Frontier

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This article is about the map. For other uses, see Frontier (disambiguation).
Frontier
Pl frontier.jpg
Basic Information
Map type: Payload
File name: pl_frontier_final
Released: February 24, 2011 Patch
(Community Map Pack Update)
Developer(s): Patrick "MangyCarface" Mulholland
Arhurt
Map Info
Environment: Alpine
Setting: Daylight, Sunny
Hazards: Pitfall, Li'l Chew Chew
Map Items
Healthico.png Health Kits: Smallhealth.png ×8  •  Mediumhealth.png ×11  •  
Largehealth.png ×2
Ammoico.png Ammo Boxes: Smallammo.png ×5   •   Mediumammo.png ×15   •  
Largeammo.png ×4
Map Photos
Loading screen photos.
Map Overview
Frontier overview.png
Map Stamp
Item icon Map Stamp - Frontier.png
Supporters Leaderboard
Meet "Li'l Chew Chew"—a razor-toothed BLU payload designed to messily devour any merc dumb enough to blunder in front of its path through this single-stage payload map. Eat your way past RED's defenses astride a gleaming metal death machine, powered by the blood of your enemies, and also gasoline (mostly gasoline, to be honest).

Frontier is a single-stage Payload map with 4 checkpoints added in the Community Map Pack Update. It is oriented towards organizing pushes around the cart's movement to benefit from its significant protection instead of suppressing the RED team, because the layout of terrain is highly favorable towards the RED team. The crowning feature of Frontier is its custom cart, "Li'l Chew-Chew".

Li'l Chew Chew

Li'l Chew-Chew
See also: Carts

In place of the standard BLU cart is a substantially larger mechanized train engine known as Li'l Chew-Chew. It has razor-sharp teeth and two headlights as eyes, and a rideable platform on the back. It is impossible to construct buildings on the rideable platform.

Being much larger than a standard Payload cart, Li'l Chew-Chew provides significant cover from frontal attacks. It is also capable of instantly killing any player in its mouth with a chomp. The range of this chomp is increased when traveling at full speed, catching any player directly in front of the moving cart. The platform also has a built-in BLU Dispenser; however, those riding on it have trouble seeing directly in front of the cart, as the main body of the train is in the way. It has a noticeably increased pushing range when compared to normal carts.

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

  • Checkpoint A: Checkpoint A sits in an area surrounded by high cliffs and buildings just in front of RED's starting spawn area.
  • Shack: A small, two-story building to the right of the BLU's initial spawn (when viewed from BLU's perspective). There is a tiny balcony hanging off its side as well as a small health kit and a large ammo pack that can be found on the second floor.
  • Cave: Positioned directly across the Shack is a hollowed-out section of a hill that leads directly to the Tower. Sandwiched inbetween the Cave and the Shack are the Li'l Chew Chew's tracks that lead to checkpoint A. The Cave also holds a medium health and ammo pack.
  • Tower: This is a very tall building that overlooks the entire area of checkpoint A. It is positioned in such a way that the cart needs to first pass underneath it before exiting out of its back side to reach the first checkpoint. Although there is only a single staircase leading up to the top of the Tower, players can also access it by explosive jumping through its windows.
  • Dwellings: A group of houses and hallways that are located at the base of the Tower.
  • Cliffs: Stretching in between the Tower and the Canyon is an elevated section of terrain that runs parallel alongside the cart's tracks. There is also a small wooden shed atop the Cliff that contains a small health kit, as well as a larger building located opposite RED's first spawn exit that houses a large health pack and small ammo pack.

Checkpoint B

  • Checkpoint: Checkpoint 2 is found at the top of a large hill inside of the Warehouse.
  • Canyon: Right after passing the first checkpoint, the cart makes a left turn and goes through a small valley where it is surrounded by cliffs from all of its sides. Bordering this area is also a deadly pitfall.
  • Incline: A large and steep incline on which the cart must travel after traversing the Canyon. On the right (when viewed from the cart's perspective at the bottom of the Incline) there is the House, and at the top is the Warehouse.
  • House: Located alongside the Incline is a medium-sized single-story house that also contains a medium health kit and medium ammo pack.
  • Rock Wall: Splitting the Incline in two is a wall made out of large boulders that are adjacent to the Warehouse's left side.
  • Warehouse: A big multi-story structure that houses checkpoint B. It is primarily located on the right side of the Incline (when viewed from the cart's perspective), but parts of it also stretch all the way to the Small Shack that comes after the second checkpoint. It has 6 entrances and exits in total, as well as a medium health kit inside.
  • Spiraling Ramp: A vertical structure containing a ramp which ascends to the same level as the RED's second spawn.

Checkpoint C

When this point is captured, two giant doors at the final pit slide open, revealing a satellite dish pointed at the sky.

  • Checkpoint: Checkpoint 3 sits between the Antenna Building and the Rock Plateau.
  • Second Incline: Once the second checkpoint is captured, the cart makes a turn to the left and starts climbing up yet another steep slope. this one taking it to the Small Shack.
  • Maintenance Shed: On the right side of the second Incline is a single-room shack that connects to passageway which leads directly to the Rock Plateau.
  • One-way Gate: The building housing the second RED spawn (which has by now become the third BLU spawn) has a one-way gate that exits out onto an area in front of the Rock Plateau.
  • Rock Plateau: A group of cliffs and rocks positioned inbetween (and also connected to) the Hollow Building and the Balcony Building. A small health kit and medium ammo pack can be found on the top of the tallest rock, which can only be reached by blast jumping or using the Thermal Thruster.
  • Hollow building: A large storage-like building with a very tall ceiling. After entering it, the cart makes a U-turn before reaching the third checkpoint. In one of the corners sit a medium health and ammo pack.

Checkpoint D

  • Checkpoint: Checkpoint 4 sits above a large open pit with a satellite dish its bottom.
  • RED Final Spawn: The RED team's final spawn area is located on either side of the point, connected by a catwalk.
  • Below Flank: Hidden directly beneath Li'l Chew Chew's final stretch of tracks is an intricate set of cliffs and catwalks that offer many flank routes around the RED Final Spawn. Stashed away the way at the bottom is also a large health kit.
  • Antenna Building A building with an antenna on top of it, located on the other side of the tracks from the Rock Plateau. It contains stairs that lead to the Bottom Flank.
  • Balcony Building: In one of the corners sits a dilapidated shed with a large uncovered terrace. It is directly connected to the right-side RED spawn via a metallic catwalk.

Helpful overview

Frontier's locations
1.Shack
2.Cave
3.Tower
4.Cliffs
5.Canyon
6.Incline
7.House
8.Rock Wall
9.Warehouse
10.Second Incline
11 Small Shack
12.Hollow building
13.Rock Plateau 
14.Balcony Building
15.Red Catwalks
Yellow circle: First checkpoint
Green circle: Second checkpoint
Black circle: Third checkpoint
White circle: Final checkpoint
Blue diagonal lines: First Blu spawn
Red diagonal lines: First Red spawn  
Double Red/Blue diagonal lines: Second spawn                  
Red/Blue circle w/ double diagonal lines: Third spawn
Red/Blu square w/ circle and double diagonal lines: Fourth spawn

Strategy

Main article: Community Frontier strategy

Update history

February 24, 2011 Patch (Community Map Pack Update)
  • Added Frontier to the game.

October 13, 2011 Patch (Manniversary Update & Sale)

  • Fixed various geometry bugs.

January 26, 2012 Patch

  • Localized the team goal strings.
  • Updated pl_frontier with author-submitted fixes:
    • small prop adjustments.
    • several unsewn/gappy displacements fixed up.
    • func_push altered below final capture point.

February 1, 2013 Patch

  • Fixed exploit where players could be pushed into enemy spawn rooms by the Payload cart.

July 10, 2013 Patch

  • Fixed spawn doors not working properly after second capture.
  • Players can no longer build inside kill volumes.
  • Players can no longer build inside of Blu's second spawn room.
  • Red players can now enter the Blu team spawn upon round win.

December 15, 2023 Patch

  • Fixed Engineers being able to build in Red's final spawn room.

Bugs

  • After the Payload has been delivered and the round has ended, the timer on the cart continues to drop.
  • If a RED player is standing in the open door of BLU's second spawn point when the round ends, they are instantly teleported across the map into the third spawn point.
  • If a BLU player pushes the cart, but not enough to get it out of the spawn room, and the cart retreats, the platform stops when it gets to its starting position, but Li'l Chew Chew keeps going until it reaches the same stopping point as the platform, resulting in Li'l Chew Chew clipping through over half of the platform. It returns to normal when a new round starts.
  • Snipers can fire through the right window frame of the balcony building.
  • Li'l Chew Chew can be glitched so the platform that it is towing ends up far behind the actual engine, allowing the BLU team to have a significant advantage as the cart ends up farther ahead than where the platform is. It also may have a model glitch, getting inside the ground and preventing RED team players from seeing the engine, which still has a functioning deathbox.
  • RED Engineers can build a Teleporter Exit on the border of the entrance to BLU's first spawn, allowing RED entry if a BLU team member does a partner or group taunt.
  • When the final point is capped, any BLU team members who were set to respawn at that time appear in RED's final spawn room, instead of BLU's intended final spawn room.
  • Players can camp RED team's second spawn (BLU's 3rd) by using sticky bombs and firing at the top of a wall where the invisible walls cause the bombs to fall into the spawn area.
  • It is possible to clip out-of-bounds as an Engineer.

Trivia

  • The computer screen on Li'l Chew Chew bears the message: "Lil' Chew Chew v2.2 I've not been programmed for Regret <3 <3".
    • The ticker tape below reads: "Lil' ChewChew OS 2.5 start up, Running System Check, Armor 100% ready, Vacuum Tubes 100% ready, Jaws 100% ready, Engines 100% ready, initializing vacuum tube logic --- Loading Chew-Chew personality, Debugging complete, Chew-Chew personality 100% ready, Maggot removal imminent, operational!!!".
  • The official announcement writes the cart's name as "Li'l Chew Chew", but the display on the computer screen reads "Lil' Chew Chew".
  • There is an unobtainable hidden medium medkit inside the ground below the walkway from BLU first spawn towards Canyon.

Gallery