Snowdrift
| “I built that.” This page contains information about a custom map that is not an officially released Team Fortress 2 map. All released Valve and Community-made TF2 maps can be found on the list of maps. |
| Snowdrift | |
|---|---|
| Basic Information | |
| Map type: | Capture the Flag |
| File name: | ctf_snowdrift_b4a
|
| Version: | Beta 4a |
| Released: | June 18, 2009 |
| Last updated: | June 22, 2010 |
| Developer(s): | Joona "Jonah" Pääkkönen, Alex "Rexy" Kreeger, Mark "Shmitz" Major |
| Link(s): | TF2maps.com, GameBanana |
| Map Info | |
| Environment: | Industrial |
| Setting: | Evening, snowy |
| Hazards: | No |
| Deep Water: | No |
| Map Items | |
| Map overview | |
Snowdrift is a single-staged Attack/Defend map. It is set within a facility in a snowy tundra where BLU is tasked with delivering the Intelligence to 4 control points to stop RED from launching a rocket. The setup timer is 1 minute and 10 seconds.
The map was created as an entry for the TF2Maps.net A/D CTF and Payload Race Contest and was submitted in its Beta 2 build. It was awarded 4th place in the A/D CTF category of the competition with a score of 3.67/5.
Contents
Locations
The following locations are described from the BLU perspective.
Spawns
- BLU First Spawn: The BLU team's spawn building. The spawning room is on an upper floor behind a garage door with a resupply cabinet that leads out to a larger room with another supply locker. Two stairways lead from it, a shorter one leading to two exits facing the first intelligence spawn point and another smaller one leading to a lower exit.
- RED Spawn: The RED team's spawn room throughout the entirety of the map, a T-shaped room containing a single resupply cabinet with 2 doors that open depending on the capture progress of BLU. The right exit leads to the second point and is unlocked until the second point is captured when it locks and the left exit towards the final point becomes the only exit.
- BLU Forward Spawn: The BLU team's spawn room when the second point is captured, being a simple room with only one resupply cabinet. It is located outside the first control point.
- BLU Last Spawn: The BLU team's spawn room when the third point is captured, being two rooms connected by a garage door with a resupply cabinet in each half. It is located right outside the second control point.
- RED Last Alt Spawn: A small RED spawn room that becomes available after the third point is captured. It is a small room with a map and a resupply cabinet.
First control point
- BLU Spawn Exterior: Outside of the BLU team's first spawn room, with the first Intelligence briefcase spawn point. There is an alcove adjacent to the intelligence with a set of health and ammo pickups. A single path leads to the first control point.
- Point A: The first control point, the area surrounding it contains several buildings providing high ground, cover, and several health and ammo pickups connected with bridges and platforms. In the building leading from the exterior of BLU spawn is a staircase to the bridge spanning the point. On the bridge and platforms connected to it there are two paths, one leading to a drop-off to the control point and the other leading to a descending staircase leading to another building. From here there are three routes to the second control point.
Second control point
- Flank Hallway: A winding hallway leading to cover just beside the second control point. There are health and medium pickups across its path.
- Second Main: The large open air path to the second control point. It follows a path of low ground to the second point leading to a pile of crates granting access to the point or a staircase of shielded cover leading to the point.
- Chemical Storage:A side route running alongside main, it contains a health and ammo pickup with a higher up opening facing a part of in sight of the second control point.
- Point B: A confined area with the third control point in the center of a 4 way intersection of paths. Just beyond is the open area outside of RED's spawn door with the RED team having two points of access to the second point.
Third control point
- Third Main: The main route to the third point, with a half-closed shutter door as the main entry. It is lower relative to the flank routes that run alongside it with a lower concentration of health and ammo pickups but is the most open path of the three. Additionally, there is a small wooden ramp leading to a room facing the third control point.
- Office Route: A path adjacent to Third Main that begins with the office building. It is the left flank route and it is more open with less cover.
- Maintenance Route: A path adjacent to Third Main that begins with the missile observation room. It is the right flank route and is more enclosed with tighter hallways.
- Point C: The third control point, in an open area with a maintenance building on running along the backside of it. Outside the building surrounding the final point there is an upper platform and a porch with health and ammo pickups.
Last control point
- Last Main: The 2 different routes leading to the final point one with a catwalk leading to the upper flank and one leading to a room with a descending staircase. A small descending center staircase to the area below the final control point is also available until the third point is captured as well.
- Point D: A rocket launch building with a fairly open central area where the final control point is located. Two sets of stairs that lead up to the control point, both of RED team's spawn lead right in front of the point. There is also a small hallway underneath the final point with a set of health and ammo pickups.
Changelog
First Release (June 18, 2009)
Changelog A3 (June 19, 2009)
- Added health and ammo, and changed some of the old ones' places
- Added more signage
- Fixed the spawntimes (Now 10 seconds faster)
- Added a single cubemap to get rid of the purpleness
- Teams now switch on map win
- Added shmitz's intel base models and made the cap area smaller
- Added the room fearlezz suggested and made the tunnel higher
- Added a possible sentry spot near blue spawn
Changelog A4 (June 23, 2009)
Changelog A5 (July 1, 2009)
Changelog A6 (July 2, 2009)
- fixed some bugs, kept some bugs as features and changed the layout a bit
Changelog A7 (July 8, 2009)
- flag returns in 60 seconds
- Added more time (6mins -> 10 mins)
- Cap points are now bigger and can be blocked
- respawn times are still longer for blue but shorter than before (10 -> 6, red 4)
- some detailing
- some other changes I forgot about
Changelog A8 (July 15, 2009)
Changelog A8a (July 16, 2009)
- a8 was missing some playerclips, added those
- added fearlezz's snowfall particles, however, bspzipping broke them so they don't work
- other minor changes that I forgot about
Changelog A9 (July 22, 2009)
- now with less waiting and more fighting (aka. shorter walking times, only one setup)
Changelog A9a (July 23, 2009)
- fixed the flag return problem
Changelog A10 (July 30, 2009)
Changelog A11 (August 2, 2009)
Changelog A12 (August 5, 2009)
- disabled capture blocking while ubered
Changelog A13 (August 24, 2009)
Changelog A14 (August 27, 2009)
- Remembered to build cubemaps
- Added another route to cap 4
- Added another forward spawn for blue at point 1, that opens when point 2 is capped
- Second forward spawn at point 2 opens when point 3 is capped
- The intel radar is now always visible
- Flag spawn time after capture is 15 seconds now
- Adjusted spawntimes a bit for balance
- Removed ugly skybox brush
Changelog A15 (August 30, 2009)
Changelog A15a (September 1, 2009)
Changelog B1 (September 12, 2009)
Changelog Test1 (September 27, 2009)
Changelog Test2 (October 21, 2009)
Changelog B2 (October 26, 2009)
- Contest Entry version
Changelog B3 (December 26, 2009)
Changelog B4 (June 21, 2010)
- fixed some visual bugs
- made optimization better
- rexy's models are now actually there
- made cones nonsolid
Bugs
- Some of the pickups on this map do not use the unique themed models.
- While holding the intelligence, holding down the attack button (default key: MOUSE1) with the Bonk! Atomic Punch will cause a player's movement to appear jittery.[1]
Trivia
- Two variants of Snowdrift were created, one a non-snowy version called "Nodrifts" and another halloween version called "Skulldrift".
Gallery
References
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