CP_FROST by Scorpiouprising

"cp_frost is a 5cp push map geared towards competitive play. It emphasizes vast height differences, flank routes, and long sight lines. The middle is based somewhat loosely off the B bombsite in de nuke from counterstrike source, while the rest of the map draws a bit from yukon, well, and other maps. One of the prominent features of the map are the interconnected attic areas, which offer players a variety of height based options as well as unique sniping positions.

The final points are from my entry to the control point detailing contest at tf2maps.net.

As far as testing goes, I'm interested in how viable the sniping positions are. Are they too good? Can you snipe too well from such a vantage? I'm also interested in how back cappable the map is. Does the map offer too many side routes or flanks which make it so scouts can continually backcap? Let me know what you think!

Changes from B4:

* Added a great deal of floor space to the middle. Should prevent the lower area from being a complete death trap as it was before, and give scouts some more combat space to work with.
* Removed the glass from the windows up top and removed the ramps to top as well. Extended the platform above, making for a nice rocket jump platform, and made it so you can shoot through the vent prop (it will still block movement and projectiles to the side.
* Moved the mediums at middle to the platform in the left computer room.
* Reworked some of the props at middle to allow for easier soldier spam spots, as well as easier crouch jumps.
* Removed the walls behind the sniper spot at second, primarily for visual reasons, though it will now make that spot a bit more viable for sniper.
* Reworked the ramps up to the roof at second. The ramps are now on the defenders side, with an additional stack of boxes allowing attackers to get to the top from the right side.
* Centered the medium health below the point, and moved the medium ammo to the right side with the small health. Removed the small ammo to the right.
* Removed some of the cover at last, helping the attackers to spam a bit more liberally. Also, added some boxes that will allow scouts to double jump to the top of the rocket.
* Removed the glass from the windows above the second. Nice new sniper position, as well as a way for soldiers to get to the top quickly.
* Extended the point at last. Added a glass barrier for medics to hide from sniper fire, as well as a new doubled set of stairs to get up to the point. The capture zone is much larger now as well.
* Moved second set of forward spawns up a bit, to help avoid confusion.
* Lighting in vents, to help identify teams. "


*DOWNLOAD B4*  *MIRROR*