Swiftwater (competitive)
The community competitive scene changes frequently. Some or all info may be outdated.
| Swiftwater | |
|---|---|
| Basic Information | |
| Map type: | Payload |
| File name: | pl_swiftwater_final1
|
| Released: | July 7, 2016 Patch |
| Developer(s): | Aaron "Schwa" McCallen Lemon |
| Map Info | |
| Environment: | Alpine |
| Setting: | Daylight, sunny |
| Hazards: | Payload Cart explosion, pitfall |
| Bot support: | Yes |
| Map Items | |
| Map overview | |
| Map Stamp | |
| Supporters Leaderboard | |
Swiftwater is a community-created Payload map in which BLU must escort a bomb cart through a mountainous mining and industrial environment. The map features multiple checkpoints along a continuous cart path, beginning in open outdoor areas with long sightlines and gradually transitioning into more enclosed industrial spaces with increased verticality, culminating in a final push inside the facility. A defining feature of Swiftwater is the presence of several strong defensive holds throughout the map, requiring attackers to consistently gain ground rather than relying on a single passive final defense.
Contents
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
- First BLU Spawn: BLU's initial spawn starts out inside of a large industrial complex with four exits. The face of the building facing the checkpoint has windows with metal shutters that can only be opened from the inside.
- 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 one-way 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 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, accessible by a flight of stairs from the previous area, opens after checkpoint A is captured. The second one meanwhile is unlocked with the capture of checkpoint B. Checkpoint B is located in a ditch outside the Barn's right perimeter.
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.
- Second BLU Spawn: Following the capture of checkpoint C, BLU's spawn is moved into the Barn, facing towards checkpoint C.
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 only openable from the inside. 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 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. It starts out covered by a hatch, but once the cart comes near it the hatch opens up, revealing a pitfall below.
- 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.
Strategy
Offense
- First Checkpoint
- BLU’s initial objective is to establish control of the forward terrain leading out of spawn, as early momentum is critical on Swiftwater.
- Securing elevated positions overlooking the cart path allows attackers to limit RED spam and safely advance the cart.
- Coordinated pressure is often required to break early defensive holds, particularly against Snipers controlling long sightlines.
- Once space is gained, BLU should prioritize maintaining forward presence to prevent RED from re-establishing defensive positions.
- Second Checkpoint
- As the cart advances, BLU must contest multiple elevated defensive positions overlooking the cart path.
- Controlling high ground near the checkpoint is essential to limiting RED’s ability to spam and delay progress.
- ÜberCharge pushes are often used to clear entrenched Sentry Gun positions and force defenders off strong holds.
- Maintaining cart momentum after winning a fight is important, as RED spawn distances allow for quick recontests.
- Third Checkpoint
- This section of the map features tighter spaces and increased verticality, making coordinated pushes more important.
- BLU should prioritize clearing defensive positions that directly overlook the cart path before committing to a capture attempt.
- Über advantages are often decisive in breaking RED’s layered defenses.
- Once control is established, attackers should focus on stabilizing positions ahead of the cart to prevent stalls.
- Final Checkpoint
- The final area requires BLU to push into enclosed industrial spaces with limited sightlines.
- Defensive setups commonly focus on controlling entrances leading into the final capture area.
- Successful captures typically require coordinated Über pushes to dislodge RED from entrenched positions.
- Maintaining pressure after an Über exchange is critical, as RED can quickly regroup and re-establish their hold.
Defense
- First Checkpoint
- RED should focus on using long sightlines and elevated positions to slow BLU’s initial advance.
- Early defensive pressure can significantly delay the cart and force attackers to expend ÜberCharges.
- Defenders should be prepared to retreat once key positions are lost to avoid unnecessary deaths.
- Second Checkpoint
- RED commonly establishes holds on elevated terrain overlooking the cart path.
- Sentry Gun placements are most effective when supported by overlapping sightlines and spam.
- Defenders should anticipate Über pushes and be ready to fall back if their hold is compromised.
- Third Checkpoint
- Defense at this stage relies on layered positioning and controlling vertical space.
- RED should focus on denying BLU access to strong forward positions that overlook the cart.
- Timely retreats are important to avoid being overrun and to set up for the next hold.
- Final Checkpoint
- Defending the final checkpoint centers on denying access through the main entrances into the capture area.
- RED often relies on strong Sentry positions and sustained spam to stall the cart.
- Über exchanges are common, and defenders should focus on surviving pushes rather than overcommitting.
- Holding space after an Über exchange is critical to preventing BLU from capitalizing on temporary advantages.
Changelog
- 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.
Gallery
| |||||||||||||||||||||||||||||||