Frostcliff

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Frostcliff
Pl frostcliff.png
Basic Information
Map type: Payload
File name: pl_frostcliff
Released: December 5, 2022 Patch
(Smissmas 2022)
Developer(s): Tomi "ICS" Uurainen
Map Info
Environment: Smissmas, alpine, snowy
Setting: Night time
Hazards: Payload Cart explosion, Pitfall
Map Items
Healthico.png Health Kits: Smallhealth.png ×9  •  Mediumhealth.png ×13
Ammoico.png Ammo Boxes: Smallammo.png ×6   •   Mediumammo.png ×8   •  
Largeammo.png ×7
Map Photos
Loading screen photos.
Map overview
Frostcliff overview.png
Map Stamp
Item icon Map Stamp - Frostcliff.png
Supporters Leaderboard
Welcome to Frostcliff! We have frost and cliffs here with a payload cart and big fights!
Frostcliff publicity blurb

Frostcliff is a community-created Payload map added in the Smissmas 2022 update. It is a winter-themed version of the custom map Nocturne.

The setup timer is 1 minute and 10 seconds.

Frostcliff was contributed to the Steam Workshop.

Locations

Pictogram comment.png The following locations are described from the BLU perspective.

Checkpoint A - White Frost

  • First BLU Spawn: A large building directly behind the cart's starting position, featuring four different exits.
  • Captain Dan's Wood Pulp: To the right of BLU's first spawn is a path that leads to the right side of the Payload track, as well as the bridge in front of the spawn.
  • Pinkerpaw Packaging: A small flank route just to the right of checkpoint A, leading around to the checkpoint B area.
  • Checkpoint A: The first checkpoint, positioned at the entrance of a short underpass.

Checkpoint B - Underpass

  • Valley: A low path that the Payload track follows to checkpoint B. Many buildings overlook the valley.
  • Husky Acres: A side room accessible from a platform to the left of checkpoint A that leads to the checkpoint B area.
  • Jenkin Passage: A passage through the Jenkin building that goes over the checkpoint and exits slightly ahead of it, into checkpoint C's area.
  • Checkpoint B: The second checkpoint, again positioned at the entrance of a short underpass
  • Second BLU Spawn: An area just to the right of checkpoint B that houses BLU team's second spawn and exits beside the Jenkin Passage exit. BLU begins using it once checkpoint B is captured.

Checkpoint C - RED Barn

  • First RED Spawn: The first RED Spawn is located right besides the Second BLU spawn, only on the other side of the Jenkin Passage.
  • Snow Field: An open area that the Payload travels through, with mainly boulders as cover.
  • Alcove: In the corner of the Snow Field, facing the RED Barn, is a small indent in the wall with some health and ammo.
  • Rock: Dominating the center of the Snow Field is a large boulder around which the cart must pass.
  • RED Barn: The large barn building that houses the third checkpoint, checkpoint C. Two entrances that can be accessed from the Snow Field exist on either side of the narrow path.

Checkpoint D - Cold Route

  • Overlooking Balcony: An elevated section of the RED barn that is face-to-face with the Dilapidated Shack.
  • Dilapidated Shack: A wooden shack which the Payload winds around on its way to checkpoint D. BLU's third spawn is found next to it.
  • Third BLU Spawn: Located opposite the Dilapidated Shack is BLU team's third and final point, which becomes active once checkpoint D is captured.
  • Corridors: A series of corridors and rooms that lead behind checkpoint D and into the Coldbreeze Building.
  • Mine Flank: A small mine to the right of the shack path that leads to checkpoint D and the Coldbreeze Building. It is found in the near vicinity of the second RED spawn.
  • Checkpoint D: The fourth checkpoint, which passes under the corridors. Past it and underneath the Coldbreeze entrance is RED's second spawn room.

Checkpoint E - Frosted Pit

  • Second RED Spawn: Just after the fourth checkpoint is RED's second spawn room, which becomes active when checkpoint A is captured and remains in use until checkpoint C is captured.
  • RED Bread Hill: The last hill the cart has to ascend before reaching checkpoint E, which passes by the RED Bread shed.
  • Coldbreeze Building: A pathway that leads around the right side of the Payload path and into the RED Bread Building.
  • RED Bread Shed: Connected to the Coldbreeze Building is a claustrophobic corridor that leads directly to the bomb pit.
  • Loading Dock: A dropdown accessible by the left room of the corridors that exits at the top of the hill. Acts as a shortcut for BLU's third spawn.
  • Wooden Catwalk: Behind the Loading Dock are two small sheds connected with a wooden catwalk.
  • Battlements: A flat, snow-covered platform located to the rear of the bomb pit. It is accessible from RED's upper spawn exit.
  • Third RED Spawn: The last spawn room for RED team which has numerous exits. To the far left is the Lower Spawn Exit which leads behind the Payload track, next to the track and bomb pit are the Middle Spawn Exits, and far to the back overlooking the bomb pit are the Upper Spawn Exits.
  • Checkpoint E: The fifth and final checkpoint; a large open mining pit that sits in front of RED spawn.

Strategy

Main article: Community Frostcliff strategy

Update history

December 5, 2022 Patch (Smissmas 2022)
  • Added Frostcliff to the game.

December 7, 2022 Patch

  • Fixed sticky bombs from getting attached to the front of the Payload cart
  • Fixed some window props from hovering
  • Fixed displacement crack in uphill near A
  • Fixed few misaligned textures
  • Fixed players from staying stuck few seconds in old respawn after spawns change
  • Fixed players from getting stuck between cart and geometry near last pit
  • Increased RED team spawn time slightly after BLU captures 2nd point
  • Decreased doorway size near BLU 2nd spawn area
  • Improved lighting in doorway near capture point D
  • Improved clipping within map

Changelog

This is the changelog of the map before it was added to the game.
Changelog:

RC1 Changelog (November 7, 2022)

  • First release!

RC2 Changelog (November 8, 2022)

  • Added some themed smissmas lamps (bit work-in-progress)
  • Added missing map decription file
  • Added map loading images
  • Added nav file for bots (basic, will edit it a bit)
  • Retouched some of the ground areas
  • Improved some textures blending in some areas
  • Fixed clipping in some areas
  • Fixed snowing indoor areas in some places (still working on this a bit)
  • Removed leftover stuff from earlier version

RC3 Changelog (November 9, 2022)

  • Added some extra details to some of the indoor areas
  • Added fence near BLU first base
  • Fixed sounds not playing after map load
  • Fixed missing particle effects
  • Fixed some displacement seams
  • Fixed some glass surfaces being too shiny
  • Fixed some rogue textures that got changed by accident
  • Removed couple of, uh.. rotten pumpkins
  • Further optimizations for overall performance

RC4 Changelog (November 10, 2022)

  • Added some lighting to the payload cart that lits up during point captures
  • Added some smismass lighting to respawn areas
  • Improved christmas lights within the map to look better
  • Fixed some snow not showing due to wrong file path
  • Fixed some additional displacement seams
  • Fixed some overlays not displaying
  • Fixed clipping issue with a box near D
  • Fixed odd shadows caused by some props
  • Fixed some more spots where it was raining indoors (needs more adjusting)
  • Removed some forgotten tracks

RC5 Changelog (November 15, 2022)

  • Added few more details to some areas
  • Adjusted some lighting in the map
  • Adjusted clipping in some places
  • Fixed snowing inside some buildings
  • Updated screenshots & preview images in workshop

RC6 Changelog (November 15, 2022)

  • Overall polishing and detailing improvements
  • Adjusted some lights brightness and further optimizations
  • Fixed few misaligned textures
  • Fixed one staircase prop not being solid
  • Fixed possible exploit allowing standing up high on a wall
  • Fixed lamps showing wrong color upon capture
  • Removed some old leftover models from another version
  • Remade the nav file from scratch for bots
  • Added some more func_nobuild spots
  • Added missing resupply sign to first RED base
  • Added guiding arrow outside of RED 2nd spawn that closes by itself after next capture
  • Added missing respawn closet to BLU last base, was removed earlier by accident
  • Added missing doorframe to a spot where it was before
  • Removed unneeded old entity remnants from logic and fixed all error reports
  • Fixed displacement crack under bridge and middle of the map in stone wall
  • Fixed more misaligned textures by aligning them correctly
  • Fixed hovering window near RED 1st spawn
  • Fixed door opening triggers from working even though old bases were already unaccessible
  • Fixed one more staircase being non-solid, made it solid
  • Fixed uphill blocking spot in the ground between D and E points
  • Fixed sentry being able to shoot through chicken wire
  • Fixed players from getting stuck on a bridge, height raised
  • Fixed tower having broken roof on both sides
  • Adjusted props fading distance
  • Adjusted lighting in some places
  • Aligned control point D hologram properly towards up
  • Nodrawed some leftover faces
  • Improved clipping more in some areas
  • Some minor detail fixes

Trivia

  • Near the cart's starting point there is an out of bounds sign that reads "MAP BY ICS". Referring to ICS, the map's creator.

Gallery