy

Main article: Community Snowycoast strategy

Update history

December 17, 2015 Patch (Tough Break Update)
  • Added Snowycoast to the game.

January 7, 2016 Patch

  • Fixed several unintended perches.
  • Fixed being able to damage through the setup gates.
  • Added some fences & cover inside BLU's first spawn to reduce spam angles.
  • Added an extra resupply in BLU's first spawn and RED's last spawn.
  • Moved medium health kit at 1st point back towards BLU's side of choke.
  • Changed collision on large railings to allow projectiles.
  • Added some cover to the sentry platform inside last.
  • Adjusted lighting/detailing at stair to 2nd point low flank to make it more obvious.
  • Quonset hut Sniper deck raised.
  • Spawn locations in RED's first moved further from the door.
  • Added windows to main entrance of RED's first spawn.
  • Adjusted the narrow fence near RED spawn.
  • Prevented building Teleporters at the edge of spawn doors.
  • Fixed an exploit related to BLU's 2nd forward spawn's entrances.
  • Added some logic to prevent players getting stuck when RED's first spawn closes.
  • Changed how RED spawn moves players to their last spawn when 2nd is capped (no longer slays & respawns).
  • Replaced dump truck in kennels with crates.
  • Door near RED's first spawn now opens as the cart approaches 2nd instead of after capture.
  • Switched main exit and window on RED's last spawn.
  • Adjusted placement of health and ammo near RED's last spawn.
  • Fixed various floating props.
  • Fixed some texture alignment issues in the tunnels.
  • Fixed spot on last ramp that would keep the cart from rolling back.
  • Fixed some smoothing/geometry problems on crates at last.
  • Reduced size of kill zone on falling crates during finale.
  • Added map menu photos.

February 29, 2016 Patch

  • Adjusted various spawn point facings to make side exits more obvious.
  • Adjusted position of resupply cabinet in RED's 1st spawn.
  • Added ledge to 2nd point flank route window.
  • Adjusted common sentry nests on 2nd.
  • Added stronger light to entrance of lower flank route.
  • Door near RED's first spawn now opens on A capture and closes on final bulkhead opening.
  • RED no longer get forced respawn when 2nd is captured.
  • Added minor spawn for RED once 2nd is captured, active until BLU pushes through kennels.
  • Adjusted timing of flank doors at 2nd and in mines.
  • Updated door texture for flank exit by 2nd point gate.
  • Improved defendability and enlarged 3rd point.
  • Adjusted position of 3rd cap.
  • Adjusted health & ammo at 3rd.
  • Updated door texture for flank exit by mines.
  • Changed a medium ammo pack at last to full ammo pack.
  • Added door to ledge at last to improve RED defendability (closes when bulkhead opens).
  • Added 3rd exit to BLU's last forward spawn.
  • Improved defendability of ledges at last inside building.
  • Added new dropdown area to RED's last.
  • Adjusted lighting in various areas.
  • Fixed dx settings on light pole props.

April 25, 2016 Patch

Trivia

  • Pl_snowycoast was heavily inspired by the 1951, 1982, and 2011 movies entitled The Thing, which take place in Arctic installations with Quonset huts, tunnels, and dog kennels.
    • This is most evident at the final checkpoint, which contains a large flying saucer embedded into the ice, imitating the style, positioning, and excavation of the flying saucers in the movies.

Gallery

See also