Swiftwater

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Swiftwater
Pl swiftwater.jpg
Basic Information
Map type: Payload
File name: pl_swiftwater_final1
Released: July 7, 2016 Patch
(Meet Your Match Update)
Developer(s): Aaron "Schwa" McCallen
Lemon
Map Info
Environment: Alpine
Setting: Daylight, sunny
Hazards: Pitfall
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×14  •  Mediumhealth.png ×8  •  
Largehealth.png ×3
Ammoico.png Ammo Boxes: Smallammo.png ×4   •   Mediumammo.png ×7   •  
Largeammo.png ×9
Map Overview
Swiftwater overview.png
Map Stamp
Item icon Map Stamp - Swiftwater.png
Supporters Leaderboard

Swiftwater is a community-created single-stage Payload map. The Alpine-styled map features 5 control points and encourages continuous pushing from BLU while trying to break RED's defenses.

As displayed on a film projected inside BLU's spawn, BLU has been bottling water to make a quick profit. However, RED has caught onto this tactic and is poisoning BLU's water reserves from within the RED base, under the guise of its Red Planet Chemicals operation. Thus, BLU's objective is to push the bomb cart to RED's base, where it detonates, destroying the base and ending their water poisoning plans.

Swiftwater was contributed to the Steam Workshop, and made an official map in the Meet Your Match Update. It is often used for competitive Highlander games.

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.

Checkpoint A

  • Cart Start: The cart starts on the left side of the BLU spawn in a small courtyard, called a "Meadow" by the cap point.
  • Ditch: A large L-shaped ditch cuts the entire area around checkpoint A in two. The cart first crosses this Ditch to get from the Cart Start to the Front Yard, then crosses it a second time over a small bridge with checkpoint A on it.
  • Shack: Found directly in front of the right-side BLU spawn exit is a small shack. It contains a closed gate which opens up after checkpoint A is captured.
  • Main House: After crossing the Ditch, the cart arrives in front of a large three-story house that overlooks the area.
  • Basement: The drop-down in the Main House, it contains a large large health kit.
  • Front Yard: The area in front of the Main House. It has an elevated platform with stairs leading up to it. The whole Front Yard is elevated up from the area around it.

Checkpoint B

  • Tunnels: A large tunnel complex, it has a flank route leading to the Courtyard.
  • Courtyard: A large open space outside of the Tunnels, with Catwalks above it. It also houses the Sawmill and the Barn
  • Catwalks: Tight wooden platforms hanging in the sky, connecting two main buildings of the second area: the Barn and the Sawmill.
  • Sawmill: One of the buildings connected via the Catwalks. It is a large wooden building with multiple floors to the right of the second checkpoint. It also contains a large health kit.
  • Barn: A huge cross-shaped building that separates the areas of checkpoints A, B and C from each other. It also contains two one-way gates which give the attackers additional access point. The first one opens after checkpoint A is captured, while the second one is unlocked with the capture of checkpoint B. Checkpoint B is located in the ditch outside the Barn.

Checkpoint C

  • Silos: Three tall silos that can be walked on. Can be used to access the Barn or the Perches.
  • Perches: The area outside the RED's second spawn exit. It is made up of multiple metallic perches overlooking the checkpoint. Under the perches is the exit of the RED spawn.

Checkpoint D

  • Wall: At the top of the incline after checkpoint C is a short wall on an elevated bit of land.
  • Garage: A building just before the Railway Courtyard. It can be accessed just after checkpoint C. It has 2 windows, one with missing glass, and a one-way door. Just outside the one-way door is a medium health kit and a medium ammo pack.
  • Railway Courtyard: The large open area in front of the Garage.
  • Corner house: A small wooden shed located in the far corner of the open area. It has a wooden awning attached to it as well as a large health pack behind it. Close to the awning is checkpoint D.

Checkpoint E

  • Steep Descend: After capturing checkpoint D, the cart makes a descend downwards until it reaches the Pit and final checkpoint. There is a path to the left (when facing the Pit) which leads to one of the RED spawn exits and a ramp on the right which leads to the Cliffs.
  • Battlements: A long building which is accessible from the start of the Steep Descend via a set of stairs, it connects to the Pit and Cliffs.
  • Pit: The large hole in which BLU must push the cart in order to win the match.
  • Cliffs: Surrounding the Pit from three of its sides is a tall Cliff.
  • RED Spawn: The main spawn room of RED, the room has many different exits which lock based on which checkpoint is captured, but the RED team always spawns in this room.

Helpful overview

Swiftwater's locations
1.Front Yard
2.Main House
3.Ditch
4.Shack
5.Tunnel
6.Sawmill
7.Catwalks
8.Front area
9.Silos
10.Garage
11.Corner house
12.Steep Descend
13.Battlements
14.Cliff
15.Barn
Unmarked area on point C: Wall
Blue/red diagonal lines: BLU/RED first spawn exit
Blue/red double diagonal lines: BLU/RED second spawn exit
Red double diagonal lines w/ a circle: RED third spawn exit
Yellow circle: First checkpoint
Green circle: Second checkpoint
Black circle: Third checkpoint 
Pink circle: Fourth checkpoint
White circle: Last checkpoint and the Pit

Strategy

Main article: Community Swiftwater strategy

Update history

July 7, 2016 Patch #1 (Meet Your Match Update)

  • Swiftwater was added to the game.

January 16, 2017 Patch

  • Fixed using the wrong thumbnail images for pl_Swiftwater.

Changelog

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

Build 12 Changes

  • Bug fixes
  • Removed Rollback (from build 11)

Build 11 Changes

  • Stage 1 layout significantly changed
  • Added a CP before the final CP. More fighting takes place in courtyard now.
  • Reduced amount of time awarded for CPs.

Build 7 Changes

  • Tons of changes. Most important:
  • Blue Spawn remade - doors not stay open on map start
  • CP4 tweaked to give red an advantage again. Buildings in upper area have a Sniper vantage and a good shortcut behind blue.
  • Fixed getting stuck in red spawning areas.
  • Red can exit spawn anywhere after round starts.

Old Fixes

  • Fixed Engy exploit at CP2
  • New Red Spawn layout - more straightforward and should be less campable at cp3 and cp4. Shortened spawn times to compensate for slightly longer travel. (The changes should improve gameplay on insta spawn servers as well)
  • New spawn exit from CP2 to prevent camping.
  • Vastly increased frame rate.

Bugs

  • If a member of RED team is standing in the way of one of the spawn room gates as it deactivates, that player becomes stuck in place until they die.
  • It is possible to shoot through one of the spawn windows with incredibly precise aim.

Gallery

Panels of "The Swift Plan" seen in BLU's first spawn on the map: