Snowycoast

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Snowycoast
Pl snowycoast.jpg
Basic Information
Map type: Payload
File name: pl_snowycoast
Released: December 17, 2015 Patch
(Tough Break Update)
Developer(s): E-Arkham
FissionMetroid101
Map Info
Environment: Snow
Setting: Snowing, Nighttime
Hazards: Payload Cart explosion, Pitfall
Map Items
Healthico.png Health Kits: Smallhealth.png ×10  •  Mediumhealth.png ×9  •  
Largehealth.png ×3
Ammoico.png Ammo Boxes: Smallammo.png ×1   •   Mediumammo.png ×16   •  
Largeammo.png ×5
Map Photos
Loading screen photos.
Map overview
Snowycoast overview.png
Map Stamp
Item icon Map Stamp - Snowycoast.png
Supporters Leaderboard

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 four 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.

The setup timer is 1 minute and 10 seconds.

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

Snowycoast was contributed to the Steam Workshop.

Locations

Note: If you are having trouble with finding the locations listed here, see the Helpful overview section to see their exact position marked on the map.

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

Checkpoint A / Radio Tower

  • First 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 to the side of the cart.
  • Fence: An obstruction between BLU Spawn and the first checkpoint with two side routes around the ends of the fence.
  • Incline: The inclined cart path on the left beyond the Fence, leads directly to the first checkpoint.
  • Side Structure: A flank through the Sea Side Exports building around first checkpoint.
  • Underground Path: A path to the Battlements, its entrance lies in an opening to the right of checkpoint A, which opens when the first checkpoint is captured by BLU.
  • Battlements: Accessible through the Underground Path, a balcony-like structure that overlooks the entire area of checkpoint B. Located below the Battlements is a large health pack.

Checkpoint B / Kennel Gates

  • Second BLU Spawn: To the right of the first checkpoint is the second BLU Spawn that opens once the second checkpoint is captured.
  • First 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.
  • Cubby: Next to the aforementioned large health pack is a semi-enclosed space that contains a large ammo pack.
  • Quonset Hut: A quonset hut next to the second checkpoint, with two rooms and a ladder at the far end leading to the roof.

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.
  • Hallway: A flank path that circumnavigates around the Kennels. Previously, it was used as an exit for the first RED spawn. A doorway at the far end of the Hallway opens to the remainder of the map when the first checkpoint is captured.
  • Third BLU Spawn: BLU's third and final Spawn overlooking the entrance to the Mines opens when the third checkpoint is captured. It is located at the end of the Hallway.
  • 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 flanking tunnels.
    • Flank: A small room located on the right side of the Mines, containing a medium health and ammo pack.
    • Platform: Found withing the Mines is a large wooden platform overlooking checkpoint C.
    • Second RED Spawn: Following the capture of checkpoint B, RED team's spawn is moved into a small room in the Mines that exits onto the Platform. This spawn is in use until the cart approaches the Mines, at which point RED is moved to their last spawn.

Final Checkpoint

  • Mound: One of the flanking tunnels that leads into the Mines, specifically the left one, also exits out onto a small mound with chain-link fence as cover.
  • Shutter Gate: The path to the flying saucer is cut off by a central gate station. Once the cart reaches the gate, it begins to slowly open in two phases: the shutter phase, removing the shutter but leaving a large grate gate which can be shot through, then the grate. There are two side doorways on the left and right inside the gate station and two flanks around the Shutter Gate: one in front of RED Spawn and the other through the building near the dump truck.
  • RED High Ground: The final RED spawn exits out onto an elevated platform. It leads to both the front and the back of the Shutter Gate.
  • Dump Truck Flank: Located at the other side of the Excavation Site, opposite the RED High Ground, is the Dump Truck Flank. It features a dump truck in the snow and leads to a small building with a medium health kit and medium ammo pack.
  • 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 if no BLU player is pushing then the cart immediately rolls back down.
  • Third 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 lower routes to the Shutter Gate and the Excavation Site.

Helpful overview

Snowycoast's locations
1.Side structure
2.Quonset Hut
3.Kennels 
4.Mines
5.Shutter gate
6.Excavation site.
Blue/red diagonal lines: Blu/Red first
Blue/red double diagonal lines: Blu/Red second spawn
Blue/red double diagonal lines w/ a circle: Blue/Red third spawn
Yellow circle: First checkpoint
Green circle: Second checkpoint
Purple circle: Third checkpoint
Pink circle: Final checkpoint

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

Changelog

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

Changelog B4 (June 25, 2015)

  • Bug fixes:
    • Lowered cart slightly so it doesn't float over tracks
    • Fixed some displacement issues in the mines
    • Fixed roof that wasn't clipped properly on 2nd point
    • Fixed incorrect playerclipping on cliffs around UFO
    • Changed rollback zone leaving 3rd from overlays to nonsolid brushwork
    • Several texture paths corrected
    • final explosion no longer gibs players (just kills)
    • Corrected quonset hut props LODs
  • Optimizarion:
    • Replaced all coalmines wood_fences with their lower poly doomsday equivalent
    • Adjusted water in skybox for better reflections and less overdraw
    • Added areaportalwindows to various locations on the last point
    • Added areaportalwindows to various locations in BLU spawn
    • General brush adjustment to optimize mines -> last optimization
    • Removed excessive snow particles on last
  • Balance changes:
    • Removed stairs facing mines at RED last to make it harder for BLU to spawncamp
    • Added stairs inside main building of last point
    • Adjusted health/ammo placement on last
    • Added more cover for RED on last
    • Improved sentry platforms on last
    • Lowered height of skybox clipping over playable areas (now "quite high" and not "super high")
  • Aesthetics:
    • Custom soundscape (previously used viaduct + coldfront)
    • Smaller snow particles for a couple of doorways
    • large RED wall near 1st/radio tower made more interesting
    • Additional icicles to various areas
    • Early finale fx cinematic props added
    • Added danger signs to deathpit at last
    • Spaceship replaced with new model (closer influence from the Thing)
    • Adjusted pickup paint patches to be more intuitive

Bugs

  • Due to the damage trigger not completely covering the crash site it's possible to stand on top of the flying saucer.[1]

Gallery

See also

References